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

12monkeys said:
I think its not possible to take away the food production. Food Production is not a modifyable value, its a result of the following parameters, which you can adjust :
- Terrain Type : CyPlot.setTerrainType(TerrainType eNewValue, BOOL bRecalculate, BOOL bRebuildGraphics)
- Feature Type : CyPlot.setFeatureType(FeatureType eNewValue, INT iVariety)
- Improvement Type : CyPlot.setImprovementType(ImprovementType eNewValue)
- Route Type : CyPlot.setRouteType(RouteType eNewValue)

Or did I misunderstand you?

Yeah, you kinda did. The tile the city sits on is treated specially in terms of how the game determines what it produces. I don't know the exact formula they use, and I don't know where to modify those effects. It's not hugely important atm, though, as I've found another solution to the problem. I would still like to know, if for no other reason then to be less ignorant.
 
matthewv said:
Victory conditions should be conquest, domination, and definately spaceship to take us to Mars or maybe a planet in a different solar system.

I or course put my vote on a ship to Mars, since that would tremendeously limit the amount of work to be done on the moonmod itself. This would especially be nice if a second map (of Mars in this case) could be brought in. :mischief:
 
Belizan said:
Hey Matt, can you look into making features? We could use a good debris feature (8-12 small rocks), an impact crater feature (circular anime-esque impact crafter), and some sort of "damage" overlay feature to be used like fallout is used now.

And don't forget little moonlander-like graphics while you're at it. ;) These could be static I suppose.
 
GeoModder said:
I or course put my vote on a ship to Mars, since that would tremendeously limit the amount of work to be done on the moonmod itself. This would especially be nice if a second map (of Mars in this case) could be brought in. :mischief:

As Warsong would tell you, colonizing Mars is far more practical then colonizing the Moon, but we're doing a little suspension of disbelief here.

Trying to put both into one mod, however, would make our job... much. /Much/ more complicated 8). Let's just stick to one dream at a time ;). Anyway, doing a split map like that is pretty inpractical until we have the proper SDK.
 
I know. A double set of terrain graphics (or most types of terrain anyway), how to implement more then 1 civ flying over to the new map,...

And about that suspension of disbelief, take that with a big grain of salt. Nobody on Earth is going to step on Mars the next generation (at least), so we're stuck with the moon anyway.
 
Belizan said:
He also said that Track Vehicles are damn near impossible on the Moon, because of the moving parts/dust issue, and therein should be removed entirely. Instead wheeled rovers and hovers vehicles like our skiff (which he called a Lunar Ground Effect Vehicle) should be the order of the day.

We're still arguing about nukes 8).

If we cut out tracked units we're in a serious shortage of Vanilla models. Plus most of the modelers are making more tracked stuff...

Since tracked units all come later in the tech tree why not suspend belief some more to get proper dust repulsion techs and lubrication. This way attrition will be very believable.
 
Belizan said:
As Warsong would tell you, colonizing Mars is far more practical then colonizing the Moon, but we're doing a little suspension of disbelief here.

Trying to put both into one mod, however, would make our job... much. /Much/ more complicated 8). Let's just stick to one dream at a time ;). Anyway, doing a split map like that is pretty inpractical until we have the proper SDK.

Here's a possible solution.....we can make this mod small and use it as a learning process, template for a larger far reaching mod later. Honestly I never play a game beyond era 2. If we make this mod about Colonizing and then Surviving we can jump to Expansion (spaceflight) and not have tons of filler eras. There's no rule that we need 96 techs or 600 turns.
 
Well, I'm going to see what falls out of Warsong and my work, when we start feeling like we're reaching too hard for techs...

Personally, my work on SoM was largely a project to help me get up to speed to make my own mod, and because JBG seemed to have a vision, but no Python coding confidence. I'm not sure I want to sign up to do the Red Planet immediately on the back of this mod anyway. Though, I suppose, once I have all this codebase done, there won't be all that much more work for me to do to support Mars. But I digress...

Let's try and stay focused, please, and stop thinking/talking about a Mars mod. One mod at a time.
 
I'm not exactly thinking of Mars, but you said it would be easier to colonize than the Moon.

I'm happy with the Moon, but I don't want to see us strecth out a 3 era mod into 6 just for form's sake. How many people really play a game beyond 2 eras anyway? CivIV simply doesn't stay fun beyond a certain point, at least for me. So I always restart. ;)
 
Speaking of focus, I have gone through the buildings once, and tweaked a bunch of other xml files here in my version. I'm still doing more tweaking, but honestly, I could tweak forever. I have avoided doing anything major, like add/move techs, I'll let someone else do that if they like. I guess what I'm asking for, is how long are you willing/should I spend tweaking the old mod. At the moment, I have fixed up all the special building types, although Commerce looks strong in the beginning, IMO. I did a few other tweaks, added some things, moved a few capabilities around, moved colonists to Isolation, which I have lots of misgivings about, not in the logical aspect so much as the "so what will people do in era 1" aspect. Anyway, you want me to package it up now or give it to you tomorrow?
 
Belizan said:
Speaking of focus, I have gone through the buildings once, and tweaked a bunch of other xml files here in my version. I'm still doing more tweaking, but honestly, I could tweak forever. I have avoided doing anything major, like add/move techs, I'll let someone else do that if they like. I guess what I'm asking for, is how long are you willing/should I spend tweaking the old mod. At the moment, I have fixed up all the special building types, although Commerce looks strong in the beginning, IMO. I did a few other tweaks, added some things, moved a few capabilities around, moved colonists to Isolation, which I have lots of misgivings about, not in the logical aspect so much as the "so what will people do in era 1" aspect. Anyway, you want me to package it up now or give it to you tomorrow?

I say package it up. We can let people test it and we can tweak buildings more as we go. That way we'll get them hammered out for the new mod.

If you added Colonist immigration in python then there's no need to build any until isolation.

The whole what will people do in era one is why I want it to be tiny the next time around.

How big is it?
 
Belizan said:
BTW, did you look at that route graphics pack for a moon trail/road that is better then the one we are using? Might look slick.

Nope, is it new? I assume this stuff is easy to add, like units.
 
Fairly new... Not sure about how hard it is to add. Pretty easy I think.

http://forums.civfanatics.com/showthread.php?t=161162

You want me to package up what I have, btw? I should probably be concentrating on Python stuff anyway. I think I may have messed something up in the XML, because it CTD'd on me once when I quit. Never done that before. Probably should let you look it over and stop messing with it 8).

Wonder if I shouldn't have altered GlobalDefines.xml 8). heheh.. Anyway...

I'll start bundling, that way you can be master holder of the build, since you want to add more graphics and what not.
 
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