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

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

I'd say as it is now should be default. Then you do a less and way less type of choices in the Custom Game menu?
 
Simply the rate of appearance of resources. All of them. And make it possible to specify a quantity in the game setup as you can with dust seas and mountain ranges. So we could have (say) five options ranging from very few to abundant, with normal, sparse and frequent in between (for example).

Just a thought. It's not actually all that important.
 
Finally, Mathewv's TechChooser mods cause Python errors on my machine. The Tech Splash comes up fine, but the big tech tree one always gives me errors.
hmm... I don't seem to get them on my machine. Since most of the code I used is borrowed from you I'm sure you should be able to easily figure out what is causing them and fix them. (Unless you can explain the error you get to me)
 
Matthew - Is it possible to also set up some adjustments for barbarians and AI aggressivenss? I hate how CivIV gave you a simple toggle for the AI and barbs whereas in Civ3 we had 5 choices for levels. Grrr....
 
Matthew - Is it possible to also set up some adjustments for barbarians and AI aggressivenss? I hate how CivIV gave you a simple toggle for the AI and barbs whereas in Civ3 we had 5 choices for levels. Grrr....
It should be possible but would involve more then simply making changes in my map script. I will look into how easy this is to do.

Simply the rate of appearance of resources. All of them. And make it possible to specify a quantity in the game setup as you can with dust seas and mountain ranges. So we could have (say) five options ranging from very few to abundant, with normal, sparse and frequent in between (for example).

Just a thought. It's not actually all that important.
I will probably eventually do this. Since it is not all that important it is low priority on my list of things to do.
 
JBG or anyone in the know. The Version posted today, is it exactly the same as we downloaded yesterday from Matt?
 
Yes. Exactly. It's even the same link he sent me.

Why do you ask?
 
I found out how to make the improvement buttons show up on the main screen. You have to edit the buttons twice.....

Anything glaring in XML I can edit if we want to create a patch? I did the Promotions problem already. If not, I'm going to try and get a Wonder working!
 
Anything glaring in XML I can edit if we want to create a patch?
If I am not mistaken the version released to the public has a problem with the pistolmen icon. All that needs to be done there is to remove the comma in front of the button art file reference.

Edit:I don't know if this has been fixed yet but TEXT_KEY_ issues with the civics need to be fixed.
 
I feel so <bleeping> stupid about the Wonders. Thanks Matt for pointing out my glaring mistake. I incorrectly assumed that the ART_DEFINE tag worked liked buttons or something in that if it wasn't written it would look to the main CivIV Assets file to find it. Idiotic. :(
This should open up the floodgates for free buildings per city, bonus happiness and health, and free resource type bonuses. :D
 
matthewv said:
If I am not mistaken the version released to the public has a problem with the pistolmen icon. All that needs to be done there is to remove the comma in front of the button art file reference.

Edit:I don't know if this has been fixed yet but TEXT_KEY_ issues with the civics need to be fixed.

Do we want to get in the habit of releases patches in between versions? I don't care one way or another so long as we make sure it gets tested on multiple systems first.
 
:bounce: .
 
Sorry. The above post (# 1654) in response to Woodelf's :D

This post in responst to post '1653:

Might make it simpler, yes. When I asked Thunderfall to close the v.010A thread I got a minor ticking off for starting a whole new thread :blush: Apparently the *done thing* is to simply revamp existing threads. Ah, well. We'll know in future. And we can simply ask for the titles to be changed.

Yes. Patches will make life simpler. If all we have are basic patches that only alter a few things/iron out single glitches, then we can release them as versions 0.15xA &c, and then when we have more than a few patches available to download, we conglomermerate them all and make a new version (such as 0.16A) and so on and so forth until we feel we're at the Beta stage.
 
PS: Double/treble posting is really annoying, especially when your response is not directly below the relevant post. I write this in the confidence that no-one is writing at exactly the same time as me :scared: :D
 
Thanks Matt for pointing out my glaring mistake
your very welcome. It was the first thing I realized when I looked at it.

While we are talking about wonders, are we going to find(make) some good wonder movies or forget about them all together. I am just mentioning this because I competely disabled wonder movies for the time being.
 
Do we want to get in the habit of releases patches in between versions? I don't care one way or another so long as we make sure it gets tested on multiple systems first.
I would not make a habit of this as it can be to confusing to the general public and my cause problems because of this.
 
Wonder movies are a waste IMO. I'd like to be able to go to a new screen to tell a little about it, but it's not necessary. Kael doesn't use them in FfH and like I said, they aren't necessary.
 
The thing about patches that I like are that we don't have to re-upload the entire mod. Maybe patches every couple of days = new version?

I got rid of the TXT_KEYs in Civics, but in some cases I just typed "need pedia" or "need strategy".

Also, Pistolman is fixed too on my version.
 
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