Colonization of the Moon -- The Code Extensions Thread

Re: Normal specialists. Generals can add experience to units generated, but (say) cost money rather than give it. AIs can increase culture and science. Statesmen can increase happiness and reduce war weariness.

Re: Great Generals: if it'd make your life simpler, then leave it until later. On upgrading, I think if you just have him upgrade a single unit, for once, for free (say) that might be a decent placeholder. If possible you could extend it to all units of a type in the same stack (at a very low cost), but if it's too complimicrated then seriously don't bother.

Great AIs have an increased chance of spawning with certain buildings (like the Resident AI improvement, Computer Core improvement, for example) and one or two advances that I'll get woodelf to tweak. They're rare, though. Some wonders can also increase their generation rate once we get a few wonders milling around. New GP types will be worth thiking about when we get round to the wonders section.

Hope that clears it up!
 
Great artillery implementation! The AI can run recon, thats fine, hopefully they wont do recon instead of attacking, actually why not let the human do recon? instead of firing an explosive shell, you fire a drone that snaps photos of the area as it sails over and radios them back to you before crashing harmlessly??? I don't mind the way it looks, we can change the buttons and tooltips as you said. Are the 'shells' stealthy? We dont want the air defense batteries to be able to intercept them at the same rate as regular fighter-bombers. This reliably simulates civ3 style arty, cant wait to see it in-game. I think I will go make some new skins for units to get rid of the moon chariot etc. good work!
 
Let me know which units you're replacing with skins dsquared. I just downloaded five or six skins from the units section and I'm going to drop them into the mod for some of the newer units.
 
dsquared said:
Great artillery implementation! The AI can run recon, thats fine, hopefully they wont do recon instead of attacking, actually why not let the human do recon? instead of firing an explosive shell, you fire a drone that snaps photos of the area as it sails over and radios them back to you before crashing harmlessly??? I don't mind the way it looks, we can change the buttons and tooltips as you said. Are the 'shells' stealthy? We dont want the air defense batteries to be able to intercept them at the same rate as regular fighter-bombers. This reliably simulates civ3 style arty, cant wait to see it in-game. I think I will go make some new skins for units to get rid of the moon chariot etc. good work!

They have 100% evasion, which I *think* means they can't be intercepted. I haven't played with aircraft too much. I could make them stealthy as well, but that might be frustrating for determining where you are being shelled from 8).
 
Given that shells travel rather fast I'd say that few people have a chance to plot a reverse trajectory :D
 
Way to go Belizan! I finally put your turret program into the mod and the AI can finally defend cities. I didn't play up until it upgrades yet, but I'm comfident it will. Great job!
 
On shell interdiction: we have had counter artillery radar for some time here on earth, for instance in the iraq war, every time our troops were shelled, we put a bomb on top of that location. the military is close to deploying a laser system capable of literally shooting down an incoming shell before it detonates. We want to be able to shell people so we assume our projectiles have ECCM and stealthy abilities. however we do have laser batteries for use against aircraft
 
Should I start working on a merge mod then? And if so which mods should I include? All but fuel?

Also, what's the story with the Great General and the Great AI. I've analyzed it now, and there are only three features there that need Python coding--Generation of the Great General, Linking a unit to a building, and granting a one-time XP award on Building Built. These are really trivial to code 8), so the question is, who is going to do the XML work for these two (they require the two units--General, AI, plus two Specialists (same), plus three buildings (9.5.6, 9.5.7, 9.6.3), and a special spy unit (for the 9.6.3 counter espionage ability).

It's very disappointing that you don't seem to be able to make different quality of spy units :(. That sucks :(.
 
welll.... woodelf is working on things right now so we cant freeze xml until he does. definitely include the artillery and airfields, fuel is dead on the vine, i know you tried to get it to work but.... oh well.
 
dsquared said:
no but i hated the idea from the start... plus if the AI wont use it properly forget it. i liked the civ4 flight implementation

You could at least take a look. But yes, the AI will never understand that it's units have limited range. I can force them to "obey the restrictions" in a way that they will never crash a plane/run out of fuel, but it won't do wonders for their planning algorithms 8).

edit: Well, at least until the SDK comes out.
 
Ok, I have Great General, Great AI and the Leadership traits done with the exception of 10.1.4, 10.2.2. and 10.3.1, which I want to implement via civics, which requires some significant XML tweeks, so I'm going to hold off on that until we do the merge.

Speaking of which, I'm going to start preparing to do that, combining all the Mod components I've built so far except for fuel, and I'll probably toss in Woodelf's He3 trade building if it doesn't give me too many headaches. What I'll need is for whoever has the master version of the mod to freeze it at some point, package it up and give me access to it, and then keep it "frozen" for about a day until I can get everything in place and figure out how to send it back. Unless someone has another suggestion?
 
Belizan said:
Ok, I have Great General, Great AI and the Leadership traits done with the exception of 10.1.4, 10.2.2. and 10.3.1, which I want to implement via civics, which requires some significant XML tweeks, so I'm going to hold off on that until we do the merge.

Speaking of which, I'm going to start preparing to do that, combining all the Mod components I've built so far except for fuel, and I'll probably toss in Woodelf's He3 trade building if it doesn't give me too many headaches. What I'll need is for whoever has the master version of the mod to freeze it at some point, package it up and give me access to it, and then keep it "frozen" for about a day until I can get everything in place and figure out how to send it back. Unless someone has another suggestion?

I can "freeze" it at some point today. I can then send out the XMl and new art parts for someone else to upload. It would take me hours to do that. :(
 
Once you've got all that done, send it to me and I'll make sure everything's okay - then I'll upload it as version 0.103.

Great work, people!
 
JBG - if you want to post here or email me the chocies for starting techs for the civs please do, but don't do it in XML. Also, can you make sure each has Permafrost Brick as one choice......the other one can come from

Alloys
Air Recycling
Lunar Claendar
Chartra Selene
Low-G Warfar
Electronics

Thanks
 
Erhm.... you'd probably better do it, actually.

And why Permafrost Brick? Surely, if everyone has it, there's no point in it being an 'advance'?

Remind me what Permafros Brick leads to?
 
JBG said:
Erhm.... you'd probably better do it, actually.

And why Permafrost Brick? Surely, if everyone has it, there's no point in it being an 'advance'?

Remind me what Permafros Brick leads to?

Sadly it leads to Duricrete which is needed for roads. I found the hard way that if you need 2 techs for roads it sucks!

It needs some tweaking. Maybe I'll leave it as is for now. They all get Alloys and Permafrost Brick. Balance comes later.
 
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