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

Actually, Tamlyn wasn't so bad. He had a late night too, so felt unable to chastise me without being called a hypocrite.

Brilliant, Belizan! Absolutely brilliant! :goodjob:

I think it's a brilliant idea. And we can give the military/scientific/happiness/whatever clones the same civilopedia reference as the other buildings (a TXT_KEY reference so we don't get duplicate entries) and that'll reduce player confusion. And if we set it so the bonus buildings are never captured, we can ensure we don't get the wrong player with the wrong building type.

Brilliant!
 
JBG said:
Actually, Tamlyn wasn't so bad. He had a late night too, so felt unable to chastise me without being called a hypocrite.

Brilliant, Belizan! Absolutely brilliant! :goodjob:

I think it's a brilliant idea. And we can give the military/scientific/happiness/whatever clones the same civilopedia reference as the other buildings (a TXT_KEY reference so we don't get duplicate entries) and that'll reduce player confusion. And if we set it so the bonus buildings are never captured, we can ensure we don't get the wrong player with the wrong building type.

Brilliant!

Hmm.. good point, I hadn't thought of the capture case... I must be getting tired :). I can sweep for that and replace or remove them as appropriate, no need to set them to never be capturable. I suppose I'll go do that.. then.. heh.
 
matthewv said:
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.

Hopefully it's that easy. I hope I can just cut/paste my additions into the good files. I'll give it a go.
 
I'm going through the buildings now to eliminate oddities, like colony walls generating culture....that sort of thing. :)

This will be a more polished version of Alpha!
 
@ dsquared - whenever you can please tell me where all of these wreckage files go and also what the master units are for your skins!
 
Polish away! The more polished the better, methinks.

Once we've done that we ought to turn our sights on late-game issues. Bring on the playtesting! :drool:
 
How soon do you want this JBG? Right now I simply can't add dsquared's new skins until I hear from him. The XML is polished....
 
Belizan said:
Modulo I haven't gone to sleep yet.. and.. should.... ... soon. I'm ready to get locked down version of the mod to do the merge. Whenever you guys can swing it.

Sleep, sleep, sleep... :)

Did you see my request for three additional turrets friend?
 
I have a listing of 7 Wonder ideas from GeoModder from the pre-Alpha release thread. Are there any others I'm forgetting before I look into them?
 
master units?? i just called the NIF something close to what the unit is called.. so hvylastank.nif is for the heavy lastank and lmc.nif is lunar marines lmc_sniper is the sniper etc
 
dsquared said:
master units?? i just called the NIF something close to what the unit is called.. so hvylastank.nif is for the heavy lastank and lmc.nif is lunar marines lmc_sniper is the sniper etc

But I think the new skins have to go into a copied folder of the original unit. So if the heavy laser tank is a skin of a Panzer I make a copy of the entire Panzer folder, rename it, and then drop in the two new files. If I'm doing too much work I'd love to know it!
 
as long as the nif and skin are in the same folder you should be fine, also don't separate them as a couple glossmaps are used by two models. in the art defines just call SotM/assets/art/units/luna/lmc.nif and just leave everything in the luna folder so we don't lose dds's

yes youre doing too much work, most of those files are animations which we arent using anyways because we got crashes and XML errors on startup
 
im going to check out why replacing the hut graphic crashed your game, it should be fine, i suspect it has something to do with 'popping' the hut KFM's

the new worksite, should go in art/structures/improvements/landworked
worksite.nif
worksite.dds
smoke.dds

also remove the reference to the original graphics in the artdefines improvements xml, its after all our stuff, change the graphic reference to the new one and it should be fine.
 
What thread is used for suggestions nowadays? Mathew links to this thread, and another link goes to a "suggestions" thread.
 
dsquared said:
as long as the nif and skin are in the same folder you should be fine, also don't separate them as a couple glossmaps are used by two models. in the art defines just call SotM/assets/art/units/luna/lmc.nif and just leave everything in the luna folder so we don't lose dds's

yes youre doing too much work, most of those files are animations which we arent using anyways because we got crashes and XML errors on startup

So you're saying that to "skin" a, let's say, worker you don'y need an entirely new folder with all of the default files, just a new folder with your two altered files? That boggles my mind. I'll try it....
 
GeoModder said:
What thread is used for suggestions nowadays? Mathew links to this thread, and another link goes to a "suggestions" thread.

Here's fine, the Alpha thread is fine. Email then to me, that's fine too!
 
you dont even need a new folder, folders are purely orginizational, since I dont want to duplicate a bunch of graphics files so I used the same folder, the NIF file looks in its home directory for DDS files, since we are worried about size i figured no need to take up more room than necessary. the NIF is actually pretty robust, and civ4 lets us call graphics anywhere in the assets folders.
 
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