[MOD] Colonization: 2071

I think there might be too many progenitor ruins around. They make what appear to be rare artefacts quite common. In my Russia game I was able to get lvl 2 progenitor processing with 2 brilliant polymaths working with still some surplus. I suppose it helped when I settle next to 2 ruins with the bunker on them.

The Ruins are actually placed like the standard FEATURE_FOREST in Civ4Col and Artifacts replace standard Fur, so most resources are about as common as the standard game. I could try having the mapscript replace some of them with the alien forest types. True it's a big benefit to seek out a city site that can harvest lots of one type of resource, then you can a focus production like you did. I think I'll add iUnique tags to the bonuses for less resource concentration.

Actually I did come across a cool Moon nif file recently that I could add to a future version. I guess it could have the potential to produce both Ore as well as Food.

Do you mean you had Visionary Researchers in your Russian game? (maybe I should rename those to Brilliant Researcher to be more like the others.) The Brilliant Polymaths are supposed to be the generalist scientists for aliens only.
 
That explains why progenitor ruins are so common.

Yeah, I did have Visionary Researcher. My mistake.

Are you going to be including any any additional colonies? That was one of the things that always put me off about regular civcol. Since the theme of this mod seems slightly cyberpunk, perhaps some multi-national corporations could appear?
 
I've thought about it.. two possible ideas were
Japan (suggested by Heraclitus): extreme technology but in decline due to near-zero birthrate, part of the population is made up of androids. Maybe could get less immigration, but be able to purchase robotic citizen types on Earth.
The Caliphate: oil-rich Shiite theocracy controlling much of the Persian Gulf and Near East. Not sure what their gameplay traits/benefit would be.
A multinational corp is another good idea (Weyland-Yutani? Tessier-Ashpool?;))

I'd need to come up with some appropriate Traits fairly balanced with the existing civs, any ideas? The current civs also each get one of the first-level processing buildings for free, I guess I could just reuse those.

the theme of this mod seems slightly cyberpunk
Funny you should mention that, I had just started planning for a new cyberpunk mod of Civ4BtS, to be set in cyberspace a la William Gibson. Now that Civ5 will be coming out I think I'll wait and develop it for that, and just make some improvements to this Col mod.
 
I think new nations are good but i also think that the planets needs oceans becouse it's a bit strange that the planets have marshes and rivers but no oceans and lakes.

Another thing that is strange is that all planets have life on them. Some planets if not most should be barren with no life on them.

I also think that you should be able to build aeroplanes as the technology should exist at that time. If you make oceans you should of course create ships.
 
Thanks.
I think there might be too many progenitor ruins around. They make what appear to be rare artefacts quite common.

I fully agree with that statement. When I started a game with 0.03, my first thought when looking at the map was that ruin-overloaded. I'm not critizing their gameplay purpose, but in this case the graphical apperance is both important for flavor and also for a pleasent playing experience (IMO). Maybe it is just me as a regular Planetfall user, who knows the complete graphic either as unique world improvement or a single monument out of it as Monolith... The number of ruins just constantly draws my attention in a negative way away from everything else, my eyes just can't get rest when looking on the map :( Except for that, I have a very positive impression of this mod and its features.

One question... are there already the fixes of the unoffical patch or the patch mod added?
 
How about this?

Using the tree system to scatter them sometimes overlaps, but it looks like a much more natural distribution.

One question... are there already the fixes of the unoffical patch or the patch mod added?
Most of the fixes in Dale's unofficial patch were incorporated into the official 1.01 patch which this uses, so yes. I also changed the XML for the Expeditionary Force to start out stronger but grow much less rapidly with Liberty production.
 
The pictures look great! Now the ruins dont look to much like the monoliths in planetfall and some other things look different too. Good work!
 
I've just posted an updated 0.05 version with a variety of graphical updates (eg improved space tiles + new Ruins in an array of fetching designer colors), rare but powerful Progenitor Improvements guarded by security forces you'll have to defeat before claiming them, and an all-new new human colonial civilization, the cybernetic Empire of Japan.

