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

Belizan said:
I think it is far more realistic that food be growable in the colony base itself then on the surface of the moon, so your mileage may vary 8). Either way, JBG will probably want to address that when he resurfaces again.

Moon to Major JBG eh? ;)

On the graphics side:
Sometimes the red barbcross (over their flag) shows on units from other factions as well, especially after an airrecon by the artillery "plane".
Glasshouses may be alot smaller IMO, and tilted like the rest of the improvements. But that's just aesthetics.
Btw, it is normal that extractors (wells) still don't do their animation when worked?
 
This isn't boding well for the next release if JBG hasn't been heard from in 3-4 days and we're simply spinning our wheels waiting. Anyone have an action plan for the next couple of days? We need to do something or I fear the team will find other things to work on.
 
Well, I've been playing FfH 9.5 personally 8). And it's the weekend of course, so always many interruptions and other activites, etc.

But I still have things to code. Civics. Terrain Attrition. Resource-variable Buildings. Mm, some other stuff I forget at the moment. Then events, which will take me a while. So I'm not especially inconvenienced. Just wanted to talk to JBG about some of these civics. I'll just go with whatever makes sense to me in the interim 8).
 
It's hard for me since I have no idea if he's edited anything and he's the one who really wanted the next release that we can't do without him...
 
woodelf said:
It's hard for me since I have no idea if he's edited anything and he's the one who really wanted the next release that we can't do without him...

Well, personally I wanted us have another round of compare and exchange anyway, so it's all good.

I'm puting in the Special civics out of the Bible now. Any thoughts on the "can't select again" aspects? It seems like he means can't select the same one, but.. what's to stop someone from just bouncing from one to the next, etc.?
 
Belizan said:
Well, personally I wanted us have another round of compare and exchange anyway, so it's all good.

I'm puting in the Special civics out of the Bible now. Any thoughts on the "can't select again" aspects? It seems like he means can't select the same one, but.. what's to stop someone from just bouncing from one to the next, etc.?


Maybe can't select within a set number of turns? That would make sense. Not anarchy, per se, but the inability to go back to a civic for 25 turns after changing?
 
woodelf said:
Belizan - did you have time to add 3 more turrets to your python code?

yeah, they are in there... TURRET1, TURRET2, and TURRET3 I believe. Check int he UnitInfos file they are with the other turrets.

You can add your own turret types you know, it's really easy, just one line you have to add the Unit tag to (i.e. UNIT_BASETURRET) etc. I commented it, but I can "walk you through it" as well, if you like. It's in Config.py.

In any event, yes, the other three turrets are in 8).
 
woodelf said:
Maybe can't select within a set number of turns? That would make sense. Not anarchy, per se, but the inability to go back to a civic for 25 turns after changing?

Yeah, no he has statements like...
"Once de-selected, cannot declare nation emergency again for 50 turns"

But there are like 5 special civics

So you could just rotate through each one... Seems like what he meant was...

"Once de-selected, cannot declare another Special civic again for 50 turns"

*shrugs*.. Easy enough to change once I hear from JBG I suppose. I'm tired of waiting.

Just got done making the civics screen fit our civics ;).
 
I think it might be easier to make changes now if you have time and then see what JBG thinks. Like the old saying goes "it's easier to ask for forgiveness than permission." So far everything we've done without supervision has worked well and been fine with him.

I'll check the turrets later.
 
I don't know if I spaced it or someone changed it, but all the Promotion_TE types need to be set to <TechPrereq>TECH_NEVER</TechPrereq>. These promotions are not meant to be gained through experience.

This is my fault. I thought the tech edge thing would not work unless the promotions were available

- The barb Pistolman shows a pink button when its "threat" is announced.

Again my fault, I was playing around with unit icons.(easy to fix)

I also think its time to unfreeze the playtest version to make a bunch of changes.(We won't be releasing to soon anyway, I was hoping to release on Wednesday since I have the day off)

Edit: I plan on making changes to the mapscript today and dranatically decrease the time it takes to start a new game.
 
matthewv - When will you need any files we've made changes to? So far the only files changed from this release are the text files that I did send out Friday and I made most of the resources available on TERRAIN_CRATERRIM. Not much else has been changed by me.
 
Sounds good. I'm going to try to think about how to tie in the resources to units, especially after Isolation, when we won't be getting trade goodies. We'll need to decide how important Crystal is to Laser units, which ores are needed for tanks, whether H2 is needed for artillery, ect. Is it possible to 1/2 the cost of units when you have the resources like you can with buildings and Wonders?
 
Is it possible to 1/2 the cost of units when you have the resources like you can with buildings and Wonders?

If it is not possible through xml it can easily be made possible with a bit of python.
 
Good. It's a bit extreme to say you can't build something because you have zero resources. It's unrealistic to get zero of anything since there are always impurities in other materials mined so you will get some. So if you have a large source you should either get a bonus towards a unit or conversely get penalized for not having it.
 
While I have then in my mind I will post some of the ideas that I have(to be implimented at a later date(maybe))

-(Needs Advanced Python Coding. wait till SDK) have unit creation like it is in Alpha Centuri(sp?) instead of always researching new units you instead reseach components to add to your units(like new shielding, weapons, etc). The cost of the unit depends on the cost of the individual components and prototype units cost twice as much as the regular cost.

-units that can clear dust seas(very easy to impliment).

-Mines. Minelayer units can transport mines and mine sweeper units can detect and clear mines. Mines are created in a city like any other unit but can only be transported on minelayers.

-unique tech tree depending on your civ trait(ind, sci, or econ). Easy to to using the same type of coding we are using for unique buildings and units.
 
Those are nice ideas. :)

What would you like to see worked on before Wednesday? Since you're most likely the compiler. ;)
 
What would you like to see worked on before Wednesday? Since you're most likely the compiler.

I was thinking in the future. Though the unique tech tree is easy to do and could be done by Wednesday.(Make some tech unavailable to some civs). If I feel bored I wil do it otherwise I will wait for Belizan to do the coding;)

What to you think of the first idea?:) Do you understand what I mean by it?
 
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