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

The slides look great. At some point though we're going to want to make some sort of stylized overlay so we can seed the player with information about the scenario while the watch. The images, though are great 8).

Oh, btw, I forget where you wrote this Geo, but the Moon actually does have an atmosphere, just a very thin one.

Anyway I have the slides in our release version. Anyone find any bugs? If not I'm going to give the mod to Kael on Friday to make available for download.
 
Belizan said:
Oh, btw, I forget where you wrote this Geo, but the Moon actually does have an atmosphere, just a very thin one.

I know, but not enough to have "winddrag" as we know it on Earth (or even Mars), which was my point.

Belizan said:
Anyway I have the slides in our release version. Anyone find any bugs? If not I'm going to give the mod to Kael on Friday to make available for download.

If I find time I'll do some further testing today, but sofar only the lack of +/- modifiers in the diploscreen.

Belizan said:
Anyone remember offhand why Maria Basalt produces a food?

That's a bug, it shouldn't. :D
 
Belizan said:
Anyone remember offhand why Maria Basalt produces a food?

It does? Did any other terrain? I can't recall why, maybe to avoid a CTD?

The game runs fine for me. No crashes, no bugs, no issues other than not being done beyond era 2.
 
:sad:

I guess I'm sort of redundant, then. >sniff<

Okay. I'll talk to TF about transferring control of the thread.

Do you guys actually still need/have a use for me? I'm sorry about not being around much lately (ISP problems :badcomp:).

If you still have a use for an XML-er, civilopedia writer, basic (static) graphics man, &c (I think I enumerated my limitations earlier on) then I'm happy to stay on - although if it's felt I'm no longer required, I can vanish. It's been fun.
 
Oh, btw - about radiation on the moon.

The hollowing-out, even of existing lava tubes, would be very expensive and a prest-day levels of technology, very hard, too. The consensus at ESA and NASA atm is building heavily-shielded bunkers on the surface, and (later on) establishing artificial, small, magnetic fields to keep radiation away. That last thought could be an excuse for some nifty in-game graphics - as a magnetic field generator would create its own aurorae!

So a potential line would be that, before the city can expand beyond a certain size, a magnetic generator would be needed - or, before the city can establish a biodome, a magnetic generator would be needed. Just a thought.
 
JBG said:
:sad:

I guess I'm sort of redundant, then. >sniff<

Okay. I'll talk to TF about transferring control of the thread.

Do you guys actually still need/have a use for me? I'm sorry about not being around much lately (ISP problems :badcomp:).

If you still have a use for an XML-er, civilopedia writer, basic (static) graphics man, &c (I think I enumerated my limitations earlier on) then I'm happy to stay on - although if it's felt I'm no longer required, I can vanish. It's been fun.

I like that badcomp smilie. Very cool.

Honestly JBG I don't know. I wouldn't say anyone is redundant. Ideas, playtesting, feedback, and the like are always needed. That's what I do and I always find enough to keep busy and contribute at times. ;)

I doubt Belizan wants to do everything himself, but we do need that little bit more organization than we had last time around. Chalk it up to a learning experience. I don't think we have any defined roles yet...
 
JBG said:
Oh, btw - about radiation on the moon.

The hollowing-out, even of existing lava tubes, would be very expensive and a prest-day levels of technology, very hard, too. The consensus at ESA and NASA atm is building heavily-shielded bunkers on the surface, and (later on) establishing artificial, small, magnetic fields to keep radiation away. That last thought could be an excuse for some nifty in-game graphics - as a magnetic field generator would create its own aurorae!

So a potential line would be that, before the city can expand beyond a certain size, a magnetic generator would be needed - or, before the city can establish a biodome, a magnetic generator would be needed. Just a thought.

That sounds cool. I Lunar version of the aqueduct to go beyond pop x.
 
woodelf said:
That sounds cool. I Lunar version of the aqueduct to go beyond pop x.

Exactly. Btw, is there any feedback from the masses about whether 0.22A works with the latest Vanilla patch? I've not (dared) downloaded it yet...
 
JBG said:
Exactly. Btw, is there any feedback from the masses about whether 0.22A works with the latest Vanilla patch? I've not (dared) downloaded it yet...

There's a yousendit d/l on the previous page at the bottom of one of Belizan's post that Geo and I tried out. I didn't see any issues, but Geo had some graphical problems.

edit : here http://forums.civfanatics.com/showpost.php?p=3946879&postcount=2585
 
It's odd how different computers react in different ways to the mod. I wonder if that's just happened with us... if there's anyone lurking who's had similar problems..? Kael..?
 
Got to go. Man from British Telecom is here. :wallbash: :badcomp:
 
This mod is the only one I know of with so much different terrain. FfH uses Vanilla still.
 
GeoModder said:
I know, but not enough to have "winddrag" as we know it on Earth (or even Mars), which was my point.

