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

dsquared said:
@woodelf if you want me to do units I would start from ground zero, i think we have a cluttered mess right now, I would simply chop everything and put in my unit structure, 4 units per era is a lot really, 6 once the bombers and batteries show up. I don't know if the +% vs unittype is overpowered yet because it doesnt specify how much it is in the unit hoverover, i think you did add that for the classes but it doesnt tell you so it needs playtesting, as i played it seemed like i was 99% to win or 4% depending on the unit so i think this is a manifestation of the +%.

If you want to comlpetely overhaul the units you won't hurt my feeling any. I basically crammed those in so we could playtest. They are far from good, let alone perfect. I think the UnitClass, Promotions, and Formations are good. The individual units are iffy. I say "Go for it!" :goodjob:
 
Random thoughts:

1 - Those resource buttons are awesome matthewv. Incredible variety and color. Sweet.
2 - The dust sea does still have 1 food, but it's very unimportant now since I doubt the city would use that tile.
3 - Anyone else love the barbs? I think they're cool. Have they made cities yet?
 
awesome i will see how it turns out, JBG has not had any input on the new ones i suggested beyond his TMB1.1 so since weve implemented little of it i figure its mostly up for grabs as long as it works

i LOVE the barbs, i like that they get cities fast in my game i defeated 6 barb cities
 
Heres a tip about how i solved my crash on exit error (if you havent fixed it yet). Take any files that you cut-pasted data into, back them up, then start deleting. What i did was delete everything in the file except the very first entry then run the game. If you dont get the crash, undo and delete half the file, etc. until you track down which entry causes the crash, then recut-paste that entry. It can be very time consuming but its the only way i could figure out what causes the error. Hope this helps you guys.
 
Good news on accepting the units job dsquared. Many thanks.

I think I'm going to start a new thread; one that encompasses new ideas we need to "vote" on and also a place where we can jot down things that need fixing so we can have them in a central location. Stuff tends to get lost here since we have a 24 hour team and the pages fly by!

edit - find it here:

http://forums.civfanatics.com/showthread.php?t=158788
 
I agree with the voting thread, i just opened the untis XML files and am overwhelmed a bit, why is there a unitformations IDLE IDLE 2 etc is this just the grouping order??

edit, also if im changing unitinfos, does that only reference unitclassinfos and what is the point of unitclasssinfos
 
dsquared said:
I agree with the voting thread, i just opened the untis XML files and am overwhelmed a bit, why is there a unitformations IDLE IDLE 2 etc is this just the grouping order??

edit, also if im changing unitinfos, does that only reference unitclassinfos and what is the point of unitclasssinfos

I don't know what the point of UnitClassInfos, but if you don't type that redundancy the game seriously craps out. :)

Not sure about the Formations question. I was happy just to get it to work!
 
Now nobody can say anymore I haven't contributed. :mischief:

In the file, you can also find the (slightly) adapted first Era techs I used. A second and third glance didn't show any obvious doubles for techs used by 2 or more civs.
 
RE: unit formations

The number represents the number of models currently in the unit, ie. if you have a unit with 4 models it will use the IDLE(4), BATTLE(4) etc. to determine the placement of the models.

The word is pretty much meaningless, you can change it to whatever you want, AFAIK its just used to make it easier to find/change the formation that you want.
 
Heres a tip about how i solved my crash on exit error (if you havent fixed it yet). Take any files that you cut-pasted data into, back them up, then start deleting. What i did was delete everything in the file except the very first entry then run the game. If you dont get the crash, undo and delete half the file, etc. until you track down which entry causes the crash, then recut-paste that entry. It can be very time consuming but its the only way i could figure out what causes the error. Hope this helps you guys.

Thanks for the tip QJaxun. Looks like a got a lot of work ahead of me as we edited alot of files.(I realy want to release or alpha but with a bug like this we can release this mod to the public) Also, while you guys are playtesting, make sure you release the details of any other bug you encounter so that it can be fixed.
 
woodelf said:
Unfortunately Holographics is 4th era, but that's definitely a required building for then. :)

A Stadium works well IMO. Thanks. Guided Excursions needs some tweaking, but it's a good idea. We have Parks eventually, but guided tours would be cool. Maybe Lunar hikes?

Any help for flavoring the civs would be appreciated.

Virtual Gaming!!! 8)

In-Helmet Video Game Console 8).

Drugs... Full Feedback Environment Suits (hot, cold, etc.). Water Aural Cubicles (like a sound booth at a pricey music store, but in water, to give the sound waves something to travel through ;). Hrmm... Amateur Ham Radio group :). Model Rocketry Club! Ok, I'm just getting plain silly now.
 
dsquared said:
what is <iasset> <ipower> is obviously their strength rating is <iasset> the firepower?

According to the Civ4 wiki:

iCombat - Combat strength

iAsset - How much the Unit contributes toward your score. There may be some scaling factor

iPower - Used by the AI to determine relative powers of players (units i think it means, not players)
 
dsquared said:
what is <iasset> <ipower> is obviously their strength rating is <iasset> the firepower?

Both are for the AI

iAsset gives the AI an idea of how valuable the unit is.
iPower lets it know how militarily powerful (or important) it is.

AFAIK, the AI uses these to determine what to build and what (and who) to attack first, when, etc.
 
matthewv said:
one you get used to modding XMLs you can edit the thing you want faster.

Don't steal my thunder! :p But seriously it does eventually go faster.
 
And I must say that I love the way this game looks. The terrain and resources are spectacular. Throw in that cute yellow worker and it feels like we're on the Moon!

I'm going to email you guys the new tech XML. It should have better balance for the AI.
 
excellent, I'm finishing up the heavy infantry unit line, do i add a free promotion to give +% vs whatever or is there a way to hardcode that in

ooh thanks, civ4wiki.com is a great help also
 
dsquared said:
excellent, I'm finishing up the heavy infantry unit line, do i add a free promotion to give +% vs whatever or is there a way to hardcode that in

There's a spot in Civ4PromotionsInfos XML that goes like this:

<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_SKIMMER</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>

So if the promotion were Combat1 (or whatever) that would give an additional 25% against SKIMMER class units. Not all Promotions listed do this. Not sure if this answers your question though.
 
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