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

woodelf said:
No different than Kael's magic user so it should work. The artillery creates the shell and "holds" it until it "fires" it. And as tech gets better so will the shells and the range, since the shells have movement points.

Actually, it's totally different from Kael's magic.

Kael makes a unit which he blows up by hand that's a land unit which is created by taking the "Cast Spell" promotion.
 
dsquared said:
jsut had an idea: artillery unit is a carrier, it carries a unit called Shells or whatever ammo it uses, the unit dies after being 'fired' and it regenerates shells at a certain rate, what do you think of this? that way you can store up bombardment and attack all at once, then not be able to for a round or so

Yeah, that can potentially be done. I don't know about side effects or gotchas at the moment. I have some concerns about hard coded aircraft missions atm. I would have to try to implement it to have a better idea. But it sounds promising.
 
List things i have done:
Terrin(art/xml)- ~80% done
Map script(Python)- ~80% done
Features(xml)- xml is done for now until we get sone reasonable graphics(I currently have it set up so no features appear at all since I hate seeing trees and jungle on the moon)
Resources(xml)- ~80% need to update xml for all new graphics(also need to do button art)
 
Belizan said:
Actually, it's totally different from Kael's magic.

Kael makes a unit which he blows up by hand that's a land unit which is created by taking the "Cast Spell" promotion.

Damn, I hate being totally wrong. Hmm, at least it proves something can be done! :D
 
matthewv said:
List things i have done:
Terrin(art/xml)- ~80% done
Map script(Python)- ~80% done
Features(xml)- xml is done for now until we get sone reasonable graphics(I currently have it set up so no features appear at all since I hate seeing trees and jungle on the moon)
Resources(xml)- ~80% need to update xml for all new graphics(also need to do button art)

I've collected some buttons matthew, but if you have a theme or type you definitely want then I think you should pick them.
 
I actually already have pictures to use for most of the resourse buttons but had been to busy with other things to impliment them into the game.
 
matthewv said:
I actually already have pictures to use for most of the resourse buttons but had been to busy with other things to impliment them into the game.

Excellent. Do you have them chopped and converted yet?
 
Thanks for posting that im going to try to FINISH, YES FINISH resources COMPLETELY tonight, that means we can XML them in and see how it goes. also ill try to do the moon mine and He3 improvements so we can get some of that early art in there
 
One thing....Did JBG ever make a premade map of the moon with starting locations? If he did we'll need to make sure 2 sources of Helium3 are at each site (which is why the colony would be put there in the first place!). They can be elsewhere, of course, but are essential to early city growth.
 
I dont think he did, bu he mentioned several would start on the snaky sea on his premade map, we can need to build into the map resource locations to fight over and resources that certain civs will dominate and have to trade with to get, similar to oil in vanilla civ4 has matthew converted the premade map to our new terrain? half way done with the resources
 
A good fight is good, but Helium3 is the key! Night all.

I hope you guys got your unit buttons.
 
Ok, I've done my basic sweep, skipping the last two discussions of bombardment and the one I need to read more carefully to follow about improvements producing for sometimes or not based on contact with earth and timing and techs and... uh.. well, I skimmed it you see 8).

I have... 59,454 characters of text accumulated at the moment. Which is roughly three times the single post posting limit. Consequently, I am going to be obliged to edit and clean these things up and post them in some sort of sensical fashion. Wish me luck 8).
 
good luck, 75% resources are done

I am not doing the following:

Carbon Filaments: we already have a carbon resource, they require processing of carbon not natural
Obsidian: looks just like silicon which i did do, who needs obsidian on the moon (arrowheads???)
Minerals: Generic, we have plenty of specific minerals
Cobalt Omega: fictional, dont know what it would like or do so lets stick with existing exotics (he3)
Ore: generic term for unrefined metals, we have metals
Diamond: lunar gemstones have a diamond colored gem in them, it would end up looking like crystal
Agate: gemstone is a gemstone
Basalt: the whole surface of the moon is basalt nearly, we dont need a rock resource
Nitrogen: Inert gas pretty useless when we have abundant helium
Magnesium: looks exactly like carbon and dont see where wed use it

Added:

Helium3: Fusion component, initial reason for colony site selection shipped to earth for food commerce etc
 
Okay I got the map script and terrain graphics pretty much done.(Except now I appearently have to make so everyone starts by at least two or three He3 resourses.)

Here is a picture of the how the moon will look. I currently have the map script set up so that we get alot of peaks and not a significant amount of dust sea. Should I change this or do you want to leave it the way it is for now.(I could easily change this later)

Edit: before we release a alpha we desprately need to get rid of the exit game bug.(It is really annoying me since I have to start and quit the game very often when writing my map script and doing my terrain art. Especailly because it will often freeze my computer)

Edit2: I added more dust sea and removed some mountians.
 

Attachments

  • Moon Map.JPG
    Moon Map.JPG
    195.4 KB · Views: 99
looking good!! you want my resources art? i am also almost done with all the improvement art

[EDIT]

Heres most of the improvements, I havent done any of the routing stuff, the biodome, gravitic turbine, customs outpost or outpost

improvements.jpg
 
Ok, my first pass at collating all the suggestions to date is up in this thread. I still need to clean it up some more, but it's late, so I'll do it tomorrow. The idea is that I will have by each explicit state information as to that feature's status, as well as comments on its implementation, not to mention an accumulation of the discussion of that feature so far. Kind of thing that makes me want to build a project website. Ah well. I'll post a key for states and what not tomorrow.
 
Wow, wow, wow.

Awesome looking stuff from you guys. Simply incredible.

@matthewv - Are you going to do the XML on the resources and improvements again or do you want me to after dsquared sends the files?

This is amazing. I was using a cow for Helium3 just to test it out. :p
 
Back
Top Bottom