MrAzure's To Do List

Azurian

The Azurian
Joined
Apr 10, 2012
Messages
2,092
Location
Florida, USA
Marketing
Update StategyOnly's OP on Caveman2Cosmos Thread ALL Completed!
Created Basic Installer for Version 33 ALL Completed!
Updated Moddb Summary and Created v33 Torrent ALL Completed!


Technologies

Transhuman Era Gold Standard ALL Completed!
Design Transhuman Era Gold Standard Completed!
Add Transhuman Era Gold Standard Tech Art Completed!
Add Late Transhuman Era Technologies Completed!
Add Middle Transhuman Era Technologies Completed!
Add the Transhuman Techs Addons (Pathogens, Virtual Life,Utopia)Completed!
Complete ALL Transhuman Era Quotes Completed!
Review Transhuman Era Tech Connections Completed!
Complete ALL Transhuman Era Civilopedia Completed!
Complete ALL Transhuman Era Tech Costs Completed!
Update Technologies ArtCompleted!

Buildings

Buildings
Learn Building XML Theory Completed!
Apply Buildings XML Knowledge (Created 27 Buildings for personal modmod) Completed!
Transhuman Era Core Buildings I Completed!
Share New Building Load with Faustmouse (create new buildings together)
Long Term Buding Design
Add Civilopedias to New Transhuman Buildings I (v.32) Completed!
Spoiler :


  • Fix Buttons
  • Aeroponics Lab
  • Blogs
  • Replacement Organ Factory
  • Holographic Networks
  • Holographic Prjection Factory
  • Autodoctor
  • Internet Radio Station
  • Internet TV Station
  • Medical Tricoder Factory
  • Hypnosprays

Design Buildings for Transhuman Era
  • AI
  • [S [/S] (Hydro Review)
  • Medical (Hydro Review)
  • Organs
  • Network
  • Assemblers (Hydro Review)
  • Bots and Droids (Hydro Review)
  • Material and Chemical (Might add Cabryne, Crystalline, Synfuels later)
  • Fashion (Might add Space Suits)
  • Anti-Pollution (Chemsythrsis Plant + upgrades Hydro Review)
  • Transportation (partly done)
  • Sports (Hydro Review)
  • Personal Electronics and Appliances
  • Social and Philosophy
  • Ecological
  • Public Works
  • Mass Media
  • Architecture
  • Neurotechnology Core
  • Nanobots (almost done)
  • Cybernetics
  • Biological Pt II (Hormones, Drugs, Morphogen, Binary Psychoactives)
  • Genetics Pt II (Gene Enhancements and Genetic Weapons)
  • Politics, Espinoge and Trade
  • Financial and Retailers (only fashion done)
  • Food and Drink
  • Sanitation
  • Virtual/ Holographic
  • Art
  • Sociology and Justice
  • Punishment
  • Academic ,Chemistry, Physics, Mathmatics
  • Energy and Fuel
  • Cyberwarfare
  • EMP
  • Military
  • Ship Construction
  • Space
  • Wonders
  • Corporations

Industrial and Modern Era
Building Designs
Recommend New Technologies

Thunderbrd's Combat Mod
Colloborate and Design Buttons

Resource Art Review
Re do Art for Map resources (make background transparent like BTS Resources).

Building Art Review
Re do Art for select existing buidings

Gametext Review
Fix Text bugs as I see them.

Units
Add Units from the Ls612 Unit's thread from Stategyonly and Hydro

Advanced Installer
For Stategy Only
------------------

My Tools:
  • Notepad++ (with TextFx, Spell-Checker, Waher-style Skin)
  • Clover 3
  • GrepWin
  • Pixlr Online Photoeditor
  • DXTBump
  • Tortoise SVN
  • TerraCopy
 
Make Buttons for Thunderbrd's Combat Mod
So you're willing to tackle this then? That would be really cool because to be honest, you have far and away some of the best button work I've ever seen. Mind, I'm still debating whether CCs should be symbol/icon based so that those symbols can then translate over to promotion meanings but in all reality, whatever looks and translates the best is obviously going to be the right answer. And so far from what I've seen of your button designs... very cool.
 
So you're willing to tackle this then? That would be really cool because to be honest, you have far and away some of the best button work I've ever seen. Mind, I'm still debating whether CCs should be symbol/icon based so that those symbols can then translate over to promotion meanings but in all reality, whatever looks and translates the best is obviously going to be the right answer. And so far from what I've seen of your button designs... very cool.

Yes I am willing to do this, would love to help. What is the Combat Mod exactly? Equipment?
 
You can read through the combat mod introduction posts (they may be a little outdated but it'll give you a better idea) from the links in the modder's documentation.

As an overview of concept: It's a full fledged effort to deepen the strategic layers of the game in many ways. Equipments, poisons, diseases, injuries, new strategic processes and ways to define units and abilities. It's an attempt to add entire strategic dimensions beyond mere 'strength vs strength'.
 
