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

Haarbal said:
can we all please stop talking about the SDK
everybody is getting lazy and saying that all the stuff only will become possible with the SDK without knowing anything about it.
on this tread, created by JBG, the first answer someone shouts is that the SDK is required, while it's easy to mod in.
let's try to create it as far as possible without being too lazy (a bit lazy is good :)) to even try/have a good look.

Yeah, fuel limited "planes" are fairly easy to implement. Again, though, teach the computer player to use them properly will be... damn hard.
 
Belizan said:
I haven't looked into implementing unusual civics, so I'm not really up on what can be done. Some of these sound doable, and some seem like they should be doable via XML. I can take a look at these issues as well, but again, one project at a time would be nice 8).

Whenever you want to look at the XML I have done let me know. No sense re-making the wheel. ;) I can upload it or send it to you whenever.
 
The beat goes on...

Low-G Exercise
Future Medicine
Nanobots
Nano-Medicine
Space Incinerator
Hovertank
Hovercycle
Railgun
Particle Accelerator
Atom Smashing
Cloning
Domed City
City Shield Generator
Monorail
Lunar Walkways
Deflector Ray
Water Generation


Anything other than Government and Civics that I'm missing?
 
A few more:

Jetpack
LEDs
UV Shielding
Lunar Cement
Synthetic Fuels
Lunar Psych
Mind Control
Space Ethics


Time for :coffee:
 
You know how well I post screenies... :( ...Want me to forward you some of the buttons in jpg form and you can post them?
 
The way I see it we won't need to focus on Governments, Civics, or Religions through technology. Does this sound correct?
 
It's either my Internet security settings, my Anti-virus, or my own incompetence..... Take your pick.

I click "upload" and my computer freezes. Damn shame.
 
Here's an uploaded pic of 9 buttons. From top left clockwise with the center being last:

Simple Automation
Simple Hydroponics
Food Replication
Cloning
Quantum Energy
Particle Accelerator
Underground Mining
City Shield Generator
Deuterium Fusion


http://www.filegone.com/aho8

I hope that worked...
 
I was looking at JBG's list of terrain improvements and here's what Techs could work for them:

Glass Working and Lunar Concrete - glasshouse
Hydroponics - biodomes
Simple Mining - mining
Borehole Mining - boreholes
Solar Cells - solar collectors
Gravitic Power - gravitic turbine
Trade - customs outpost
Bunkers - fort
Advanced Hydroponics and Water Generation - algae farm
Ore Extraction - extractor
Ore Refining - refinery, ore

I'm not sure if refineries and algae farms are improvements or should be buildings. I guess if resources pop up that allow them then they could serve as both.

I start thinking of buildings next.
 
Hi guys. Sorry I was out of action for a while there. They were digging up the road outside my house and accidentally cut through a certain vital cable!

It really is Dig Up Great Britain Week out there...

Anyway, I'm really impressed with what you lot got done while I was out of it. Woodelf, I'm glad you found out how to make civics influence culture.

And if you lot want a list of technologies from my Moon mod for Civ II, you don't actually have to install it. Just download the pack anyway and look in the Rules.txt file. That has complete info on units, improvements, wonders, technologies, diplomacy AND civs.

Falkonite, if you're out there: DON'T WORRY ABOUT THE CIVILOPEDIA. I can do the complete works on ASEC, the CSA and so on. The critical thing is getting them programmed in - if anything the civilopedia's just cosmetic.

Belizan, thanks for solving a lot of my problems with the Great People. You put my mind at rest there!

Haarbal, I'm glad *someone* noticed my Civ II air units thread. And what I'm getting on it looks encouraging...

Okay, so that prioritised list thingummy ;) :
> Technologies: we need a complete brainstorm on this one, people
> Units: ditto, although there are some thoughts in the Bible
> Improvements: ditto units
> Terrain. I can work on XML-ing (and, indeed, already have done), but we still need graphics. Haarbal, how was that monochroming coming on?
> Terrain Improvements: XML file is complete, although not game-tested as it needs to be tied in to lots of other XML crap. We need graphics, too. Also, I've been unable to find the file that deals with roads and railroads: WHERE IS IT?
> Resources. Along with one or two technology ideas, this is coming up in my latest Moon Bible update (which is pretty much ready for posting). I seem to have a lot of economic/strategic resources and only one or two luxuries. That said, of course, the moon isn't an ideal holiday resort :D

>Civics have been done. Woodelf, it is possible to edit hammers and commerce, &c for civics - one of the variable tags at the end (revenue or something) is the key. Also, effects modeled on the five largest cities actually exist in the game proper - again I suggest research. the Civ IV modding wikis have lots of info here.

> Civs. Falkonite, I suggest holding off working on the civilopedia for now - the programming is the key.

> Graphics. So far we need graphics for *everything* apart from civs. As I understand it, Haarbal is going to try and do some terrain graphics, and woodelf is good at skinning. Bear in mind that graphics are entirely cosmetic. Provided the game mechanics work, we've done it. Once we've got the programming in, we can insert placeholders, &c (particularly for units) until the ability to properly mod units and buildings comes along, either with the SDK or with the expansion pack.

The algae farm, extractor and refinery are all specialist improvements designed to extract resources. The algae farm is built over nutrients, the extractor over water ice, and the refinery over metals that come in an impure farm (like aluminium and titanium).

Boreholes are designed to be very advanced, as are gravitic turbines.

Somehow it'd be good to really encourage the player to build a few solar panels too.
 
Glad to have you back JBG! Whew....

So do you want most of the buildings, techs, and units to be the same for now so we can get to gameplay and balance sooner? Everything can be modified later if need be. I'd love to get the tech tree up with buttons and links and see how it runs.
 
About graphics. We might have to suspend reality a bit on those. I agree that the terrain should be grey, but units and buildings are cosmetic. I'm still dying to settle the Moon, even with riflemen!
 
Good idea.

What we *do* need to do, however, is get the civs done. It should be quite easy, but in order to do the civs, we need to have the leader attributes done as well. Civ preferences can be done later.

If we can get the civs and the civics working (and possibly the terrain too) we'll have a working alpha to base our future work on.

Btw, is the map good enough?
 
Even if we don't have the graphics it ought to be possible to get the mechanics working (even if we don't touch the graphics definers) to an acceptable degree, what say?
 
I'm looking at your Civ2 pedia and I must say that we won't need to do much pedia work on this mod. :goodjob:

What are you working on today? If you do the Building List xml file I could use that to tie into the tech tree. If not I might go down and copy your civ2 buildings into XML so I have them. I have 10 hours with no work, no wife, and no worries. :D

Do you want the techs as is?
 
Dunno.

Yes, as is is fine for now. Once we/I/you/whoever have collected enough XMLs we need to start playtesting. Thing is, I suspect we're going to have to plug them all in at once: we *need* to make sure that each others' XMLs reference each other nicely. I think we ought to agree on a policy regarding that, or we'll be spending hours trying to remember who put what in which link tag...

I won't start work on the buildings until we have a longer list (at the moment we only have a few...).

Okay. Let's make it our goal to get a list of buildings, and then I'll start work on the XML. Good idea/bad idea?
 
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