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

Drakonik said:
I don't think many people ever even saw the option, since it was buried at least three levels deep in the menu.

I think it popped up once you had enough energy.
 
Another suggestion for a food producing facility: Aquaria (or simply fisheries).

Since chickens and fish are the only species rumoured to be comfortable in low-G, some generic waterlife should be included. +1 health of course, but needs water ice.

Would it be possible to let the waterice resource dwindle away after a number of turns (or a number of turns combined with the number of facilities depending on it)? It would make room then to an asteroid/comet capture national wonder bringing in fresh waterice.
 
I like that idea Geo. Sadly it seems like water and grain (feed) limitations are killing us.

We also have to consider that newer techs will allow deeper drilling in the Moon which might yield newer waterice sources or improve the ones we have.

I'm not sure if we can hold off on fish hatcheries until the tech to capture a comet. I'd love to capture one in the 1st era! :p
 
Oh, hatcheries should be constructable once waterice is linked (and water reclamation is discovered if that tech stays in). It's not likely that in the early era(s) the resource is so limited that it's too "expensive" to construct them (realistically seen).
 
Maybe hacteries could serve a double purpose....they could also supply plankton or something for the chickens! ;)

You've got mail Geo!
 
woodelf said:
Maybe hacteries could serve a double purpose....they could also supply plankton or something for the chickens! ;)

Good one! Seeweed could be changed to fodder. Also part of the mushrooms could be converted for that.

woodelf said:
You've got mail Geo!

Seen and responded. ;)
 
I was thinking that mushroom leftovers should be good for something. I don't eat the stems!
 
I'm always open to new gameplay options....if the AI can handle it.

Don't worry about the AI right now. We will be able to teach them what we want when the SDK comes out(hopefully in the next week or so).
 
GeoModder said:
Another suggestion for a food producing facility: Aquaria (or simply fisheries).

Since chickens and fish are the only species rumoured to be comfortable in low-G, some generic waterlife should be included. +1 health of course, but needs water ice.

Would it be possible to let the waterice resource dwindle away after a number of turns (or a number of turns combined with the number of facilities depending on it)? It would make room then to an asteroid/comet capture national wonder bringing in fresh waterice.

We been talking about having "water" squares go dry after they have been worked for 100 turns. As well as ideas for how a player can add more water to a square.
 
Quick update on debugging:
I found the bug that was causing me to get the crash on turn 24 every time. It was from this line of code which did not like the fact that I did not have a capital city.(I will not be making any changes to this code to fix this bug)

Code:
iMod = gc.getGameSpeedInfo(gc.getGame().getGameSpeedType()).getTrainPercent()
        iImmigration1 = int(25 * iMod / 100) - 2
        iImmigration2 = int(75 * iMod / 100) - 2
        if(iGameTurn == iImmigration1 or iGameTurn == iImmigration2):
            for i in range(gc.getMAX_CIV_PLAYERS()):
                pPlayer = gc.getPlayer(i)
                if (pPlayer.isAlive() and not pPlayer.isBarbarian()):
                    iX = pPlayer.getCapitalCity().getX()
                    iY = pPlayer.getCapitalCity().getY()
                    iColonist = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), "UNIT_COLONISTS")
                    pPlayer.initUnit(iColonist, iX, iY, UnitAITypes.NO_UNITAI)

Unfortunately, there are yet other things that are causing a CTD. Oh well, back to debugging.
 
Okay, since I can't seem to get the game to CTD on me anymore even though there are still CTD bugs (I played like 200 turns without a CTD), I am going to let you guys be test dummies.

Here is the link to the debug version I want guys to play: link
Play this version and when you get a CTD post the debuglog.txt file that you will find in your civilization 4 folder(not under the mod but the main civilization 4 folder). (don't start up Civ 4 again before you posted the file as starting up civ will clear the file)
This will help me locate the bugs since I can't seem get the game to CTD on me anymore. Make sure you build a city by turn 23 on normal difficulty or else you will get a CTD. I already know what causing that bug so reports on that bug aren't going to help me any.

By the way, were did we get the unit model we are using for the radio car and uav platoon? It looks really cool and its animations are perfect.
 
matthewv said:
Quick update on debugging:
I found the bug that was causing me to get the crash on turn 24 every time. It was from this line of code which did not like the fact that I did not have a capital city.(I will not be making any changes to this code to fix this bug)

Code:
iMod = gc.getGameSpeedInfo(gc.getGame().getGameSpeedType()).getTrainPercent()
        iImmigration1 = int(25 * iMod / 100) - 2
        iImmigration2 = int(75 * iMod / 100) - 2
        if(iGameTurn == iImmigration1 or iGameTurn == iImmigration2):
            for i in range(gc.getMAX_CIV_PLAYERS()):
                pPlayer = gc.getPlayer(i)
                if (pPlayer.isAlive() and not pPlayer.isBarbarian()):
                    iX = pPlayer.getCapitalCity().getX()
                    iY = pPlayer.getCapitalCity().getY()
                    iColonist = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), "UNIT_COLONISTS")
                    pPlayer.initUnit(iColonist, iX, iY, UnitAITypes.NO_UNITAI)

Unfortunately, there are yet other things that are causing a CTD. Oh well, back to debugging.

That shouldn't cause a CTD, it should simply bring up a Python error window.
 
matthewv said:
By the way, were did we get the unit model we are using for the radio car and uav platoon? It looks really cool and its animations are perfect.

Those shipped with the 1.52 patch. You can find them in the unpacked art folder somewhere in Units/Scenarios. ;)
 
woodelf said:
Not sure why Geo wanted the Scout with a helmet, but there he is! The Lancer and SAM are awesome. And the military helmeted worker can be the contractor or something!

Why, reskin it in a yellow/broken white suit more or less like the engineer, and you go a prospector unit. With animations and all.
And before you go haywire over his loinclothing, skin that as a toolcarrier or something.

And I thought the military helmed worker would be the military engineer?
 
Well beggars can't be choosers and I must have not been clear with Rabbit about adding the military helmet to the moon worker. :) He has a tutorial on adding helmets to models in his sig, but I think you need 3d max to do it and I don't and never will.

I can't remember anymore what units I've grabbed. People have been good responding to my begging, but I can't recall what's been added.
 
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