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

Found the file (with the help of Kael) to add an Engineer. Makes early game much more fun. :D
 
Any idea where you add giving an Engineer?
Found the file (with the help of Kael) to add an Engineer. Makes early game much more fun.

Are you able to code this or do you want someone else to do this.(you can do this in my map script or the CvEventManager Python file(This is likely the file kael mentioned))

Any thought on not allowing research at all for 20-25 turns? It doesn't seem like that would be their focus, at least until another colony was formed. What about scripting in receiving another colonist at a certain turn as well? That sounds plausible since the Earthside organizations would be supplying the initial people.

This could also easily be done if the CvEventManager Python file. Around what turn did you want this to happen?

I assumed it would be easy to stop the terrain from giving food, but it didn't work simply editing the XML Civ4TerrainInfos file. I did tweak the resources so they give approximately what they should in unimproved form.
I think I know what is causing this. The terrain that is still giving food is likely next to a "lake" of dust sea causing to tile to give 1 extra food. I do not know at the moment the xml file where you would change that.

And yes I still get the crash on exit. Check your custom assests and see if it has anything different from what I sent in the mod file.(Civ4 will use files in the customs assets folder as a first priority)
 
matthewv said:
Are you able to code this or do you want someone else to do this.(you can do this in my map script or the CvEventManager Python file(This is likely the file kael mentioned))



This could also easily be done if the CvEventManager Python file. Around what turn did you want this to happen?


I think I know what is causing this. The terrain that is still giving food is likely next to a "lake" of dust sea causing to tile to give 1 extra food. I do not know at the moment the xml file where you would change that.

And yes I still get the crash on exit. Check your custom assests and see if it has anything different from what I sent in the mod file.(Civ4 will use files in the customs assets folder as a first priority)

Nah, the engineer gets added in the Civ4Erasinfo file. A simple <0> to <1> under startingworkerunits.

I was just throwing the idea out there about research starting at turn x, but I think it's a good idea. Ditto for the second colonist. What does everyone else think about the idea and the turn it could happen?

I've never done anything with CustomAssets so I have no idea what would be different. I noticed I have files in there though.....
 
After further review.....there are absolutely none of our files in custom assets. Is that why mine doesn't crash?
 
Was browsing through my (enormous) mp3 archive (built up over the past 10 years...:rolleyes:)

Anyway, while I was playing the moon mod, they played my favourite hymn (not that I'm religions at all - perish the thought) on Classic FM, which I have on in the background. The hymn played while I was on the main menu screen, and it actually works brilliantly. Anyway, I was thinking I might write it in to the mod - I have an mp3 of it somewhere...

The mp3, by the way, is the choir of St Olaf's Church in Minnessota (where else?) singing 'Let all mortal flesh keep silence'. You might scoff, but it works *really* well with the main menu.

Just a thought...
 
@JBG - Custom music is fine by me. It's adds to the atmosphere. What do you think about the idea above about no research and a free colonist in python?

Found another thing that needs to be tweaked, namely which improvements can be built on which resource. Sadly I can put a He3 plant everywhere. :eek:

I'll look through that at some point.

About the food showing up, I know there's an entry about being next a river giving commerce, but I haven't seen being next to a lake giving food. I'll keep looking.
 
It's to do with whether it counts the water as a source of water or not. I would say _not_.

I played the game, and, guys, it's looking pretty damn slick, if I do say so myself. Yeah, I was going to mention the terrain improvements. The He3 plant can be built anywhere, and gives +50% tile defence :confused:

I can also, if you like, extract all the ambient noises from my Civ II mod and plug them into this one. might make it seem rather good...

And I renamed that mp3 OpeningMenu.mp3 and plugged it in (thanks for providing the folders whoever did that) and it actually works quite well :smug:. It's 1.45Mb, though, so I might not post it yet...

I'll compile the Civ II sounds, though. Watch this space.
 
Just saw a good idea from GeoModder on 't'other thread. Why not rename the TILE biodome 'agrodome' to cut down confusion?
 
Belizan, Woodelf, Matthewv and Dsquared, check your PMs. I've sent the mp3. See what you think in-game. Maybe you'll think it won't work...

I'll get back to those ambient sounds.
 
JBG said:
I played the game, and, guys, it's looking pretty damn slick, if I do say so myself. Yeah, I was going to mention the terrain improvements. The He3 plant can be built anywhere, and gives +50% tile defence :confused:

I figured this problem out. It was set up so all terrain made the improvement valid. I made it so only Helium3 made the improvement valid.

While I'm doing this, do we want to solely be able to put mines where there are resources? Also, refineries where there are resources? We can put glasshouses and collectors everywhere, but we should leave the other improvements to where they will do some good instead of simply dropping a mine anywhere.
 
I think restricting mines to resources, bare rock and maria basalt should do the trick. Or, if that doesn't work, simply resources and crater rims.

Also, I STILL GET THE QUIT-CRASH BUG! Woodelf, what do I do to stop it? Although, indeed, I've not had it freeze up on me in a while - only I get an error massage - er, sorry, message :rolleyes:.
 
JBG said:
I think restricting mines to resources, bare rock and maria basalt should do the trick. Or, if that doesn't work, simply resources and crater rims.

Also, I STILL GET THE QUIT-CRASH BUG! Woodelf, what do I do to stop it? Although, indeed, I've not had it freeze up on me in a while - only I get an error massage - er, sorry, message :rolleyes:.

I wish I could claim some sort of brilliance in the matter, but I simply downloaded and installed the file matthew put together. I didn't *do* anything special. :blush:

I'll work on the improvement limitations.

Any luck with tweaking the buildings JBG?
 
dsquared said:
lake=freshwater=irrigated=+1 food this may be hardcoded or set dust sea to spreads irrigatoin= no

Can anyone brainstorm a solution to this? It seriously buggers up the no food on the moon ideal. :eek:

I can't seem to find the spreads irrigation toggle, but I'm looking.

edit: I was in the correct file, but matthew had the file broken into 2 halves and I chose the wrong half to edit! :blush:
 
i like the music, however the full mod that matthew sent me fatal errors on custom game start

also the file contained a bunch of excess baggage and directories but better safe than sorry i guess

[EDIT] fixed the crash, looks good, are you guys still getting pink resources? i do but if i enter the worldbuilder then exit it they look normal, this is strange

edit2 - this is nearly playable guys
 
No pink resources for me dsquared at all.

The more I think about it, the more I like the idea of zero tech and a free colonist at a set time period from Earth. Then once we get cut off we *have* to start research.
 
[EDIT] fixed the crash, looks good, are you guys still getting pink resources? i do but if i enter the worldbuilder then exit it they look normal, this is strange

I noticed this very same problem on my brothers computer. very weird

edit: I was in the correct file, but matthew had the file broken into 2 halves and I chose the wrong half to edit!

sorry about that ;) I should have probably put the half beeing used on the top of the file.

Also now that you guys can see the crater rims, should I tone done the number of them that appear?
 
matthewv said:
sorry about that ;) I should have probably put the half beeing used on the top of the file.

Also now that you guys can see the crater rims, should I tone done the number of them that appear?

No need to be sorry. I basically have all of the terrain foodless, except for the odd tile with 1 which isn't worth worrying about just now. The odds on the city using it solely for 1 food ar nil.

I don't find the number of craters too much. I love them! Very nicely done.
 
yes on the XML no on toning down the craters, can we make more craters appear in other terrain types, little baby ones, the terrain is pretty awsome so far I just think the moon needs more craters! especially since we are DEFINTELY dropping stuff on them during the game.
 
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