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

matthewv said:
What to you think of the first idea?:) Do you understand what I mean by it?

The component system in SMAC was awesome and makes more sense IMO. You shouldn't need completely new units to switch ammo or armor. Swapping out a chassis (sp?) or adding extras when needed was always cool. I always loved making choices on cost vs quality and offense vs defense. Is that what you mean?
 
The component system in SMAC was awesome and makes more sense IMO. You shouldn't need completely new units to switch ammo or armor. Swapping out a chassis (sp?) or adding extras when needed was always cool. I always loved making choices on cost vs quality and offense vs defense. Is that what you mean?
You got it right on the money. If everyone esle likes this idea I will look into how to impliment this.
 
We both like it, so fire away! :) I'm positive dsquared would like it. Any idea how this would work with graphics since the units wouldn't be predefined? Do we have the ability to cobble together parts to make units instead of preset units?
 
Any idea how this would work with graphics since the units wouldn't be predefined? Do we have the ability to cobble together parts to make units instead of preset units?
The way I was thinking is to have the graphics for all possible combinations one seperatly(and thus defined seperatly). This would mean alot on work for the graphics department as there will be alot of different combinations.
It likely won't be simple but I will look into the possibility of cobbling parts together.
 
Sounds interesting. We would need basic models of foot, recon, tracked, siege, and air units. Then we would snap the chosen pieces onto the models and then get a unique unit. Of course, we'd have to size it, add mesh sizes, ect as well. I have no idea what that will take, but it sounds cool.
 
I'm likely going to fill in the building buttons tonight and maybe add resource restrictions on units. I'll have to see what my better half has in mind....
 
Something to add to a potential FAQ or readme:

Try playing on a smaller map size if your load times are long. You can add an AI or two since the maps we use are mostly all colonizable so there won't be a lack of land.
 
Although it seems like you're already decided on the SMAC-esque unit building system, I would like to say that you should go for it.

Although I didn't utilize it often, the times when I did use it produced units perfectly tailored to my demands. This will add a lot more strategy to the game, and might even be enough to cause Firaxis to implement it in the expansion/next patch/etc.

And while I'm thinking of SMAC, wouldn't it be kinda nice if you could "win over" barbarians, or even animals? Maybe give a unit x% chance of capturing a barbarian unit if they move into the same square. This could provide an early boost, and would probably help those whose leader traits might hinder the very early development of an army.
 
Drakonik said:
And while I'm thinking of SMAC, wouldn't it be kinda nice if you could "win over" barbarians, or even animals? Maybe give a unit x% chance of capturing a barbarian unit if they move into the same square. This could provide an early boost, and would probably help those whose leader traits might hinder the very early development of an army.

I love the idea of converting the outcasts. :D

I think we're going away from barbs altogether and adding in meteorites and debris as "barbarians", but I think converting other civs units would be cool. ;)
 
woodelf said:
I love the idea of converting the outcasts. :D

I think we're going away from barbs altogether and adding in meteorites and debris as "barbarians", but I think converting other civs units would be cool. ;)

Actually...that makes a lot of sense. It would make sense for the losers in a battle to want to desert their position. So, perhaps a 5% chance that the losing unit will convert to your side. Heavily damaged, of course, but that would be too cool.
 
Actually...that makes a lot of sense. It would make sense for the losers in a battle to want to desert their position. So, perhaps a 5% chance that the losing unit will convert to your side. Heavily damaged, of course, but that would be too cool.
Good idea but it going to have to wait for now, unless Belizan wants to program it in.
 
I'm going to make roads available all the time and rearrange starting techs for the civs. We'll get some variety now.
 
matthewv said:
Good idea but it going to have to wait for now, unless Belizan wants to program it in.

Meh. More waiting. What else is new? :P
 
It's a good idea to throw out to Belizan. ;) Maybe add a Promotion so only real persuasive units turn units traitor.
 
Hi, guys. I'm really sorry about vanishing for the past few days, but there was absolutely nothing I could do about it (i.e. the standard 'due to circumastances beyond our control' excuse...).

I have yet to read back over the past few days' worth of updates, but it looks like the minds are fertile out there! Good work. I think, due to the nature of my work it's likely I can't guarantee a continual reliable presence on-line. My work isn't really the sort of thing I can go into in public :scared:

I'll look through the past few days worth of threads, download the latest files and give you feedback if you like. The download's just finished from my last PM so I'll be able to get going soon.

As far as working on the mod goes, I have managed to get some more music, but that is about it. As I think was suggested I can add my own touch to the latest files if everyone thinks that's appropriate.

And I'm really sorry about my absence over the weekend. Right. Time to make up for it!
 
Useing the smac system for units we will need to brainstrom ideas for the following catagories.
Type:
Chassis:
Shielding:
Weapon:
Reactor:
Special Ability:
Imput on thoughts for any of these welcome.

I looked at the number of unit possiblities in SMAc and the munber is 3200(ouch thats big). Since I think we should be shooting for around the same number, defining unique units for each possibility is out. We will have to find a way of attaching parts together. I am really excited about using this unit model but we have a lot of work ahead of us in order to get it to work properly. I will also have to dig out SMAC and play it some more to see exactly how it works there.

Welcome back JBG. The latest version of the mod ATM is Playtest version 0.11. Woodelf is currently making changes to this vesion but otherwise it is up to date.
 
Yes, welcome back JBG. Feel free to work on the music, that would be great! Like matthewv said, I'm tinkering with a lot of XML files tonight and it wouldn't be too good if we crosswired. :D

I'll send the files to matthew tonight and he can bug test it so maybe we can have a version Tuesday or Wednesday.
 
matthewv said:
Useing the smac system for units we will need to brainstrom ideas for the following catagories.
Type:
Chassis:
Shielding:
Weapon:
Reactor:
Special Ability:
Imput on thoughts for any of these welcome.

I looked at the number of unit possiblities in SMAc and the munber is 3200(ouch thats big). Since I think we should be shooting for around the same number, defining unique units for each possibility is out. We will have to find a way of attaching parts together. I am really excited about using this unit model but we have a lot of work ahead of us in order to get it to work properly. I will also have to dig out SMAC and play it some more to see exactly how it works there.

Welcome back JBG. The latest version of the mod ATM is Playtest version 0.11. Woodelf is currently making changes to this vesion but otherwise it is up to date.

That sounds about right matthewv, and it looks like a lot! We'll need lots of artwork done and a naming system so it makes sense. A BIG project.

About SMAC....for some reason it doesn't work with my system. :( Sometimes I wish I had kept one of my older computers!
 
I've just been playing v.0.11 (albeit briefly) and it works well. Just put me at ease - I saw talk somewhere of getting rid of glasshouses. I do hope this is not true?

And as for the music, I have found an MP3 of the music that gave me the idea for the name of the mod. I'll PM it to you if you like - atm it's Opening Menu music, and it works much better with it IMHO. And I like the new writing too!

Why not add a pic of the moon in the background while you're at it?
 
JBG said:
I've just been playing v.0.11 (albeit briefly) and it works well. Just put me at ease - I saw talk somewhere of getting rid of glasshouses. I do hope this is not true?

No chance of getting rid of glasshouses. They got nerfed a bit, but will eventually be very useful. Hopefully they'll take damage from meteorites as well! :scan:
 
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