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

Debris as a barbarian unit has unique potential....

I'm keeping my fingers crossed about your XML files getting done tomorrow. ;) Once I get those I can edit in some techs, ect and maybe load up the tech tree. Maybe...

Let me know when you want the units XML files.
 
The moon rotates about it's axis with a period equal the period of rotation about the Earth. In other words, about half of the moon faces the earth all the time, and the other half never does.

Now this would create differences between the Earth-side people and the far-side people. For example, if you were on the far side observers from earth wouldn't be able to see what you were doing, and on the near side you... err... get a beautiful view of the earth!

As an aside - check this out!
 
On Rebellion: Yes having and outlying city swap over to Barb civ would be fun, when I heard barbs were going to be able to have cities again in civ4 i was excited but even on highest level they aren't strong enough to make interesting more of an annoyance. Rebellion in civ2 split your empire in half roughly usually by the time you were about to dominate the world.

I'm pretty handy with zee photoshop so I can work on some DDS files but woodelf's worker looks great and I don't know how much he's done, what's the story on aircraft and buildings? Looks like we have 2 terrain guys and 2 coders 1 artist and one prophet of the moon. Skins take forever so I figure thats where you could use help.

@Apple - Pretty Moon, Pretty Moon
 
dsquared said:
On Rebellion: Yes having and outlying city swap over to Barb civ would be fun, when I heard barbs were going to be able to have cities again in civ4 i was excited but even on highest level they aren't strong enough to make interesting more of an annoyance. Rebellion in civ2 split your empire in half roughly usually by the time you were about to dominate the world.

I'm pretty handy with zee photoshop so I can work on some DDS files but woodelf's worker looks great and I don't know how much he's done, what's the story on aircraft and buildings? Looks like we have 2 terrain guys and 2 coders 1 artist and one prophet of the moon. Skins take forever so I figure thats where you could use help.

@Apple - Pretty Moon, Pretty Moon

If you'd do any skinning you'd be my HERO! :)

I'm basically trying to learn Blender now to help out with graphics. The tech tree might end up being my Mona Lisa...if it works. :)
 
Thanks to everyone for the compliments.
The Crater rim and Dust sea terrian is a lot hard to make look right due to the way hills and coast are implemented in Civ 4.

I also just downloaded blender and hope to have some fun learning how to use it. I will try and make some realistic looking ejecta using blender.

Edit: What in the world is Cobalt Omeba(resourse)? I could not find anything about it on the internet.
 
dsquared said:
What units do we need/want what model to use any guidance or do i jsut start picking randomly?

I think I listed 10-15 units several pages back that are in the XML now. If you can put a helmet on a unit or a spacesuit that's a good model to use. :)

I was toying with the Great People, the Indian Worker, and the three settler units. They have the best potential IMO. And anyone with a gun! Oh, and tanks might work. Not sure what could be a skimmer. Yeah, I'm rambling but it's good to see this project pick up steam!
 
dsquared said:
There are several unit lists which is O-fficial?

Official, as in what's going in the mod? I assume all will be needed. I guess until JBG speaks up I don't really know what the official units are... :)

As far as models to choose to skin? Pick whatever can be manipulated.
 
Been checking out which models work and the bomb shelter model looks especially promising, I made an algae farm/biodome esque structure and it can probably be adapted easily, also broadcast tower can double as radar towers etc.
 
dsquared said:
Been checking out which models work and the bomb shelter model looks especially promising, I made an algae farm/biodome esque structure and it can probably be adapted easily, also broadcast tower can double as radar towers etc.

Awesome. The whole thing is coming together nicely.
 
I want to take an in-game screenshot of it, how can I replace the farm or mine art with my new one? is there a quick and dirty way to just plop it in the game with world editor? the Nif and dds are in my customasset directory under improvements.

EDIT-
can I just change <ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag> to ...MENT_GREENHOUSE</... ??

I dont think you can import civ4 nifs into blender btw i just do it by hand in photoshop and run nifskope to check out how it looks, you have to use the same MIP maps or it gets goofy
 
I think I'd simply have the farm use your new graphic and not change too much in the art define tags. Can you simply put the new dds/nif file into the art folder and then have the game use it either by renaming it to what the game is searching for or change the name of what the game is searching for to what your file is?

That sounds lousy, but maybe you can follow it better than I can explain it. :)
 
Isn't the farm improvement tied up in the assets pak? if i plop into the empty directory assets art improvements and call it farm it doesnt appear to call it ... it looks good in nifscope anyways haha
 
Hmmm. Dropping in tech buttons worked easily enough, but I guess this is a completely different animal. Let me take a look and see if two heads are better than one. ;)

Without looking, did you post in the main C&C forum?
 
no all i did was change the dds i want to test in game to see if the mip maps didnt get screwed up nifscope looks good but in game is the real mccoy
 
So you've got this in Civ4ArtDefines_Improvement

<ImprovementArtInfo>
<Type>ART_DEF_IMPROVEMENT_FARM</Type>
<bExtraAnimations>1</bExtraAnimations>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Structures/Improvements/Farm/an_eu_farm01.nif</NIF>
<KFM>Art/Structures/Improvements/Farm/an_eu_farm01.kfm</KFM>
<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>
</ImprovementArtInfo>

And nif and dds files in this folder..

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Fall from Heaven 090\Assets\art\structures\improvements\Farm

(Using FfH mod as an example).

What happens if you switch some around or rename some?
 
trying gimme 10 mins

i dont have a kfm either so should i remove that tag?

well it still doesnt do anything im going to try and change it to a different improvement then a building hopefully a screen will be up soon.
 
I have no idea. I don't even know what that is. I know in a separate thread Neomega has mentioned that it might be hard to put nif files into CivIV. He'd be the one to ask if it doesn't work.
 
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