JBG said:
Whoa, whoa, whoa. I think before we decide to do anything like a split, we need to pool ideas and isolate the friction points. We've all put too much into this to just let it die, so let's talk before we do anything radical which we might regret later.
Belizan, if you post your and Warsong's project document, we can take a look at that and go from there.
Right now, what Warsong and I have is a lot of emails filled with ideas and implementation details, Moon related technology sites and issues, and the like. We are currently in the process of trying to distill this into an actual design document which I then intended to put up here so we could discuss it.
woodelf said:
The talk of derailment is troubling. How close to the old game are you and Warsong sticking Belizan? Is it basically a new mod or not? If the answer is yes then maybe it should be split. I get the idea from your posts that ideas by myself, Geomodder, ect that don't fit into your new plans aren't being listened to anyway. We went from leaderless to dictatorship awfully quick...
Honestly, I'm not 100% sure how close it is to the old game. I'm not really even sure what that means exactly. Both our current version and the design being done are attempts to model the same thing. Warsong and I are working together much more closely then JBG and I did when JBG wrote the original Bible, therein Warsong is modelling moon related issues much more in line with what is doable in Civ4. Also, Warsong has played a lot more Civ4 then JBG had when he wrote the Bible, so he's more familiar with the abstractions used in Civ4 over Civ3.
As for ideas from you guys, I've been relaying them, but you haven't put many up. I tried a few times bringing ideas back in reverse, but no one particularly commented on them, so given how busy I've been, I just thought to wait until we had a complete document that would give everyone a clear idea of what we're going with. A lot of the foundation of the mod is basically a natural extension of where our thinking was when we started the design document. Tech tree branches by faction as Matt and I discussed, Ages broken up as Woodelf and I already worked up, Civics break down basically as Woodelf and I mapped out, Map-based options for major events like why Earth drops contact and when or if it comes back, etc. Warsong even checks this thread periodically (he told me JBG was back, for instance).
Other features are based on how to model issues we discussed but never represented. Brown outs for buildings from Dust damage in early colonies. Dust migration from solar wind. The Mod Shop, the Earth Factions and the Colonization screen. Building Kits and Power Grids.
Then there are new features that Warsong and I have developed together, or that Warsong has suggested based on his knowledge of real world Moon colonization plans and technology. Material Fabrication plants, Hidden Unhappiness, etc.
Warsong and I have refined various models sufficiently that I had thought it would be more productive to get the design doc worked up sufficiently that the overall design and flow of the new mod would be clear, so that we could work within the framework to improve it and add what we like.
I am quite disheartened by your attitude Woodelf. You all asked me to take over, and to corale Warsong into helping us with a new design for the mod. You complained that even when JBG was here he was too hands off, left everything up in the air without a clear direction or decisive answers on issues. What's up with you, man? I have to say, this is not turning out to be a very rewarding job for me. Just a lot of work to hear a lot of complaints and a lot of stress from having to juggle too many activities at once.
I'm going to be busy, as I said, for another 10 days still I suspect. Hopefully you can be patient. In my view, the only thing that's gone wrong is that our current version of the mod is bugged and we can't find the bug. I wish I had the time to debug it now, but I don't. I will get to it in 10 days. There are a lot of features we want to test out. We don't have Matt at the moment, and I need to test out a number of terrain related issues (feature migration being top on the list). That was my plan, it was what you and I discussed, Woodelf, and it hasn't changed. Test out new ideas in the current mod while building up and refining our design doc for a rebuild to clean up the design and tech tree and take advantage of all the features we've implemented. You just have to have some patience.