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?