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

dsquared said:
good luck, 75% resources are done

I am not doing the following:

Carbon Filaments: we already have a carbon resource, they require processing of carbon not natural
Obsidian: looks just like silicon which i did do, who needs obsidian on the moon (arrowheads???)
Minerals: Generic, we have plenty of specific minerals
Cobalt Omega: fictional, dont know what it would like or do so lets stick with existing exotics (he3)
Ore: generic term for unrefined metals, we have metals
Diamond: lunar gemstones have a diamond colored gem in them, it would end up looking like crystal
Agate: gemstone is a gemstone
Basalt: the whole surface of the moon is basalt nearly, we dont need a rock resource
Nitrogen: Inert gas pretty useless when we have abundant helium
Magnesium: looks exactly like carbon and dont see where wed use it

Added:

Helium3: Fusion component, initial reason for colony site selection shipped to earth for food commerce etc

I agree with all of your deletions dsquared. Unless JBG speaks up and voices a solid reason for them I don't see why we need them either.
 
I think we're going to be seriously hurting for happy faces so how about an Oxygen Bar building that yields +2:) ?
 
matthewv said:
Okay I got the map script and terrain graphics pretty much done.(Except now I appearently have to make so everyone starts by at least two or three He3 resourses.)

Here is a picture of the how the moon will look. I currently have the map script set up so that we get alot of peaks and not a significant amount of dust sea. Should I change this or do you want to leave it the way it is for now.(I could easily change this later)

Edit: before we release a alpha we desprately need to get rid of the exit game bug.(It is really annoying me since I have to start and quit the game very often when writing my map script and doing my terrain art. Especailly because it will often freeze my computer)

So the starting locations near 2 He3 is possible by map script? That would be cool. I thought we were doing a premade map where that would be easy, but I prefer random maps myself.

About the exit bug...you exit Civ4 completely when modifying the mod? I simply leave it on the main screen, alt/tab, and after I've changed what I want to change I go back to Advanced, load a mod. I get one error box, but it doesn't cause too much grief. That way I don't reload Civ4 every time and it does save quite a bit of time.
 
Based on dsquared table a couple of pages back I did the following to the 1st era units:

- Added Rocket and Missile Troopers to a new UnitClass, Heavy. Also moved Laser Infantry here.
- Added a new Promotion, Surprise, for Light units (recon and foot) as a bonus against Heavy.
- Assigned Shock to Armored (tracked) unit for use against Light.
- Assigned Formation to Heavy for use against Tracked.
 
dsquared said:
emailed you guys all the art

you guys are in a strange timezone, posting at 3,4 in the morning

Woot! Thanks dsquared.

matthewv - do you have time to hook it into the XMl or do you want me to?
 
I was going to XML them in but I still don't have the latest terrain from matthew and based on my problems earlier, I was holding off until I had one part working. Don't want to spend tons of time XMLing in resources which will be overwritten with matthews latest terrain XML files.
 
@woodelf
you can hook the resourses up to the XML.

I want to finish the map script today so that everyone starts by at least 2 He3 resourses. Please use BONUS_HELIUM3 when defining helium 3 or let me know what you are defining He3 as.

Edit: I have to completely relaod civ every time I change the map script otherwise Civ will not load the changed map script file. I also stick all the mod files in custom assests when I am changing a mod so that I do not have to reload the mod every time I change something.
 
I'll give it a go. No guarantees it will be done tonight, but I hope it will be.
 
This is going to be adumb question, but some of the resources don't have kfm files. Is this important? Also, another dumb question, are the dds files for buttons?
 
Okay, thanks. So kfm files should stay defaulted to their original model?

matthewv made the buttons so I'll wait for them.

edit : I guess what I'm asking is should it look like this?

<NIF>Art/Terrain/Resources/luna_crystal/crystal.nif</NIF>
<KFM>Art/Terrain/Resources/Gems/Gems.kfm</KFM>

Or like this?

<NIF>Art/Terrain/Resources/luna_crystal/crystal.nif</NIF>
<KFM>Art/Terrain/Resources/luna_crystal/crystal.kfm</KFM>
 
oh, yeah like the top one, even if there are kfm files in a couple of the luna_ directories they are identical to the original resource, if youre not sure which model to use ask me or just leave it blank, if you use a KFM that doesnt match you WILL get a fatal error, at least i did.

carbon = iron
carbonice = marble
helium3 = wheat
hydrogen = sugar
nutrients = rice
oxygen = oil
palladium = coal
silicon = coal
i forgot what i used for titanium so leave that one blank
waterice=marble
 
dsquared said:
oh, yeah like the top one, even if there are kfm files in a couple of the luna_ directories they are identical to the original resource, if youre not sure which model to use ask me or just leave it blank, if you use a KFM that doesnt match you WILL get a fatal error, at least i did.

carbon = iron
carbonice = marble
helium3 = wheat
hydrogen = sugar
nutrients = rice
oxygen = oil
palladium = coal

Yeah, I'm CTDing all over the place now. :)

By leaving it blank do you mean remove that line altogether?
 
NOOOO, just leave the reference blank, i had problems when i removed the kfm, it expects it so calling the tag and leaving it blank shouldnt mess it up ie <KFM></KFM>

i really HATE the nutrients model, its my least favorite one luckily it gets covered up by the pretty algae farm, i may change nutrients to a wheat model but honestly they shouldnt even be on the moon, nitrates are almost completely missing so yeah
 
I notice that several Vanilla ones do have <KFM/> so I'm using that when in doubt.
 
yeah those were the ones i did earlier when i realized they were completely wasting hard drive space, and those are the easiest ones to figure out which model was used, duh l_gold = gold
 
Oh bugger. Now going to WorldBuilder is causing CTDs...

An hour shot and I'll most likely be restarting this file....
 
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