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

Why not just upload the files you edited?

And by way of specialists, we have two options. Either we can bring back the ones used in Civ4, or we can have our own. I think having Engineers, Scientists, Merchants, Artists, and a few others is good. See my above post for the General, AI and Statesman specialists. Any ideas for others?
 
Oh, and by a 'free civic' I mean that he'll let you choose a civic even if you haven't researched the tech yet.
 
What needs to be done with Specialists? I could have been the one to remove them, but I don't know how or when I did it or even where in XML they are.
 
woodelf said:
Mining craters.....we had decided only to be able to mine resources, but I can see why craters should be minable. I did finally make it so resources show up on crater rims! But then again, if we cut back on food how many city tiles will we be working anyhow that we need mines on non-resource bearing craters?

Well, we get food from growing in the city in giant biodomes and underground mushroom caves, nutrition replicators and the like. And eventually from carefully developed algae farms, etc.

But minerals and materials, those we can mine from the Moon no problem :).

BTW, does anyone know the "power" rules? I never play into the industrial era of Vanilla civ. What are the power rules?

woodelf said:
Keep it coming!

edit - About Isolation, I thought I set it up to start era 2, but somehow the "next" tech does.....

I can easily put in new text names for the Eras. What should they be?

Colonization
Isolation
???
???

Well, I've only played into era 2 twice, now, and yet to reach era 3, so... I can't really say.

On a making lots of irritating work for you, Woodelf... It would be *AMAZINGLY* great and wonder if you could make a tech chart for me. Either on paper and scanned or in a flowchart program or whatever is easiest for you. But just the tech tree by eras, I can note down what they give from the techchooser. If you really felt like going for it, you could do an upgrade tree for units as well. That'd be brilliant :).
 
Oh, sorry to diverge, but I also think we should give the Biodome and Bunker city improvements some kind of prerequisite - like advanced construction or equivalent. Right! Back to specialists.
 
JBG said:
Why not just upload the files you edited?

And by way of specialists, we have two options. Either we can bring back the ones used in Civ4, or we can have our own. I think having Engineers, Scientists, Merchants, Artists, and a few others is good. See my above post for the General, AI and Statesman specialists. Any ideas for others?

Er, well.. I have a full drop from Matthewv. I don't know what he editted.
 
Belizan said:
Well, we get food from growing in the city in giant biodomes and underground mushroom caves, nutrition replicators and the like. And eventually from carefully developed algae farms, etc.

But minerals and materials, those we can mine from the Moon no problem :).

BTW, does anyone know the "power" rules? I never play into the industrial era of Vanilla civ. What are the power rules?



Well, I've only played into era 2 twice, now, and yet to reach era 3, so... I can't really say.

On a making lots of irritating work for you, Woodelf... It would be *AMAZINGLY* great and wonder if you could make a tech chart for me. Either on paper and scanned or in a flowchart program or whatever is easiest for you. But just the tech tree by eras, I can note down what they give from the techchooser. If you really felt like going for it, you could do an upgrade tree for units as well. That'd be brilliant :).

I can see the point of mining craters. Maybe after a later tech since it could be difficult? I have no idea about power since I never played Vanilla beyond Middle Ages.

I have a word chart on the techs that I can send out to you, if you check your email, or I can try to zip it for here. Let me find it...
 
Tell me if this is what you wanted Belizan. It's 2 weeks old and some of the fields are either wrong or imcomplete, but it's close.
 
Belizan said:
Is it actually a chart, though?

As far as a flowchart, no. That data is all at home and scattered over 5 loose leaf pieces of paper and very ugly....

I have no idea what TechChooser is btw.
 
Belizan said:
Oh, and, btw.. Specialist Info is hidden in a file called.. er...

CIV4SpecialistInfos.xml

*coughs*

It's in gameinfo

Then I've never looked at it to my knowledge. I doubt I'd miss that one! :p
 
woodelf said:
Tell me if this is what you wanted Belizan. It's 2 weeks old and some of the fields are either wrong or imcomplete, but it's close.

Could you update it? I just don't want to have to go through the entire tech file by hand to figure it out :(. And I'll probably need a chart to fix the TechChooser anyway, whenever that purcalates to the top of the list. Worse, if I had to do it by hand, I'd probably try to write a program to do it, and worse then that, given Civ4 is in Python, I'd try to write it in Python using SIG, and I don't know SIG, so that would probably be a disaster taking me days 8). So... if you could update it, that'd be cool 8).
 
Is the format alright for what it is? I won't be doing any updating for 7-8 hours and putting together a flowchart might have to wait until tomorrow.
 
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