Colonization of the Moon -- The Code Extensions Thread

matthewv said:
@Belizan
If you have time Friday night(your time. I hope I got your time zone figured out right), you should wait till the completely frozen version of the mod is out then.(If JBG posts his files early Saterday(his time)) You can then have complete control of the mod to add all your python.
If you can then add all your stuff at that time and send it to us on Saterday we can then playtest for the next couple of days. I will then debug next week Monday and Tuesday(and made any small modifications that are required). On Tuesday night I we send the mod team the finished product to be released to the public. JBG can then post it on Wednesday.

I we follow this schedule thing will hopefully run nice and smooth and we should not have to worry about conflicting versions of the mod.


That works fine for me as well. However you all want to do it. You can't add in Trait-restrained buildings and units (and have them work properly, at least) until we merge, though. I just need to know when we're going to do it ;).

I'll probably want to be able to talk live with.. probably Woodelf or maybe JBG is he's up to date on these things, when I do the merging, probably for a few hours, to ask about various units and techs and what not. I'm in Caulifornia atm, which is PST. And I have no idea what my plans are for the weekend 8). Or this Tuesday, as Bjork once said. Although, I think Jean Reno said it best when he said... "I'm free Tuesday."
 
I'm in Caulifornia atm
Are you serious?? That mean you are in the same Time zone as me. I thought you were in australia or something since you post at like 4 in the morning
 
Well, We need to schedule a time for belizan to stick his code in the mod when someone is online to do the appropiate XML Editing. I should be available Friday night PST(might stay up till early Saterday morning) to help out.
 
I have a drop from woodelf, should I use that, or wait for JBG's?

Hmm.. i don't know depends what JBG edit. I don' t think he did anything that will interfer with you stuff. I say go ahead. I have time tonight to help you out with the xml stuff.
 
I'm playing with the Python stuff you guys put in last night, but I'm confused about one thing....

If I build City Bunkers I get the option next to build City Biodome refit. Conversely if I build City Biodomes I get the option to next build City Bunker refit. Odd or is that normal?
 
If I build City Bunkers I get the option next to build City Biodome refit. Conversely if I build City Biodomes I get the option to next build City Bunker refit. Odd or is that normal?

This is normal, It allows you to switch from a biodome to an bunker type city and vise versa. That way if you build a biodome and you want to switch to bunk during wartime you can do it by building the city bunker refit.(cool eh:cool:)
 
About artillery - it works! Does it need a range of 4? I think we also need to change the mesh size to 1 from 2. And it did completely kill a barb scout in 2 passes! (-52% damage and then -48% the second time).
 
The changes I customarily make to XMLs are making sure all the Civilisation and Leaderhead art links up, and also perhaps tweaking the occasional value here and there.

It's nice to be back, btw.
 
JBG said:
The changes I customarily make to XMLs are making sure all the Civilisation and Leaderhead art links up, and also perhaps tweaking the occasional value here and there.

It's nice to be back, btw.

Please let me know of any changes you make to this version. Welcome back again!
 
So far the only change I have made is to add an *.mp3 file for the OpeningMenu (supposed to overwrite the old one).

Just to check, does the latest version (0.11) work with everyone?
 
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