For some reason I had a ton of trouble uploading this time; I tried both WePlayCiv, strategyinformer, and atomicgamer and it would repeatedly get hung up 3/4ths of the way through, I don't know if it's my connection or what. I finally upped it to megaupload by using their upload client, I think they often erase things after awhile though. If someone reading this downloads the mod and has a good connection, I'd be grateful if you could up it to a mirror at somewhere like atomicgamer.
 
Sorry for asking but where is the download link? I can only find the link to 0,4.
 
Hey orlanth, I know you were looking for alien leader artwork, so I wanted to show you what I've just released:

christopher_johnson_portrait_tHu.jpg


The jacket can be removed easily. I hope you can find a use for this.
 
The new version should be available through the link at the top of this thread; I'd just forgot to change the version name in the link there.

Thanks for the help! Downloading now.
 
Heya, orlanth. I just looked over the code for your question about units "removing astroids" and I see the problem. Units will only perform "work" inside a cities borders, sense the astroids are outside the border they will never even know its there. The Whaling code could easily be modified to accommodate for this addition. When Aymeric releases the Final version (or close to it) we can add the changes then.

Are you able to merge SDK codes? If so if you would merge the Whaling Code with the 2071 SDK I could then make the changes needed and speed things up.
 
Thanks for looking at that Kailric. I don't think it's only about borders, since when I tested the AI wouldn't clear asteroid feature within its borders and would always just sail its Mining Vessel back to port. I don't know enough about programming to change the SDK, so I've just been using your SDK you created for your Tech Modcomp (also maybe best not try merging yet if the Inventors House issue may still be changed.)

What did you think about the 2071 techs so far? I still need to develop them some more & am open to any suggestions. I'm really liking how your modcomp enables almost everything to get gradually unlocked with tech progress, makes for a much more challenging and interesting game. :cool:
 
Thanks for looking at that Kailric. I don't think it's only about borders, since when I tested the AI wouldn't clear asteroid feature within its borders and would always just sail its Mining Vessel back to port. I don't know enough about programming to change the SDK, so I've just been using your SDK you created for your Tech Modcomp (also maybe best not try merging yet if the Inventors House issue may still be changed.)

What did you think about the 2071 techs so far? I still need to develop them some more & am open to any suggestions. I'm really liking how your modcomp enables almost everything to get gradually unlocked with tech progress, makes for a much more challenging and interesting game. :cool:

Right, its not just about borders there are a few other things as well. When Aymeric gets the mod updated we'll work out something to your likeing. Your tech tree is looking nice. The colors through me off at the start as "completed" research has the same back ground as techs you can't research yet.

I have been trying to reproduce the bug with no Inventor's House at the start and haven't be able too. What I need is a save just before you "Found a Colony" so I can test things as the Colony is founded and figure out why this random bug appears. If you can get me a saved game from either my Tech mod or your 2071 mod that would be great.

For example, if you are playing a game and you found a Colony that has no Inventor's House send me an Auto save just before you founded the Colony.
 
Wow Kailric, I was surprised you weren't having that error too, so I totally uninstalled, reinstalled, and patched my copy of Col, and that seems to have fixed it with no Inventor's House problems on 5 or 6 retests! :king: So, sorry to trouble you with that false alarm. :rolleyes: I did still find one occurrence of the Jewish religion icon, and it does have crashes only when pressing quit to deskop, so I attached a save from that if it helps. But those don't really affect the game, so looks like it's working nicely. :goodjob:

For the tech box backgrounds, I guessed Art/Screens/CatalogedTech is for research completed (made that green), SelectedTech is for the one selected (yellow), and HoldsTech is unresearchable (red)? I'd like to make the alpha channel for those look better too, but editing them with DXT1 seemed to cause errors.

edit: BTW, one nice tweak to the Tech Modcomp could be to make tech-trade offers happen only intermittently, or get less frequent if you refuse. If you have lots of money and no techs, the aliens will keep offering to sell every turn if you keep saying no.
 