Ah, yeah, not terrestrial wind, but solar wind. Solar wind is apparently quite serious. One could actually literally have "solar sail boats" in space. At some canvas to mass ratio. So I'm told at least 8).


GeoModder said:
If I find time I'll do some further testing today, but sofar only the lack of +/- modifiers in the diploscreen.

Is that new? Because I don't recall any such thing in 1.52


GeoModder said:
That's a bug, it shouldn't. :D

It's in the terrain xml files.
 
JBG said:
:sad:

I guess I'm sort of redundant, then. >sniff<

Okay. I'll talk to TF about transferring control of the thread.

Do you guys actually still need/have a use for me? I'm sorry about not being around much lately (ISP problems :badcomp:).

If you still have a use for an XML-er, civilopedia writer, basic (static) graphics man, &c (I think I enumerated my limitations earlier on) then I'm happy to stay on - although if it's felt I'm no longer required, I can vanish. It's been fun.

I think we're actually quite sparse on people, JBG. I wrote a little list for myself of all the areas in which we (might) need (want) folks--

(Some of these we've already done though as we move forward we may wish to alter, add to, or replace them.)

Intro, Event and Wonder Movies
Slideshow/Progress Screen work (and those hints that come out underneath them)
Splashscreen work
Documentation
Civilopedia Entries
Foley Work (walk sounds, combat sounds)
Background Music
Event/Notfication Sounds
Graphics/Modeling:
Units
Buttons
Buildings
Terrain
Improvements
Features
Resources
XML Specifications
Python Work
[SDK Work]

Edit:
Merge Manager
Release Manager
Design Manager/Team Lead

Edit:
XML Specifications:
Units (incl. Promotions)
Buildings
Technologies
Terrain (incl. Bonuses, Features, Routes)
Improvements (incl. Builds)
Civilizations
GameInfos (That entire folder)
Art Thief (Art XML work to import Art from the community)
General (GlobalDefines & BasicInfos)
Misc (The Misc folder and some of the other cracks which we/I don't know that much about)

(Note: Art XML files fall in with the appropriate graphics work, Sound files fall in with their associated Audio work listed above.)

Some of these XML areas are pretty narrow, but it's unclear how people might want to group them. We can have overlap, of course (and I'm sure from time to time people will want to or be required to work on areas they haven't "claimed", but the baseline work for each section should be done by the main person in charge of that area--i.e. The first conversion from the design doc once we've reviewed it).

Of everything on that list, I've got really plenty of work to do just doing the Python Work, and whatever SDK stuff we might need. Whatever I don't do, I'm sure Matt can accomplish. But these other areas... We can rely to a certain extent on the community at large for some of our graphical needs, but we're going to want someone who can make those niche models that are insufficiently interesting to catch anyone outside our projects interest. The sound issues are even less likely to get solved for us. The Documentation, Civilopedia and XML work is clearly going to be all us. I'd say we need several people. Not to mention, given the nature of our last bug (randomly shows up after you've played at least 50 turns), I'd say we have need of play testers as well. Not to mention a Build master and a Release master (I'm currently thinking I'll be handling the actual releases; I had hoped to have Matt do the build merging so he could merge/test and then I could sanity check his build and do the release, but I'm not sure how much time Matt's going to have for that sort of thing...).

Anyway, I'd say we have plenty of work to go around.
 
JBG said:
Oh, btw - about radiation on the moon.

The hollowing-out, even of existing lava tubes, would be very expensive and a prest-day levels of technology, very hard, too. The consensus at ESA and NASA atm is building heavily-shielded bunkers on the surface, and (later on) establishing artificial, small, magnetic fields to keep radiation away. That last thought could be an excuse for some nifty in-game graphics - as a magnetic field generator would create its own aurorae!

So a potential line would be that, before the city can expand beyond a certain size, a magnetic generator would be needed - or, before the city can establish a biodome, a magnetic generator would be needed. Just a thought.

You have any links for me? So I can show them to Warsong.
 
JBG said:
Exactly. Btw, is there any feedback from the masses about whether 0.22A works with the latest Vanilla patch? I've not (dared) downloaded it yet...

It doesn't, but as Woodelf indicated, I've made one which does. I'm currently going through the myriad of half-debugged versions I have on my machine to see if they are playable, but, I'm starting to feel like I should just redo the XML modifications from the working build.
 
I forgot how much we need sounds! See my post above, way above. There needs to be more sounds.
 
By way of sound, as I said before, I can help. I've got a huge load of old *.wavs and *.mp3s on my comp. I'd imagine we need unit attack sounds and stuff...?

And I can also do some Civilopedia work, too. And XML. Oh, and I've got Adobe Photoshop 5.0 Limited Edition, so if you need static graphics at all, I can provide...
 
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