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

Belizan said:
I'll code up the turrets in the next day or two (a little bit busy all of a sudden :( ). Do we have any other discrete coding tasks I can do at the same time?

I'm still thinking about debris. Maybe it won't have mutant microorganisms, but a lot of stuff hits the Moon. It'd be cool to simulate that, but I don't know what sort of stuff really hits it, other than rock. :)

I'd think bigger chunks could either A) cause damage if they hit an improved tile, B) drop a valuable resource (like a tech breakthrough), or C) impact the ground and create a new resource tile. Or maybe all three are possible at the same time. And during periods of increased activity the % chance of an impact goes up. Also with improved tech maybe the colonists could learn to deflect, capture, or destroy incoming chunks.

What other types of coding do you want to do for the Moon Belizan?
 
I'm not sure if this is Python or not, but I'll throw it out here...

In the bible JBG mentioned the unit Lancer being able to disable tracked unit class units. Now, would the Lancer need a promotion to enable this and how would you "disable" another unit? And after it's disabled can it be fixed and how do you capture it?
 
Well, you can "disable" it by capturing it? Or we could add an action button for that unit. The trouble with an action button is that the AI won't use it. What we can't do is intercept combat :(. We can do things orthogonal to it, or after the combat is over (capture, respawn, extra damage to winner, heal winner, etc.)

As for the debris, you are basically talking about random events, and those are easily doable, but I'd need a much more concrete set of rules to talk about them. It's easy to add resources, damaging an improvement would be more problematic. We'd have to make something like nuclear fallout called "damage" and force workers to "fix" it. Adding a new kind of "goodie" called the "rare material asteroid impact crater" or some such is also easy to do. Having new ones be generated periodically is also easy. Overriding what one gets from such a goody "hut" is also straight forward, although I don't currently have a good mechanism for encoding what sorts of things one can get from such a hut (I'm looking into options on that).

I'm mostly just trying to help JBG realize his vision by coding those things which are codable in Python for him. I don't have a clear vision for the mod for myself. Though I will miss the "French Riviera". 8). I have written up code for fuel-constrained untis if we want to use it. We can't, however, make "aircraft" as the none domain'd units gain a mysterious quantity of damage mitigation on offense.
 
The Independent (a British newspaper) carried a story today about a Russian corporation outlining a ten-year project to establish a permanent, manned, base on the moon to extract Helium-3 to power a new generation of thermonuclear fusion reactors.

The Kremlin is keen to initiate regular cargo runs between Luna and Baikonur Spaceport as soon as possible. The Klipper-class space shuttles and the International Space Station would both play siginificant roles.

One tonne of helium-3 could provide as much power as 14 million tonnes of oil.

The Russian cabinet has set aside the equivalent of 6.1 billion pounds for the project (at current exchange rates this is approximately $9.8 billion).

The corporation is one of Russia's largest: the Energia Space Corporation.

Perhaps we could add three more civs to get the total up to 18?

The additional space agency would either be the Russian Space Administration or JAXA (the Japanese one)

If we add the Energia Space Corporation, and one more rebel civ, we could match the Civ 4 numbers.

I'll think on it. The XML comes on well, but I am finding I have less and less time to work on it :(

Oh, by the way, Woodelf and Belizan, the Lancer unit is supposed to be able to capture tracked units. It can't however, capture automated tracked units (like the TANDEM).

Belizan, is there any way (easily) of having the Biodome/Bunker routes of city architecture (see earlier posts and the Bible for more). It'd be rather good to have them. And, if it's possible, is there any way of making the AI choose between them rather than having all it's cities as one type?
 
Remember one of the best rules...KEEP IT SIMPLE! I'm all for adding new civs, but we should try to get it up and running first. Adding more civs will be easy down the road.

I think that Helium-3 just became very important in this Mod. :)
 
JBG said:
The Independent (a British newspaper) carried a story today about a Russian corporation outlining a ten-year project to establish a permanent, manned, base on the moon to extract Helium-3 to power a new generation of thermonuclear fusion reactors.

The Kremlin is keen to initiate regular cargo runs between Luna and Baikonur Spaceport as soon as possible. The Klipper-class space shuttles and the International Space Station would both play siginificant roles.

One tonne of helium-3 could provide as much power as 14 million tonnes of oil.
That sounds pretty cool... although I wasn't aware we had a first generation of thermonuclear fusion reactors yet - just a test rig (JET).

Also - Helium-3? I thought they used isotopes of Hydrogen, and why would there be Helium-3 on the moon anyway?

Sorry for flying off topic a bit. Maybe I should go check for a thread on this in OT!
 
