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

GeoModder said:
Oh, on the resources, are aluminium, nutrients and copper supposed to appear in the mod? I can believe the former and latter, but nutrients?

Nutrients are actually an important food source later with the advent of Symbiotic Bacteria. I now think they shouldn't appear on screen until then since they might be confused with what we think Nutrients on Earth mean. Should we make them invisible until that tech?
 
Are there any other resources we should do that to as well?

Also, did you figure out the 50 colonist bug? Or the 5000 point bug?

I won't be home to play for three hours or so...
 
Also, did you figure out the 50 colonist bug? Or the 5000 point bug?
Yes, both of those bugs are temporarly fixed. The 5000 point bug was directly related to the crash bug when you put you mouse over your name.(very weird bug related to whether or not mariabasalt produced food??? Had to do an awkward fix so that maria basalt did not produce food in the game and the game didn't crash)
 
matthewv said:
Yes, both of those bugs are temporarly fixed. The 5000 point bug was directly related to the crash bug when you put you mouse over your name.(very weird bug related to whether or not mariabasalt produced food??? Had to do an awkward fix so that maria basalt did not produce food in the game and the game didn't crash)

Awesome, you're a wonder! I guess Head Debugger would be a good title. :king:
 
Six new units added, buttons finished. I'm going to look into slowly rearranging the tech tree, at least the first couple of techs. Nothing major, baby steps. :p
 
Six?
Tellmetellmetellmetellme!

And once we've got the roots of the tech tree firmly anchored, I can start dishing out starting techs! Whee!

:eek: They've got bird flu in Hungary! It's getting closer! :scared: :vomit:
 
JBG said:

Yeesh. You might wanna get a trash can for that. Or, more pragmatically, an industrial dumpster.
 
Yeah. :sigh. I'm desperate to wait for a response to my argument over on the Gay Marriage thread (there's an archconservative religous nutcase out there) - while I have no personal vested interests in the issue, I wanted to put someone in his place.

And I'm willing to bet that Giles Tamlyn will kill me later on today. :scared:
 
JBG said:
Six?
Tellmetellmetellmetellme!

And once we've got the roots of the tech tree firmly anchored, I can start dishing out starting techs! Whee!

:eek: They've got bird flu in Hungary! It's getting closer! :scared: :vomit:

Plug the email I sent you into the mod and see how the 1st era looks. I think Permafrost Brick has to be a starting tech for everyone so they can get Duricrete next on their own and build roads. I've lowered some costs since that email as well...

The six units are from dsquared's list:

Armor
Heavy Laser Tank
Pasma Tank
Heavy
Heavy UAV Platoon
PLasma Infantry
Foot
Stealth Trooper
Prism Infantry
 
So I'm not sure if this is still our internal coordination thread, but...

:eek: Tag Naming Conventions :eek:
This post may be a little confusing, but it is *very* important, so please re-read if necessary :).

What are they?: A naming convention is a set of rules which we use to pick our names. It could be as simple as all boy's names begin with A and all girls end with a ko, or arbitrarily complex. In this case, our needs are simple.

Why?: The Leadership traits primarily deal with units and building access/effects. The method I've chosen to implement them (possibly the only method available to us) is to create two versions of each of effected units and buildings, one to represent the regular version, and one to represent the special version.

How?: This system creates a new tool--a "setting", if you will, hidden in the XML files just for us. This setting is the tag names. XML and Civ4 allow us to use any tag names we like. But for our purposes, we are going to limit these names, to grant them special meaning. The requirements of the Leadership traits require four potential categories of unit or building--Commercial, Military, Scientific or Happiness. In the case of Happiness, only buildings can be of that type. What we are going to do is signify which type a building or unit is by their tag name.

Let's have an example.

UNIT_WARRIOR is a regular unit
UNIT_WARRIOR_MILITARY would be the military version of that unit.

UNIT_ROVER is an ordinary unit
UNIT_ROVER_SCIENTIFIC is a scientific unit.

The Bible calls for three special kinds of units--MILITARY, SCIENTIFIC, and COMMERCIAL. We will signify each by appending their type to the end of their tag name, separated by an underscore. (UNIT_CARAVAN, UNIT_CARAVAN_COMMERCIAL).

The Bible also stipulates four kinds of buildings--MILITARY, SCIENTIFIC, COMMERCIAL and HAPPINESS. Like the units, we will signify each one by appending its type to its type name--(BUILDING_BUNKER, BUILDING_BUNKER_MILITARY) (etc.).

When?: The Leadership Traits call for the establishment of the concept of "Commercial, Military, and Scientific" units, as well as "Happiness, Commercial, Military and Scientific" buildings. As XML modders, it is at your control to specify which of these units and buildings fit into these descriptions

Units
For UNITs, depending on the trait, a faction may have access to advanced units of that type, or may be forced to use higher upkeep versions of the same units.