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Wow Kailric, I was surprised you weren't having that error too, so I totally uninstalled, reinstalled, and patched my copy of Col, and that seems to have fixed it with no Inventor's House problems on 5 or 6 retests! :king: So, sorry to trouble you with that false alarm. :rolleyes: I did still find one occurrence of the Jewish religion icon, and it does have crashes only when pressing quit to deskop, so I attached a save from that if it helps. But those don't really affect the game, so looks like it's working nicely. :goodjob:

For the tech box backgrounds, I guessed Art/Screens/CatalogedTech is for research completed (made that green), SelectedTech is for the one selected (yellow), and HoldsTech is unresearchable (red)? I'd like to make the alpha channel for those look better too, but editing them with DXT1 seemed to cause errors.

edit: BTW, one nice tweak to the Tech Modcomp could be to make tech-trade offers happen only intermittently, or get less frequent if you refuse. If you have lots of money and no techs, the aliens will keep offering to sell every turn if you keep saying no.

Well, if the bug shows again try to get me a saved game. What is DXT1? I use Gimp to create all my buttons and art files that end in .dds.

And the tweak you mentioned is already in the game. If you have edit CIV4LeaderHeadInfos.xml as shown below. Add in the CONTACT_TRADE_IDEAS attribute. Set the iContactRand to what ever number of turns you want the AI to wait before they ask you again for trade. Or, thats what is suppose to be happening :)

Code:
<ContactRand>
  <ContactType>CONTACT_PEACE_TREATY</ContactType>
     <iContactRand>20</iContactRand>
  </ContactRand>
<ContactRand>
  <ContactType>CONTACT_TRADE_MAP</ContactType>
     <iContactRand>20</iContactRand>
  </ContactRand>
<ContactRand>
  [COLOR="DarkRed"]<ContactType>CONTACT_TRADE_IDEAS</ContactType>
     <iContactRand>20</iContactRand>
  </ContactRand>[/COLOR]
 
Kailric, it looks like I'm still encountering the problem after all with Inventor's House sometimes appearing in a colony and sometimes not. I have no idea what could keep making this occasionally happen :confused: I again reinstalled and repatched my copy of Colonization, and this time it seems to have nothing to do with that. Well as you requested I've attached a save before and after founding a colony with no Inventor's House. Let me know if you can figure anything out?

http://www.megaupload.com/?d=0PN7ZXNI
 

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Kailric, it looks like I'm still encountering the problem after all with Inventor's House sometimes appearing in a colony and sometimes not. I have no idea what could keep making this occasionally happen :confused: I again reinstalled and repatched my copy of Colonization, and this time it seems to have nothing to do with that. Well as you requested I've attached a save before and after founding a colony with no Inventor's House. Let me know if you can figure anything out?

http://www.megaupload.com/?d=0PN7ZXNI

K, downloading now. This makes no sense why it would be happening. If nothing else I may have to add in a check to see if the city has the building and if it doesn't then have the code add it in.
 
Thanks for taking a look at it Kailric. Were you able to confirm on your machine whether the Research Lab occasionally won't appear? I still can't figure that out; it seems random, but if the first colony you build doesn't have it, then subsequent ones don't as well; and the natives start having only some of their colonies with Inventors House. Strangely, the Jewish religion icon generally seems to appear over some cities for CIVILIZATION_SPAIN (NAFTA).

Other than that it seems to be working well and is a lot more fun than the vanilla game. I was pleasantly surprised that the computer-controlled colonies can now often be strong competition on Conquistador difficulty.

I'm uploading a new beta version of my mod with a number of additions (some new Human civs/leaders, new Progenitor Improvements, etc). One nice twist using your modcomp was to have Techs unlock new Professions allowing goods which are usually manufactured to also be harvested directly from certain tiles (ie Quantum Physicist harvesting Fusion Cores from Progenitor Reactor.)

New beta download link:
http://www.megaupload.com/?d=BB6DV9OU
 
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