Colonization of the Moon -- The Code Extensions Thread

matthewv said:
I am all for certain techs increasing the strength of certain units. what I think should not be implimented at all is having the tech leader get bonus strength as it will give the tech leader to much of an advantage. He would have more advanced units plus a bonus strength on top of that.

Well what does that feature mean then? Or are you just saying you don't like that feature?
 
matthewv said:
I think a better way to do this is for the firsit 25 turns have python check the research production and then subtract this number from this.

I can reset it to 0 too (I believe), but that's not going to create good user expectation. It will *look* like they should be producing research, they just won't ever accumulate any.
 
Belizan said:
Well what does that feature mean then? Or are you just saying you don't like that feature?

I mean that if you research a certain technology the strength of one type on unit should be changed(say defence cannons). This can be done buy giving all the defence cannons a strength promotion when the tech is researched.
 
matthewv said:
I mean that if you research a certain technology the strength of one type on unit should be changed(say defence cannons). This can be done buy giving all the defence cannons a strength promotion when the tech is researched.

Sure, although I was thinking a special line of promotions called something "catchy" like.. Tech Edge or some such

I was also thinking of making it "dynamic" and relative.

So, let's say that there are 5 techs which improve defense cannons....

Ok, nevermind, no point in it being relative I guess. Anyway, yeah, the idea was.. you get a tech, I give all units (or all units of a particular type if you like) a promotion.
 
Ok, nevermind, no point in it being relative I guess. Anyway, yeah, the idea was.. you get a tech, I give all units (or all units of a particular type if you like) a promotion.

yes that is what I had in mind.
 
Well spotted, Geomodder! I thought I'd seen them before somewhere. Nice to see another Nexus player out there in the wilderness! (present company excepted of course :D)
 
JBG said:
Well spotted, Geomodder! I thought I'd seen them before somewhere. Nice to see another Nexus player out there in the wilderness! (present company excepted of course :D)

Didn't you realize? I'm the GeoModder on the official forum. :D :lol:
 
Belizan - could you code up a script where research is simply not allowed until say turn 25? Force all of the gold to go to treasury or disappear (ie - back to Earth)? It may not be what we end up wanting to do, but I'd like to see how that plays out. Thanks.

edit - And could you drop a colonist into all of the players' lone city at the same turn?
 
Belizan said:
Ok, first in what will be a long line of demo mods.



This one is for radar towers and air fields, with the air defense stuff put in. Check it out, send me feedback.

BTW, how do I get a reference to my attachment somewhere other then the end of the message? :(. I don't have to post and re-edit once I have a link info do I?

Not to be obtuse...but what do we do with it? Does it go right into our current build?
 
Not to be obtuse...but what do we do with it? Does it go right into our current build?

we are going to have to be careful when we add this as some of the files he edit have already been edited in our mod. the changes he made in these files have to be copied and them pasted in the appropiate place in the already edited files.
 
matthewv said:
we are going to have to be careful when we add this as some of the files he edit have already been edited in our mod. the changes he made in these files have to be copied and them pasted in the appropiate place in the already edited files.

Yeah I thought some of the Python event files were simply super big and kept getting stuff added to them. I volunteer not to be the first to add this! :D
 
woodelf said:
Belizan - could you code up a script where research is simply not allowed until say turn 25? Force all of the gold to go to treasury or disappear (ie - back to Earth)? It may not be what we end up wanting to do, but I'd like to see how that plays out. Thanks.

edit - And could you drop a colonist into all of the players' lone city at the same turn?

You mean something like this?

I still think a forced civic would be better.

Not sure if there's a way for me to force their tax rate. Haven't found one yet.
 
we should sent belizan our mod so he can make incorporated his mod into it himeself. I will pm him the link to it shortly.
 
woodelf said:
Not to be obtuse...but what do we do with it? Does it go right into our current build?

It is a loadable mod in its own right.

I am doing vanilla testbed construction right now. Which means I'm building each feature separately in it's own mod built against the vanilla "mod" (in so much as is possible). If you don't understand why I need to do that, just assume it's a coding requirement for testing. Once we have features the way we like them I will build a merge mod of our desired features to be integrated with the overall mod, with instructions on how to plug in the unit classes/types/etc. in a master config file. Most of these mods thus far, however, are pretty easy to plug in with even rudimentary Python knowledge. Not saying that you should! Just.. that you could...

Elsewhere, I tested. The AI does not appear set off onUnitSelected. I will want to do a few more tests before I declare it to be fact, but it looks very discouraging so far.
 
Elsewhere, I tested. The AI does not appear set off onUnitSelected. I will want to do a few more tests before I declare it to be fact, but it looks very discouraging so far.

:mad: arrg thats to bad.
 
matthewv said:
we should sent belizan our mod so he can make incorporated his mod into it himeself. I will pm him the link to it shortly.

Yep, I was thinking the same thing. It might help him consolidate the python stuff too.
 
woodelf said:
Yep, I was thinking the same thing. It might help him consolidate the python stuff too.

Consolidating the Python stuff is easy (and should be done by me anyway to avoid conflicts and "merge" errors). It's getting the XML-based unit info, adding the build info, unit classes, improvements, etc. etc. that is a pain.
 
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