Colonization of the Moon -- The Code Extensions Thread

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?

All of my testing mods are stand alone and in no way can be extracted over the Moon Mod. The idea is to load them up as mods in their own right and test out the features they are demonstrating in an otherwise virgin, vanilla civ 4 "mod". Test how the feature behaves and give me feedback as to how its behaviour coincides with your vision of it. Look for loopholes I've missed 8). Bugs, etc.

At this juncture we're making no effort to put the Python support code into the main mod, as the mod changes so often and so radically, I'd have to recode everything constantly with each release. At some point, when I have feedback I will try to make a merged baseline set of Python files with easy and well documented configuration options, so that whoever is in charge of the various XML files, can plug in the Unit, Building, Tech or Civic (etc.) string types they want to be used for each feature.
 
woodelf said:
Yes, that sounds ideal. Disabling the building can be done in XML, correct? Once Isolation is researched this bonus needs to go away.

Off hand I can't remember if obsolete buildings are automatically destroyed or simply no longer generate benefits. If the building is there, I will have to test for it. Hopefully I can ask the question, "Is this obsolete". We'll see when I get to coding it.
 
Is there anything that we can add to the version 0.1A Alpha before we post it? While I'm at it is there anything that needs further clarification?
 
Your ideas on the great people are... er... great. 9.5.1, 6, and 7 and 9.6.1, 2 and 3 can all go ahead as you outline them!

Great work, Belizan! :thumbsup:
 
JBG said:
Your ideas on the great people are... er... great. 9.5.1, 6, and 7 and 9.6.1, 2 and 3 can all go ahead as you outline them!

Great work, Belizan! :thumbsup:

Um, thanks, but.. I feel necessary to quote myself for 9.6.3...

Coder's Comments said:
Originally Posted by Belizan
Hmm.. well, spawn an unmovable unit to spy for you, add a super specialist, a building (for the defensive bonus and maintenance)... Yeah.. doable, but ugly 8). I'll have to check when I go to implement it if I can condense this at all. Would you want this ability to be stackable? I.e. more then one Great AI could be added to a city in this fashion for increased effect?

Second, have you looked at the fuel demo? That's a pretty important question to explore.
 
Perhaps I didn't mean 9.6.3 :blush:

I will look at the fuel demo right away! :salute:
 
Dunno. Although you'd have to be a bit thick to try and fire through your own biodome! :hammer2:
 
JBG said:
Dunno. Although you'd have to be a bit thick to try and fire through your own biodome! :hammer2:

Well, the idea would be them firing back at you. Afterall, just because you attack, doesn't mean you win.

It depends on your philosophy of the Civ4 combat abstraction. I had originally been thinking that, in line with the graphical representation, combat took place in the tile of the defender, so in order for a biodome to risk damage in a firefight, the firefight would have to involve a unit defending the city. It just occurs to me that that may not be sufficiently brittle for your tastes, so I thought I'd ask 8).
 
No, it sounds fine. Do it. Sounds great.

Right now I NEED SLEEP.
 
This is more or less the full implementation for this feature. Still no happiness mods for the agrodome/biodome terrain improvement, but... as I pointed out before, I can't take away what isn't there 8). It's a relatively easy bit to add, though, just have to make a second version of the terrain improvement and swap them in and out as appropriate.

Anyhow, here is the new demo for City Architectures. Please beat it up and break it if you can.
 
Continued great stuff Belizan. :goodjob:

I know that you finished the turret code, but I'll admit that I don't know what to do with it or what it even will do.

I'm hoping to figure it out and test it since the defense cannons suck as is. I'd like to bump their strength up, but keep it so there can only be 1 per city at a time. I think that's what you did.

edit - now I can't find the zip file. And it says confirmed/implemented. This has been implemented?
 
woodelf said:
Continued great stuff Belizan. :goodjob:

I know that you finished the turret code, but I'll admit that I don't know what to do with it or what it even will do.

I'm hoping to figure it out and test it since the defense cannons suck as is. I'd like to bump their strength up, but keep it so there can only be 1 per city at a time. I think that's what you did.

edit - now I can't find the zip file. And it says confirmed/implemented. This has been implemented?

Turrets were done long ago, before this thread was even started. The link for it is somewhere on the main thread. I can put up another version for you here. Which I guess I will do.
 
JBG said:
Your ideas on the great people are... er... great. 9.5.1, 6, and 7 and 9.6.1, 2 and 3 can all go ahead as you outline them!

Great work, Belizan! :thumbsup:

Sorry that was 9.6.4 I quoted before. It's 9.6.1 that's the issue. Although, at this point I know *how* to do it. What I don't know is the rules you want to use... What civic, how much GP do you want it to grant? Do you want it to convert a portion of another kind of GP production to AI GP production, or add additional GP production?
 
@JBG
For the Great General, other then how he gets spawned, all the features you've slated for production can be done in the XML. I'll write up the XML for you if you like, but... Did you want to answer any of my questions on the rules vis a vis upgrading? I can code those without too much difficulty, although I don't think we can get the AI to use them. (Although there are some Specialist AI functions I haven't really looked at).

Also, if you could illuminate me as to the rules affecting Great AI GP generation.

BTW, you did not mention it, but did you want regular specialists to go along with these? And if so, what do you want them to do?
 
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