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

I assume the Wizard of Python can fix the Emergency civic issue or come up with a better solution.

The crater rim bug is an odd one...
 
Wizard of Python? that a nickname for Belizan or something? lol :)

Maybe whoever is doing the terrain can talk with other modders that have modified terrain in thier mods (I don't know how many have done this, FfH has vanilla civ terrain, but cities and improvements change thier look depending on the 'religion') because the answer could be in what the crater rim terrain is derived from or something or other... that last part didn't make too much sense to me either :P. what I'm saying is that its something within the coding.
 
smjjames said:
yea, I'm waiting for that as well. Just thought I'd mention about that because even though the human player knows that the emergency civics are only meant to be temporary, I think the AI is programmed to choose the best one, or the one that helps research the most, but doesn't know that its not meant to be used 50 times in a row and I'm forced to use that civic just to keep up with the AI. which in my opinion, is unbalanced.

that and fix the getting stuck on crater rims bug (which is annoying, but at least I can do something about it).

That's how JBG designed those civics. Warsong and I have talked quite a bit about various things we may do to modify the civics system in general and special civics in particular, but we don't have a concrete plan as yet, at least that I'm aware of, Warsong might have a clearer picture then I do on that score.

What is the "getting stuck on crater rims bug"? I've never heard of this before.
 
smjjames said:
Maybe whoever is doing the terrain can talk with other modders that have modified terrain in thier mods (I don't know how many have done this, FfH has vanilla civ terrain, but cities and improvements change thier look depending on the 'religion') because the answer could be in what the crater rim terrain is derived from or something or other... that last part didn't make too much sense to me either :P. what I'm saying is that its something within the coding.

Matthewv did the tech behind our terrain with some graphical support from Dsquared (and a mighty fine job they did too ;). I have no idea what you are talking about though 8). I think I must have missed a post somewhere. Matthewv will be back when we gear up for the new design (in theory at least), I just talked to him last week. So.. the answer to what, exactly?
 
Belizan said:
(and a mighty fine job they did too ;).

Wow, are you learning how to suck-up from me? :p

Or is this a management technique to get us to work harder? Very effective!
 
the getting stuck on crater rims is when units get stuck for a turn or two on the rim of those 4 square craters and they still have trouble getting out when I move them manually. it happens often when they are on auto explore.

Its not that bad, just really annoying and it can wait until we start doing the redesign of the whole thing and we will be discussing bugs and issues anyway.
 
the getting stuck on crater rims is when units get stuck for a turn or two on the rim of those 4 square craters and they still have trouble getting out when I move them manually. it happens often when they are on auto explore.

Its not that bad, just really annoying and it can wait until we start doing the redesign of the whole thing and we will be discussing bugs and issues anyway.

Hmm.. That is strange. Annother annoying bug that will likely keep us stumped for a while.
 
we'll just have to see what the new plans are and what bugs/issues come up and then deal with them, who knows, we may end up changing the whole terrain stuff.
 
smjjames said:
the getting stuck on crater rims is when units get stuck for a turn or two on the rim of those 4 square craters and they still have trouble getting out when I move them manually. it happens often when they are on auto explore.

Its not that bad, just really annoying and it can wait until we start doing the redesign of the whole thing and we will be discussing bugs and issues anyway.

Well, you understand that Craters cost 2mp to move on, like a hill in regular civ? The Auto-Explore issue isn't really a bug with our code, and it's nothing we are going to fix. It has to do with the algorithm the game uses for it's automated exploring and how it interacts with the attrition code. If it is especially unwieldy on craters, it must be because craters give out more attrition (I don't recall if they do or not, but they might). You can always turn attrition off from the map options when you generate your map 8).
 
hmm, I wonder what kind of dust feature? :) it can't be dust storms since theres no atmosphere (well a tiny one, but its a tenuous one which is a little above a near complete vacum) and thus no wind, and the dust seas probably represent where the dust is very light and floats easily.

anyway, is the new design info coming this week or next maybe? just wondering and I'm curious as to where we will be heading with this mod.
 
It might involve that light, fluffy dust and what happens when hovercraft or treaded units drive over it. There will be issues with moving parts and eventually air intake systems I think.
 
woodelf said:
It might involve that light, fluffy dust and what happens when hovercraft or treaded units drive over it. There will be issues with moving parts and eventually air intake systems I think.

Air intake? On the moon?
 
12monkeys said:
Air intake? On the moon?

Alright, how about your filters on your airtanks? Or the scrubbers on your exhaust? You have to be expelling air somewhere or recycling it.
 
Lunar Dust. http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19920002733_1992002733.pdf

The source of "wind" is Solar Wind, although given the static charges held by Lunar dust, shifts in the magnetic fields affecting the moon could also cause somewhat "violent" storms. We had some discussion on this previously, but basically, while it seemed over the course of an entire game, dust would only spread a few squares, it was more interesting to exagerate this effect.
 
Ahh, I see. You meant the air intakes within the life preservation system and not air intakes of jet turbines from vehicles. I misunderstood that.
 
12monkeys said:
Ahh, I see. You meant the air intakes within the life preservation system and not air intakes of jet turbines from vehicles. I misunderstood that.

No biggie. After you posted I had to rethink what the hell I was talking about in the first place.... :)
 
Back
Top Bottom