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

I put the sand crawler (colony pod) and the turret that smitty made into the game and it makes a big difference to the overall feel. Now we need more models!
 
Very nice. I've been out all day, and am feeling far too bubbly to sit down and finish up my stuff here tonight. I'm midway through my XML clean up, and I've convinced a friend of mine to go over our tech tree for us (he's a lot more into space tech then I am). I'm also midway through puting in supply routes and improving the display code for things like resource-dependent buildings. I'm not sure I'll get anything done today (probably not much more) and tomorrow I have a bunch of other stuff to do, but Tuesday I should be able to wrap these things up and bundle everything up to send back to you.
 
How is everyone else feeling about culture? The more I think about the more I can't stand the idea of culture on the moon. These colonies would stay small and I can't see their borders expanding for quite some time and I don't see them working tiles far away from a safe area.

If we neuter culture then we'll need a new trait for creative or we can take +2:culture: from that trait. Any thoughts?
 
Neutering culture could perhaps be done by increasing the required amount of culture between the first and the second "jump" in borders.

Replacement trait on creative? First thing that comes to mind is a +2 beaker instead. Creative=innovative anyone?
 
GeoModder said:
Neutering culture could perhaps be done by increasing the required amount of culture between the first and the second "jump" in borders.

Replacement trait on creative? First thing that comes to mind is a +2 beaker instead. Creative=innovative anyone?

So instead of 10/100/500/5000 maybe 100/500/5000? Skip that initial boost of tiles? I wonder if you can completely turn culture off until a certain tech or turn number....

Yeah creative has always been an oddity for me. And expansive to me should mean growing borders and not health..... Maybe Innovative would be a good swap. ;)
 
Well, I more thought of 10/500 for example. ;) That way a base will have his complete fat cross available pretty soon, but it would take a long time before he extends it "culturally". And since the typical player would create his bases within 4 plots of one another anyway, even the first 500 jump won't be noticable in most cases.
 
I'm not sold on anything except the first colony doing any expanding for a long time. The Lunar HQ gets 5:culture:/turn so they'd hit 100 damned quick. It needs work, but something needs to change IMO.
 
A 100/1000 switch then? Most bases would be way in the 3th era before they hit that mark if not too much extra culture-enhancing stuff is implemented.

In other news, this also means that culture swap will be very close to non-existant.
 
GeoModder said:
A 100/1000 switch then? Most bases would be way in the 3th era before they hit that mark if not too much extra culture-enhancing stuff is implemented.

In other news, this also means that culture swap will be very close to non-existant.

That sounds fair. Also I think espionage will be more of a factor than culture swapping on the Moon. Can cities be converted that way? I never use espionage at all.
 
woodelf said:
That sounds fair. Also I think espionage will be more of a factor than culture swapping on the Moon. Can cities be converted that way? I never use espionage at all.

Not before the AC mod comes out or our resident coder makes something up. :D
And I agree that espionage should have a greater impact, but unlike on Earth, on the moon espionage would more offen mean infiltration of IT systems and sifting out information that way. Retribution on outright sabotage and such should be more profound since in an artificial environment like the moon this means a bigger risk of loss of life.
 
I say instead of culture the bonders represtend your power grid(as mentioned before), and you can build power plants etc. To increase you power grid by a certian amount(not a certian amount per turn).
 
matthewv said:
I say instead of culture the bonders represtend your power grid(as mentioned before), and you can build power plants etc. To increase you power grid by a certian amount(not a certian amount per turn).

I like that idea, but how does it get implemented? Would a trait have something to do with power building ability?
 
I like that idea, but how does it get implemented? Would a trait have something to do with power building ability?

There must be a way to make so that buildings increase culture by one base amount instead of a certian amount per turn.

hmm.. I don't really know about the trait thing.
 
matthewv said:
There must be a way to make so that buildings increase culture by one base amount instead of a certian amount per turn.

hmm.. I don't really know about the trait thing.

I bet there is! So a Fusion plant gives 20 "power" and with enough power points the tiles under your city's control increase. I like that Matt. :nuke: :goodjob:
 
WOW-oh-WOWsers!

I put the new units into the game and holy crap they look cool. The packs make all the difference! I'm uploading another "patch" to version 0.21 and I'll post it soon. There will only be the 6 news units and the ART_DEFINES xml in the patch. The engineers look incredible. :scan:
 
It's easy to do fixed culture for certain buildings, and even to allow engineers to build improvements to extend your power grid. This had been my original plan, but I was overruled as it were, by JBG I think?.. someone anyway. You simply remove culture production from all buildings, and then I add culture programmatically. We'll want to give instructions to turn off cultural flipping though, because... that would be weird. 'course I think I can mod the interaction of overlapping cultures to prevent it, but... That's a lot more work 8).
 
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