Colonization of the Moon -- The Code Extensions Thread

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.

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.
 
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
 
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

Figures everyone wants everything done on the first day :).

Right now I'm vacillating on Dinner. Once I figure out what to eat, I'm going to do the Mega-Improvements, and then take a look at Artillery, assuming I get that far 8).
 
mmm food, i think ill go have a burrito, figures, you build the thread they will come, alright well i think artillery will be more useful than mega improvements but thats me
 
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.

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
 
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

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? :/
 
Ok, I've been looking over the Mega-Improvements, and we have some problems, I think.

Biodome
Mega-improvement. Determines city architecture.
Stores 25% of food after growth
+2 health
+3 happiness
+1 food in all squares with at least 2
+1 commerce in all squares with at least 3
Removes all defensive bonuses from the city
Can be destroyed by hostile troops
If destroyed, results in loss of ½ population and all food

Bunker
Mega-improvement. Determines city architecture.
Stores 25% of food after growth
+1 happiness
+2 production
+25% defensive bonus
+1 production in all squares with at least 3
Removes happiness bonus from Biodome terrain improvement
Can be breached by hostile fire
If breached, results in loss of 1 population and defensive bonuses

The food storage, defense, happiness, health, production are all easy and can be done from XML.

I'm not sure what the breached by hostile fire bit means, but assuming that's a captured/destroyed on city taken issue, I *think* the pop and food losses can be done. No sure about the defensive bonuses, I'd want to have a more clear idea about what you meant.

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?
 
Ok, I have one possible way. I can dynamicly add or remove Free Specialists by type. So we can make specialist types for the extra yield check onEndPlayerTurn() and adjust the number appropriately for the bonus. It's ugly, but it will work :/

I can also change the "Extra Happiness" in a city (which could be used to counter-act Agrodome effects for the Bunker), but I'm entirely sure how it works. This would also require a per turn check, and have the disadvantage that it would not seem like the Agrodome was less effective, just that the city would be mysteriously more unhappy.
 
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? :/

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?

Communications, equipment frying, ?????

I like the old communications black out of SMAC. Sucked when you wanted peace and couldn't negotiate for 20 turns!
 
Belizan said:
Any thoughts on the mega-improvements?

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.
 
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.

Well, I was more thinking... So I can simulate the effect by adjusting the number of free specialists in the city, but... Given how ugly that is... Do we really want to do that?
 
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?

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:
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.

Actually you can't. There is no way that I know of to programmatically patch into the economic calculations performed by the engine.
 
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.
 
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.

Well, we could set them to add a %age of production. or a %age of some sort of commerce benefit, but that's not what JBG had listed, and it's meaning is somewhat different. Which is why I'm looking to hear what he thinks. I can actually simulate his *exact* wording. It's just ugly as hell :(. Not to discourage more creative solutions :).
 
Back
Top Bottom