Hi
You can read through the combat mod introduction posts (they may be a little outdated but it'll give you a better idea) from the links in the modder's documentation.

Art is the easiest thing for me.
As an overview of concept: It's a full fledged effort to deepen the strategic layers of the game in many ways. Equipments, poisons, diseases, injuries, new strategic processes and ways to define units and abilities. It's an attempt to add entire strategic dimensions beyond mere 'strength vs strength'.

Sounds like fun! Well in your Combat Thread or here when you are ready, list what you want art for. I work best in 5 to 20 art files at a time. Or 100 in a few days. I'm sure I can find icons from game Wikia and of course Google, especially equipment. I'm assuming it's the same standard. Dds.

I could put custom borders too (replace the blue gray button).
 
Well... at the moment ALL combat classes should get a thorough rework of their buttons. If you open up the pedia you'll quickly see what I mean. Most aren't defined at all and many are copies of others. It's enough that if one wanted to develop a whole new art style for CC buttons it might be the best time to start submitting some proposals for that.
 
updated
 
Updated
 
Updated.
Added Extra Tasks.
 
As for your "Re do Art for Map resources (make background transparent like BTS Resources).", look at the "graphical upgrade offer" thread.

Thanks, I'll take a look and can be of advisory assistance if requested.
 
Removed Concepts
Spoiler :
Can you confirm that we have the following:
Nickel, Cobalt


Mine
Small Chance of Discovering Antimony Ore,

Cows, Sheep, Horses, Bison, Deer, Pig, Camel
Produces: Urine
Produces: Manure

Phosphorus Distillation
Tech: Geology
Required Buildings: Chemistry Lab
Requires Resources: Salt + Bones + Urine + Manure
Produces: Phosphorus

Potash Mine
Tech: Refrigeration
Required Buildings: Refrigerator Factory
Requires Resources : Sand + Salt + Manure + Hydrogen
Produces: Potassium
Needs: Electricity

Palladium Foundry Rare in Earth
Tech: Quantum Physics
Required Buildings: Chemistry Lab
Requires Resources : Platinum + Mercury + Gold + Uranium + Chloride
Produces: Palladium

Magnesium Mine
Add that it produces Resource Magnesium

Zinc Mine
Add that it produces Resource Zinc

Vanadium Foundry
Tech: Steel
Tech: Required Buildings: Chemistry Lab + Chromite Mine (in HAND readme )
Required Resources: Lead + Steel + Hydrogen + Salt (Sodium) + Magnesium
Produces:Vanadium

Gallium Foundry
Tech: Quantum Physics
Required Buildings: Chemistry Lab
Required Resources: Bauxrite Ore + Coal + Zinc + Uranium
Produces: Gallium

Celestine Mine
Tech: Quantum Physics
Required Buildings: Chemistry Lab
Required Resources: Charcoal (Carbon) + Geodes + Potassium + Nitrogen
Produces: Celestine (basically Strontium)


Germanium Foundry
Tech:Modern Physics
Required Resources: Zinc + Copper + Lead + Silver + Silica+ Chloride OR Hydrogen
Produces: Germanium

Iridium FoundryExtremely Rare on Earth
Tech: Advanced Metullurgy
Required Buildings: Nickel Mine + Chemistry Lab
Requires: Salt (Sodium) + Platinum + Silver + Sulfur +Chlorine + Nitrogen + Hydrogen
Produces: Iridium

Thallium Foundry
Tech: Advanced Metallurgy
Required Resources: Hydrogen + Lead + Sulfur + Aluminium + Potassium + Zinc + Manganese
Produces: Thallium

Bismuth Foundry
Tech: Advanced Metallurgy
Required Resources: Lead + Copper + Chloride +Antimony + Tungsten + Silver + Tin
Produces:Bismuth

Arsenic Foundry
Tech: Quantum Physics
REquired Resources: Silica + Gallium + Copper + Iron
Produces: Arsenic

Gas Liquefaction Plant
Tech: Refrigeration
Requires Buildings: Refrigerator Factory + Distillary
Required Resources: Natural Gas
Produces:
Helium
Neon
Argon
Krypton
Xenon
Radon
Chlorine
Nitrogen (combines with Liquid Nitrogen)
Bromine
Liquid Oxygen


Gases


Advanced Enviromental systems

Atomic Battery
Tech: Astro Enviromental Systems
Requires: Power Tools + Uranium + Gold + Nickel + Antimony + ( Argon OR Xenon) +( Caseium OR Plutonium OR Uranium)

Radioisotope Thermoelectric Generator
Tech: Astro Enviromental Systems
Requires: Atomic Battery + Aluminium + Germanium

