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

I've made two models and am getting pretty excited, what else is DEFNITELY in? any requests? Unit models are little more complex and I'm not sure if just changing the DDS will affect animations so I am hesitant to sink time in for a unit that won't make the cut.
 
dsquared said:
I've made two models and am getting pretty excited, what else is DEFNITELY in? any requests? Unit models are little more complex and I'm not sure if just changing the DDS will affect animations so I am hesitant to sink time in for a unit that won't make the cut.

Check the resources from the bible and any buildings that I mentioned several pages ago. And more terrain improvements.

Great work so far!

I agree that units should wait until we know that they can be imported to Civ4.
 
Ok - the resources in TMB 1.1 (The Moon Bible) all look pretty much like the regular resources with slight modifications. I'll work on terrain overlays and improvements unless our terrain guys have that taken care of, their terrain looks AWESOME
 
@dsquared
It would be great if you can made skins for the resources. I have not gotten around to that yet since I am busy with other stuff.

I am currently working on a map script that creates a random map that only has terrian that is on the moon. The moon maps will be much flatter then earth maps since I willl be using flat tiles for crater rim terrian since a crater rim graphic looks alot better flat than draped over a hill.

I should also be able to make it so that crater rims take up 4 tiles and thus will look likes one big crater.

@JBG
Some one will have to edit you moon map later so that all the hills are changed to a terrian type crater rim and the coasts are changed to dust sea.
(all the other terrain types may have to be change to their real terrain types in order for your map to work properly)
 
carbonice.JPG


waterice.gif


here are a couple quick ones more later

One More easy one

moonalum.gif


Another easy moon terrain change from existing mine

moonmine.jpg
 
Great job on the resources and mine Dsquared

I currently have a working map script that will nicely create a random map with moon terrain (Except for Crater Rims - working on it)
I also goot to do the artwork yet for crater rims and dust sea.
 
Awesome artwork dsquared. Now we just need our fearless leader to come back and lead us! Come back JBG!
 
And so I shall. :D
 
Okay, seriously, people.

DSquared: brilliant job! This is starting to look very good. My suggestion for your next project is to start working on the Biodome improvement. This is a very large improvement which is supposed to radically alter the graphical appearance of a city. Essentially it is a low circular wall surmounted by a clear dome, supported by magnesium struts (less gravity= magnesium is realistic (see Kim Stanely Robinon's Mars series))

You can modify your Algae Farm improvement to give us the glasshouses, definitely. I'd say having two side by side (and cleaning the windows!:rolleyes: ) would be nice - essentially they are moon-greenhouses.

Matthewv: Cobalt Omega is a resource that I made up. I admit it, but it *did* sound good. CoΩ is represented in the Civ II scenario by green crystals, and I always thought it'd be good as a fuel or explosive.

As for modifying the map - what do you mean? I always thought we'd just *replace* the terrain types instead of adding new ones. I rather like that map... :(


Is it possible to try out those graphics in-game yet..?

I'll post the XMLs shortly - I was out of action yesterday because Norton snarled up and I wasted a day reinstalling it :wallbash: of course, it HAD to happen in the week I'd set aside! If it was feeling considerate it would have done in it last week when I could have taken the day off, but oh, no...
 
Looking through them now...

They look great!

I can tie these in with the improvements XML so there is no conflict. Leaders coming along nicely - do you want me to do leaderheads as well?
 
If you have the time.

When you get everything how you like it post the files and I'll try to tie the techs with the other files. I still need to find more buttons, but it's going well. :)

edit : oh yeah, the costs, ipower, ect in those building and unit xmls are most likely wacky. Playtesting this the first time will be funny...
 
Well.... uh.... um.... what actually does need coding atm? What have you done so far?

Any progress on programming the two mega-improvements btw? (Biodome and Bunker)?

Woodelf, can you think of anything that needs coding?

Belizan, try looking back through the posts... But do tell me what you've got so far.

I'm doing the traits.xml at the same time as the leaders. Which reminds me,
Belizan, you CAN try your hand at the three civ. attributes (scientific, economic, independent) - see the Moon Bible (pg.4 right) for details. Essentially they're massive leader traity-type things that significantly alter how a civ plays the game, to help differentiate between the three groups of civs we have.
 
Sorry, I don't mean TILE improvements, Belizan, I mean buildings in cities :duh:

EDIT: Woodelf, can you post your Civics XML please? If I'm doing leaderheads I may as well give them all favourite civics...
 
Once we get to look at the tech tree Belizan might be able to pretty it up with the lines being drawn in the correct spot, if that's Python. But that's a cosmetic thing for a long way down the road.

Do we need to code the switch from 1st/2nd era when we lose contact with Earth and have to survive on our own? Is that an event that can be triggered, or needs to be?

I think we need to keep Belizan on retainer and use him after a bit of playtesting. :) Right now it's hard to visualize what needs coding without ever setting foot on the Moon.
 
Woodelf, can you post your civics XML please?
 
That's at home JBG and I'm not. :)

Didn't I upload or send that out? Bugger. I'll check back several pages and look. Honestly, I don't even remember what I did! :(

edit - nothing uploaded except a pic. I'll upload the screen and xml file when I get home, in about 5 hours... :(
 
woodelf said:
Here's a rundown of things I'm not sure about for civics:

Despotism - having (-1) happiness in cities over size 7
Hierarchy - having (-10%) effectiveness in anit-capital distance cost improvements
Communism - No capital distance cost? I think they all default to zero
Democracy - (+1) prod/comm in tiles. This sounds more like a trait.
Decentralized - The (-20%) revenure from foreign trade
Black-n-White - Randomly lower/raise foreign opinion
Cooperation - raises foreign opinion and favourable treaties
Mediation - 3rd party treaties
World Government - automatic alliances and (+1) unhappiness with WG. Needs to be a religion I think to work
Disparate - The (-1) prod/comm. Same as Democracy
Xenophobia - foreign element unhappiness and no spread of foreign culture
Sentient Rights - Not sure about (+1) happiness in all cities.
Free Speech - same problem as WG. It might need to be a religion to work
Bureaucracy - Increased commerce from 5 largest
Closed Economy - Anything about foreign trade units. :)
Virtual Market - (-10%) revenue from routes

Cripes. That looks like a lot. I really did accomplish some stuff....

Belizan - here are the civics that you mentioned 10 pages ago that maybe you could look at. I think some of the modifiers will be Python based.
 
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