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

woodelf said:
More observations from the 1st era:

I need to find some improvement buttons.
The promotions are screwy because I did "or" instead of "and" so you can get level II before I in some cases. :(
There are some civics TXT_KEY issues.
I received no xp from attacking and killing a barb lunar marine.
Radio car, is it worthless? Maybe we could have this unit be consumed to make radar towers?
Lunar scout should upgrade to Lunar rover.
Rocket trooper and laser infantry are basically the same, one needs to be moved elsewhere.
Air Purification tech needs to accomplish something, whether it be happiness, a building, something.

I was thinking to add Terrain Attrition, under which circumstances, the Radio Car would attrit far slower (having no living things in it). It's my personal compromise on fuel 8). Or, we could say that the Lunar Scout and Rover are unmanned as well, and what's special about the Radio car is that it acts as a mobile radar tower (perhaps slightly less effective).

As for Air Purification, it aught to have a health building associated with it. Also, you should examine and bend your head around what can be accomplished with the Tech Edge system. It is far more versatile then what it was originally called on to do. Which, btw, is another thing. You or D^2 or JBG, I forget who requested that feature, need to go through the techs and design you tech edge progressions.

As for Rocket Troopers, they could be made to have short range "rockets", effecitvely mini-artillery. Range 2 say.
 
woodelf said:
When I changed the text to show up as "Life on the Moon, yr 1" I must have screwed up something with the save game data. Now there are wierd TXT_KEY_SAVE messages in the save and the autosave isn't working too well. Anyone know how to fix it or do we go back to the 4000BC default?

I have noticed no such issues, but I guess I haven't tried to /restore/ a save game 8).
 
Belizan said:
Sheesh, and your the XML guy...



Except for food, you'll want to use the first iYield... that's from the City Bunkers.

If I'm our XML guy we're in trouble. :) Thanks. I knew I had seen it before, but there are so many options that I can never find what I want when I want it!
 
Where are we with adding the traits, Matt? I guess I should just wait for the Saturday internal release.

BTW folks, I think we should consider doing a second round of internal development and release. I know, for instance, that you all have not had a chance to think about what to do with the tech edge system. And no XML has been generated to my knowledge to take advantage of the new leadership traits. I think we want to flesh those out some more, and give ourselves a chance to play with them to get a better idea of how they can be put to use. Also, I want to go through the civics to rectify them with the Bible versions, and add whatever Python code is necessary to fill in the gaps. Then we'll want to think about how much we like the ramifications thereof.
 
Where are we with adding the traits, Matt? I guess I should just wait for the Saturday internal release.
I gave each civ the appropiate trait and am working on the buildings.
Just one quick question. If I have one building class defined "BUILDINGCLASS_HELIUM3_EXCHANGE" and one "BUILDINGCLASS_HELIUM3_EXCHANGE_SCIENCE" would all non-scientific civilizations get the "BUILDINGCLASS_HELIUM3_EXCHANGE" building type and scientific civilizations get only the "BUILDINGCLASS_HELIUM3_EXCHANGE_SCIENCE" building type?(just an example)

Edit: oops I posted under the wrong name.(I am matthewv on robby's computer)
 
Out of curiosity, I've seen several references to "the Bible." Is this jargon for some manual, or is this the actual Bible? It's pretty confusing.
 
I gave each civ the appropiate trait and am working on the buildings.
Just one quick question. If I have one building class defined "BUILDINGCLASS_HELIUM3_EXCHANGE" and one "BUILDINGCLASS_HELIUM3_EXCHANGE_SCIENCE" would all non-scientific civilizations get the "BUILDINGCLASS_HELIUM3_EXCHANGE" building type and scientific civilizations get only the "BUILDINGCLASS_HELIUM3_EXCHANGE_SCIENCE" building type?(just an example)

Never mind a tested it myself and the answer is yes good jgo on the coding belizan. That peice of code gives our mod emense possibilities
 
Robby said:
I gave each civ the appropiate trait and am working on the buildings.
Just one quick question. If I have one building class defined "BUILDINGCLASS_HELIUM3_EXCHANGE" and one "BUILDINGCLASS_HELIUM3_EXCHANGE_SCIENCE" would all non-scientific civilizations get the "BUILDINGCLASS_HELIUM3_EXCHANGE" building type and scientific civilizations get only the "BUILDINGCLASS_HELIUM3_EXCHANGE_SCIENCE" building type?(just an example)

Edit: oops I posted under the wrong name.(I am matthewv on robby's computer)

Yes. (that is correct. Stupid 10 char minimum 8)

matthewv said:
Never mind a tested it myself and the answer is yes good jgo on the coding belizan. That peice of code gives our mod emense possibilities

Ah, nvm :). Yeah, it's been a little while since I've worked on coding/modding games, but it's all coming back to me 8).
 
