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

Civ4ArtDefines_Unit is done with some interesting choices of what Vanilla unit will play which Lunar unit. :p

I just need to find buttons for them tomorrow and that's done.
 
Civ4HandicapInfo done. That's it for tonight. I tried to load it up and had about 10 minutes of errors, but it did get all the way to the main screen. It wouldn't let me start a game though. :p

In the Civilopedia the civics, the techs, and the units show up. The Leaders have TXT_KEY blah, blah instead of their names. Lots of pink buttons, but that's to be expected without real buttons.
 
Sorry it took so long but here are my XML Files. I won't be able to upload the the art for another two days so in order for them to work you will have to make temporary terrain file with the same names as listed in the terrain art defines XML.(Just change names of existing terrain files)

Edit: The Civ4RouteInfos.xml goes in the xmL/misc folder

Also, about the concern of only land or only water units, there is only land terrien on the moon so that will not be a problem (Dust Sea is is a land terrain type)

The Map generator is called moon_map.py anp is located in the public maps folder. If you put this in your public maps folder then you should be able to pick moon_map from the list of map types when you start a new game.(instead of Continents, Pangea, etc.) Also not that while the moon map script file works I am not done with it since polar and crater rims are not created yet with the map script.(I will hopefully have it done by next week and we should easily be able to make different map script files later on based on it so that the user has more choice in the type of moon map he wants)
 

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dsquared said:
Good Job woodelf, what sorts of buttons need pictures? what size/format do they require, i can photoshop up some fun ones.

The buildings and units that have been listed at some point in this thread... :) I'll list them again later if need be, but I need to get back to bed....

I crop the pics to 64x64 and then convert them to dds. I know Kael from FfH mod puts a pretty border on them, but I couldn't manage that with GIMP.
 
matthewv said:
Sorry it took so long but here are my XML Files. I won't be able to upload the the art for another two days so in order for them to work you will have to make temporary terrain file with the same names as listed in the terrain art defines XML.(Just change names of existing terrain files)

Edit: The Civ4RouteInfos.xml goes in the xmL/misc folder

Also, about the concern of only land or only water units, there is only land terrien on the moon so that will not be a problem (Dust Sea is is a land terrain type)

The Map generator is called moon_map.py anp is located in the public maps folder. If you put this in your public maps folder then you should be able to pick moon_map from the list of map types when you start a new game.(instead of Continents, Pangea, etc.) Also not that while the moon map script file works I am not done with it since polar and crater rims are not created yet with the map script.(I will hopefully have it done by next week and we should easily be able to make different map script files later on based on it so that the user has more choice in the type of moon map he wants)

THANKS matthewv! Once I get a bit more sleep I'll put these into my folder, add the remaining tech buttons that I still need to crop, look for buildings/unit art (unless dsquared does :) ), do a quick run through on XML errors and maybe get the whole thing uploaded!

Anyone else look at that Civ4ArtDefines_Leaderhead.xml and see how to fix the errors?
 
Matthewv, Dust Sea is *****not***** a land terrain type. That's why we have Skimmers, Sloops, Skiffs and Assault Ships. Those four are the only four units able to travel on 'sea' (the dust seas).

@woodelf: Which line does the game say is at fault in the ArtDefinesLeaderhead.xml? I noticed I'd left commas in in some places, but I couldn't see any faulty tags....
 
FOUND IT, WOODELF!!

Susan B. Edwards does not have a close tag < symbol. Obviously I accidentally selected it when I was typing in her name. :shakehead:

Now, then. So far, we (that is to say, I) have:

XML FOLDER
-->ART
Civ4ArtDefinesCivilization
Civ4ArtDefinesLeaderhead
-->CIVILIZATIONS
Civ4CivilizationInfos
Civ4LeaderHeadInfos
Civ4TraitInfos
-->INTERFACE
Civ4ColorVals
Civ4PlayerColorInfos
-->UNITS
Civ4UnitClassInfos
Civ4UnitInfos
-->MISC
Civ4RouteInfos
-->TERRAIN
Civ4ImprovementInfos
-->BUILDINGS
Civ4BuildingClassInfos
Civ4BuildingInfos

Done variously by Woodelf and myself.
What we need, therefore, is terrain, text, civilopedia, diplomacy text, technologies and resources, PLUS integrating all the XMLs so they a) work with each other, and b) work with what artwork we have.

Today I'll set my sights on coming up with all the civilization and leaderhead artwork and buttons. Once I've done that I'll name everything appropriately and link it in with the XMLs.

In the meantime, we need to lend serious thought to creating (on SOMEone's computer) one folder: a master folder that we might control all the rings of... (sorry) a master folder with as much of the work so far in it as possible.

So. If everyone tells us what they have got *done* we can go from there. The above list is all the XMLs I have got *done* that have been posted here.

I'll get leaderheading.
 
JBG said:
FOUND IT, WOODELF!!

