Drakonik said:Perhaps you should just start the version counting at .3, or .25. It seems that enough progress has been made to qualify a .3, but if not, .25 should be good. Just a suggestion, though.
woodelf said:Yes, Geomodder's screens that he was so pleasantly badgering () me about are now there, ...
woodelf said:JBG - Not to be too pushy...but are you here for good or just 2 days out of a month?
woodelf said:Here are some quick reskins of the Ancient city set to make it look less Terran. The last one was the first to see what parts of the dds affected what. I don't think we want the roof looking like that...
woodelf said:Holy crap, it's a JBG sighting!![]()
Honestly, I don't know where we stand with this at all. Belizan and his friend are doing something, dsquared is doing taxes/school, matt is doing school, geomodder is doing who-knows-what, and I'm playtesting FfH and helping padmewan (sp) on a SMAC-type mod. I think we all want to see a Lunar mod succeed, but none of us were Leaders. I'll let Belizan chime in to see what's going on.
Scan the kazillion pages and see where we are how rudderless we became....
JBG said:Ah.
Hmm. Well, from what I can tell, rather a lot's been going on. I know Rabbit (white) has been doing a couple of loads of SotM units (available via his sig.) and that work has progressed to the stage where the emergency civics have been included. Work seems to have continued on most fronts, though.
Are you saying you want me to be leader again?
Our team deployment, therefore (by 'team' I mean major contributors I have encountered on a post-to-post basis):
Woodelf - present.
GeoModder - present.
Belizan - present as of last page, possible few-day absence.
Matthewv - ?
And myself. Apologies to anyone I've missed off.
Assuming I left you at the patch 0.15A stage, what number would you say we're at/going to now?
Assuming, also, that you want a sense of direction, my thoughts would be for us to continue bug-hunting and sorting out issues with the tech tree, civics, units, &c. What I'm trying to say is, that we should build up a basic, workable, playable Alpha (call it v0.20A). This version should have no real problems strictly speaking, and should be playtested thoroughly. It does not have to be brilliant, but it should be a platform from which we can build up the rest of the mod - essentially, the foundations.
In order to work towards this we need to think about winding up with including new material and instead concentrate on honing what we already have. Looks, while important, need to remain a superficiality at least until we have the basic cogs and programming working.
Any thoughts?
woodelf said:I think our motivation went in spurts and that's not good. We had a serious lack of direction and cohesion. That needs to be worked on and addressed if we're going to revive this mod or start a new one.
JBG said:Okay. Thanks, 12monkeys, I might actually do that. Once I've played v.022A I'll start thinking about a progress chart.
Now, Woodelf, it's funny you should mentions sounds. Assuming you don't actually want a full-blown voice-man, I can knock up most sound requirements pretty easily. My old computer (which is currently in storage under my desk) has the Turtle Beach Aureal system which comes with a *.wav editor, which enabled me to knock together a number of sounds which I used in various Starcraft and Civ II mods I dabbled in. Assuming you want effects sounds, I can do them (if I have enough warning - reassembling my old computer might take a while)
As for numberings, I'll get back to you once I've tested v0.22A. I think once we start getting to the 0.5-0.6 stage we can start thinking about using the -B suffix!![]()
JBG said:While I'm at it, I playtested v0.22A for 200 turns, and the following things (all minor, spurious and nitpicking) came up:
- Why does the Helium 3 plant give +50% defence?
- Why does a Radar Tower upgrade to a Fort in 1 turn?
- I'd suggest giving City Bunkers and Biodomes the Low-G construction prerequisite AT LEAST
- The Collector takes 15 turns to build and gives one gold - but the He3 exchange gives 3 gold and only takes 5 turns to build. Balancing here? Also perhaps making the collector more... ah... attractive to build might be in order
- The special/emergency civics need prerequisites (kudos for getting the to work, btw!)
- The Public Theatre wonder centres the world map?
- Scouts (good graphic btw) need an attack sound or animation - or better still need their attack ability taken away.
- We need to persuade the AI not to spend 100% of its time on the emergency civics
- Scouts need to become obsolete w/radio cars or need to upgrade into them. Same with radio cars and Lunar Rovers.
- Too many barbarians - lost Black Sands in under ten minutes!!! (my capital!)
- Atom_smashing?
- Adv. Electrolysis and Semi-conductors both have the same graphic
- Whatever happend to Rabbit, White's beautiful Lancers graphic?
- Customs outpost looks rather too much like a solar collector to be credible
- Electrolysis Plant and Solar Plant have the same icon.
>whew<. All that said, however, it was pretty good to play. Great fun, actually! I spent the first few minutes laughing aloud at the stuff you managed to get in there! You all deserve a pat on the back.
Right. Ahem. I'll get working on the goals and targets sheet! Watch this space.
Belizan said:0.22A didn't crash for you in 200 turns?!? ???
JBG said:While I'm at it, I playtested v0.22A for 200 turns, and the following things (all minor, spurious and nitpicking) came up:
JBG said:- Why does the Helium 3 plant give +50% defence?
JBG said:- Why does a Radar Tower upgrade to a Fort in 1 turn?
JBG said:- I'd suggest giving City Bunkers and Biodomes the Low-G construction prerequisite AT LEAST
JBG said:- The Collector takes 15 turns to build and gives one gold - but the He3 exchange gives 3 gold and only takes 5 turns to build. Balancing here? Also perhaps making the collector more... ah... attractive to build might be in order
JBG said:- The special/emergency civics need prerequisites (kudos for getting the to work, btw!)
JBG said:- The Public Theatre wonder centres the world map?![]()
JBG said:- Scouts (good graphic btw) need an attack sound or animation - or better still need their attack ability taken away.
JBG said:- We need to persuade the AI not to spend 100% of its time on the emergency civics
JBG said:- Scouts need to become obsolete w/radio cars or need to upgrade into them. Same with radio cars and Lunar Rovers.
JBG said:- Too many barbarians - lost Black Sands in under ten minutes!!! (my capital!)
JBG said:- Atom_smashing?
JBG said:- Whatever happend to Rabbit, White's beautiful Lancers graphic?
JBG said:- Customs outpost looks rather too much like a solar collector to be credible![]()
JBG said:- Adv. Electrolysis and Semi-conductors both have the same graphic
- Electrolysis Plant and Solar Plant have the same icon.
JBG said:>whew<. All that said, however, it was pretty good to play. Great fun, actually! I spent the first few minutes laughing aloud at the stuff you managed to get in there! You all deserve a pat on the back.
JBG said:Right. Ahem. I'll get working on the goals and targets sheet! Watch this space.
JBG said:Belizan, Matthewv, DSquared and GeoModder, if you're out there, guys, please report in! We need to get moving again!
woodelf said:Relax.
It's old 0.21 with Geomodder screens and new tech buttons. Nothing of your Python stuff.
edit - And I won't dispute that I went nuts with numbers, but it was internal and just units. They never crashed because I didn't add anything radical, that was for you and matt!