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

So what's the next thing that needs doing? What's stopping us from Alpha? I'm going to go through the entire tech tree and see what each tech actually gives. There are some that need to allow new buildings, units, something. Right now all of the resources are available at the start. Do we want to keep it that way? I think the civics are hurting us since they're all available at the start as well. Should we tie some to techs just to add variety? Anyone have any ideas?
 
dsquared said:
I would say no to cultural borders, and if they are swallowed by cultural borders they are captured or destroyed. on the dual worker issue, will the AI ever build these improvements? in a single player game you can assume its the player but if we want this to be multiplayer compatible i can see the problem, honestly i dont know what can be done

I am not sure if the AI will build them on it's own, I haven't checked, really. I have looked over the XML pretty carefully, and it seems to me that where you can build improvements is hard coded in the civ 4 engine. Which reminds me. This is an XML issue. 8).
 
I put all 95 of the techs into a table and filled in buildings, improvements, ect to get an idea of how balanced they are. So far the first two eras look good with some rearranging. Once I get dsquared's updated unit listing I'll plop those into the table and hopefully every tech will lead to a unit, building, or improvement.
 
Belizan said:
Ok, so I've been reading over the XML files some more, and I have to ask you all again... Are you sure we can't just make "water" a land terrain and then make some units not able to traverse it? I heard you all say "it's not possible in XML" before, but.. In UnitInfos, units have this--

<TerrainImpassables/>

?

So far the dust sea terrain is working well IMO. What makes you want to change it?
 
woodelf said:
So what's the next thing that needs doing? What's stopping us from Alpha? I'm going to go through the entire tech tree and see what each tech actually gives. There are some that need to allow new buildings, units, something. Right now all of the resources are available at the start. Do we want to keep it that way? I think the civics are hurting us since they're all available at the start as well. Should we tie some to techs just to add variety? Anyone have any ideas?

I have historically not been focused on the design aspect of the mod, but JBG hasn't been giving us as much direction as I had anticipated :/. I haven't really thought about it all that much, to be honest, but I definitely think that the civics aught to be tied to certain techs.

Also, we might want to add "Colonial" to the list of Foreign Policy civics, and set it as the default. The Colonial civic would indicate that the colony was in contact with Earth. When a colony wished to declare independence from Earth, it could switch it's foreign policy civic from colonial to some other civic which would imply a declaration of independence. Depending on the turn of the game, etc. this might trigger events like in Colonization where the associated Earth-based colony sponsoring entity sent agents to attempt to reattain control over the colony. Control over when contact was cut with Earth could then be based on a factions ability (option) to change foreign policy civics. If that doesn't quite jive well with the other Foreign Civics we have, we could make a new category called "Earth Relations" or some such to describe the colonies relationship with Earth. It could be, for instance, that the Colonial to earth civic gave a food bonus and a trade penalty (representing trading He3 and other resources and data to earth in exchange for food). If we wanted we could design other sorts of relationships as well.
 
woodelf said:
No Air Domain? Or is it because of refueling?

You really aught to read the discussions I put up in the tech thread. Fuel-based planes. Can't be domain air, because then they use the air range and mission system. Can't be domain none because they are invulnerable. If they are domain land or domain water they can't be made to go over the other sort of terrain in any fashion we've discovered. Consequently, if we want to have fuel-based aircraft/spacecraft, we need a method to make them fly over land and "sea" without being invulnerble and without using the air mission system.
 
Belizan said:
You really aught to read the discussions I put up in the tech thread. Fuel-based planes. Can't be domain air, because then they use the air range and mission system. Can't be domain none because they are invulnerable. If they are domain land or domain water they can't be made to go over the other sort of terrain in any fashion we've discovered. Consequently, if we want to have fuel-based aircraft/spacecraft, we need a method to make them fly over land and "sea" without being invulnerble and without using the air mission system.

I know I should, but to be honest I don't have the time to focus on every aspect of the game. I think it's great that you, dsquared, and matthewv are dealing with this stuff. Maybe the dust sea terrain (which is very minimal) has thermal vents that makes it so aircraft can't fly over them?
 
Belizan said:
I have historically not been focused on the design aspect of the mod, but JBG hasn't been giving us as much direction as I had anticipated :/. I haven't really thought about it all that much, to be honest, but I definitely think that the civics aught to be tied to certain techs.

