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

Belizan said:
Ahh, yeah, a unit can be made to grant cultural influence in a square, even as the result of building an improvement. That's not even particularly hard.

But it will not necessarily work the way you want it to without some further thought. For instance... Improvements can only be built inside your cultural borders. So do you build adjacent to where you want to claim? And if so, then there would be some sort of selection process upon completing the improvement. Or do you use an action button? With a simulated timer perhaps? This can also be accomplished with some experimentation. Ok, then, what about the existing methods of cultural expansion? How do you rationalize the two?

But the short answer to your question is.. Sure, it's possiblein Python without the SDK.

That's the major hurdle, building an "improvement" on an uncultured tile that makes it cultured. The improvement is the culture "bomb" so now your real worker can work that tile like it belongs in the city. Almost a colony workaround, but that's not my intent.

We crossposted as I answered some of your questions a few minutes prior... ;)
 
woodelf said:
That's the major hurdle, building an "improvement" on an uncultured tile that makes it cultured. The improvement is the culture "bomb" so now your real worker can work that tile like it belongs in the city. Almost a colony workaround, but that's not my intent.

We crossposted as I answered some of your questions a few minutes prior... ;)

Yeah, we've crossposted a lot.

As I said before, if you are willing to use action buttons, you have no problems getting this to work.
 
Belizan said:
1) It can be done.
3) If you are willing to use action buttons you are home free.

:clap:

Is this something you'd be willing to take a poke at?

The AI is something that always needs to be brought into line. ;)

edit - I'll stop posting for 5 minutes so we can get caught up!
 
I'm feeling pretty far behind at getting SotM moving, I don't really want to get distracted working on features for another mod :/. Getting this feature to work, btw, is really not very hard, and probably represents no more then half a day's work (the hard part being coding the multiple turns to convert requirement). You won't get a nice mouse over value like you do when building an improvement (without the SDK at least, and even then, not sure you can do *that*). Teaching the AI to use it on the other hand is probably quite a bit of work which will have to be done iteratively through experimentation as your own understanding of the tactics dictated by the feature evolves.
 
Belizan said:
Hrmm... weird. Not sure what the story is with that. I didn't do any of the terrain or mapscript work even, really. That was all Matt's stuff. Has anyone heard from him?

As for the slide show stuff, I'll happily take that.

Chances are that it is the patch interacting on my graphics card, but in the testing phase I've never seen it in the vanilla game.

I'll PM you a YouSendIt later on.
(Grrrr Woodelf, you almost let me miss the important post after your sidetracking)
 
GeoModder said:
Chances are that it is the patch interacting on my graphics card, but in the testing phase I've never seen it in the vanilla game.

I'll PM you a YouSendIt later on.
(Grrrr Woodelf, you almost let me miss the important post after your sidetracking)

:blush:

Sorry Geo. No harm, no foul though.
 
Actually, I have been getting banding and striations in my minimap in the vanilla game as well, so this may be one of the new graphics glitches (I've noticed another one with background images when advisor screens are up in vanilla during one game). I am half expecting a 1.62 patch to come out in a week or two to answer some of these issues.
 
Belizan said:
Hehe, ok, I won't 8).

BTW, Woodelf, you test out the 1.61 compatible version of the mod yet?

And let me know when you have the new slides ready for me to download, Geo 8).

Crap, I guess I better d/l it!
 
I noticed the settler and scout models are either older or different as well. And it took a long time to load a game.

edit - I forgot to load the Moon Map the first time!
 
Belizan said:
If JBG resurfaces, we should really get him to ask TF to transfer ownership of the SotM release thread to me. Where was all this left last time you talked to TF, Woodelf?

Honestly, I'd prefer to have JBG put up this "fixed" version in that thread and then see if TF will give us a forum like FfH has. It is so easy to keep ideas separate with a forum like that. Subcategories, ideas staying in the correct thread, ect make for a more organized mod.

Call this one Phase 1 and we close it. We can start the next version of the mod there, hopefully.
 
After playtesting FfH for the last several days I now realize how badly we need some background music. Something has to be looping back there...

Still no problems. I think we can cobble a lot from this mod for the next. ;)
 
woodelf said:
Honestly, I'd prefer to have JBG put up this "fixed" version in that thread and then see if TF will give us a forum like FfH has. It is so easy to keep ideas separate with a forum like that. Subcategories, ideas staying in the correct thread, ect make for a more organized mod.

Call this one Phase 1 and we close it. We can start the next version of the mod there, hopefully.

My understanding was that TF didn't want us to start a new thread :/.
 
Belizan said:
My understanding was that TF didn't want us to start a new thread :/.

New mod, really. Call it something else, but until we have a working model that's irrelevant.

I think our priority is to see if we can get that subforum. :)

When JBG resurfaces he'll have to ask TF about swapping control. My argument was that he was AWOL, which now he isn't. ;)
 
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