Susan B. Edwards does not have a close tag < symbol. Obviously I accidentally selected it when I was typing in her name. :shakehead:

Now, then. So far, we (that is to say, I) have:

XML FOLDER
-->ART
Civ4ArtDefinesCivilization
Civ4ArtDefinesLeaderhead
-->CIVILIZATIONS
Civ4CivilizationInfos
Civ4LeaderHeadInfos
Civ4TraitInfos
-->INTERFACE
Civ4ColorVals
Civ4PlayerColorInfos
-->UNITS
Civ4UnitClassInfos
Civ4UnitInfos
-->MISC
Civ4RouteInfos
-->TERRAIN
Civ4ImprovementInfos
-->BUILDINGS
Civ4BuildingClassInfos
Civ4BuildingInfos

Done variously by Woodelf and myself.
What we need, therefore, is terrain, text, civilopedia, diplomacy text, technologies and resources, PLUS integrating all the XMLs so they a) work with each other, and b) work with what artwork we have.

Today I'll set my sights on coming up with all the civilization and leaderhead artwork and buttons. Once I've done that I'll name everything appropriately and link it in with the XMLs.

In the meantime, we need to lend serious thought to creating (on SOMEone's computer) one folder: a master folder that we might control all the rings of... (sorry) a master folder with as much of the work so far in it as possible.

So. If everyone tells us what they have got *done* we can go from there. The above list is all the XMLs I have got *done* that have been posted here.

I'll get leaderheading.

Good catch on the tag JBG.

Add these to the completed XMLs, from matthewv's post above:

----> Art
Civ4ArtDefines_Bonus
Civ4ArtDefines_Improvement
Civ4ArtDefines_Terrain
----> Terrain
Civ4BonusInfos
Civ4FeatureInfos
Civ4ImprovementInfos
Civ4TerrainInfos

What I know we need is to mess with the religions. I'll add these files and JBG's fix and see what errors pop up!
 
I had to basically take everything out of the Civ4ProjectInfos and Civ4ReligionsInfos until we decide what to do with them. I also have to tweak what techs get Wealth, Research, and Culture in Civ4ProcessInfos.

Civ4SpecialistInfos will most likely get set to "nothing" until we figure that out as well.

And start thinking of Wonders! We'll need them.
 
UGH! Errors in folders I never dreamed about needing to edit:

Civ4BuildInfos
Civ4PromotionsInfos
Civ4SpecialUnitInfos
Civ4GoodyInfos

Time to roll up my sleeves and get down to business... :)
 
I've got all the leaderheads and flags PLUS their respective buttons.
Here's a preview of the CSA leaderhead. As the Agencies all have real life/believable emblems, I created a rather stylised form of leaderhead, as you can see with Indira Nahappan's below (note it is stretched so it works):
Indira.JPG
 
The independent and corporate civs simply have the leader name, then the symbol, then the civ name.

Thoughts?

They're all dds-ed now, anyway, so any modifications will have to wait until the 0.2 patch! :p

Guys, in order for me to draw up a proper table of who's doing/done what, I actually need to KNOW who's done/doing what! PM/IM/E-mail me/post it here/whatever. That way, I can make a consise file which says precisely what needs doing/is done.
 
Right now I'm simply trying to get the game to run and jotting down all of the XML errors and their source. I guess I'm not working on any specific area. Right now the entire mod is getting stripped down to the bones and we'll be adding info later. There are so many problems when you load the moad and don't have a particular XML file since the game uses the default then. :( So I'm finding the default and copy/pasting them to the Lunar Mod folder and then basically ripping all of the info out for now. Not very pretty, but effective!
 
Oh and I like the LH. Keep it simple and get it up and going. :) We'll add people later.
 
Why not simply replace all the references to (say) horsemen (or whatever) and replace the word 'horseman' with 'lunar buggy' (or whatever). Otherwise we might get some extremely strange results. Might be safer than just removing data....
 
JBG said:
Why not simply replace all the references to (say) horsemen (or whatever) and replace the word 'horseman' with 'lunar buggy' (or whatever). Otherwise we might get some extremely strange results. Might be safer than just removing data....

I don't think it's that easy. I just went through Civ4Formations and you have to get rid of everything that isn't in the game. And it you put something that isn't in our game yet or undefined you get errors. The main problem is that we have less units than the regular game so far so direct substituting will still lead to the need for deletions.

I'm going to fire it up again and see where the most errors show up. I better not see UNIT_ARCHER errors again!
 
Oh man, I'm getting creamed with CivicInfos errors! These worked when I did them 2-3 weeks ago in another mod and now they won't work in this mod. Once I get through all of the errors they do show up in the civilopedia. I still haven't been able to actually start a game. I always get CTD'd.
 
Double Bugger!

Files like:

Civ4ReligionInfos
Civ4SpecialUnitsINfos
Civ4SpecialBuildingInfos

can't be empty!

I think I got rid of all promotion and formation errors,, but these others are killing me. I'm going to add in the specialists again and see how many files they need to be in.
 
:eek: You got rid of the specialists!?!?!?!!? Why?
 
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