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

OK, here's a slightly more coherent suggestion on how ideologies could work.
 

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woodelf said:
Belizan - I sent a small email with the Rover unit added in. That's my v0.18a. :D

v0.19 won't ever see the light of day since the Ideologies need work.

Do your mojo to anything you want.

Ok, I have it.. is this.. safe? to extract? Do I need to put other textures into the directory with the rover? It's only one nif file... What's the story?
 
Belizan said:
Ok, I have it.. is this.. safe? to extract? Do I need to put other textures into the directory with the rover? It's only one nif file... What's the story?

That's the beauty. I have the ART_DEFINES set up to use the tank model for everything else, except that .nif file. I don't understand why it works, but it does. :D It can't be skinned though since it isn't .dds. Again I'm happy it works and don't need to know why!
 
Holistic said:
OK, here's a slightly more coherent suggestion on how ideologies could work.

Excellent. I'll take a look at when work dies down a hair. Thanks man. :goodjob:

edit - looked at them real quick and love them. I'm sure they'd be easy to implement in that fashion. Excellent. Anyone else love them?
 
Belizan said:
What about these turret and colony pod things?

I didn't have time to put those in, if you mean the new models. They're downloaded and easy to do and I will after I get back the new master from you. :)
 
Between Lunargent's awesome ideas in the modpacks section, Belizan's coding, and some early fogfree thinking on my own I think we can cure the early surplus of food dilema...

How about this:

1 - No buildable settlers until after isolation.
2 - We do the immigration thingie with free colonists at set intervals.
3 - Seriously reduce food resources until later, and food improvements are not usable until later. Focus 2nd era techs on survival more. Expansion in 3rd era.

Sound better than what we have now?
 
woodelf said:
1 - No buildable settlers until after isolation.

YESSSS! :D

woodelf said:
2 - We do the immigration thingie with free colonists at set intervals.

I'm still thinking its best to let immigration rely on the commerce "output" (to Earth).
Something else on this. As Lunargent pointed out, hydrogen would be scarce at first in the existing water "sheds" on the moon. How about that after a while these easy surface sources "dry out", and hydrogen can only be mined by the solar wind example he gave? It sounds rather high-tech to me so that would make sense.

woodelf said:
3 - Seriously reduce food resources until later, and food improvements are not usable until later. Focus 2nd era techs on survival more. Expansion in 3rd era.

Well, if food output in the first era could only be enhanced by base facilities this would indeed simulate the sparce use of the surface very well. Only extracting of resources for Earth/Space and a gradual becoming independent from Earth supplies by mushroom farm for instance. Overall, it sounds good.[/QUOTE]
 
GeoModder said:
YESSSS! :D

I'm still thinking its best to let immigration rely on the commerce "output" (to Earth).
Something else on this. As Lunargent pointed out, hydrogen would be scarce at first in the existing water "sheds" on the moon. How about that after a while these easy surface sources "dry out", and hydrogen can only be mined by the solar wind example he gave? It sounds rather high-tech to me so that would make sense.

Well, if food output in the first era could only be enhanced by base facilities this would indeed simulate the sparce use of the surface very well. Only extracting of resources for Earth/Space and a gradual becoming independent from Earth supplies by mushroom farm for instance. Overall, it sounds good.

My only concern with basing immigration on commerce is how well the AI will do. Most likely they'd adapt. Also, how easy for Belizan to code a commerce to colonist ratio that doesn't get too out of whack?

Another thing I was thinking about is what will the engineers be doing if we move most of the improvements to the 2nd era? I don't want the game to get boring by only building He3 plants, roads, and mines. Any idea how to combat that?

So we'll need a solar wind hydrogen extracting improvement. ;)
 
Holy crap Matt that's a lot of work you put into that flowchart. Hopefully my jumble helped a bit....:sad: Is that for you and Belizan to do trait based techs? Looks incredible!
 
How about this:

1 - No buildable settlers until after isolation.
2 - We do the immigration thingie with free colonists at set intervals.
3 - Seriously reduce food resources until later, and food improvements are not usable until later. Focus 2nd era techs on survival more. Expansion in 3rd era.

Sound better than what we have now?

Though we won't get the AI to use it properly this is part of the model I was thinking of. I would also like to have so that you can't build foot soldiers till you have a barracks and tracked units till you have a factory.(early units would be purchased from earth as well as early food). The Independent's trade relations with earth won't be as strong as the the other traits and will want to declare independence sooner. They will also be able to survive on their own sooner without the help of earth for units and supplies.

Holy crap Matt that's a lot of work you put into that flowchart. Hopefully my jumble helped a bit.... Is that for you and Belizan to do trait based techs? Looks incredible!

I only worked on the first part of the tech tree and am still not completly satisfied with it. I also made so that each tech in the first age actually did something. Yes your layout helped out alot. I made little changes to the actually layout of the tech tree. I mainly messed with the isolation tech.
 
