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

I'll try that and I was also thinking that maybe I have the Wonder giving a free building before the building is available in the tech tree. I did this just to test it, but maybe I should put Mushroom Farm to tech NONE and see what happens as well.
It has nothing to do with the fact you can't build mushroom farms yet. You where getting problems because you were referencing an art define that doesn't exist.

Well, trouble is, I don't know what he editted. I can try everything but the art files, and then youc an test and see if it works.
I just thought I would let you know that you can check the last date modified to find out what has recently been edited;)
 
It just so happens that it's snowing here, too.

Just think of it: England's 'green and pleasant land' covered from the Wash to the Bristol Channel in thick, wet, slushy snow that turns to mud the moment you look at it. As I write the sky is the colour of a used tea-bag.

Yuk.
 
Apparently, the reason the Romans didn't want to keep Britain part of their empire was that they couldn't stand the weather.

And other people say that that was the reason the British Empire came into existence - all these poor, sodden wretches looking for a good meal and a bit of sun. I tell you, I'd happily trade British weather for... ooh... say.... Hawaii?
 
matthewv said:
It has nothing to do with the fact you can't build mushroom farms yet. You where getting problems because you were referencing an art define that doesn't exist.


I just thought I would let you know that you can check the last date modified to find out what has recently been edited;)

So the bad referencing was causing the wierd visual box in the build menu while in game? Wierd. I'll take a look tonight, thanks.
 
Any objections to early Wonders giving free buildings and such? That is, assuming, I get them to actually work!
 
None. .
 
Guys, an idea has occured to me:

Is it possible to add an option to alter the quantity/quality of resources in the same manner as dust seas and mountains in the game setup? We've had a complaint about there being too many resources, &c. It just ocurred to me, that's all....
 
Oh, yeah- Woodelf, your sig links don't go anywhere!
 
About Improvement buttons....I made some and they appear when you look at a tech, but don't appear on the main screen with the engineer options. Anyone know how to change those?
 
There's probably a different Art subfolder for command buttons...
 
There would be no military units to speak of in this era or colonist units. Just engineers and espionage units.

1 hp security units are almost a must. ;)

You would start with access to radar, radio and power towers/stations (buildings) and radar, radio and power relays (improvements). There would be no culture generation. In my view, culture represents your civ's influence on the ambient population. There is no ambient population on the moon. Instead, culture represents your power grid (which is why you can only build improvements in your cultural radius). Depending on the size of your generator and infrastructure, that determines your city's cultural radius. Your power grid is extended by power relays. Radar controls your view range, as well as providing units under radar coverage a bonus. Radio would provide your units with an in communication/incommunicado bonus. Early scouts couldn't move out of your radio range (and remember there is no atmosphere to bounce off of), because they are unmanned. Units in radio range also gain a withdrawal bonus.

Sounds good in general. One remark, a simple relay satellite (or a chain of them in orbit anyway) offsets this "no radio outside territory" range thing. But that could perhaps be acquired from a colony's home-civ.

Terrain would cause attrition scaled by tiers (out of power grid radius, out of radar range, out of radio range, with a special multiplier if just revealed). Attrition would represent small amounts of damage, limiting your units ability to go wandering off. Mechanical units which attrited themselves to death would leave salvageable wrecks that could be recovered by salvage teams. Similar the map would start with a series of goodies--impact craters, crash sites and salvageable probes and rovers. Salvaged units could be reactived or converted to production/coins.

Wonder if it is possible to link different graphics foor all these "goodies".

While contact with Earth was maintained, similar to Colonization, you would be able to request reinforcements from Earth. New specialists could be hired, as well as additional materials, convoys with food/production on them, building kits, etc. Availability based on contracts negotiated (researched) contacts assembled, commerse rate, civics, civ faction and difficulty level, and would be purchased with gold.

If you could program that "free specialists" provide food/hammers/commerce only when certain resources are linked (ie. He³, minerals,...). Or else that a free specialist providing food and stuff is put in the base screen once a plot is worked with a resource Earth "needs". (He³ again)

I would not necessarily have facilities that are dismantled once the survival era begins, but more like facilities that are based on research/mining that lose the part of their benefit that represents what Earth wanted out of them. For instance a far side of the moon observatory, a linear particle reactor, the electromagnetic launcher. Some (or even most) of the He³ commerce income, water ice -and oxygen plants. Make the 3 facility examples I gave a national wonder. So everyone colony can build them only once.

With the slow(er) building times in the early game, not that many normal facilities are needed. One basic one that comes to mind is a "dust cleaner" to clean surface suits/vehicles when their occupants return to base. The fine moondust surely is a health concern in the closed habitats of that early age.
Another one that comes to mind is early radiation shielding (even if it is only a meter of rock material on top of the habitats).

But in any case Belizan, you're talking about a truly rewritten tech tree here. Not sure if Woodelf would be happy with that. ;)
 
woodelf said:
Follow my sig....

I'm with JBG on this one. ;)

Jeez, hard to keep up with new info posted here. That major post above took me half an hour and there's half a page more posts to look into when its finished. :crazyeye:
 
GeoModder said:
But in any case Belizan, you're talking about a truly rewritten tech tree here. Not sure if Woodelf would be happy with that. ;)

Woodelf would be happy to see someone else do those ideas. ;)
 
:lol:

Some people are really lazy... :mischief: ;)

But for the record: this Lunacy mod idea is a proposal to implement in the moonmod, yes? Not a spinoff for later?
 
Is it possible to add an option to alter the quantity/quality of resources in the same manner as dust seas and mountains in the game setup? We've had a complaint about there being too many resources, &c. It just ocurred to me, that's all....

You bet its possible. Just list all the things you want to be able to ajust and I will see what I can do.
 
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