@bezilian
do you know of any way to make so that the muiltple simular buildings don't show on the tech tree? (Make so that only the building that aplies to the peticular civilization shows on the tech tree) This applies to units as well.(and techs when we do techs in the same way.)

Why does their have to be so many buildings? This is taking forever.:rolleyes:
 
do you know of any way to make so that the muiltple simular buildings don't show on the tech tree? (Make so that only the building that aplies to the peticular civilization shows on the tech tree) This applies to units as well.(and techs when we do techs in the same way.)
Ok, I found out how to do this. In TechSplashScreen.py you test weather on not the building(or unit) should show before shoing it depending on what your civ trait is. Can you write the code for this? if not I will do it.(though there are plenty of other things I could do instead so I would rather you did it).

I did some of the trait stuff for the building but none of it for the units. as this severly affects the balance of the civs, I think I will leave the rest for now until we have a more clear layout of how we want to affect each specific building and unit according to the leader trait.

I am going to bed now. I will release the playtest version tommorow morning once JBGs stuff is added.

While playtesting also look for severe balance issues as well as bugs. Also try to think of how we should effect each building and unit according to the civ trait.(I would like to do some more building unit changes before aalpa release so that people getting a better taste of it). Think of places where the tech edge coding can be used as well.(some has already been done to show how it works but likely needs to be refined)

I love how artilary barrages works, but we needto make some changes so that it is easier to use(not very user user friendly at the moment). I will look into this and explain more about it later.

All the new python stuff really make some cool gameplay changes to this mod. Keep up the good work Belizan
 
matthewv said:
@bezilian
do you know of any way to make so that the muiltple simular buildings don't show on the tech tree? (Make so that only the building that aplies to the peticular civilization shows on the tech tree) This applies to units as well.(and techs when we do techs in the same way.)

Why does their have to be so many buildings? This is taking forever.:rolleyes:

I haven't looked, yet, but I presume one could override the code that does the tech displays in the techchooser. There are bunch of cosmetic issues like that we can worry about for v2. At least, that's my opinion ;).
 
matthewv said:
Ok, I found out how to do this. In TechSplashScreen.py you test weather on not the building(or unit) should show before shoing it depending on what your civ trait is. Can you write the code for this? if not I will do it.(though there are plenty of other things I could do instead so I would rather you did it).

Well see above as to my consideration of that as a priority ;). However, TechSplashScreen.py is not what you want. That brings up the screen when acquire a tech (with Nemoy's soon to be spoken quote, etc.). The screen with the tech tree is oddly named "TechChooser".. CvTechChooser.py. That's where you'd have to mod it. Unless you are only concerned about the splash screen that comes up on Tech Acquired? o.O

Anyhow, things we can look at after we have all the baseline features in. Events are going to dramatically shift the balance of the game again. And Terrain Attrition is going to give you alot more options to think about. And then there's the satellite system. Which we should start talking about at some point 8). Not now though. We have enough to do ;).
 
So who's "officially" releasing the "official" version for us to test before the "official" Alpha release? :D
 
So who's "officially" releasing the "official" version for us to test before the "official" Alpha release?
That would be me. Were is JBG so I can add hid xml before I release it?

The good news is I haven't seen any bugs at all lately.:D

Well see above as to my consideration of that as a priority . However, TechSplashScreen.py is not what you want. That brings up the screen when acquire a tech (with Nemoy's soon to be spoken quote, etc.). The screen with the tech tree is oddly named "TechChooser".. CvTechChooser.py. That's where you'd have to mod it. Unless you are only concerned about the splash screen that comes up on Tech Acquired? o.O
It looks like we will have to chang both. As well as explain in the civlopedia which building tech belongs to which trait(s). We also need to explain how the new traits work in the civlopedia. Of course all these things do not affect gameplay and wait till after the next release.

Edit: I sent out the playtest vesrion 0.11 check your pm
 
Grrr, still waiting for filegone to not be doing maintenance!

But I haven't seen bugs in a while either.

One thing I did add to my own version that could be added to the official is letting some or all resources be available on Craterrim terrain. Seems odd to see nothing on them when they could have waterice or ores.
 
This have JBG's stuff in it?
No, I haven't seen him online for the last couple of days so I decided to post it without his stuff.

One thing I did add to my own version that could be added to the official is letting some or all resources be available on Craterrim terrain. Seems odd to see nothing on them when they could have waterice or ores.
Just sent me all the files you change and I will add them when I debbug on Monday.
 
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