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

I have a sort of concern...

we have a TON of technoogies in the tech tree but very few of them actually DO anything what are we doing about that?
 
dsquared said:
have the dds's done, except cratered grids because its damn near impossible to do maybe ill do it later, for now no grids on cratered, what XML do i change to use the new DDS graphics?

ok i figured it out but eww its ugly, they are not blending together, just blocks of each... well i guess matthew figured it out and he can help

but mathewv already made some goodlooking terrain graphics (and i have done some bit less goodlooking :)). why aren't you using those?
 
dsquared said:
I have a sort of concern...

we have a TON of technoogies in the tech tree but very few of them actually DO anything what are we doing about that?

Well, all of the 40 odd buildings will need tech prereqs. Right now they are all basically available now. We'll need to tweak that. Also, all of the units are available with Alloys. :) Plus resources, improvements, and ideology will need tech prereqs. I'm not concerned even though it looks funny now.
 
Ok, i just won a space race victory in 3560BC. i had yet to even build a single pistolman. this is obviously a major bug ill keep playing and see what else happens

Engineer and mil engineers cant build anything, my culture and everyone elses explodes early, so far pretty empty
 
dsquared said:
Ok, i just won a space race victory in 3560BC. i had yet to even build a single pistolman. this is obviously a major bug ill keep playing and see what else happens

Engineer and mil engineers cant build anything, my culture and everyone elses explodes early, so far pretty empty

:lol:

It wasn't meant to be played yet. ;)

It was solely meant to be playable. We'll start ironing out gameplay and functionality soon.
 
matthewv said:
As a side note in this tense hour: I have programed some code that will allow certain units to travel on sea as well as land. I don't know if we will need it for that, but we will be able to use the same code for terrain types that have different movement costs for some units compared to other units.

How (did you accompish this so that this message is longer then 10 characters)?
 
My sister just left, but I have dinner plans and what not, but I'll be taking a look at all this in more detail later tonight/tomorrow, and adding in features as we I can (and can get feedback on them). Can someone post up a current loadable/working version of the mod so I can start adding the Python code to it, and coding to our techs, etc.?

I'll post up a coallesced game engine technologies discussion tonight/tomorrow, possibly on another thread to keep things less confused (if that sounds cool to everyone).

Congratulations on getting the mod up and loadable! That's a huge step 8).
 
Ok, I'm finally back. Yes that was me that said I couldn't post for 24 hours. Sorry that I left you guys at such an important hour and that I could not upload my terrian files sooner. The reason I could not post these files earlier is because I had to access to my computer which I had the terrain files saved on.

Soon of the terrian art is not complete but it looks good enough for now. Here is the link to the Zip file at filegone which has the terrain graphics. http://www.filegone.com/a0u2

Edit:
@Belizan
I knew you would be intrested in how I did this. What I did is when a unit is selected that can 'walk' on water, all the the water terrain is turned into the same type of terrian that is defined as a land type of terrian in the terrain infos xml file instead of a water type. In testing it out I made so that settlers could walk on water and it worked beautifully. My settler could walk on water but my warrior could not. There was also no way of noticing while you were playing the game and had the settler selected that the water was actually a land terrain type. Doing it this way also does not handicap the AI since they will also realize they could walk on 'water' with certain units since they will think its land.

@woodelf
I set the resources we don't want to FUTURE_TECH and will eventually set their appearance ratio to close to nil. WOW!
Don't worry about this for if you have them set they way I set them in the Bonus Infos xml they will never show up anywhere in the game except the civlopedia. We sould be able to set up everything else we do not want to appear like improveements, etc. in a simular manner.(ie. make so that they can only be build on terrain that will aslo never appear in the game)
 
@ Belizan and matthewv - SInce I'm at work I can't email you the "file" for another 9-10 hours. Maybe either JBG or dsquared could? I simply didn't want to put the good version up at Filegone since it's not done and we don't need people running around playing it before it's even Alpha.

Thanks for the terrain files. Soon it'll be on to playtesting!
 
dsquared said:
barb huts = apollo landing sites and other previous moon landing sites can locate them precisely too apollo landing sites

This is a good idea, but I'm not sure we should limit ourselves to historically accurate sites. :) Actually this is a damn good idea!
 
About Ideology, if this is the way to go as opposed to Religion...

1) Gaian - Their whole premise is trying to turn the Moon into Utopia or Old Earth.
2) Lunar - They want to keep the Moon as it is and are opposed to radical ways to exploit it.
3) Defilers (Rapers is the wrong word, but it conveyed the idea better) - They are willing to simply mine the Moon into nothing for thei own ends.
4) ????
5) ????

Also, this could tie into a 6th civic category, Lunar something, where each "religion" has a good civic that can only be used by people with that state religion. Thoughts?
 
Okay... religions:
We can't have religions that directly go against a particular civ. So, for example, a Corporation civ with the 'Lunar' religion wouldn't really work. By the same token, a Space Agency with the 'Defilers' religion would be a contradiction in terms too.

Why not just have real major religions? We can also have one or two other religions that are new. The whole problem stems from the fact that the player has very little control on the spread of religions. It *must* be possible, however, to have religions convey bonuses/penalties if they are a state religion. It'd be nice for a religion to convey one very small bonus if it's present in a city too.

We could have real religions with a couple of radical new ones. Selenism (literally - 'Moon-ism') which is a Lunacentric religion, and Deux ex Machina, which centres around the worship of AIs. Think about it - we could do some *very* interesting things with AIs...

(thinking ahead here) we could even add some AI-led civs in the expansion pack... ;)
 
You can set it so certain civs can't get certain religions, can't you?

About spread, if we go with real religion....let's make it crawl. And the idea of new radical religions popping up is cool. I can see that working.
 
So are we going to have to edit the Moon Map with the new terrain?

I can do that if you like... once we can get the game to start! :p
 
JBG said:
So are we going to have to edit the Moon Map with the new terrain?

I can do that if you like... once we can get the game to start! :p

I don't know much about terrain, but can't we simply put matthewv's files into the assets\art folder under terrain and have it linked to what he did with the XML files?

And the game does start, doesn't it? It did for dsquared and I....and I thought you as well yesterday. Damn I'm getting confused.
 
Okay, maybe matthew can jot down an idiot's guide to adding this lovely terrain in the most painless manner in the next nine hours (before I get home. ;) ).

I'm assuming that in the XML files the terrain will correctly find these new dds files if we put them in the proper art subfolder. Correct? That's how it works with buttons and skinned art at least.
 
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