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

Oh, and I have SMAC on this comp - and it works. I can load it up and start filching ideas if you like - what in particular do you need to know/want to use?

I can get back to working on those incidental sounds too if you like - make it feel more like you're surrounded by machines and technology rather than birds and trees...
 
matthewv said:
If it is not possible through xml it can easily be made possible with a bit of python.

Really? I'd love to know how :/. The only way I know is to do another unit doubling trick :/.

woodelf said:
Good. It's a bit extreme to say you can't build something because you have zero resources. It's unrealistic to get zero of anything since there are always impurities in other materials mined so you will get some. So if you have a large source you should either get a bonus towards a unit or conversely get penalized for not having it.

Doubly so with Iron, but that *is* the Civ way. But seriously, I know what you mean, it's just not an easy problem to solve with their engine (unless Matt knows a trick I don't 8). Tell me Matt! I want to know!

matthewv said:
While I have then in my mind I will post some of the ideas that I have(to be implimented at a later date(maybe))

-(Needs Advanced Python Coding. wait till SDK) have unit creation like it is in Alpha Centuri(sp?) instead of always researching new units you instead reseach components to add to your units(like new shielding, weapons, etc). The cost of the unit depends on the cost of the individual components and prototype units cost twice as much as the regular cost.

Not only an amazing amount of irritating work, but also easily my least favorite feature of Alpha Centauri. You will need to be sending me a lot of starbuck's coupons to convince me to code that 8).

Although, it should be noted you can partially simulate that with the Tech Edge system. Just so you know.

My sort of "wishlist" features along these lines are two-fold. The mod shop and some snappy name for Earth-side recruitment. The latter being something like in Colonization (with an interface similar to the merc mod teaser which I'm secret hoping to steal and mod for this purpose ;), where you could "buy" various sorts of untis and specialists from earth before Isolation for $$. What was avaialble to you would depend on difficulty setting, faction type, and potentially techs and what not. Although, my own little plan for an altnernate moon mod is really starting to poison me.

The Mod Shop would be a screen where you could spend money/production to have your engineers customize your units with special promotions. Prototypes and that sort of thing. The Tweakers paradise. Representing the idea that these Moon Pioneers are crafy, resourceful and creative folk. With too much education 8).

matthewv said:
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.

You are, my good sir... Insane. 8). There are a great many features I would do before digging this large of a hole to bury all of my free time in. j00 so crazy!


matthewv said:
-units that can clear dust seas(very easy to impliment).

Well, easy to make for a PC to use, but hard for a computer. For the computer to use it, we'd have to make the Dust Sea a feature and then allow it to clear it. Whcih in someways might make sense anyway.

matthewv said:
-Mines. Minelayer units can transport mines and mine sweeper units can detect and clear mines. Mines are created in a city like any other unit but can only be transported on minelayers.

Easy to code, but not sure how to do it in a way that the AI will understand. Move 0 invisible high strength units, but then how do you code the sweeper part of the mine sweeper. Blow up on capture, but then the AI won't know not to capture them :/. If we do it by prox, we'll be in even worse shape.

matthewv said:
-unique tech tree depending on your civ trait(ind, sci, or econ). Easy to to using the same type of coding we are using for unique buildings and units.

Easy for me 8). But someone has to come up with all those techs 8).

matthewv said:
Good idea but it going to have to wait for now, unless Belizan wants to program it in.

Easy to code, but we'll want a mapping. Mechanized units by the time they surrender will just be some pilots (their vehicles being mostly junk), Automated units would never surrender, and any unit so captured will be significantly damaged 8). I had been thinking about adding a system wherein mechanized and automated units would leave salvage that could be recovered for $$ by military engineers and some other units. Could combine the two.


@JBG
Sounds good to me. I have modded the civics files, which also means the civ infos and global defines, and I'm not done yet. Since you are "back" for the nonce, you can perhaps enlighten me about the re-use exclusion of special civics. It sounds, in the bible, as though it's all good to rotate through them, but I would think that's not what you want?
 
How do you mean "nerfed"? :scared:
 
JBG said:
How do you mean "nerfed"? :scared:

:lol: Initial food down from 2 to 1. Basically it's a first type of tile food and only meant to keep a city from dying off. :) With Water Reclamation they get another +1, and we'll add some more +s later.
 
