Colonization of the Moon -- The Code Extensions Thread

woodelf said:
Belizan? Is this something that needs python or can be done in python?

http://forums.civfanatics.com/showpost.php?p=3692149&postcount=5

Could be, but other then the part where the gold amount is based on He3 resources owned, that could all be done in XML (other then the even trigger itself). You can make buildings obsolete when a tech is discovered, and you can make buildings produce gold.
 
Belizan said:
Could be, but other then the part where the gold amount is based on He3 resources owned, that could all be done in XML (other then the even trigger itself). You can make buildings obsolete when a tech is discovered, and you can make buildings produce gold.

Yeah, I did the XML part, but I'd like to see you get more by owning 3 resources than 2. Not a high priority though.
 
Belizan said:
What formula would you like?

If you have the building then the amount of gold = 2 x (the number of He3 plant improvements within city radius). Or, if this is too much then there could simply be one calculation for all of your cities put onto the Lunar Command (Palace) where amount of gold = 2 x (global number of He3 improvements). This will get shut off during the loss of contact in XML.
 
woodelf said:
If you have the building then the amount of gold = 2 x (the number of He3 plant improvements within city radius). Or, if this is too much then there could simply be one calculation for all of your cities put onto the Lunar Command (Palace) where amount of gold = 2 x (global number of He3 improvements). This will get shut off during the loss of contact in XML.

None too difficult. You sure this is how you want it to work? 8)
 
Belizan said:
None too difficult. You sure this is how you want it to work? 8)

Honestly, not sure at all. :blush:

I'm just throwing out ideas to see what everyone else thinks and to see if you could do them if need be.
 
woodelf said:
Honestly, not sure at all. :blush:

I'm just throwing out ideas to see what everyone else thinks and to see if you could do them if need be.

Yeah I can do it, as long as you don't make me display the updated gold amount in the city screen (not saying I can't, just that that is a far, far harder problem then the code for the building itself).

You want to only give the bonus if the He3 is connected to the city? What about the question of having the right improvement on it?
 
Belizan said:
Yeah I can do it, as long as you don't make me display the updated gold amount in the city screen (not saying I can't, just that that is a far, far harder problem then the code for the building itself).

You want to only give the bonus if the He3 is connected to the city? What about the question of having the right improvement on it?

It definitely needs the improvement.
 
The Helium3 resource gets a Helium3 improvement built by a worker. When connected by a road the city gets the resource. We hope. :)
 
<TerrainImpassables> appears to work.

This is a limited demo, I didn't rewire everything by any stretch, but should give you an idea of what's possible, particular given we have all our own terrains, etc.

Note: If you actually look at the Python code, the terrain conversion is only necessary to keep the default map generators happy. They like having water terrains, and get upset when they arn't there.
 
woodelf said:
The Helium3 resource gets a Helium3 improvement built by a worker. When connected by a road the city gets the resource. We hope. :)

Ok, so to confirm.
A) You still want this building?
B) +2 gold per He3 resource in the city radius which are connected to the city and have the right improvement built on them regardless of whether they are worked, yes?
 
<TerrainImpassables> appears to work.

This is a limited demo, I didn't rewire everything by any stretch, but should give you an idea of what's possible, particular given we have all our own terrains, etc.

Note: If you actually look at the Python code, the terrain conversion is only necessary to keep the default map generators happy. They like having water terrains, and get upset when they arn't there.

Yes I figured this out and thus we no long have any water terrain on the moon
 
8). Took me about 30m of rebooting my machine to figure it out for certain .

What do you think of fueled planes? I think the fuel airfield requires Bronze-Working, I forget.

Did not get around to checking out the fueled planes yet and now it is very late and I am very tired. Check your pm for an updated version of the mod. (without the freeze on exit bug):D
 
Ok, I've just finished build the bulk of the artillery implementation we described using planes. Here are the problems...

You can't (that I can find) disable plane missions. So Bombards can go on recon missions.
Air Combat missions bypass ordinary events--No OnUnitMove, No OnCombatResult. So I have to remove bombards are the end of the turn based on them having acted or not during the turn.

The only way I can prevent bombard shuffling (e.g. have three artillery in a stack, each one produces a shot, all three shots are xferred to one artillery and it leaves fully loaded), is to tag each bombard with the unit it's associated with, but this makes accidental user mistakes very problematic. Particularly since I can not expressly load a unit onto a carrier (that I've found).

Other then that, it works like a charm. What do you all think?
 
Belizan said:
Ok, so to confirm.
A) You still want this building?
B) +2 gold per He3 resource in the city radius which are connected to the city and have the right improvement built on them regardless of whether they are worked, yes?

Yes, that sounds ideal. Disabling the building can be done in XML, correct? Once Isolation is researched this bonus needs to go away.
 
I'm getting confused as to which downloads to install in which order. Should I install Belizan's mega-improvements download over Matthewv's latest update?
 
JBG said:
I'm getting confused as to which downloads to install in which order. Should I install Belizan's mega-improvements download over Matthewv's latest update?

I think you should try matthewv's update since it's the full working mod. Next you or someone can try to incorporate Belizan's work into it. I'm leaving Python adding to someone else.:confused:
 
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