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

Here is the updated bonus defines XML as was requested.

@woodelf
Judging from the xml files you sent me you are not using the most recent terrain files(part of the reason you are not seeing craters)
 

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wow i missed a lot today, was busy with stuff, ok there should be one folder with all the resource art in it called luna, thats it, all your artdefinesresources xml should reference luna/resource.nif and should work, some of the improvement NIFs didnt get saved properly with the new skins for some weird reason so i will repost all the working ones, i dont like the collector artwork either, any idea what we can do for this one i would be glad to hear
 
I was just playing with all the current updates and I was pretty impressed.
(I still get the freeze on exit and the space race errors but otherwise it is starting to look pretty good)

@dsquared
don't forget to send us the new improvements files
 
I just quit/reloaded without the error. Short of putting the art where it belonged I haven't really done anything except try to tie the improvements together. Odd.

@woodelf
It would be much appreciated if you can figure out more exactly have you managed to fix this problem. What art did you put where they belong?(since you sent you most recent xml files and I am still getting that error I doubt it has to do with the XML files you updated and sent us)
 
@belizan: how goes the artillery as carrier shells as bombers fix?
also the airfield, those are two we really want in the game.

edit

@matthew, no i dont get big crater, i go get craterrim territory but it is jsut a dark block with gray lines through it, i dont have the latest art file but it appears to be wanting to call the big crater

@JBG you dont have to restart, if youre in the game, hit ALT-F4 and then press ENTER, this should dump you out to your desktop without getting a lockup (CTRL-ALT-DELETE wont work etc)
 
dsquared said:
@belizan: how goes the artillery as carrier shells as bombers fix?
also the airfield, those are two we really want in the game.

Haven't even looked at it 8). Honestly, I only just got done polishing up the features posts like.. 10m ago. I had to go through the leadership traits. Anyway, I'm waiting for JBG to give the artillery a thumbs up, then I will code it up. I expect it to work pretty cleanly for the most part. A few side comments on it though.

Increasing the number of shots it can have really should be done via carrying capacity, which means having upgrades like.. UNIT_ARTI_ONESHOT, UNIT_ARTI_TWOSHOT, etc. Which can only be upgraded programmatically (based on promotions), or what have you. That's all fine. Just so long as people don't have fits over the exploding number of unit permutations.

Elsewhere, you guys had some conversation some pages back about some sort of He3 Improvement that produced different things at different times. I'm pretty burnt out on weeding through board posts atm. I don't suppose one of you could post a synopsis for me? 8).
 
Yes, we are assuming the initial colonization of the moon is to mine helium3, super rare on earth, abundant on the moon, this is used in fusion reactors -> infinite pollution free radioactivity levels taht drop in years rather than hundreds of years energy, so earth ships food/commerce to the moon in return for He3, so in early era, He3 improvement gives food bonus, when earth contact is cutoff, we want to drop the food bonus and add a commerce or shield bonus, we were envisioning adjusting the output after a certain tech is researched or over several techs. I dont believe this needs programming but if at a certain point in the game, say ANY civ researches the tech that triggers earth cutoff we can change EVERY civs food bonus that would be ideal although not necessary
 
@dsquared
I emailed you the art for the Crater rims and some other terrain art I have edited

If anyone else wants this let me know.

Edit: the borehole still has pink around it.
 
dsquared said:
Yes, we are assuming the initial colonization of the moon is to mine helium3, super rare on earth, abundant on the moon, this is used in fusion reactors -> infinite pollution free radioactivity levels taht drop in years rather than hundreds of years energy, so earth ships food/commerce to the moon in return for He3, so in early era, He3 improvement gives food bonus, when earth contact is cutoff, we want to drop the food bonus and add a commerce or shield bonus, we were envisioning adjusting the output after a certain tech is researched or over several techs. I dont believe this needs programming but if at a certain point in the game, say ANY civ researches the tech that triggers earth cutoff we can change EVERY civs food bonus that would be ideal although not necessary

Yeah, I remember thinking that we could simulate cutting contact with the earth by creating a Technology called "Contact cut with Earth" or whatever, which can not be researched. We tie obsoletion of buildings, changes in improvements, etc. to this tech, then grant the tech to various factions as appropriate based on how we want to handle that event.
 
