RoM in Space!

Just to let y'all know I'm taking a break from Civilization modding for a couple weeks plus my internet's gunna go down for another week on top of that to upgrade it. So I haven't started any code for the new tab but as I said I may have figured out how to implement it. So see ya in a few weeks.
 
Just to let y'all know I'm taking a break from Civilization modding for a couple weeks plus my internet's gunna go down for another week on top of that to upgrade it. So I haven't started any code for the new tab but as I said I may have figured out how to implement it. So see ya in a few weeks.

That's too bad. Hope you get your internet back. Don't go through too many internet withdrawals while you are away.
 
Just to let y'all know I'm taking a break from Civilization modding for a couple weeks plus my internet's gunna go down for another week on top of that to upgrade it. So I haven't started any code for the new tab but as I said I may have figured out how to implement it. So see ya in a few weeks.

So maybe December-ish planning can resume on this?
 
yea that sounds about right... My internet has been upgraded but I need to catch up on all my HW that can only be done on the internet that i've missed.
 
Pertaining to planets; how should they be put in? The three ways I can think of are python, hardcoded DLL and softcoded DLL. Python is fairly easy but will slow down gameplay majorly whenever you discover a planet. No. 2 is hardcoding the DLL which is also easy but poses major problems for compatibility with other modmods that have DLL's (Afforess's mostly) or No. 3, giving them an XML file of their own which not only requires the most work but would also require preset planet types instead of making code make it up on the fly.
 
Pertaining to planets; how should they be put in? The three ways I can think of are python, hardcoded DLL and softcoded DLL. Python is fairly easy but will slow down gameplay majorly whenever you discover a planet. No. 2 is hardcoding the DLL which is also easy but poses major problems for compatibility with other modmods that have DLL's (Afforess's mostly) or No. 3, giving them an XML file of their own which not only requires the most work but would also require preset planet types instead of making code make it up on the fly.

Well I think from the beginning you should try to make it compatible with Afforess's "A New Dawn" as possible. Even if it is not added to it it could at least become a "modmodmod" for it.

In short the 3 main goals should be ...

1. Compatibility with A.N.D.

2. Keep as much speed as possible.

3. Stay to our plans to the best of our ability.
 
@Civ Fuehrer

Anything new on this?

yea, flo charts and pseudocode, this isn't just a little xml tag to be easily added man, it needs some thought to the code's infrastructure. It needs to be flexible and moddable if anyone else would want to add on to it (mostly for alien outbreak or whatever it might have). Above all it needs to be able to do what I want it to do.
 
Okay, so I've sorted some ideas out on the guts, it's also my todo list. Chances are I'll end up having to make a subforum for this since this is going to be a virtual expansion pack. The numbers with decimals are the steps I forgot to add first time making the list and am too lazy to change all the numbers.

1. Add techs to tech tree
2. Add units
2.1. add buildings
3. make screen viewable
4. add planet type XML file (varies from gas giants to asteroid belts) and custom schema (won't be easy but runs fast and compatible)
5. add star type XML file (varies all types of stars in sizes, color, brightness and age(including supernova & black hole stages) and add to custom schema
6. add custom planets schema entries to DLL
7. add colonies XML and colony schema
8. add colony schema to DLL
9. add colony names to CivilizationInfos and schema
10. add new CivilizationInfos schema entries to DLL
11. add micromanageable building queues XML and colony buildings schema
12. add new schema entries to DLL
12.1. add spacecraft XML & schema
12.2. add spacecraft XML schema entries to DLL
13. add colony buildings XML & schema
14. add new schema entries to DLL
14.1. add new techinfos & unitinfos XML tags and add them to schemas
14.2. add new xml tags to DLL
15. add star system config python file.(ties planets together with stars with zones and distances)(using python to attempt to retain compatibility with AND)
15.1. add planetary stats config python file.(makes the planets' gravity, avg temperature, age, populace, tectonics, etc do something.)
16. tie colonies to planets, buildings to building queues, buildings to colonies, building queues to planets, and building queues to star systems.
16.1. tie spacecrafts to colonies, interplanetary/intergalactic distances, travel times, etc
17. configure spacepedia layout
18. add new 'civilopedia 3d pane' type, attach it to spacepedia
19. add spacepedia's ability to add new entries upon space object discovery
20. add space object discovery random events
21. add AI knowledge to get AI to build and expand into space
22. add xml tags to leadertraits and schema
23. add tags to DLL
24. add new entry types to civilopedia for spacecrafts, planet types and star types
25. add planet builds XML and schema (improvements for planets)
26. add new schema to DLL
27. anything else?
 
