matthewv said:arrg thats to bad.
I've confirmed it. It definitely is not triggered.
Another problem. If you have a "plane" over a "water" square when you convert it back into an actual water square, the DOMAIN_LAND unit blows up.
matthewv said: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.
dsquared said:Belizan, how is the artillery coming i would like to get that into playtesting as there is no counter to stacks of doom right now. let me know i know its tough managing this thread but it woudl be great to get some of your genius coding into the pre alpha
Mmm.. I hope you arn't waiting for me to do that? It doesn't make any sense to me to do that at this juncture. Just test out the mods I put up and see if you like how the features work. Adding features piecemeal to the still in flux master mod file seems incredibly inefficient to me. I'd rather spend my time coding up more features.
matthewv said:no we arent waiting for you. we can wait until we have a whole buch of stuff confimed and coded before it is added to the actual moon mod
Belizan said:Cool. I do need someone, preferrably the people who sponsored the ideas in question to check the implementation of the various features as I post them up.
Also, I take it that 25 turns of no research thing was a waste of time? :/
woodelf said:Another my bad.There's always sunspot activity like in SMAC. Can we do something to simulate that?
Belizan said:What do think the effect of sun spot activity is?
Belizan said:Any thoughts on the mega-improvements?
woodelf said:They look good. I wouldn't get too worked up if certain things can't be coded. JBG was writing down every possible thing that could happen so it would be on the table. Things can always be changed in the bible to correspond to what is actually in the game.
Belizan said:The issue comes with the "Removes happiness bonus from Biodome terrain improvement", and +yield in all squares with at least # features. Neither of those seem to be triggerable on a per city basis or by a building. Unless someone else has a clever idea?
GeoModder said:Well, if the biodome literally is breached, it no longer functions anymore and can be considered destroyed. If the facility itself is gone (I presume it is a facility) so will surely its effects?
Second for the +yield. This sounds like a variation on the Colossus benefit (+1 commerce in all watertiles). I suppose the only difficulty here is if such a feature can exist in only the cities which have a biodome. You could make it a global thing (in program terms) with a check if the Biodome exists or not to let it take effect.
GeoModder said:Ok.
What if the Biodome and Bunker mega-facility are programmed as a sort of national project then? for the Biodome it could have an effect like Wallstreet (percentage increase of the currency output) and for the Bunker the Chitchen Itza (or was it Angkor Wat?) effect, increased defense.
Of course presuming that those national projects can add food, health, production and happy faces.