Atmospheric Controller
Tech: Astro Enviromental Systems
Breathing the proper mixture of air is also of utmost importance aboard a spacecraft, where any mishap may put everyone's lives in jeopardy. A spacecraft must have an atmosphere similar to that of Earth. Chemical gases, which can also be produced by humans, must be carefully filtered from the air. Filtered substances are often recycled
Requires: Atomic Battery + Liquid Oxygen + Nitrogen (aka Liquid Nitrogen)

Scientific Space Instruments
Requires: Atomic Battery + Palladium + Thallium + Iridium

Space Computers
Requires:Atomic Battery + Lithium + Germanium + (Krypton OR Xenon Or Radon)

Waste and Hygiene Compartment
Tech: Astro Enviromental Systems
Requires:Atomic Battery+ Chlorine + [Calcium similiar] +Microwave Ovens (Ultraviolet Ray) + Liquid Oxygen + Phosphorus

Subsytem Shielding
Tech: Astro Enviromental Systems
Requires:Aluminum + Bismuth + Titanium + Tungsten + Vanadium

Propellant Pressurization System
Tech: Astro Enviromental Systems
Requires: Atomic Battery + Helium + Aluminium + Tungsten + Rubidium

Photovaltic Cells
Add Rubidium Requirement

Life Support
Requires:Atomic Battery + Lithium + Liquid Oxygen + Nitrogen + Potassium + Phosphorus

Remind me to Create Rubidium Foundry and Plutonium

International Space Station
Add Requirements: Atmospheric Controller + Scientific Space Instruments + Space Computers +Waste and Hygiene Compartment + Subsystem Shielding + Life Support
 
@StrategyOnly

XML wise, what is your biggest priority you want me to work on?
[Corporations, Buildings. Events, etc.)
 
Building Schema Reference for Properties and Expressions

Code:
<!-- Expression System tags -->
	<ElementType name="FreePromotionCondition"/>
	<!-- TB's Tags End -->	
    <!-- Replacements added by AIAndy -->  
	<ElementType name="ReplacementCondition"/>
	<ElementType name="ReplacementID"/>
  <!-- Expressions added by AIAndy -->
  <ElementType name="Constant" content="textOnly"/>
  <ElementType name="Is" content="textOnly"/>
  <ElementType name="Python" content="textOnly"/>
  <ElementType name="BoolExpr"/>
  <ElementType name="Not"/>
  <ElementType name="And"/>
  <ElementType name="Or"/>
  <ElementType name="BEqual"/>
  <ElementType name="If"/>
  <ElementType name="IntegrateOr"/>
  <ElementType name="GOMType" content="textOnly"/>
  <ElementType name="ID" content="textOnly"/>
  <ElementType name="Has" content="eltOnly">
    <element type="GOMType" minOccurs="1" maxOccurs="*"/>
    <element type="ID" minOccurs="1" maxOccurs="*"/>
  </ElementType>
  <ElementType name="Greater"/>
  <ElementType name="GreaterEqual"/>
  <ElementType name="Equal"/>
  <ElementType name="Random"/>
  <ElementType name="Adapt"/>
  <ElementType name="Plus"/>
  <ElementType name="Minus"/>
  <ElementType name="Mult"/>
  <ElementType name="Div"/>
  <ElementType name="IntegrateSum"/>
  <ElementType name="IntegrateAvg"/>
  <ElementType name="IntegrateCount"/>
	<!-- PropertyManipulators added by AIAndy -->
	<ElementType name="PropertySourceType" content="textOnly"/>
	<ElementType name="PropertyInteractionType" content="textOnly"/>
	<ElementType name="PropertyPropagatorType" content="textOnly"/>
	<ElementType name="PropertyType" content="textOnly"/>
	<ElementType name="SourcePropertyType" content="textOnly"/>
	<ElementType name="TargetPropertyType" content="textOnly"/>
	<ElementType name="GameObjectType" content="textOnly"/>
	<ElementType name="TargetObjectType" content="textOnly"/>
	<ElementType name="RelationType" content="textOnly"/>
	<ElementType name="TargetRelationType" content="textOnly"/>
	<ElementType name="TargetCondition" content="textOnly"/>
	<ElementType name="AttributeType" content="textOnly"/>
	<ElementType name="iAmountPerTurn"/>
	<ElementType name="iGrowthPercent" content="textOnly" dt:type="int"/>
	<ElementType name="iInhibitionPercent" content="textOnly" dt:type="int"/>
	<ElementType name="iDistance" content="textOnly" dt:type="int"/>
	<ElementType name="iTargetDistance" content="textOnly" dt:type="int"/>
	<ElementType name="iPercent" content="textOnly" dt:type="int"/>
	<ElementType name="iLimit" content="textOnly" dt:type="int"/>
	<ElementType name="iNoDecayAmount" content="textOnly" dt:type="int"/>
	<ElementType name="iNoConvertAmount" content="textOnly" dt:type="int"/>
	<ElementType name="Active"/>
	
