Gearing for the Cosmos

Galacticat42

Drifting through space, lost
Joined
May 8, 2008
Messages
1,234
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CA, USA
Okay so a weird feeling came over me that hasn't happened in... What has it been now? Two or three years? Hmm, sounds right - anyway, a weird feeling came over me that I want to mod Civ IV again. Just out of the blue as I was searching this subforum I thought "Hm, I wonder if I can get that screen into the game for the Planetarium and stuff. I know I hated Python in the past and my college stuff should really come first, but my other mods are on hold and hell - re-learning Python the right way shouldn't be as frustrating. Besides, this time there are others on the team I can refer to that know python too - or at least I think."

But of course I didn't actually think all of that in words but rather pictures (I am autistic if thinking in pictures seems weird to any of you.) and so here I am, procrastinating my college work and curious about the progress of the cosmos side of C2C whilst being rather bored of games (shocking). Skyrim has too many crashes (*sarcastic* shocking), Civ V is down the drain, Minecraft has taken its toll and Technic pack for Minecraft has yet to release it's 1.3.2 version which will probably happen in a couple months. And last but not least the PS3 games have lost their edge. All that's left for me is what's necessary and no excuses for procrastinating (Not to worry, I usually get my college work done on time anyway).

Enough of my rambling, I'm curious what the ETA is on the multi-map feature so I may plan accordingly for the Planetarium screen (or whatever I called it last) if my assumption of my willingness to mod is correct. In addition, I'm going to need a smidgen of help to get into the loop of modding for C2C and how to mod with the SVN.
 
:D

Yeah I think in pictures too am not autistic (but I am artistic ;) ).

Glad to see you have gotten in the "mood" for C2C. I also go in cycles and don't always want to mod for C2C. However I too have been in a creative C2C mood. And the best part about C2C is its totally voluntary. You do what you can, when you want. Any help is appreciated and as I have said before you specially are always welcome to come back and work on the Cosmos side of things.

You know from various PMs that I have bugged you to come back in the past. In all honesty after seeing your own little space game project I thought you were gone for good. Well I am glad I was wrong.

As for ETA, 2 months minimum I think. Not much has been said from LyTning94 who was working on it. You would have to ask AIAndy on the progress since he was working with him on it.

Of the other stuff we have ofcourse all your ATOM techs in plus more added to the trans-human era. DH has added all Lunar and Martian terrains as well as some of the Solar System and Galactic terrains.

ls612 and I have been adding some more Trans-Human Era units to better transition into the new techs. MrAzure was doing a lot of Future Eras stuff, then went dormant and now has seemed to come back in a more mild manner.

I have only put a few buildings in since its hard to guess what it will be like with more than one map. Plus other more urgent matters have been taking my time for the project, such as building balancing (yeah who would have thunk I would get to doing that?).

I have a bunch of ideas for units and buildings and more but without multi-maps they are useless.

It would be nice to unlock some space objects like you decried way back for ATOM. But then again we could possibly unlock them on a physical map now.

Glad to see you want to mod again. We missed you dude. :beer:
 
Yea... I guess the worst part for me back in the AToM days was that I was the only one working on it. Sure you had your ideas, but you were JUST learning how to use XML which to be all honest wasn't particularly helpful in the fields that I was most focused in.
 
Well I still cannot do python and all the stuff but I have been learning how to make new graphics, so that's useful since no one on the team really knows how to do that stuff.

Also the team has grown a lot not just main people but other people who help with French translations, tech audio quotes or just reporting bugs we have missed. Lots of little modding adds up and has made C2C greater than I imagined it could be.

I honestly though that back when we started it was just going to be SO, DH and I doing everything until we burned out or Civ5 would come and make our mod obsolete. So Civ5's disappointment has been our gain. Not to mention we got a lot of RoM/AND refugees who were left hanging by Afforess' retirement.

Its good to see a RoM/AND veteran like yourself returning. I would have also liked if General Staff had come to help with C2C but I have not heard anything from him for years. Oh well his buildings still live on in C2C now.
 
So, the first plan of action is to get caught up into the SVN and start putting the button [back] in with an NYI tag.

Who implemented the hammer button next to the BUG options button? Perhaps the individual would be happy to give me a few pointers about the Python GUI.
 
T'was AIAndy. He has a pretty good handle on both dll and python programming. That said, to clarify, Koshling was the one working with Lytning on the multi-maps and it does appear Lytning has dropped the ball (or has disappeared while trying to round it out quite right.)
 
So, the first plan of action is to get caught up into the SVN and start putting the button [back] in with an NYI tag.

Who implemented the hammer button next to the BUG options button? Perhaps the individual would be happy to give me a few pointers about the Python GUI.
I added the new build list screen in revisions 3272, 3322 and 3334, if you want to have a look what exactly I changed there (the hammer button is actually the normal hammer graphics set with round button style in Python).
 
@Civ Fuehrer,

Welcome back! :clap::cooool:

JosEPh :)
 
I added the new build list screen in revisions 3272, 3322 and 3334, if you want to have a look what exactly I changed there (the hammer button is actually the normal hammer graphics set with round button style in Python).

Excellent, I'll be taking a look when I get the chance.
 
Great! I would talk to Koshling about coding Multiple Maps. The way things were originally supposed to work as that Koshling would code the graphical portion of Multi-Maps (Viewports), while LyTning would make the non-graphics stuff. However, Lytning left the forums in late July, and hasn't been heard from since, so I suspect that he may not ever finish the rest of Multi-Maps and that we'll have to make em ourselves. I think that you have read all of our planning about the new maps, the methods by which we'd like to add them, and such, but if you have questions just ask. Oh, and Welcome Back to Civ modding.:goodjob:
 
@AIAndy or Koshling

A while ago I made a random name generator just for AToM and am curious how difficult it would be to implement it into the DLL for naming random stars.
 
@AIAndy or Koshling

A while ago I made a random name generator just for AToM and am curious how difficult it would be to implement it into the DLL for naming random stars.

Well, we don't yet know how stars will be represented (I'm guessing maybe an analogue to cities on certain map types?). Provided they are represented by some entity that has a name (so city name if we use cities, but whatever else if not) then the easiest way is probably just to write an event handler in python for a new instance being created, and use that to set the name. That gives flexibility for modders without them needing to make DlL changes.
 
Well what about a python call to a DLL random name function?

Prefer the opposite because if people want to tweak the naming conventions or mechanisms for mod mods (or even language or cultural differences) they feasibly could if it was python, but not if it was embedded in the DLL. What advantage would there be in placing it in the DLL? It would only be required once per entity to be named, so performance shouldn't be an issue.
 
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