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

Matt - can these Biodome and Bunker graphics be added to if we have techs that reinforce them later on? I'm thinking of different materials, a UV shield, stuff like that.
I don't see this as being a problem. It would be cool to upgrade your biodomes and bunkers and be able to physicaly see them upgrade
 
matthewv said:
I don't see this as being a problem. It would be cool to upgrade your biodomes and bunkers and be able to physicaly see them upgrade

Awesome! Maybe when we get Ion Cannons or something like that we can have a gun port. :)

I have yet to play a game where I get a large city with a Biodome. Do they expand with the city or are they one size? Having the suburbs extent outside the dome could be realistic, but also deadly!

And one thing we haven't dealt with is underground stuff. I imagine that at first there would be underground dwellings, right?
 
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. ;)

I'm not talking about changing SOM to look like Lunacy. I'm just explaining where some of my reflex comments on things are coming from. Because this mod idea has been eating my brain (Lunacy that is).
 
woodelf said:
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....

He'd have to override the Barbarian generation routines and create an alternate structure based on options given in his map script. That would be a lot of work to do well.


woodelf said:
Because I don't want to re-download it. ;)

Do you have the Charter and Special civic categories? If yes, then you have the latest version.


woodelf said:
Honestly, what is a bunker? To me it's either a primitive defensive building, a sand trap, or something Saddam hid inside. If it's for defense then maybe you could encircle the city with a trench graphic and put a "sturdier" looking dome over the city? I have no idea...

This is covered on the tech write up synopsis. Bunkers represent that rather then building up, the colony built down, with their major facilties and living quarters being "deep" underground, and therein protected.


P.S. Your wonders are really cheap to build woodelf. You should probably at least double their cost.
 
Matt - did you get the email? I'm pretty well done for the night. More Wonders and fixes to come tomorrow. ;)

Check the v0.15 thread, looks like a Superturret bug?
 
I have yet to play a game where I get a large city with a Biodome. Do they expand with the city or are they one size? Having the suburbs extent outside the dome could be realistic, but also deadly!
right now there is only one size of biodome. At the moment we really only need one size as the only building besides normal city buildings that show up is the biodome so your city won't look really large.
 
matthewv said:
right now there is only one size of biodome. At the moment we really only need one size as the only building besides normal city buildings that show up is the biodome so your city won't look really large.

That's good. I'm still loving the things! :cool:
 
Matt - did you get the email? I'm pretty well done for the night. More Wonders and fixes to come tomorrow.
yup I got it.

I will also hope to give a detailed desciption of what I think we should do with the three types of civilizations later tonight.(The stengths and weakness of each and how to impliment them in the game using trait specific units, techs, and buildings)
 
matthewv said:
yup I got it.

I will also hope to give a detailed desciption of what I think we should do with the three types of civilizations later tonight.(The stengths and weakness of each and how to impliment them in the game using trait specific units, techs, and buildings)

Sounds good to me. I need a detailed description. ;)

We need to brainstorm what buildings could give the 2 remaining left out Specialists. Also, if any techs, buildings, or Wonders should give free ones.
 
Call me crazy, but I keep getting the options to do a bunker refit and a biodome refit. Are they two different things, or am I correct in assuming that it means that either bunkers are being turned into biodomes and biodomes are being turned into bunkers?
 
Drakonik said:
Call me crazy, but I keep getting the options to do a bunker refit and a biodome refit. Are they two different things, or am I correct in assuming that it means that either bunkers are being turned into biodomes and biodomes are being turned into bunkers?

You're not crazy. :crazyeye: We need to put it into the civilopedia. You can have one or the other per city. If you refit then you lose the prior. So if you enter war you could refit Biodomes to Bunkers for defense and then switch back. Pretty awesome if you ask me. I'll stop now before Matt and Belizan get too big a head!
 
Hmph. Pretty lame, IMO. I've been building one after another, thus wasting hammers that could be spent on army units (even though armies are almost unnecessary un the map) or productive buildings. Yes, clarification owuld be good. Perhaps you should put in the Sid's Tips that you can have bunkers or biodomes, and that the re-fit means switching from one to the other.
 
Drakonik said:
Hmph. Pretty lame, IMO. I've been building one after another, thus wasting hammers that could be spent on army units (even though armies are almost unnecessary un the map) or productive buildings. Yes, clarification owuld be good. Perhaps you should put in the Sid's Tips that you can have bunkers or biodomes, and that the re-fit means switching from one to the other.

In the immortal words of someone "It's Alpha" :p

For the next release or patch I can guarantee there will be Sid's tips, civilopedia entries, and dancing bears associated with these buildings. :rolleyes:
 
woodelf said:
In the immortal words of someone "It's Alpha" :p

For the next release or patch I can guarantee there will be Sid's tips, civilopedia entries, and dancing bears associated with these buildings. :rolleyes:

ZOMG! Dancing bears! This is officially the BEST MOD EVAR! :goodjob:
 
Belizan said:
Woodelf, does your (the release version) have the Special Civics in it?

If it does I didn't notice them. I'm using what I downloaded yesterday, since I forgot to download your linked data.
 
Woodelf, does your (the release version) have the Special Civics in it?

unlesss you sent the special civics to someone else, you and I are the soul bearers of them atm.
 
Here is a quick overview of how we should structure the different types of civilizations. Canges and suggestions are welcome. I will edit this post to make any changes. Note that I am suggesting that the city architure you can build should depend on your type of civ(you can only build one type in all your cities depending what civ you are). This will also make it easily recognizable what type of civ you are just by loking at what their cities look like.

In order to achive all the things metioned we will adjust the buildings, units and techs accordingly(Using the code Belizan wrote for us. We are still waiting for him to write the code for techs). We will also have to strive to keep the types civilizations as balanced as possible while maintaining their diversity. Using a model like this for the civs will really set our mod apart from all the other civ4 mods as the type of civ you choose will radically change the way you play the game.


Independent:(Independent Coalitions)
Primary Goal: To take what they don't have from everyone else for their own greedy purposes

Caractorized by: Strong fortifications and a strong reliance on military to acheive its goals

City Architecture: Bunkers

Strengths:
Able to build strong fortifications
Has a large divesity of unitsto choose from
High production rates

Weaknesses:

Generally poor
Not very advanced


Scientific:
(Space Agencies)
Primary Goal: To learn how to make the moon a pleasent place to live as well as learn learn the best methods of survival on the moon

Caractorized by: Advanced technology

City Architecture: Biodomes

Strengths:
Larger diversity in technologies
Technologies are cheaper
Units are more advanced due to superior technology.
Buildings are more effective due to superior technology

Weaknesses:
Buildings are more expensive
Units are more expensive


Economic: (Major Corporations)
Primary Goal: To make as much money as possible and take advantage of the resourse rich moon

Caractorized by: Large amounts of gold

City Architecture: Industial park

Strengths:
High commerce rates
Able to change a portion of its commerce into production
Can support large empires do abundance of wealth

Weaknesses:
Unhapiness is a serious problem

Edit: made some changes.
 
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