Debris and Wreckage finds

woodelf

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What sort of stuff should we be finding in wreckage and debris?

I was just playtesting and found Lunar Marines. :lol:

I suppose you could rationalize finding a recently crashed ship, but is that what we want?

So far you can find a map, some xp, gold, the norm.

I think we need to spice things up in this regard. Ideas?
 
What sort of stuff should we be finding in wreckage and debris?

I was just playtesting and found Lunar Marines. :lol:

I suppose you could rationalize finding a recently crashed ship, but is that what we want?

So far you can find a map, some xp, gold, the norm.

I think we need to spice things up in this regard. Ideas?

Lunar Marines = the weapons+suits for a platoon of Moon inhabitants in a "wreck". So that's cool for me. Actually, it does make sense after Isolation since some of the survivors will be military personnel, and if they join your civ. *shrugs*

A map makes less sense. By the time Isolation occurs, most if not all of the map will be discovered I think. xp looks ok, gold not so. In doesn't make sense to run off to the Moon with money when your payload should exist of equipment to live there.

To spice things up, make it happen more that "barbs" spawn from discovered goody huts, or even that a scout/rover popping a goody hut discovers it is a survival civ from Earth. (the scout triggers the start of a new civ on the Moon)

Crahsed earth debris, after isolation... and possibly some old alien rubble.

I didn't respond to this assumption in the other thread, but Earth debris on the Moon as result of a cataclysm is simply impossible. And personally I wouldn't put alien rubble on the Moon. Let them come out of the blue if they have to come. There's no need for alien gadgets letting scientist scratch their beards over.

Cultural Artefacts sent to moon for preservation can give culture ( moonsong ) to a base. random or specialist ?
Food Tanks : moon viewed as a storage ground ...

Yes, precious items and important persons could be the result of a pop. Good idea here.
On food tanks, I'm not so sure. Of course, if it could be scripted that a food pop of a hut gives say +10 :food: in the breadbox of the nearest base...
 
I can, in XML, remove debris from the first era and that would simulate only finding debris after the Isolation event. Actually I don't know if the debris would then appear if the map is totally discovered, but we could definitely do this via Events in BtS. In this way you would find lunar marines, artifacts, great people, even settlers.

Damn, I wonder if that modpack by primem0ver will allow us to do this...
 
Mmm, if barbs can spawn at the not-visible parts of a map, I don't see why huts couldn't be scripted to spawn too with an event.
 
I think we also want these to spawn everywhere. Debris won't only hit unpopulated areas. You could find something cool in your backyard. ;)
 
For the Nth time, debris from a cataclysm on Earth could never be found on the Moon. Gravity makes sure of that. ;)
 
I think finding +:hammers:, +:food:. and +:gold: as positives makes the most sense. All of these are the equivalent of finding a one-off resource.

Finding a rover would be the equivalent to finding something from an earlier space mission. If it could be made 1 strength, 2 move, non-upgradable and no-cost that would be ideal. At least in the pre-isolation stage.

Post-isolation finding military units and tech make sense.

Both pre-isolation and post-isolation hitting a hut and finding barbarians make sense as a rogue set of units that managed to make it to the moon.
 
I recall the Roanoke mod using "salvage" when they found goody huts. It worked that this salvage could be used to create basic facilities.

I don't know how to add a one time bonus of production or food. Anyone know how?
 
I'm sure we'll be able to make the goodies do what we want them to, as long as it's simple.
A free +20 production in the nearest city of the finding player shouldn't be too hard to do.

We just have to hyjack this python function from the EventManager:
Code:
	def onGoodyReceived(self, argsList):
		'Goody received'
		iPlayer, pPlot, pUnit, iGoodyType = argsList
		if (not self.__LOG_GOODYRECEIVED):
			return
		CvUtil.pyPrint('%s received a goody' %(gc.getPlayer(iPlayer).getCivilizationDescription(0)),)
 
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