There are two rule effects being implemented through unit tagging--Advanced Units, and

Advanced Units--The first is the idea that some units are advanced units of their given type, and only available to civilizations with that leadership trait. You can think of these like general case UUs. All Scientific organizations (and only them) get access to advanced scientific units. COMMERCIAL for Economic and MILITARY for Independents. When creating an advanced unit, simply create the unit with its type added to its tag (e.g. UNIT_PLASMA_CANON_MILITARY) with no ordinary version (e.g. no UNIT_PLASMA_CANON).

Increased upkeep--The second rule is that certain unit types require more upkeep. To implement this we create two versions of the unit, one without the extra upkeep cost, and one with the extra upkeep cost. In this case, the unit with the extra upkeep cost we will tag with the type associated with the trait which has to pay that upkeep. So the higher upkeep commercial units should be tagged MILITARY, and the higher upkeep scientific units should be tagged COMMERCIAL.

I know this may seem confusing, so perhaps it will help you to understand what is happening behind the scenes. In the Python code, when a faction goes to building a unit, we ask a few simple questions. If the unit has a type specifier in its tag (MILITARY, COMMERCIAL, or SCIENTIFIC) we check if that faction has the associated trait--If it doesn't, we disallow that player from building that unit. If a unit has no specifier, we check to see if a version with that faction's leadership trait type exists (if it's an Independent faction, we look for a MILITARY version of the unit). If a unit of the appropriate type for that faction exists, we disallow the building of the regular version.

Buildings
For BUILDINGs, every building that is classified as being one of the four types of buildings above, needs two versions, one which produces happiness (or more happiness) and one which doesn't. Access to which of these the civilization can build is controlled by their leadership traits. Each civilization gets access to its associated building types, which are expected to produce extra happiness. So a BUILDING_BARRACKS would be regular, and behave as normal, but a BUILDING_BARRACKS_MILITARY should produce a happiness.

In the case of HAPPINESS class buildings, the rule is reversed. The special Happiness tagged buildings are the less effective version of that type. These Happiness buildings are restricted to the Economic factions. Also, each scientific building should have a MILITARY tagged version that is slightly less effective for the Independent factions.


With these naming conventions we can specify which buildings grant the special advantages outlined in the Leadership traits section of the Bible (and if you've been thinking ahead, we can do a whole lot more too). Similarly, we can create the advanced units and the higher maintenance effects called for by the Bible. This XML tag naming convention is the key to making these traits come to life in our mod.

Thank you for taking the time to digest this ;). Comments welcome ;).
 
@belizan
I think I see what you are getting at. If I understand correctly doing this will mack so the same kind of buildings/units has different attributes(eg. costs etc.) depending on what trait your civ has. I would love to see this also done to the tech tree eventially(your tech tree depends on what civilization you are). This will defently diversify the civilizations a lot thus making the game more intersting.
 
matthewv said:
@belizan
I think I see what you are getting at. If I understand correctly doing this will mack so the same kind of buildings/units has different attributes(eg. costs etc.) depending on what trait your civ has. I would love to see this also done to the tech tree eventially(your tech tree depends on what civilization you are). This will defently diversify the civilizations a lot thus making the game more intersting.

This system could be easily extended to include tech access as well.
 
Ok, so we want to make different civs have different effects from the 'same' unit or building, and we do this by making two of the unit or building and replacing it when it is built with the 'special' one depending on the civ super traits? we want identical unit art for this? this is an interesting yet complicated effect we are attempting. i think we released the alpha too early and a lot of people have dismissed it without really understanding the sheer scale of the mod. second era units are almost done, i was watching (gasp) american idol and mythbusters
 
dsquared said:
Ok, so we want to make different civs have different effects from the 'same' unit or building, and we do this by making two of the unit or building and replacing it when it is built with the 'special' one depending on the civ super traits? we want identical unit art for this? this is an interesting yet complicated effect we are attempting. i think we released the alpha too early and a lot of people have dismissed it without really understanding the sheer scale of the mod. second era units are almost done, i was watching (gasp) american idol and mythbusters

Yep, basically. And yes, I think we released too early. *shrugs*
 
finished all the units up through second era except the two battery units, im gonna try to figure out why those NIFs arent skinning oh well I will email them to woodelf and have him XML them in right quick. argh i need a stiff drink, i have alpha channels and MIP maps coming out my ears
 
Sorry i did not get any work on the mod today so I think woodelf hold the most recent version of the mod atm.(to busy with the homework I was supposed to do yesterday. luckily I got an extension on the due date:))

@woodelf can you redo the changes to the unit and unitclass xmls in the xml files where I fixed the colonist bug? I would do it myself but i dont have time till tomorrow night.
 
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