Rallying call for all interested: Colonisation of the Moon mod!

Buildings, from your Civ2 mod:

Mushroom farm
CO2 Laundry
Mission Control
Perimeter Barricades
H2O Recycling
Gravitic Turbines
Fusion Plant
Digital Stock Exchange
Sustainable Biosphere
Distribution Net
Rover garage
Missile Turrets
Solar Plant
Collector
Air Station
Lunar Command - palace
Military Station
Public Library
Observatory
Colony Walls
Bank
I-M System
University
Waste Dump - I suggest incinerator
Park
Manufacturing Plant
Electrolysis Plant
Ion Shield
Trade Unions
Harmonic Reactor

Whew...
 
idea for barbarians
create some weird sort of anaerobe bacteria (so it can survive on the moon), with some story around it that it's some geneticly mutated (natural mutation, no apocalyptic nuclear war thing), which has a heavy bonus (like 100%) against early (non mechanic) units. you can easelly shrink a random unit for this, make it all green (or another colour) and put it in a huge group (not too many)

idea for turrets
create a unit with no movement, which is limited to 1 per city (if possible, otherwise make it a national unit, with a max of 5 or something). you can use a modern armor model for that (or mobile SAM/mobile artillary, havent seen those yet), shrik it and put it in a group of 2.

haarbal
 
Era 2 techs and their prereqs. Some may have an or, but most are still and.

Advanced Alloys - needs Automation
Advanced Electrolysis - needs Advanced Alloys
Atom Smashing - needs Advanced Alloys and Optical Glass
Biosolutions - needs Advanced Electrolysis and Water Recycling
Commerce - needs Regional Exploration and Public Liberties
Crystal-Optic Data Storage - needs Fiber Optics
Synthetic Fuels - needs Biosolutions and Advanced Electrolysis
Fiber Optics - needs Optical Glass
Hydroponics - needs Advanced Electrolysis and Cyanobacteria
Hypercompression - needs Advanced Alloys and Fiber Optics
Low-G Engineering - needs Low-G Training and Optical Glass
Low-G Training - needs Low-G Warfare and Lunar Geography
Lunar Trading Policy - needs Unified Currency and Fiber Optics
Radio Monitoring - needs Solar Mastery and Crystal-Optic Data Storage
Optical Glass - needs Glass Working
High Energy Physics - needs Atom Smashing and Advanced Electrolysis
Radar Seismology - needs Solar Mastery and Selenogeophysics
Robotic Mining - needs Robotics
Selenogeophysics - needs low-G Training or Solar Mastery/Hypercompression
Solar Mastery - needs Fiber Optics and Advanced Alloys
Solar Meteorology - needs Lunar Geography and Lunar Calendar
Symbiotic Bacteria - needs Public Liberties and Hydrogen Gelling
Unified Currency - needs Commerce and Lunar Real Estate Law

Again, comments and suggestions very welcome.

edit : removed Confederation and Gas Extraction in favor of Atom Smashing and Plasma Theory. Putting the latter two in allows me a lot more flexibility in era 3 and allows for more goodies in era 2.

edit 2: removed Ethylene Plastics and replaced it with Synthetic Fuels.
 
Haarbal said:
idea for turrets
create a unit with no movement, which is limited to 1 per city (if possible, otherwise make it a national unit, with a max of 5 or something). you can use a modern armor model for that (or mobile SAM/mobile artillary, havent seen those yet), shrik it and put it in a group of 2.
haarbal

Turret? What turrets? What effect are we going for? I can think of quite a few ways to implement "turrets" :).
 
Turrets would be nice non-movable defenders (like haarbal said) that would have a limited number per city and be constantly upgradable. I'm thinking like the Age of Empires towers. When you get a new tech the turret gets upgraded automatically. Is this possible? That way the AI keeps having at least one good defender. :)

I need to get some types of weaponry in the tech tree. Ions, Plasma, Particle beams, ect.
 
It's totally possible, just a question of how we want to do it.

You want the turret to require to be built? Or just /always/ there?

For instance, we could have a building called "turret defenses" which when built caused a turret unit to be spawned in the city, which at the end of every turn, if it were destroyed, would be replaced by a new turret unit. Similarly, if techs updated such that a new turret unit type were required, it would be replaced at the end of every turn. That's easy.
 
Belizan said:
It's totally possible, just a question of how we want to do it.

You want the turret to require to be built? Or just /always/ there?

