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

What civics got changed/added since the Charter Civics? I haven't touched them in 2-3 months.
 
matthewv said:
Okay, I'm up at 3:00 AM becuase I can't sleep because this bug is driving me crazy. My current gut reaction tells me its related to civics and since I never really touched civics, I have difficulty getting the game to crash. I am at the situation where I am pulling strings out of nowhere as I am completely stumped as this bug seems so random its crazy.

I'm really at a disadvantage here since I do not know what all was changed that could have caused the bug or when the bug was introduced since I was not tracking this mod closely. Right now I feel Belizan has alot better chance at finding this bug since he has a much better idea of all this.(So belizan can you plz look into this bug more, even though it seems it caused by xml bug and you seem to hate touching the xml. I am starting to beg here)

I haven't touched the civics in a long time :/. And I did try to debug the XML, but none of the issues I found were "the" problem.

What have you corrected so far, so I have all the fixes to date?
 
What have you corrected so far, so I have all the fixes to date?

I fixed the AI Agents art reference, changed the food production of resourses and edited the cultural level info. I think thats pretty much all I did besides edits to python to help me debug.
 
Belizan said:
I'm not disagreeing. I have never liked hte idea of barbarians on the moon, and yet it is a feature which several people have been very fond of. The question, therein, was if we were going to put barbarians on the moon, what shape would they take. And that's where this discussion starts from. Under any circumstance, they would be turn on/off able from a map option.
Yeah, and 12monkey's scenario for robotic colony Barbarians does actually seem pretty cool, in a way which random events as replacement for barbarians does not. There's just something about robots. :scan:

Ehrm... well, sort of. Anyways, and this might have been discussed already, but why are the Special Civics not handled like Golden Ages? While not necessarily just triggered by Great Peoples, without religions and culture they could be a "replacement use" for Great Peoples. The turn limit to the special civics would perhaps be more forseeable or "acceptable" if they're handled this way. Then again, this would remove the option of the player to continue with the civic in spite of increasing drawbacks, and also, the special civics have already been coded (haven't they?). Just an idea, if the code can be reused -- and if civics are the reason for the CTD.
 
Holistic said:
Yeah, and 12monkey's scenario for robotic colony Barbarians does actually seem pretty cool, in a way which random events as replacement for barbarians does not. There's just something about robots. :scan:

Ehrm... well, sort of. Anyways, and this might have been discussed already, but why are the Special Civics not handled like Golden Ages? While not necessarily just triggered by Great Peoples, without religions and culture they could be a "replacement use" for Great Peoples. The turn limit to the special civics would perhaps be more forseeable or "acceptable" if they're handled this way. Then again, this would remove the option of the player to continue with the civic in spite of increasing drawbacks, and also, the special civics have already been coded (haven't they?). Just an idea, if the code can be reused -- and if civics are the reason for the CTD.

Honestly, the special civics were the brain child of JBG, I just coded them. We'll probably re-work them, but gold ages can not be co-opt'd in the way you are describing (at least not in any straight forward fashion 8).
 
Woodelf asked me to make a robot unit the other day that you could possibly use in your mod. I've got it modelled, and just need to add the skin to it, so I thought you all might want to see it.

I'm also playing around with adding some animations. But I've never done that before and don't know if I will be able to figure it out or not. Either way it should probably be ready in the next day or two.

robotpreview.jpg

There's no skin attached yet, so that's why it's all grey right now. And whatever colors/textures I decide on will be changeable with the .dds file.
 
Dual said:
Woodelf asked me to make a robot unit the other day that you could possibly use in your mod. I've got it modelled, and just need to add the skin to it, so I thought you all might want to see it.

I'm also playing around with adding some animations. But I've never done that before and don't know if I will be able to figure it out or not. Either way it should probably be ready in the next day or two.

View attachment 120675

There's no skin attached yet, so that's why it's all grey right now. And whatever colors/textures I decide on will be changeable with the .dds file.

That is gorgeous so far Dual. He might not end up being a barbarian, but I can see him as a modern era worker, a disposable military unit, or simply a cool dewd. :p
 
I think the robots from the failed robot colony were more the unmanned rover and trashcan droid with wheels variety.

Warsong says there was an unmanned Russian probe on the moon that operated for 4 months before succumbing to the cumulative effects of the Lunar Dust. Maybe something that looked like it (wouldn't it be nice if I had looked up a picture already? :/. Sorry :( ).
 
Dual's bot will be more for working in harsh conditions and warfare I think. The barb idea is a longshot. Plus, I have need of him elsewhere.... :scan:
 
Keep us posted. This mod feels so disorganized that I don't know if we can do much more than patch it up and move on. There is a lot of good work to move to the new one though.
 
woodelf said:
Keep us posted. This mod feels so disorganized that I don't know if we can do much more than patch it up and move on. There is a lot of good work to move to the new one though.

Yep. I had intended to implement ideas in the current one to test them out, but with the bugs, and my being sick all week and other time sinks, I haven't had the chance.
 
Does that mean we're having robotic barbs or not? I think you'll need the SDK though to choose what units can be barbs. Right now the barbs get the same units the players do... :(
 
woodelf said:
Does that mean we're having robotic barbs or not? I think you'll need the SDK though to choose what units can be barbs. Right now the barbs get the same units the players do... :(

Actually you can do just that via XML.

Further you can completely replace the entire barbarian generation algorithm via Python.

Anyway, my plan was to make them a switchable option in the map script, so you could pick whether you wanted them or not.
 
I posted that robot unit I had previewed: http://forums.civfanatics.com/showthread.php?t=164543

I wasn't able to get the animations working yet like I wanted. And that's probably going to take a while, so I went ahead and posted the static model for now. I'll update it whenever I add the animations in the future. :)
 
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