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

screenie.jpg

this is the terrain i've done so far.
i'm not really happy with all of them, but the ice (unmodded:)), 'tundra' and 'grassland' are ok i think.
the dessert has to be darker (when i saw the map at first, i thought i was far north/south, but above the 'dessert' was a jungle :p) and the plains need to be changed.

haarbal
 
Radar Tower: Bonus for all friendly air forces within say 2-3 tile radius
Airfield really is critical if ditching fuel based units which are ugly and AI couldnt handle in 2 anyways they cheated basically
I'd just assumed adding one health was easy, a la forests no? I guess the hard part is having tiles outside city radius create health, forest bonus is for inside city radius hmm, is it possible to change health factor to a civ wide factor and distribute it to cities, so 2 city empire with 16 panels collectively in it's borders can have 16 - [number of power units buildings consume] total population? I guess this is complicated huh... would be nice though I thought power implementation in civ 4 was lame.
On multiple MPS yes you can have multiple for instance US GPS and ESA proposed constellation. AT-SATs would be nice and realistic but that might make it more complicated than it has to be. I'm searching XML to see if its possible see what you can find.
 
Nice looking terrain,

how goes the crater rim tile-tile interplay, if that actually makes a crater that will be awesome though hard to do is anyone attempting this?
 
Good work so far haarbal. The tree/jungle isn't with everything else? Odd.

dsquared - welcome to the discussion. The more the merrier. Throw as many ideas as you can at us. ;)
 
So is there a list of what is needed or wish list items and where is all the work located does J have a new bible version forthcoming?

EDIT--
Chomping at the bit to play so starting up civ2 version
 
dsquared said:
So is there a list of what is needed or wish list items and where is all the work located does J have a new bible version forthcoming?

EDIT--
Chomping at the bit to play so starting up civ2 version

I think we need to re-figure out what needs to get done and by whom. Tell us what you want to do and I'm sure JBG can make good use of you. :p
 
So.. I've got turrets done. What I need now is to know what feature you want coded next. A lot of ideas are and have been bandied about, but I don't want to spend a lot of effort coding up something that isn't going to be used, so... What's next on your list of Python coding projects?

I know about Mega-Buildings, but I need a description from you as to the criteria you'd like to use for when the AI should build which type of building.

Other then that, what do you actually want coded at this point?
 
Belizan said:
So.. I've got turrets done. What I need now is to know what feature you want coded next. A lot of ideas are and have been bandied about, but I don't want to spend a lot of effort coding up something that isn't going to be used, so... What's next on your list of Python coding projects?

I know about Mega-Buildings, but I need a description from you as to the criteria you'd like to use for when the AI should build which type of building.

Other then that, what do you actually want coded at this point?

Good job on the turrets. I don't know why .rar can't be uploaded. :( That's why I use filegone all the time.

I'm still convinced we need some sort of debris/collision model. Maybe it won't have space amoebas, but it can cause damage, create a new resource source, lead to a tech breakthrough, or simple be a Lunar goodie hut.

You could have multiple sizes of potential collision sources each with different low %s of hitting the moon. And then each of those has a chance to yield something for the colonists or simply cause havoc.

What about building and improvement hit points? Again, I'm thinking of debris. It'd be cool to have a biodome get hit and only get damaged, thus requiring some repairs before something else hits it!
 
woodelf said:
Good job on the turrets. I don't know why .rar can't be uploaded. :( That's why I use filegone all the time.

I'm still convinced we need some sort of debris/collision model. Maybe it won't have space amoebas, but it can cause damage, create a new resource source, lead to a tech breakthrough, or simple be a Lunar goodie hut.

You could have multiple sizes of potential collision sources each with different low %s of hitting the moon. And then each of those has a chance to yield something for the colonists or simply cause havoc.

What about building and improvement hit points? Again, I'm thinking of debris. It'd be cool to have a biodome get hit and only get damaged, thus requiring some repairs before something else hits it!

Both of those are potentially doable, although would require more discussion to flesh out the ideas enough for them to be codeable. But, the question is, do we actually want them? There are a lot of things which are possible and might be fun/cool to add, but what I want to know, before I spend the effort to code them, is that a given feature is definitely wanted (assuming we can get it to work) for the mod. What I'd like is for JBG to post saying this idea is in, that one is out, etc. so I know I'm not wasting my time on features we don't want (like fuel based units, for instance ;).
 
The XML Files I have changed are:
CIV4ArtDefines_Bonus
CIV4ArtDefines_Terrain
CIV4BonusInfos
CIV4FeatureInfos
CIV4TerrainInfos

Here is a picture showing the terrain art I did.
If you think some of the shown terrain needs revising, Just let me know
 

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  • Moon terrain.JPG
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Nice matthewv. If that's an in game pic it's very nice.

Once we get the civilization XML files done we should be able to upload everything, combine it, and see how many errors we get. We'll be using default graphics for units and buildings, of course, but it'll be cool to colonize the Moon!
 