For instance, we could have a building called "turret defenses" which when built caused a turret unit to be spawned in the city, which at the end of every turn, if it were destroyed, would be replaced by a new turret unit. Similarly, if techs updated such that a new turret unit type were required, it would be replaced at the end of every turn. That's easy.

That would be an interesting defender. It get's rebuilt each turn if the city isn't taken? It would require some tweaking, but anything that might help the AI is a good thing.

So destroyed = rebuilt, but damaged still has to heal?
 
woodelf said:
That would be an interesting defender. It get's rebuilt each turn if the city isn't taken? It would require some tweaking, but anything that might help the AI is a good thing.

So destroyed = rebuilt, but damaged still has to heal?

i would say, build it like a unit, avaiable to retrain after captured, updradable at the cost of gold (new weapons/armor)
 
woodelf said:
I don't know how good/bad an idea this is, but when it says <Description> I've simply been typing in the description of the tech. No need going to find a text_key file.
The TXT_KEY entries are designed for multiple language versions of the game. Doing it the way you are makes the job take a little less time, but means that anybody wanting to translate the mod will have to go over them all again changing them back.
 
The Great Apple said:
The TXT_KEY entries are designed for multiple language versions of the game. Doing it the way you are makes the job take a little less time, but means that anybody wanting to translate the mod will have to go over them all again changing them back.

Thanks TGA. That would be American arrogance showing through... :(

I can quickly go through if need be, but right now going through 90+ TXT_KEYs and remembering them sounds painful.
 
personally, i find it quite useless to translate a mod
1st. these entire forums are english, so people who download it, speak quite a bit of english (of course there are examples)
2nd. i wonder if there's someone out there, who will take the effort of translating a full mod. if this mod is going to be, what (i think) we want it to be, it's a lot of work (also containing words of which there are no good translations, because of the Sci-fi part of the game example:Selenogeophysics. even if there is a translation, it would make a minor difference).
3rd. english isn't my mother language (dutch is), but i seem to make myself clear, and play every game in english, because it's to useless to translate it to dutch.
what i'm actually trying to say is: woodelf, keep it as you have it now :)

haarbal
 
A group of six techs that are either late 2nd era or early 3rd. I'm leaning towards 2nd....

Nanobots - needs Biosolutions
Ore Extraction - needs Radar Seismology and Biosolutions
Basic Electromagnetics - needs High Energy Physics and Radio Monitoring
Simple Fusion - needs Synthetic Fuels
Hydrogen Fuel Cells - needs Synthetic Fuels and Biosolutions
Synthetic Compounds - needs High Energy Physics and Synthetic Fuels

The real cool stuff is coming now!

edit : moved Artificial Biosphere into era 3 so I could have better prereqs.
 
Haarbal said:
like the missile turrets woodelf mentioned in his techs on the top of this page, in his tech list :)

Well, but all he said was "Missile Turrets". That's interpretable in a great many ways :).

As for repairing vs. being fully repaired at the end of every turn, we can set it up so it is fully repaired at the end of every turn. We can also "remove" it's ability to get promotions. We just have to decide how we want it to work.
 
removing the promotions is a good idea (because it's a machine, it shouldn't get promotions). but i'm not sure about the full repair at the end of every turn. we might let it start with a increased heal rate (simply give it a boosted heal promotion at the start).
further is must have no movement and some balanced strength (but a bit stronger than regular units in that era) and maybe give it no defense bonusus.

haarbal
 
JBG - Do you have a full list of resources yet?

Also, if haarbal comes through for me I'm going to start editing the buildinginfos file. I tried to load up my tech tree last night and with 1/2 of the original techs gone the game didn't enjoy it too much. Most errors were from missing techs with respect to buildings.

3rd era techs are all jotted down and mapped out, just not entered into XML yet.

It seems like the 1st era is mostly about using the Moon for Earth's purposes. Hopefully it can be coded that energy/resources can be traded for food and that colonists/workers will continually keep coming. The 2nd era starts the end of Earth's assistance and now they must subsist on their own.

Does this sound like what you were after JBG?
 
JBG, or anyone else, please don't do any work on the Civ4BuildingInfos.xml or Civ4BuildingClassInfos.xml. I'm nearly done with between 30-40 buildings and I'm lining up their techs. What I'm not doing is much else with XML; like cost, flavor, bonuses, ect. I will eventually find art buttons for them all, but right now I just need tech links. Once I get them done I'll upload them and someone else can look at them or finish them with some idea of balance.
 
Building files are done, at least until we add more. PM me if you want me to send you the file.
 
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