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

I can try to do the merging, unless Matt has the time. He'd be better at doing the Python merging. Or you could merge python and I could do XML. Up to you.
 
I'm getting confused here on what is in which download now. I've downloaded an 18,(3?) .rar Thursday night labeled as .15, see mentionings of version .17... So, has this uploaded .15 version new stuff on it or not?
 
The stuff that Belizan is talking about is not in the game. It didn't make v0.15 and I didn't have it to merge into the patch.

If you downloaded the patch you have as much as I do at this point. ;)
 
woodelf said:
I can try to do the merging, unless Matt has the time. He'd be better at doing the Python merging. Or you could merge python and I could do XML. Up to you.

I'm not sure what Python Merging there is to do. I don't think there is any. Matt hasn't done anything that I'm aware of since he merged my stuff for .151a. So unless you've done some Python work, it should be just a matter of merging your files with mine and hoping that there is nothing else here that Matt has and gave to me that you don't have (because I won't know to send it to you).
 
Send me your stuff. I'll check dates, sizes, ect and merge. I'm eager to see what brilliance you've cooked up.
 
woodelf said:
Send me your stuff. I'll check dates, sizes, ect and merge. I'm eager to see what brilliance you've cooked up.

That won't help if you don't have the things he added when he sent me .151a.

But I'll let you and he worry about that, I guess. Actually, the XML files are small, I'll send my full set, then you should have everything except for art files he added, and those he should have copies elsewhere if we notice they are missing (not to mention it'll crash when it tries to load the missing resources 8)!
 

Attachments

We need to get everyone together at least for one day here so we know what's going on!

Thanks for the file.
 
Good now you're turning into me....posting to yourself!

I'll look into those files soon.
 
So other than the charter civics in the CivicInfos XML did you guys change anything else in that file? I don't see any problems so far.

The art you're speaking of...would that be buttons for the civics?
 
What is Civ4RouteModelInfos.xml and should it be in the art folder? It's new from the version I have.
 
woodelf said:
So other than the charter civics in the CivicInfos XML did you guys change anything else in that file? I don't see any problems so far.

The art you're speaking of...would that be buttons for the civics?

No, Matt said he put in some art things around that time. You probably already have whatever he did.

I *know* that you will have to update GlobalDefines, CivicInfos, CivicOptions, and CivilizationInfos
 
The tech flowchart is coming....slowly, but slowly. I stole, er borrowed, one that someone did in Excel for the Star Wars mod and am going to modify it for ours. Unfortunately I only have Excel at work and I'm not going in there today just for that! :p

Thanks for the definite 4 that have to be updated. I saw 3 of them easily, but missed the 4th.
 
What is Civ4RouteModelInfos.xml and should it be in the art folder? It's new from the version I have.

It was a file I was playing around with but I don't think there is actually any changes in the version you guys have.(I was looking into making glass walkways;))
 
After FIVE long hours of fiddling with it I have finally gotten the tech tree prettied up from start to finish! The arrows look good, the techs are more spaced out, and it simply flows better. That isn't to say that there aren't some techs that can't be replaced or need buildings or units, but it looks nicer for the next release.
 
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