That's awsome terrain.

A question: Is there going to be any distinction between Earth-side and not Earth-side? Maybe you could build things in secret or something on the other side, but you get a trade bonus on the near side.

Just throwing an idea out.
 
@ Matthewv: :eek: Bloody hell, that's absolutely brilliant! Your cratered terrain is fantastic! :goodjob:

@Haarbal: If we can combine your terrain with Matthewv's we'll have almost a complete set!

I don't know about the forest/jungle skins - I was hoping it'd be possible to remove the trees entirely and have a flat overlay of very white, glittering crate ejecta (look at a photo of the moon and you'll know what I mean)

@Dsquared: welcome aboard! If you give me a basic idea of your modding skills I/we will be able to think of some taks or other for you.

Leaderhead art and XMLs are coming on fine - I ought to have them done by tomorrow (touch wood)

@Woodelf: why not have 'debris' as a barbarian unit? Say:
- it's a one-off attack unit (missile unit in other words)
- it can only move in a straight line
- it has a wide (but not infinite) range
- it leaves some kind of mark when it hits depending on its size

Just a thought. Might be rather hard to implement, though. What's your opinion, Belizan?

@Belizan: by 'which idea is in/out' I assume you mean the ones suggested by Dsquared? I'll answer the question anyway assuming you do:

Okay, looks like we have some very good ideas here.
First bullet point: (Ditch fuel...) I think I would prefer to keep fuel so we can differentiate between fighter- and spaceship- type air units. Also you have already demonstrated that it'll work in-game, so I'd like to keep it.
Second bullet point: (Airfields...) If possible, I'd like to do this, although I think you've already said it'll need the SDK. Also how would we stop these auto-spawned units adversely affecting game play and upkeep?
Third bullet point: (Rebellions...) what sort of rebellions? The worst I ever had was civil disorder. Having colonies secede is already programmed in via culture, but having them break away to form barbarian states might add an extra level of interest. If possible this might be worth looking into...
Fourth bullet point: (Lack of water...) each capital ought to have access to the water body (see Civ2 scenario), although if it must be expanded I don't want it interfering with the already established landmarks. There is actually no water-like terrain on the moon - I included it solely for the sake of variety. Navies are not supposed to be a focal point - in fact I only had four naval units in the civ2 scenario: skimmer (light attack), skiff (galley equivalent), sloop (battleship) and assault ship (carrier/transport).
Fifth bullet point: (SAL Battery) Why not? Units have not been finished yet - the more the merrier. Woodelf, do we have a unit already that is similar? If not can we include it?
Sixth bullet point: (Laser countermeasure techs) Is it possible for techs to alter the strength/promotions of units? If so would it affect the AI? Having new techs make units stronger against obsolete units might be interesting...
Seventh & eighth bullet points (whew!): I don't think so somehow. Otherwise we'd have a major limit on pop'n/units and things would seriously wind down towards the end of the game. I think I managed to include some incentive in the Terrain improvements XML (have I posted that yet?) although ensuring the AI uses it will be welcome. Although I agree with the eighth idea.
Ninth-Eleventh bullet points: (wonders) why not indeed? Woodelf, do we already have these? If not can they be incorporated?
Last bullet point: (EMP weapons). Hmm. They would tend to work against electronic units (so all of them basically :D ) while leaving buildings/cities/&c standing. Dunno. Might be hard to implement.

I think for the moment we should concentrate on the Alpha. Most/all of this can be added later on in the day. Once the Alpha is up and running we can brainstorm on how it can be expanded and improved.

Once again, Matthewv: I LOVE your terrain graphics!
 
Oh, by the way, interesting idea, The Great Apple.

I don't know how we'd implement this, however. Probably better to keep it simple, but, Belizan, is it possible? (I'm thinking post-Alpha here).
 
JBG said:
Oh, by the way, interesting idea, The Great Apple.

I don't know how we'd implement this, however. Probably better to keep it simple, but, Belizan, is it possible? (I'm thinking post-Alpha here).
It's possable ;)

About debris - that too would be possable, although I'm not sure it sounds very plausable.
 
JBG said:
...
@Haarbal: If we can combine your terrain with Matthewv's we'll have almost a complete set!

I don't know about the forest/jungle skins - I was hoping it'd be possible to remove the trees entirely and have a flat overlay of very white, glittering crate ejecta (look at a photo of the moon and you'll know what I mean)

...

i wasn't thinking of adding jungle on the moon surface :p, but i thought it might look nice as some stoné-like formation when painted greyish.

also, i have to say that my terrain looks suck compared to the terrain created by mathewv :) (esspecially like the cratters :goodjob:

haarbal
 
@TGA
i don't really get the clue of the earth/non-earth side
at first i thought just the side that is turned to the earth at that time, BUT the moon doesn't turn arround! (well maybe it does, but it does at the same speed as it takes to go all the way around the earth)

haarbal
 
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