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

I agree with dsquared. More variety would be awesome. Maybe sacrifice polar regions for midsize craters? So far the terrain is brilliant! And the color of the resources alongside the moon makes for enjoyable viewing. :goodjob:
 
I think weve hit a pretty good balance of desolation and color, i love that oxygen is damn near impossible to see as is hydrogen, its like theyre hiding in there, which is true, i want to change the nutrient and collector graphics at some point what improvements are we missing? If you want to use the refinery for multiple things, we could add a symbol to the top of it fairly easily
 
Only thing I see missing is the biodome, now agrodome. Not much we can do or now about that.

And I didn't switch Biodome to Agrodome in the XMLs I sent you guys. :(
 
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.

Okay I will work on some baby craters for the other terrain types(except bare rock, as small debris would not create craters in bare rock). Also note that if we have debris creating craters will will end up with more craters later in the game.
 
2 - Crystal, gemstone, nutrients, carbon, hydrogen, and palladium buttons are all very, very dark. The rest look awesome.

:rolleyes: they are not just dark. They should be black since I am not done the art for all the buttons yet.
 
yeah they are black, i like the oxygen one especially. Agrodome is a misnomer isnt it? this implies agriculture as in SOLELY agriculture, biodome means biodiversity and humans living amongst parklike atmosphere. did we vote on this or something? why dont we name the terrain improvement an agrodome (massive food bonus) and leave the city mega thing bio
 
matthewv said:
:rolleyes: they are not just dark. They should be black since I am not done the art for all the buttons yet.

I did have a heckuva glare coming in the window, so I was assuming it was just dark. :mischief: I'd never seen black. It's always been pink when unfinished!

Keep em colorful. I love the ones you've done so far.
 
dsquared said:
yeah they are black, i like the oxygen one especially. Agrodome is a misnomer isnt it? this implies agriculture as in SOLELY agriculture, biodome means biodiversity and humans living amongst parklike atmosphere. did we vote on this or something? why dont we name the terrain improvement an agrodome (massive food bonus) and leave the city mega thing bio

No we didn't vote. And weren't we leaving the city thing biodome and changing the improvement? I thought you needed to know which improvements weren't finished. The on the nutrient one is the only one I can think of, whether it be agrodome or biodome.
 
woodelf said:
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.....

You can also put it into CivInfos under free units.
 
i dont know what is going on, its coming together though somehow, one of us seems to always be getting tons done at some point and somehow this collaboration has turned into an exciting and semi playable pseudo alpha
 
woodelf said:
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:

Have we looked at making the Dust Sea Land and just making various terrains impassible to various units? (I assume we can do this via XML?)
 
Belizan said:
Have we looked at making the Dust Sea Land and just making various terrains impassible to various units? (I assume we can do this via XML?)

That might simplify things. Good call. :)
 
Edit: sorry misread post

Have we looked at making the Dust Sea Land and just making various terrains impassible to various units? (I assume we can do this via XML?)

I dont this you can do this with just XML. Unless the ai calls onunitselect in CvEventManager I have no idea how to do this.(not yet confirmed)
 
dsquared said:
i dont know what is going on, its coming together though somehow, one of us seems to always be getting tons done at some point and somehow this collaboration has turned into an exciting and semi playable pseudo alpha

Fairly amazing, I concur. It's playable now to an extent. I'd love to see what Belizan could do with the early turns no research part or see what we could do about Great People luring colonists somehow.
 
This is beginning to look like a professional mod, guys! Which, considering that the majority of us haven't made 200 posts yet is something to be proud of! :smug: :band:

EDIT: I notice, however, that this is my 200th post! Talk about timing! :groucho:

On the subject of small craters, is it possible to create single-square crater rims and alter the grahpic? I notice you already have a mini crater in the bottom-left of all the big ones.

Tomorrow I'll work on tweaking the buildings and civics so we have a series of working placeholders for the Alpha.

You know, unless I'm very much mistaken (feel free to correct me here, lurkers!) I think we're the first group to do such a comprehensive mod of Civ IV! :beer:

Anyway, I've got to set about logging off - it's A Touch of Frost on tonight on ITN and I don't want to miss it!
 
JBG said:
On the subject of small craters, is it possible to create single-square crater rims and alter the grahpic? I notice you already have a mini crater in the bottom-left of all the big ones.

you mean you also what small craters as well as the large ones that are also the crater rim terrain type? Surely you do not what to replace the big ones with only small ones.(Those big crater took a long time to impliment so they work properly).

Edit: In order to do this with working graphics I would have to create two terrain types called crater rim.(one for the small ones an one for the big ones)
 
Heheh, end of the Bible...

I see a bunch of not yet defined resources on the bottom of the list. Presumed that they haven't been assigned yet, I'll post some ideas on them:

Plutonium: obviously for the higher-end vehicles. Endured range and stuff like that.
Carbon Filaments: sounds a good necessity candidate for the Space Elevator project. Infact for every space structure which will use/need tethers. (sp?)
Carbon: quite a crossover with the previous. For basic Nanobots perhaps?
Oxygen (Extractor needed): Yeah, very important isn't it? For (chemical) fuel component, atmosphere, drugs ( :D )
Nitrogen: In the same class as oxygen in alot of cases. Atmospheric component, gives extra health, better agricultural output (+2 food, at least) if it happens to be on the plot of a agrodome or the other agricultural structures.
Hydrogen: Fuel for the bigger vehicles/spaceborn vehicles together with fusion. Infact, together with Helium3 this could mean extra range for space-vehicles.
Water Ice
Carbon Ice
: I would say that those 2 are quite common on the surface or subsurface. Not sure what else to make with them since there's already frostejecta and similar stuff.
Agate: Seems to fall under gemstones? Contains also silicon. Else +1 happiness.
Basalt: used for the fabrication of a more effective isolator. Perhaps decreases building time of some out-of-base improvements?
Gold: Circuitry in a modern society? On top of the usual greediness (+1 happiness.
Silicon: Output increase for (power)lines and/or tracks-to-tunnel improvement? (more commerce I gather)
Obsidian: +1 Health, due to its sharper blade in surgical scalpels. :) Also seems to fall under gemstones.
Gemstones: Well, I would drop this "general" class if you use agade, obsidian and diamond among others.
Minerals: Again, covers a broad range, of which some are already in the list here. But I guess a concentration could give a (massive) production increase when mined.
Cobalt Omega: What did JBG say again, a fuel? ;)
Crystal: same order as minerals
Ore: dito as above, with gold, iron, copper and stuff already defined it's quite obselete...
Nutrients (Algae farm needed): mmm, not on the moon I think. How about changing this one to a random popup (in the same category as random appearing gold, iron,... on mined plots) that increases the food output of worked algae farms only? Think of it as a beneficial mutation of the algae. But it disappears with agrodomes. :D
Diamond: O yeah, lasers all the way! 8) and happiness for the (female) colonists of course!
Magnesium: Perhaps a necessity for the higher end tracked/air units. But titanium seems already used for that.
Palladium: Oh boy, this is a tuff one... telecommunication equipment and purifying hydrogen is what most comes up.
 
I'm not sold on Palladium. We use it at work, but it's not that useful to most things. Platinum, on the other hand, would be a better choice for electronics, precious metals, ect.

I'm also not sure how much carbon filament is in a light bulb. Maybe we need to add some heavy ores, like Molybdenum and Tungsten. Are these on the Moon? What about some rare Earth elements; Europium, Terbium, ect? I know most are found in China right now so if they're on the Moon most every other nation would be thrilled to get them!
 
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