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

Belizan said:
You should also fix the promotion requirements while you are in there.

You mean the "or"s instead of "and"s? I did that right after release, but we haven't sent out a patch...
 
Belizan said:
Oh, and... We don't have a tech introduce Tech Trading (should maybe start with it). Also, the Manufacturing Plant is XML'd wrong. It's an airport 8).

I can easily set up an early one to do that. Not sure about any later buildings since I put them into XML thinking someone else might balance them.
 
Belizan said:
Oh, and... We don't have a tech introduce Tech Trading (should maybe start with it). Also, the Manufacturing Plant is XML'd wrong. It's an airport 8).

The "Chartra Selene" is perhaps a good prerequisite? It encourages the civs to work with one another instead of going isolationist.
 
GeoModder said:
The "Chartra Selene" is perhaps a good prerequisite? It encourages the civs to work with one another instead of going isolationist.

That or Lunar Trading Policy I guess. How soon should people be trading techs? I guess that's the question.
 
Wonder: Dark Side Power Relay. Gives power to all cities connected to your powergrid.

or

Reconnaissance Satellite. (flying craft) Shows everything in a 20 plots wide area.
 
Ooooh, a reconnaissance satellite sounds cool. Can they be shot down? I wonder if Belizan could code them actually moving around the Moon?

And that Wonder sounds like a winner. I'll have to try adding when I get back to Wonders.
 
woodelf said:
Ooooh, a reconnaissance satellite sounds cool. Can they be shot down? I wonder if Belizan could code them actually moving around the Moon?

Shot down? If it can be coded that using the recon (binocular) button is similar as an attack, it would have the same chances of being intercepted as bombing and air striking craft. And for moving around, if in effect the range is the entire moon, but the "view" 20 plots wide you have a similar effect. Think of the satellite being "present" in a particular base as the home of its ground station.
Another way of simulating such a sat moving around is that it automatically rebases to the closest allied base from its recon point. In effect this is every closest base with which your faction isn't at war with.
But since such an extended view is quite overpowered, the number of recon sats being buildable should be limited.

woodelf said:
And that Wonder sounds like a winner. I'll have to try adding when I get back to Wonders.

None of the others I forwarded then? :cry: :sad:
 
GeoModder said:
None of the others I forwarded then? :cry: :sad:

No, the others are fine. :) They're on the backburner while I focus on 1st-2nd era Wonders. This one will most likely be later as well...
 
I scrapped Robotic Mining and put in Lunar Industry. Also took out Crystal Optic Data Storage and put in Dust Repulsion.
 
There is no wind on the Moon, so Dust is not much of an issue.

As for the satellite model, it's very cool, but I had a different inmplementation of satellites in mind then having them be really long range planes.

Also, you can not, to my knowledge, impact or alter in anyway the behaviour of aircraft missions (other then via the XML settings). Save for messing with the interface, I guess (which would only effect the player)
 
I'm not sure if wind would be the only cause of dust though. If you run a tank across the Moon won't some sort of charged particles begin to become an issue? This way you can always be repulsing the dust before you attract it. :p

I have no idea, but it sounds good.
 
Almost done skinning more stuff so we might have no pistolmen or out of place looking units. There will be a lot of navy seals, but they'll be different colors!
 
Belizan said:
There is no wind on the Moon, so Dust is not much of an issue.

Solar wind anyone? ;)
Dust definitely is an issue, since it clings to everything and would clog moving parts on the long run. And it's not wind as we know it here that makes it free, but simply stirring it up by walking/riding over it.
 
Belizan - How is attrition going to work? Can we tie this Vacuum tech, Advanced Lubrication, ect into it so once you have these techs or maybe some repair promotion your attrition is lessened? Is that what you had planned?
 
I am sorry I have not been around for the last couple of days and I will likely not do any work on the mod for the next couple of weeks.(I have 6 final exams next week) I will still be lurking on the forums to answer any questions anybody has.(If they are directed directly at me or the work I already did on the mod.)
 
No problem Matt. RL always comes first. I might beg you to try any "patch" I try to cobble together though. ;)
 
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