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

woodelf said:
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It seems like the 1st era is mostly about using the Moon for Earth's purposes.
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this sounds very nice to me. this way (well to me :)) it's like the moon is developing from a colony of earth into a 'new world'.

haarbal

edit: You've got mail, woodelf
 
Open call for units. I'm going to fill in some of the Unit xml files tomorrow since the errors are killing my tech tree testing. I was wrong that the buildings were my main problem. :( Now it seems that units, promotions, ect are buggering me up.
 
I'll answer my own call for units.....

1st era:

Colonists, Engineers, Laser Infantry (pow2, mov1), and Lunar Scout (pow1, mov3) have no prereq.
Lunar Marines - requires Low-G Warfare. (pow3, mov1)
Defense Cannon - requires Alloys. (pow2, mov0 <------if possible)
Heavy Laser Infantry - requires Low-G Combat. (pow4, mov1)
Laser Rover - requires Regional Exploration. (pow4, mov2)

2nd era:

Prism Infantry - requires Optical Glass. (pow5, mov1)
Servo Infantry - requires Advanced Electrolysis. (pow6, mov1)
Defender - requires Advanced Alloys. (pow4, mov0)
Plasma Infantry - requires Plasma Theory. (pow8, mov1)
Plasma Rover - requires Plasma Theory. (pow7, mov3)

Costs, upgrades, promotions, ect haven't been worked on yet.

edit: changed att to pow.
 
Okay. The Moon Bible 1.1 is here. It's not as complete as i'd liked, but things are happening my end - I might not have as much time as i'd like.

At the moment most of the resources are metals and minerals (which sort of makes sense, actually).

By way of units, I think if we go for a number of base unit types and then have variants on those, we could keep things nice and simple.

So, for example:
GROUND UNITS
Infantry (further divided into civilian and military units. Military units include marines, support infantry, and special (ie spies)).
Tracked (again divided into civilian and military units. Military units include attack buggies, land transports (APCs) and fully-fledged tanks.)

AIR UNITS
Fighters/bombers, &c
Space shuttles (gunship equiv. - transport as well as some attack)
Spaceships (domain_NONE units that don't need to land)

SEA UNITS (SKIMMERS)
Transports
War skimmers. Including robot skimmers plus mannev vehicles (including the Skiff, Sloop and Brig - think corvette, destroyer, battleship)

Resources are pretty comprehensive. See attatched file.

Colonists, Engineers, and other civilian units should be DEFEND ONLY.

Merchant units should be mass-produceable, but limited to (say) six per civ at any one time. They are like miniature great merchant units that can only establish trade routes (at a relatively reduced rate of revenue).

Combat should be initially with modern-day things. For the first era, it should all come down to mass-drivers (be this pistols, rifles, autocannons or shell-firing guns) and missiles. Later we get weapons like lasers and plasma weapons.

Just a point of realism here. Might lead to different graphics approach:
In space (vacuum) lasers do NOT HAVE A VISIBLE BEAM. Instead, a very bright point of light would appear on the target and burn it. So, instead of crappy zap-zap-pow graphics, why don't we go a bit more understated? Plasma weapons and particle beams can still have the star-trek graphics though ;) - I just get a bit touchy when it comes to un-realistic lasers :gripe:

I *love* the idea of Prism Infantry :scan:

Why not have the turrets unit as a one-time movement unit? It is built, and you can move it to any square in (say) a three-square radius, and after that, it's stuck. It'll attack any unit next to it, though.

I like the idea of the prism turret. And what, daresay, of Prism Tanks? :smoke:
 

Attachments

By the way, guys, here's a screenshot of the Moon Map for those of you that haven't seen it yet...
 

Attachments

  • moon.gif
    moon.gif
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The screenie looks good. :D

As far a nit-picking graphics of lasers I think that's a long way down the road. Right now we'll have pretty buttons and basic Civ4 units. Not much else we can do.

So you want standard modern military on the Moon in the 1st era and Lasers, ect moved back? That's doable.

Keep us updated on the civilzations xml files. Those will be a big help. :)
 
So for UnitCombat types we have:

None
Recon
Foot
Tracked
Skimmer
Air
Orbital
Turret?
 