Can you and Belizan work out the buying units from Earth? I agree with tracked and I don't think we have any until Lunar Industry in the 2nd era. Scrapping the few units until barracks is fine by me as well.
 
Can you and Belizan work out the buying units from Earth?

It will be difficult to get the AI to use it properly but it sould be possible to set up some sort of trading system with earth.
 
Do you agree with the immigration part and no colony pods built before the 2nd era? Seems like a good compromise.
 
woodelf said:
My only concern with basing immigration on commerce is how well the AI will do. Most likely they'd adapt. Also, how easy for Belizan to code a commerce to colonist ratio that doesn't get too out of whack?

I thought more in terms of the turnly commerce output from the hydrogen resource alone is added to a list, and once that list reaches a certain value a colonist spawns near the civs HQ, lists resets to zero and adds again from then on. Expires with Isolation.

woodelf said:
Another thing I was thinking about is what will the engineers be doing if we move most of the improvements to the 2nd era? I don't want the game to get boring by only building He3 plants, roads, and mines. Any idea how to combat that?

I wonder if it is possible to make a requirement that an engineer (or military engineer in case of military buildings) must be present in the baseplot in order of certain facilities be producable. I'm thinking here of facilities which would normally would be constructed in vacuum like drilling of the caves for mushroom farm, or the garage.

Another way is to "create" room for expansion in a base. For instance a base can only construct more facilities if it has "space" for it, which is created by putting an engineer to "work" on the baseplot for a while. Of course, in this system most facilities will need a certain "space value". So say an engineer at rest for a full turn in a base creates the corridors for the new facility to be constructed later on. Say 1 space/corridor per turn, depending on the space requirements of all those facilities. Some wonders could require quite a bit amount of space.
I guess outright open vacuum facilities like the biodome or bunkers wouldn't need that requirement.

The former sounds easiest to code, the latter more accurate and forces the player to plan ahead, but probably needs extensive coding.

woodelf said:
So we'll need a solar wind hydrogen extracting improvement. ;)

The oilplatform graphic comes to mind. ;)
 
GeoModder said:
I thought more in terms of the turnly commerce output from the hydrogen resource alone is added to a list, and once that list reaches a certain value a colonist spawns near the civs HQ, lists resets to zero and adds again from then on. Expires with Isolation.

So instead of food we need a way for He3 to add up to create an immigrant colony pod. Sounds cool so long as the AI understands.

GeoModder said:
I wonder if it is possible to make a requirement that an engineer (or military engineer in case of military buildings) must be present in the baseplot in order of certain facilities be producable. I'm thinking here of facilities which would normally would be constructed in vacuum like drilling of the caves for mushroom farm, or the garage.

Another way is to "create" room for expansion in a base. For instance a base can only construct more facilities if it has "space" for it, which is created by putting an engineer to "work" on the baseplot for a while. Of course, in this system most facilities will need a certain "space value". So say an engineer at rest for a full turn in a base creates the corridors for the new facility to be constructed later on. Say 1 space/corridor per turn, depending on the space requirements of all those facilities. Some wonders could require quite a bit amount of space.
I guess outright open vacuum facilities like the biodome or bunkers wouldn't need that requirement.

The former sounds easiest to code, the latter more accurate and forces the player to plan ahead, but probably needs extensive coding.

I really, really like that idea, but again have no idea what the AI would do. Working the base square in order to make room for buildings sounds cool.

GeoModder said:
The oilplatform graphic comes to mind. ;)

Yeah, good call. :goodjob:
 
woodelf said:
Between Lunargent's awesome ideas in the modpacks section, Belizan's coding, and some early fogfree thinking on my own I think we can cure the early surplus of food dilema...

How about this:

1 - No buildable settlers until after isolation.
2 - We do the immigration thingie with free colonists at set intervals.
3 - Seriously reduce food resources until later, and food improvements are not usable until later. Focus 2nd era techs on survival more. Expansion in 3rd era.

Sound better than what we have now?

Gosh this sounds familiar....
 
Belizan said:
Gosh this sounds familiar....

Good, I wonder where I paraphrased from. ;)

Now that I know it can be done by our brilliant python guy. Is there an ass-kissing smilie?
 
woodelf said:
So instead of food we need a way for He3 to add up to create an immigrant colony pod. Sounds cool so long as the AI understands.

Well, since hydrogen generates a huge commerce income in that stage of the game, and since the AI is pretty fond of using townships, chances are that it will use it. ;)

woodelf said:
I really, really like that idea, but again have no idea what the AI would do. Working the base square in order to make room for buildings sounds cool.

Yeah, the AI should be teached this I guess. :( Even the "put engineer in base" requirement for certain facilities is beyond its grasp pre-SDK.
 
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