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

Here is an intresting solution to do get some temporary unit graphics besides just reskining existing models: link

It is a way of using 2D images of the unit displayed on a 3D plane so that it can be used in Civ 4.

(1 Exam done :), 5 left)
 
matthewv said:
Here is an intresting solution to do get some temporary unit graphics besides just reskining existing models: link

It is a way of using 2D images of the unit displayed on a 3D plane so that it can be used in Civ 4.

(1 Exam done :), 5 left)

I saw that, but figured I'd leave it to the graphical guys to figure out. :mischief:
 
Belizan - what files or info do you need to help me make civs only found one religion max?
 
One more thing: Can you put it into python to grant a free colonist at a specific turn to each civ? I assume that the Earth might send up some more people before the Isolation.
 
woodelf said:
Belizan - what files or info do you need to help me make civs only found one religion max?

Uh, thought we went over this. You need to make the religions in XML, just like you were adding religions ordinarily, only put the entry in the tech list for founding them

Then, make me a list of which techs you want to have found which religions.

Re: Free Colonists, I can do that easily, you just have to tell me the rules you want it to follow.
 
Belizan said:
Uh, thought we went over this. You need to make the religions in XML, just like you were adding religions ordinarily, only put the entry in the tech list for founding them

Then, make me a list of which techs you want to have found which religions.

Re: Free Colonists, I can do that easily, you just have to tell me the rules you want it to follow.

I figured it was easier to ask again then to look back through the posts. ;)

They are in XML now, but I don't have the info on me (plus you should be heading to bed while I'm just getting up!).

I'd like to see what happens when you get a free colonist at turn 25 and maybe turn 75. Might speed the game up some.
 
Belizan said:
I haven't had a chance to work on the mod yesterday or today, as it turned out, but, if you can get me that tech and unit list, I think I'll just go in and put all the buildings and unit effects for the duplicates in myself.

As Richard Grieco once said in the movie Tomcat... "Cats can swim.. they just don't like to."

I wouldn't hold my breath on that flowchart. I need to take the time to write it down from the game (at home) and then bring it to work where I have Excel. :( The excel sheet I uploaded is as close as I can get right now. It's on my to-do list, but I'm having fun with GalCiv2 and adding more units and stuff to the mod.
 
woodelf said:
I figured it was easier to ask again then to look back through the posts. ;)

They are in XML now, but I don't have the info on me (plus you should be heading to bed while I'm just getting up!).

I'd like to see what happens when you get a free colonist at turn 25 and maybe turn 75. Might speed the game up some.

Easier for you maybe.

Yeah, I can do that very easily. Show up in their cap ok?

woodelf said:
I wouldn't hold my breath on that flowchart. The excel sheet I uploaded is as close as I can get right now. It's on my to-do list, but I'm having fun with GalCiv2 and adding more units and stuff to the mod.

Grumble...

Well, then I guess we'll just let the buildings languish for a while. What all are you modding at this point?
 
Well, if you're going to grumble then I'll have to see what I can do tonight! :p

My wife is teaching a class so I should have some time. So you need a flowchart showing the techs like the F6 screen? And you need to see what buildings/units come which each tech?

Cool on the Colonists! Thanks.
 
woodelf said:
Well, if you're going to grumble then I'll have to see what I can do tonight! :p

My wife is teaching a class so I should have some time. So you need a flowchart showing the techs like the F6 screen? And you need to see what buildings/units come which each tech?

Cool on the Colonists! Thanks.

Sure, and yes, that would be great.

I was just doing some late night fiddling. Tomorrow, assuming I don't get distracted again, I will put in the things I had intended to do on Monday. Namely, Terrain Attrition and starting in on events.
 
Just to be certain.....The flowchart will show the techs, their prereqs, and where they're headed. Do you want the units and buildings typed into the little boxes or jotted down somewhere separately? And I'll throw the religions onto this chart most likely. Do you need civics too for any reason?
 
woodelf said:
Cool, I guess.... :confused:

Can you answer the above post bub?

Well, it's a little hard to explain simply, but.. Python is very white space sensitive. Different editors display white space differently (tabs and spaces and such). So.. when I get python file I'm going to tweak extensively, I wind up redoing the white space for the file. Usually this is straight forward and smooth, because the file already ran. With the TechChooser though, I had to redo a lot of it, because it came out jumbled. Maybe it was wrong in the first place. Maybe my attempts to justify it munged it somehow. Can't say. Once I fixed the spacing, the bugs were gone. So... I think I solved it? Seems to work anyway. Of course, I missed Matt's code that removed duplicates, so I wrote a whole new set of helper functions to do it, and then.. found.. that... they weren't necessary. Although, my new functions are better then the old ones (faster, smaller, more flexible). Owing largely to the fact that Matt cut and paste some code I use elsewhere, which is probably not as well structured as it could be. :/.
 
woodelf said:
Just to be certain.....The flowchart will show the techs, their prereqs, and where they're headed. Do you want the units and buildings typed into the little boxes or jotted down somewhere separately? And I'll throw the religions onto this chart most likely. Do you need civics too for any reason?

Into the boxes would be great. Separately would work also. Puting the religions in there would be cool to. Civics... yeah, would be nice if it's not too much extra effort.
 
Belizan said:
Well, it's a little hard to explain simply, but.. Python is very white space sensitive. Different editors display white space differently (tabs and spaces and such). So.. when I get python file I'm going to tweak extensively, I wind up redoing the white space for the file. Usually this is straight forward and smooth, because the file already ran. With the TechChooser though, I had to redo a lot of it, because it came out jumbled. Maybe it was wrong in the first place. Maybe my attempts to justify it munged it somehow. Can't say. Once I fixed the spacing, the bugs were gone. So... I think I solved it? Seems to work anyway. Of course, I missed Matt's code that removed duplicates, so I wrote a whole new set of helper functions to do it, and then.. found.. that... they weren't necessary. Although, my new functions are better then the old ones (faster, smaller, more flexible). Owing largely to the fact that Matt cut and paste some code I use elsewhere, which is probably not as well structured as it could be. :/.

:eek: I'm glad you're doing the python bub! My head will be swimming for hours after just reading that. ;)
 
I'm going to plop the five Ideologies down here so people can help me flesh them out. I don't have any bonuses, minuses, ect done yet. They are in game (unreleased v0.19), but I haven't actually played far enough to found one. :p

Isolationists - self explanatory. Comes with Isolation tech. These people want to remain isolated from Earth or anywhere else.

Friends of Selene - Comes with Symbiotic Bacteria. Think of Deidre from SMAC. I know I often do! :drool:

The Fatalists - Can't recall the tech, but these people feel they are doomed.

The Lunar Preservation League - They obviously want to limit man's impact of the Moon, either peacefully or not.

The Earthians - After the loss of contact with Earth these people start remembering how great Earth was, whether true or not....

Nothing is set in stone, but I felt that we needed to use the Religion model somehow. I have a Holy City Wonder for each, but haven't done any balancing of bonuses. Belizan is helping me make it so no one can found more than one Ideology. Eventually I hope to tie the ideologies to the civs better, but right now they can all be founded by anyone....
 
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