Since JBG posted I've made these minor changes to the 1st and 2nd era units:

1st era:

Colonists, Engineers, Pistolmen (pow2, mov1), and Lunar Scout (pow1, mov2) have no prereq.
Lunar Marines - requires Low-G Warfare. (pow3, mov1)
Defense Cannon - requires Alloys. (pow2, mov0 <------if possible)
Laser Infantry - requires Low-G Combat. (pow4, mov1)
Lunar Rover - requires Regional Exploration. (pow2, mov3)

2nd era:

Laser Rover - requires ????. (pow4, mov2)
Heavy Laser Infantry - requires Advanced Alloys. (pow6, mov1)
Prism Infantry - requires Fiber Optics. (pow7, mov1)
Servo Infantry - requires Advanced Electrolysis. (pow8, mov1)
Defender - requires Advanced Alloys. (pow5, mov0)
Plasma Infantry - requires Plasma Theory. (pow10, mov1)
Plasma Rover - requires Plasma Theory. (pow10, mov3)

Still need to figure when to add Skimmer and Air units. Orbital types are a long way off down the tech tree.

edit : changed att to pow.
 
Belizan said:
I'm going to need a much better description of the turret before I can say whether I can code it. The big limitation is likely to be what the AI will utilize.

I was thinking it was a non-movement defender that protected the cities. It has garrison promotions. And with the proper advisor, like Military, and weight of AI choices the AI will build them. Think of non-movable archers.

The coding part will be making it so each city only can have one at a time and to make sure they automatically upgrade when the next tech is researched. This should ensure that AI cities will always get one good defender that can't be tricked into leaving the city.
 
Falkonite said:
If anyone's done that yet, I'd need a file with the preferences and new traits.

Sorry for not being that much online, school is killing me :)

I saw that they're in the bible. Not sure if JBG is going to put them into XML or not. What exactly needs to be put into XML for them?
 
Further additions to the units.

1st era:

Skiff (Skimmer-type) - requires Hydrogen Gelling. (pow1, mov2, cargo1).
Radio Car (Tracked) - require Basic Radio. (pow2, mov2, +1sight).

2nd era:

Skimmer (Skimmer) - requires Hydrogen Fuel Cells. (pow3, mov3).
Sloop (Skimmer) - requires Simple Fusion. (pow4, bomb4, mov2, cargo2).
Lancers (Foot) - requires Hypercompression. (pow6, mov1, +100% vs Tracked).

Air, Orbital, and Espionage will be added at a later time. This should be enough to test the mod.
 
JBG - can you upload any of your completed XML files? I'm trying to compile the files so I can test some things.
 
woodelf said:
I was thinking it was a non-movement defender that protected the cities. It has garrison promotions. And with the proper advisor, like Military, and weight of AI choices the AI will build them. Think of non-movable archers.

The coding part will be making it so each city only can have one at a time and to make sure they automatically upgrade when the next tech is researched. This should ensure that AI cities will always get one good defender that can't be tricked into leaving the city.

Fulfilling that description is easy, but, the AI will keep building them even after he has one with that description. Better to make a Turret Defense building, which programmatically causes the turret to be built, that way the computer understands that he can only have one.
 
Can't you program it in that only one per city is allowed? Maybe do a check at the beginning of each turn? I don't know Python, but that sounds possible.... ;)
 
Belizan said:
Fulfilling that description is easy, but, the AI will keep building them even after he has one with that description. Better to make a Turret Defense building, which programmatically causes the turret to be built, that way the computer understands that he can only have one.

I would think doing it through a building is gonna make it hard when the first turret dies. Does the building monitor every turn to see if one exists, and if idt doesn't it makes a new one? Does it count for a few turns and then make one?

Most likely you will want to be able to build a new one like other units. Which means you are probably best off to block in the CannotTrain function. The CannotTrain function is passed the pCity so it would be enough to scan the units in the city and see if a turret was already there. If it is, then block the build.

You should be able to do this with a single check in CannotTrain, and wouldn't need a building for it.
 
Kael said:
I would think doing it through a building is gonna make it hard when the first turret dies. Does the building monitor every turn to see if one exists, and if idt doesn't it makes a new one? Does it count for a few turns and then make one?

Most likely you will want to be able to build a new one like other units. Which means you are probably best off to block in the CannotTrain function. The CannotTrain function is passed the pCity so it would be enough to scan the units in the city and see if a turret was already there. If it is, then block the build.

You should be able to do this with a single check in CannotTrain, and wouldn't need a building for it.

Ah, thanks Kael, I wasn't aware the AI used the Can/Cannot series of functions. Given that, yeah, it's easy to do :)
 
Can we list what everyone is working on? The off chance that something is getting done twice would suck. :)

I'm currently putting in the 3rd era techs into the tree. I also have the units listed above put into XML. No new graphics or buttons yet, but they're listed.
 
How far is this mod going? Are we advancing to launch a spaceship? I'm trying to fill in the 4th era of techs and need to know how advanced we're shooting for.
 
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