JBG said:
The Independent (a British newspaper) carried a story today about a Russian corporation outlining a ten-year project to establish a permanent, manned, base on the moon to extract Helium-3 to power a new generation of thermonuclear fusion reactors.
...

NOOOOOO
men, we need to finish this mod before they do it in real life :p
 
JBG said:
Belizan, is there any way (easily) of having the Biodome/Bunker routes of city architecture (see earlier posts and the Bible for more). It'd be rather good to have them. And, if it's possible, is there any way of making the AI choose between them rather than having all it's cities as one type?

Well, let's see...

So, I haven't played with Routes yet, but looking it over, you should, from XML be able to set up the Line, Track, etc. routes by making new kinds of routes, and setting up Line required improvements to do nothing and put their yield improvements in their route improvement section. That doesn't allow you to have tracks to one improvement but not lines.

I'm not sure about the Glasshouse effect. I don't know if we can create a source of fresh water programmatically or via XML, I'll have to look into that, if no one else has.

As to the actual mega-improvements themselves, we can write our own decision process and put it into canConstruct/cannotConstruct which will basically allow us to make the decision for the AI. As for the effects of those two buildings, I'm going to have to look into it deeper to see if I can implement something like the ExtraYieldThresholds you want (buildings don't seem to be able to do that in XML) and I'm not sure it's possible to "set" the defensive bonus of a city to 0% (but we can give it a negative modifier I think ;) ).
 
imho turrets should be imovable units but have rebase ability, and be limited to 4 per nation. Also I don't see why they should be automaticaly upgraded? It seems realistic to spend money to upgrade them.
 
Sorry. I still use the word 'improvement' to mean buildings built via the city screen (aquaducts, &c) as that was what buildings were called in previous versions of civ.

This might get confusing because, for the moment, the biosphere can refer to a terrain improvement (the upgrade of glasshouses) OR a city improvement (similar to an aquaduct). I was asking about the city building version.

But maybe I'm just confused.

Have I posted the terrain improvements file yet?
 
JBG said:
Have I posted the terrain improvements file yet?

You put something up in notepad, but not the actual XML file. How many XML files have you completed?
 
Ok, it took *alot* more work then I had anticipated, and I had to play some funny tricks, but I have Turrets working, and have confirmed the AI uses them.

I currently have them set up to auto-promote (which was the hard part, btw). The code could use some cleaning, and could be a lot more user friendly (for instance, right now, to add a new type of turret, you have to add its UnitClass to a list in the Turrets.py file). I will probably, at some point, get around to writing the code to dynamically derive a list of all turrets from the upgrade information of the base turret unitclass. But for now, I'm sticking with this. I also have concerns about branching upgrade paths and civ specific UU turrets, both of which will require more testing and modification of my algorithm to accomodate. But at this point I feel like we have basic functionality there :).

I'm a bit tired atm, so I'll package it up and figure out how to upload it to the site tomorrow.

--Belizan

P.S. I have working fuel-based unit mod (modulo that you can't make anything capable of going over land and sea at the same time), but the AI has no idea how to use it. I have been considering how to solve this problem, and with a little bit of creative cheating, it's *possible* I may have a solution. I wasn't sure how important this was to us, though, as JBG sort of mentioned it in passing a while ago.

As for the mega-improvements, if you can describe to me the criterion for deciding when to build them, I can (probably) code it.

Other then cleaning turrets up and possibly toying with fuel dependent units, I'm feeling like I'm waiting on new requests :). Just FYI ;)...
 
@Belizan - From my limited understanding the tech boxes on the tech tree come from the XML files with some coordinates. Do the arrows that pretty up the tech tree come from Python? If so, would you be willing to look at the tech tree once I've gotten it done and add arrows to connect the techs?
 
woodelf said:
@Belizan - From my limited understanding the tech boxes on the tech tree come from the XML files with some coordinates. Do the arrows that pretty up the tech tree come from Python? If so, would you be willing to look at the tech tree once I've gotten it done and add arrows to connect the techs?

I thought all that was done from XML, but the code which generates it is in Python AFAIK. I can take a look if you like. How's that going anyway?
 
Belizan said:
I thought all that was done from XML, but the code which generates it is in Python AFAIK. I can take a look if you like. How's that going anyway?

It's going. :)

3rd era is done. I'm still wondering how futuristic we're going before I can completely map out the 4th era. I see lots and lots of restructuring once we get playtesting.
 
The whole tech tree is generated dynamically in python using the information in the xml files. The process is quite clever.

One thing to note while adding techs - the order that you put them in is important. If you do it wrong, all the arrows show up squiffy, and the tech chooser just doesn't work! I've a feeling the rule is that at least one of a tech's prequesites has to be before it in the file, but I'd check in the tutorials forum to be sure.
 
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