Ok, here's something WEIRD, when I start a game, I get pink copper and uranium plutonium are grayed out under the glow, i enter world builder then EXIT world builder and everythign looks great, I have NO idea what would be causing this or how to fix it, let me know if you guys have any ideas on how to attack it

and im still getting pink borehole shadow, ill try to figure it out, it may be because it is a water improvement.. well if you rename boreholeshadow.dds oilrigshadow.dds itll work
 
Wow, this project has taken great strides since the last time I checked. The pics you guys posted look great. Downloaded the Moon Bible (1.1). Let's find out how you guys envision the inner workings. :goodjob:
 
Edit:
Check you PM woodelf, JBG, and dsquared.
I did a bunch of debbuging and found and fixed a bunch of errors.(Most of them you probably would not have noticed unless you where paying good attention or had the python debugger on) The only major error left which I did not manage to fix is the Exit game error :wallbash:
 
Okay, guys. Head on over to Belizan's thread here. I've posted my response to his lists of ideas, and have also expanded (at some length) on my idea for mega-improvements.

Matthewv: thanks for the update. I'll plug it in and see what happens. I think we should make an effort to zap these few big bugs and then look to balancing and the long-awaited stage of playtesting :drool:

EDIT: Ah-HA! Another lurker comes out of the shadows. Glad you like it, GeoModder. :smug:
 
Here's what I need on the Colonization of the Moon Code Extensions thread--
For every feature which is marked as Confirmed or Under Investigation, and whose status is either Unspecified or Pending Feedback, I would like everyone who is involved in the suggestion of that idea to re-read the discussion and commentary, and then post embelishments based on that item's status.

If the status is Unspecified, that means I need more information on how the feature is supposed to work in game before I can address implementing it.

If it is marked Pending Feedback, that means I have suggested a way to manifest that feature in game, and I am looking for verification that my plan is acceptible/desireable.
 
matthewv said:
Here is the updated bonus defines XML as was requested.

@woodelf
Judging from the xml files you sent me you are not using the most recent terrain files(part of the reason you are not seeing craters)

That's possible. When I got home yesterday I downloaded a lot of stuff, but might not have put it all into the mod. :(

Right now I'm downloading your full mod and I'll simply see how that goes for now.
 
Excellent job matthewv. I have big craters and none of the resources have any pink! And you got rid of the 10 turn Space Race win. :p And I had 2 He3 right near my settler. Incredible.

Some things I noticed that need fixing soon...

1 - terrain still giving food.
2 - Crystal, gemstone, nutrients, carbon, hydrogen, and palladium buttons are all very, very dark. The rest look awesome.
3 - For some reason the large unit buttons are pink. I incorrectly assumed that they'd work from the buttons that show up on the tech tree. I'll have to look into that.
4 - I think we need to give the players (and AI) an engineer to start. It would make sense to start a colony and be able to work it right away!
5 - I need to push up the cost of Glass Working and Water Reclamation so the He3 energy for food works longer. Right now it's too easy and soon to get to glasshouses.

And I didn't crash on exit. I even went straight to desktop with no errors. Is anyone else still getting errors?
 
I assumed it would be easy to stop the terrain from giving food, but it didn't work simply editing the XML Civ4TerrainInfos file. I did tweak the resources so they give approximately what they should in unimproved form.

Any idea where you add giving an Engineer?

Any thought on not allowing research at all for 20-25 turns? It doesn't seem like that would be their focus, at least until another colony was formed. What about scripting in receiving another colonist at a certain turn as well? That sounds plausible since the Earthside organizations would be supplying the initial people.
 
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