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

JBG said:
:eek: You got rid of the specialists!?!?!?!!? Why?

:p

I put them back. I was just trying to get the mod to run. I've broken a lot of eggs on this omlette so far.
 
Matthewv, Dust Sea is *****not***** a land terrain type. That's why we have Skimmers, Sloops, Skiffs and Assault Ships. Those four are the only four units able to travel on 'sea' (the dust seas).

The way I currently have it defined now it is a land type. Can't we make it so that it is a impassible terrain to every unit except Skimmers, Sloops, Skiffs and Assault Ships? That way this units willl be able to travel on land and dust seas.
 
The troubles you guys get into while I am sleeping....

@JBG I personally have already posted all the artwork I have done, Algae Farm, Moon Airfield, Carbon Ice, Water Ice, Aluminum and Moon Mine.

@matthew we wanted a water type there, if you check the real moon map jbg made theres a snaky river type sea that a lot of capitals will be on, that way the "naval" units will get to fight in terrain that tracked and infantry would get bogged down (see oppurtunity rover getting stuck in dune sea on mars)

@woodelf well I would have done it the opposite way, leave everything in and change only what we need to change but if its working go with it, we do however want/need specialists.

Today is the official start of tax season in the US of A so in a couple hours I will be doing peoples taxes until 5/6ish west coast time, if i get a break I'll check the thread and see how you guys are doing.
 
Yeah I'll most likely end up trying to compile this stuff a different way soon. I'm filling in missing/mispelled tech buttons now. Back to the Civics nightmare later.
 
What exactly is the problem with the civics?

If you can send me a file with the civics and effects you have I can assign favourite techs to the leaders.

Ditto with starting technologies.
 
I can upload the entire folder for you JBG and PM you the file location. Maybe your eyes will see something I'm missing. Just make sure you don't overwrite anything you've done in the last day. :)
 
JBG are you watching what is happening in London? Europe is going to hell in a hand basket because of a cartoon.... I personally thought the "were out of virgins" one was pretty funny. anyways apparently the syrians torched the danish and norwegian embassies in syria, hope that doesnt spread to europe, well aside from the french riots.

http://news.yahoo.com/photo/060204/photos_wl/2006_02_04t112821_450x311_us_religion_cartoons_syria;_ylt=AhBVYUjdPZYOZojTk3jlJ1xg.3QA;_ylu=X3oDMTA3bGk2OHYzBHNlYwN0bXA-
 
About the scenario?

for the tech tree it seems we have reinvent the wheel as it were. Do the eras mean something for instance is civilization nearly destroyed by a meteor impact leaving the lunar colonies the last 'hope' to save our earthside brethren? What is the story on how we lose contact and have to 'rought it'. Something like that could explain why we have to research technologies that exist today (space flight for instance)

or maybe its just being able to replicate the tech using in-situ resources and not being given advanced electronics etc from earthside
 
The tech tree is the one thing that works without errors! It will need tweaking once we play though.
 
HUZZAH!

I got rid of all of the major errors. I had to put back in the space victory file so there are some resource/tech errors from that, but it loads! All of the tech buttons show up and I simply pointed the buildings to existing buttons, but we can change those later. I still can't play a game...some wierd Classical era error and we don't have a CLassical era!
 
Under 30 XML errors now and 11 of those are from religion. Not much I can do until we decide what religion means on the Moon. Still can't play a game, but Kael is trying to help me.
 
Down to 20 errors and I know what is causing 17 of them. The last 3 are in WorldPickerInfos and I can't see anything wrong. Sure the palace is no longer in game, we no longer have a road, and the barbarians aren't a civ, but so we need 3 additional errors?!?!? :)

Getting there. Time for a break...
 
Keep up the hard work there woodelf. You may have to re add back some of the old stuff that were taken out just to get it working.

Edit: Do we want Skimmers, Sloops, Skiffs and Assault Ships to be able to travel on land and well as Dust Sea?
 
Good work woodelf,

just finished a hectic day of tax prep.

where is belizan? i really think we need to have a rebellion feature that flips an outlying citt to the barb civ which will become sort of a free luna civ or something, and we need to NOT handicap them ie give them tech parity with second or third tech leader, this way there is a civ that is constantly threatening all civs militarily i think that makes it interesting what do you guys think?

@matthew no, skimmers etc are stuck in the dust seas
 
I kind of like the idea of having skimmers, ect only on "sea" domains. We have rovers and stuff for land.

I still can't get the game to actually run, but Kael help me with globaldefines that should eliminate the worldpicker errors.

And we'll definitely be adding a lot into this mod and doing prereqs and stuff like that, eventually.
 
Hmmm, good news and bad news time.

The good news is that I loaded the mod with zero, zip, nada, no errors!

The bad news is that it simply won't let me start a game. Kael is generously taking a look at it to see if he can figure it out. Keep your fingers and toes crossed!
 
I wonder if everything we need to build a world is finished. I know jack about terrain, resources, ect. Are we finished enough with that to make a world?
 
should be pretty close if matthew changed dust seas back to ocean otherwise you can use vanilla terrain to see if the units/cities/civics etc work
 
well if you want to create a world, test one section at a time getting it to work, then slowign adding mroe features to make sure you know waht causes failures
 
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