Also, we might want to add "Colonial" to the list of Foreign Policy civics, and set it as the default. The Colonial civic would indicate that the colony was in contact with Earth. When a colony wished to declare independence from Earth, it could switch it's foreign policy civic from colonial to some other civic which would imply a declaration of independence. Depending on the turn of the game, etc. this might trigger events like in Colonization where the associated Earth-based colony sponsoring entity sent agents to attempt to reattain control over the colony. Control over when contact was cut with Earth could then be based on a factions ability (option) to change foreign policy civics. If that doesn't quite jive well with the other Foreign Civics we have, we could make a new category called "Earth Relations" or some such to describe the colonies relationship with Earth. It could be, for instance, that the Colonial to earth civic gave a food bonus and a trade penalty (representing trading He3 and other resources and data to earth in exchange for food). If we wanted we could design other sorts of relationships as well.

I love the Colonial civic idea. I'm sure we can find another to get rid of to make room for it! Nice thought. Right now we have 36 civics and most are worthless to be honest. Maybe we should have 1-2 basic civics/category that are immediately available and then fill in the rest with the techs?

1500th post!
 
woodelf said:
I know I should, but to be honest I don't have the time to focus on every aspect of the game. I think it's great that you, dsquared, and matthewv are dealing with this stuff. Maybe the dust sea terrain (which is very minimal) has thermal vents that makes it so aircraft can't fly over them?

Well, ok, but that's why we might want to do that ;). To allow for units that could move over any terrain.
 
woodelf said:
I love the Colonial civic idea. I'm sure we can find another to get rid of to make room for it! Nice thought. Right now we have 36 civics and most are worthless to be honest. Maybe we should have 1-2 basic civics/category that are immediately available and then fill in the rest with the techs?

1500th post!

Sounds like a plan to me (understanding that I have not paid a huge amount of attention to the balance of the techs in the config. 'gratz on 1500 ;).
 
Okay, here's a slightly tweaked BuildingInfos XML file with what I think are rather more accurate values. however, reading back through the posts I see that perhaps it's already obsolete :sad: so feel free to copy/paste/mutilate it if you like.

Right. I can get down to giving brief biograhpies of the leaders and their civs. I think I worked out, btw, what the problem with the Diplomatic trait was - I hadn't actually got around to giving it any changes. I gave it a slight yiled increase and will try it out in-game - see if that solves it.

I'll work on the civilopedia files in the actual XMls rather than farting around trying to link up a separate text XML.
 

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Belizan said:
Sounds like a plan to me (understanding that I have not paid a huge amount of attention to the balance of the techs in the config. 'gratz on 1500 ;).

I haven't done anything with civics in a month, but I'll go back and look at those tonight. Keeping it simple is a good idea for now. I can always keep all 36 spots and simply make some unresearchable until we know what to do with them.
 
GeoModder, that reskin you linked to on the last page is *brilliant*! I say we include it asap!

I can always tweak the civics folder to make them a bit more useful if you'd like, by the way. I think I'll do an SMAC-style two bonuses and one penalty system. If, of course, we decide to actually keep these civics. I rather like them myself, but perhaps my viewpoint is a biased one...
 
Btw, is it possible to specify more than one favourite civic for leaders? I notice that the slot for civics in the civilopedia screen is labelled "Favourite Civics" Plural! If it's possible, how do I program it in? It'd be really good to add more depth to the leaders.
 
JBG said:
Btw, is it possible to specify more than one favourite civic for leaders? I notice that the slot for civics in the civilopedia screen is labelled "Favourite Civics" Plural! If it's possible, how do I program it in? It'd be really good to add more depth to the leaders.

<FavoriteCivic>NONE</FavoriteCivic>

You can only specify one.
 
JBG said:
Okay, here's a slightly tweaked BuildingInfos XML file with what I think are rather more accurate values. however, reading back through the posts I see that perhaps it's already obsolete :sad: so feel free to copy/paste/mutilate it if you like.

Right. I can get down to giving brief biograhpies of the leaders and their civs. I think I worked out, btw, what the problem with the Diplomatic trait was - I hadn't actually got around to giving it any changes. I gave it a slight yiled increase and will try it out in-game - see if that solves it.

I'll work on the civilopedia files in the actual XMls rather than farting around trying to link up a separate text XML.

I'll take a look and see how it looks JBG. ;) I'm in the process of moving the buildings to good prereq techs so we have balance. I'm sure whatever flavor, values, ect will be good.

Did you get the Civilizations XML I sent out yesterday? It did the traits and a part of the leaders to match up with traits. I'm not sure about multiple civics, but I assume if you cut/paste the first you can add a second right below it. Maybe?
 
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