@ Belizan (lots of double posting going on here!): I wrote those so that we could have the option of including them. They are supposed to be extra-special civics that are intrinsically designed to be used for a set limit of time. I suppose I'd intended for the re-use limit to apply to all of them - not just reusing the same one over and over.

If it's possible to have a time limit on a civic that'd be good. And, of course, there'll have to be a 'normal' one too!
 
@ Woodelf: sounds good. Whew - I was worried there.
 
Oh, did you know we got a mention on the front page? We're one of the top things on the list - but the link is to the original Alpha thread. Did anyone start a new one?
 
Things I've changed today in XML:

- Changed Laser Infantry to need crystal or gems, just to see how it goes.
- Finally gave all Civs different starting techs.
- Put the three new turrets into the game with new names, stats. Thanks Belizan. :)
- Tweaked artillery to be less deadly at first. We can add upgrades and that will be cool.
 
JBG said:
Oh, did you know we got a mention on the front page? We're one of the top things on the list - but the link is to the original Alpha thread. Did anyone start a new one?

I think we were waiting for a playable version for a new thread. Start a new one if you want, but we'll need to add a link later on.
 
I was thinking for Artillery to steal the fireball graphic from FfH, btw. More significantly, I was very happy with an idea to bifarcate the implentation, so that we had two artillery implementations. PC and AI. The AI version would work like it does now, but the PC version would be an action button. Trouble is that I don't think the AI will treat the PC's artillery with the appropriate respect in such a circumstance. Ah well :/. I'm going to remember that trick though, I can use it for other feature 8).
 
JBG said:
@ Belizan (lots of double posting going on here!): I wrote those so that we could have the option of including them. They are supposed to be extra-special civics that are intrinsically designed to be used for a set limit of time. I suppose I'd intended for the re-use limit to apply to all of them - not just reusing the same one over and over.

If it's possible to have a time limit on a civic that'd be good. And, of course, there'll have to be a 'normal' one too!

You had a normal one (Normalcy) and the time limits are no problem. You mention in most of them a sort of degradation cycle, where after you use it for so many turns you start getting penalized. Those are a bit more work, but I think we can manage. I just have to take the time to get a handle on changeExtraHappiness.
 
woodelf said:
I think we were waiting for a playable version for a new thread. Start a new one if you want, but we'll need to add a link later on.

Hrmm, our own front page link, eh? Didn't notice.

Yeah, I think we've got some testing to do before the nexdt release. And at this point, Matt, Woodelf and I all have mods not in any collective resource. And personally, I'm like halfway through the Civics implementation. I'll try to finish it up tonight, but it's a holiday here, so I may be out having fun instead :/.
 
@JBG - Did I misread it or were you making us a webpage? Maybe you meant you were starting the initial thread page about a week ago.
 
woodelf said:
@JBG - Did I misread it or were you making us a webpage? Maybe you meant you were starting the initial thread page about a week ago.

I think you misread, Woodelf (have to resist calling you Woody ;). I have *no idea* what you are talking about :). Closest thing he mentioned as that on the front page of the Civ Fanatics site we have a link to our v0.1 alpha thread.
 
It was a week ago so I might have misread and misremembered! I sent you an email Belizan....so make sure you check it! ;)
 
You are, my good sir... Insane. 8). There are a great many features I would do before digging this large of a hole to bury all of my free time in. j00 so crazy!
Ok,Ok I am insane. The more I think about the more I realize how hard the SMAC unit system will be to impliment.

Really? I'd love to know how :/. The only way I know is to do another unit doubling trick :/.
When I wrote that I was thinking of the doubling trick, but I think I could figure out another way to do this as well.
 
So do I make a new page?

I currently have version 0.11 which seems to work fine. The only addition I have is the single *.mp3 file. It really does go well with the opening menu :smug:

Just to check, does version 0.11 work on the computers of everyone who's tested it?
 
0.11 is working perfectly, but we're going to be compiling tweaks/improvements/additions soon and matthewv was (I think) going to bug test it tomorrow. I think....
 
0.11 is working perfectly, but we're going to be compiling tweaks/improvements/additions soon and matthewv was (I think) going to bug test it tomorrow. I think....
Yes, I was going to debbug today and and tommorow but I havent seen any bugs to get rid of. The only thing I would for sure like to fix is the really long load time.(should be an easy fix since I know what is causing the long load time)
 
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