	<ElementType name="PropertySource" content="eltOnly" order="many">
		<element type="PropertySourceType" minOccurs="1" maxOccurs="*"/>
		<element type="PropertyType" minOccurs="1" maxOccurs="*"/>
		<element type="GameObjectType" minOccurs="0" maxOccurs="*"/>
		<element type="RelationType" minOccurs="0" maxOccurs="*"/>
		<element type="iDistance" minOccurs="0" maxOccurs="*"/>
		<element type="AttributeType" minOccurs="0" maxOccurs="*"/>
		<element type="iAmountPerTurn" minOccurs="0" maxOccurs="*"/>
		<element type="iPercent" minOccurs="0" maxOccurs="*"/>
		<element type="iLimit" minOccurs="0" maxOccurs="*"/>
		<element type="iNoDecayAmount" minOccurs="0" maxOccurs="*"/>
		<element type="Active" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	
	<ElementType name="PropertyInteraction" content="eltOnly" order="many">
		<element type="PropertyInteractionType" minOccurs="1" maxOccurs="*"/>
		<element type="SourcePropertyType" minOccurs="1" maxOccurs="*"/>
		<element type="TargetPropertyType" minOccurs="1" maxOccurs="*"/>
		<element type="GameObjectType" minOccurs="0" maxOccurs="*"/>
		<element type="RelationType" minOccurs="0" maxOccurs="*"/>
		<element type="iDistance" minOccurs="0" maxOccurs="*"/>
		<element type="iAmountPerTurn" minOccurs="0" maxOccurs="*"/>
		<element type="iGrowthPercent" minOccurs="0" maxOccurs="*"/>
		<element type="iInhibitionPercent" minOccurs="0" maxOccurs="*"/>
		<element type="iPercent" minOccurs="0" maxOccurs="*"/>
		<element type="iNoConvertAmount" minOccurs="0" maxOccurs="*"/>
		<element type="Active" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	
	<ElementType name="PropertyPropagator" content="eltOnly" order="many">
		<element type="PropertyPropagatorType" minOccurs="1" maxOccurs="*"/>
		<element type="PropertyType" minOccurs="1" maxOccurs="*"/>
		<element type="TargetObjectType" minOccurs="0" maxOccurs="*"/>
		<element type="GameObjectType" minOccurs="0" maxOccurs="*"/>
		<element type="RelationType" minOccurs="0" maxOccurs="*"/>
		<element type="iAmountPerTurn" minOccurs="0" maxOccurs="*"/>
		<element type="TargetRelationType" minOccurs="0" maxOccurs="*"/>
		<element type="TargetCondition" minOccurs="0" maxOccurs="*"/>
		<element type="iDistance" minOccurs="0" maxOccurs="*"/>
		<element type="iTargetDistance" minOccurs="0" maxOccurs="*"/>
		<element type="iPercent" minOccurs="0" maxOccurs="*"/>
		<element type="Active" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	
	<ElementType name="PropertyManipulators" content="eltOnly" order="many">
    <element type="PropertySource" minOccurs="0" maxOccurs="*"/>
    <element type="PropertyInteraction" minOccurs="0" maxOccurs="*"/>
		<element type="PropertyPropagator" minOccurs="0" maxOccurs="*"/>
	</ElementType>
 
W My current focuses are :

Rework Culture Sizes and only add 2 or 3 instead of 7. Must test extensively.

updating Technology Strategy Tags for C2C as I play gradually . Many are outdated and lack pedia colors.

Some building buttons need Alpha like Flax and Prickly Pear.

Updating the v34 changelog.

Properties, especially Education. Doing Energy for Faustmouse soon.

Buildings for C2C "Transhuman"

Check on Sannita progress on his/her "Project W" that Strategyonly Pmd me about.

Hunt down new buildings without Flavor Tags (tells the AI what they do). Will probably make sure they have the right advisor.

Coporations

Play Caveman2Cosmos using different settings and watch YouTube videos.
 
Play Caveman2Cosmos using different settings and watch YouTube videos.

Have you been watching the 3 active ones by rcd1293, thelastbeluga and Reeve x?

I was sad when rcd1293 stopped his old game and started up a Renaissance start game. He seems to be very impatient when it comes to the game. I also can never understand his logic when playing.

Reeve is doing great in his game, however he has done others before. I hope he gets farther this time around and you can really see how much he has learned from his other games.

As for thelastbeluga, not much to complain about. His are great and he has great commentary. I guess the only thing I don't like is that they are only around 20 mins per episode and I always wish there was more.
 
Buildings for C2C "Transhuman"

Maybe add ""Units for TH Era", since we have a unit maker now and Spath is doing very well in retexturing. I guess he can remoddle tanks Robots and Planes to look more futuristic :)
 
Back
Top Bottom