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

At long last, the tech tree flow chart is here. To paraphrase Tony Soprano "it's dead to me". I don't want to deal with it again for a while.

Thanks to the StarWars mod who's template I stole to place it into Excel. I had to winrar it and rename the .rar to .zip so it better work. Any idea why CFC won't do .rar extensions? Odd.

The file you posted is corrupted :(
 
At long last, the tech tree flow chart is here. To paraphrase Tony Soprano "it's dead to me". I don't want to deal with it again for a while.

Now its my turn to mess with it and figure out which civ can't research which tech. :) belizan did write the code to make this possible right? I think I read a while back that he did but I can't remember.
 
Matt if you take over the tech tree for a while I'll be thrilled! :D When your tests are done, of course. ;)

After going over it so many times I can see some unnecessary ones and some room for improvement.
 
woodelf said:
Thanks for the comments Holistic. It's a work in progress and any help, tips, or advice people give is much appreciated. The one part I didn't mention is that these all pop up after the isolation trigger so they begin in the 2nd era. I didn't see a need for them before the people started feeling isolated.
Oh, well. While two generations of ideologies (ones pre- and post-isolation) could make for some interesting "dynamics", I suppose the ones I suggested are all more or less covered by Earthian (Tellism, perhaps? (as in Tellus, or, how to pronounce terrorism the Texan-Japanese way)) -- after contact with Earth is lost.

The "most desirable time" for ideologies to appear should ("gameplaywise") depend on how fast the tech pace is with respect to making contacts with other players and expansion. Diplomacy just isn't the same without religious/ideological/(dogmatic) differences.

So... while pre-isolation ideologies would be quite out of place later on, perhaps they could be "melded" into the Earthian ideology once it's discovered? I'm not sure how difficult it would be to code, but at least balancing would be -- early ideologies or Earthianism would need to be very weak or other late ideologies stronger for it to work, so I suppose it's not a very good idea anyway. Oh well. I won't reiterate the idea of ideologies with negative effects (for which Fatalism seems quite suited).
 
@ Holistic - if you want to take a crack at seriously figuring out Ideologies I'd be grateful. :D We need something and anything you could give from another set of eyes (fingers ;)) would be fresh and appreciated. I think we need new blood and ideas to alleviate our burnout.
 
I don't know about "serious", but sure, I could certainly have a crack at it. Since I'm not very keen on reading through this entire thread (well, not now at any rate), my suggestions might deviate from the aims of this mod and be of questionable use, though.
 
Holistic said:
I don't know about "serious", but sure, I could certainly have a crack at it. Since I'm not very keen on reading through this entire thread (well, not now at any rate), my suggestions might deviate from the aims of this mod and be of questionable use, though.

From the Moon Bible there are 3 groups of 5 intial civ types; Scientific, Corporate, and Independent. Now I assume that once these get to the Moon there will be differences arising, especially after the isolation event (which needs work). From there different ideologies and religions need not follow any guidelines IMO. Suggest away!
 
Damn and I don't have excel at home.....

Did you make changes in XML or do you want me to this weekend?
 
matthewv said:
Now its my turn to mess with it and figure out which civ can't research which tech. :) belizan did write the code to make this possible right? I think I read a while back that he did but I can't remember.

Yes, I did.

I was going to do a wave of XML revisions myself. When are you looking to do this? I don't want to create a merge nightmare.

Also, Woodelf, can I get your latest XML files?
 
Oh, and I really did find the CvTechChooser indexing error. Not sure how we introduced it, but I have apparently definitively fixed it now 8). The error has to do with an ordering dependency, and therein I could simply bullet proof the code to never trigger the error, but, I've left it with this solution for the moment, because I want to know if there's something more complicated going on (and I'll never know if I just bulletproof the update function).

Anyway...

What's up on the XML front, folks?
 
The last version I sent you guys doesn't have the religions, but that's no big loss. I say edit away between the two of you and don't worry about me. I don't have time tomorrow to do any modding so I won't step on anyone's toes. ;)

I do have a version with the lunar rover added, but that's minor and not worth sending out just for that.
 
What did you change? Errors, or just your suggestions?
suggestions:)

Did you make changes in XML or do you want me to this weekend?
nope I did not change the XML. If you make the changes to the XML make sure you follow Belizan guidelines for the civ specific techs.

You will also notice I made a significant change with isolation. I am hoping we can make early game before true isolation from earth represent the game Colonization(I hope you know what I am talking about) This will require some extensive python programing but if we could get it to work it would be awesome.

I will not be doing any xml changes this weekend so you guys can coordinate XML changes amongst yourselves.
 
Okay Matt, sounds good.

Can you guys check to see if the Rover that smitty is in the version I sent you? It's be in the Assets/Art/units/Rover? Now I can't remember what I sent! ugh
 
I'm also going to add the new Turret graphic and colony pod that smitty made, but that can wait as well. DSL is on the way!
 
Belizan - I sent a small email with the Rover unit added in. That's my v0.18a. :D

v0.19 won't ever see the light of day since the Ideologies need work.

Do your mojo to anything you want.
 
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