Yay for triple posting:sarcasm: but I'm thinking of renaming the Mod from RoMiS (Rise of Mankind in Space) to something else since after all something of this magnitude deserves to be it's own mod for vanilla BTS and of course inspired by RoM so it will be made compatible for RoM and it's accessory AND by default. I'll just have to redo the custom DLL for vanilla afterwards.
 
Yay for triple posting:sarcasm: but I'm thinking of renaming the Mod from RoMiS (Rise of Mankind in Space) to something else since after all something of this magnitude deserves to be it's own mod for vanilla BTS and of course inspired by RoM so it will be made compatible for RoM and it's accessory AND by default. I'll just have to redo the custom DLL for vanilla afterwards.

Why not just call it "In Space". :P And then depending which version you could have ...

CiS = Civilization 4 in Space

BtSiS = Beyond the Sword in Space

RoMiS = Rise of Mankind in Space

ANDiS = A New Dawn in Space
 
Why not just call it "In Space". :P And then depending which version you could have ...

CiS = Civilization 4 in Space

BtSiS = Beyond the Sword in Space

RoMiS = Rise of Mankind in Space

ANDiS = A New Dawn in Space

Making a version for RevDCM would make for a big misnomer... Revolutions in Space... not quite what it does. :lol:
 
25. anything I'm missing?

25. Add earlier era buildings and techs related to space such as; Stargazing [Tech], Astrologer [Building], etc.

----------------

Yay for triple posting:sarcasm: but I'm thinking of renaming the Mod from RoMiS (Rise of Mankind in Space) to something else since after all something of this magnitude deserves to be it's own mod for vanilla BTS and of course inspired by RoM so it will be made compatible for RoM and it's accessory AND by default. I'll just have to redo the custom DLL for vanilla afterwards.

I am not sure how will this will fit in with anything other than AND, because I would like to try to incorporate mods and techs from both RoM and AND that Vanilla just doesn't have. For instance incorporating the water, power and trash mods into RoMiS.
 
25. Add earlier era buildings and techs related to space such as; Stargazing [Tech], Astrologer [Building], etc.

I have techs on the list already back at number 1 but the buildings should be on there too.


I am not sure how will this will fit in with anything other than AND, because I would like to try to incorporate mods and techs from both RoM and AND that Vanilla just doesn't have. For instance incorporating the water, power and trash mods into RoMiS.

Oh boy, shoulda seen this one coming... You have big plans for this mod eh?
 
Oh boy, shoulda seen this one coming... You have big plans for this mod eh?

Yeah I have a big picture of how all the individual mods could fit together. Basiclly its Prehistoric Era Mod on on end and then Galactic Era Mod on the other end. Then in the middle diffrent mods that go more in depth to diffrent features. Such as water, power, trash, sports, farming, music, etc. In short rather than planning a single supper big mod I broke it down into smaller little mods which work better when together. But are still optional if people don't like a specific aspect of it. Note that RoMiS is probably the biggest of them all.
 
Indeed it is... Why do you try to make all the games you play as similar to Spore and Sim Earth/City as possible?
 
Indeed it is... Why do you try to make all the games you play as similar to Spore and Sim Earth/City as possible?

Must be growing up with the awesome Maxis games before they became part of EA. I have always loved sandbox games and the hole concept of bringing the entire universe together be it evolution, civilization or the cosmos. As Carl Sagan once said "If you wish to make an apple pie from scratch, you must first create the universe."
 
Must be growing up with the awesome Maxis games before they became part of EA. I have always loved sandbox games and the hole concept of bringing the entire universe together be it evolution, civilization or the cosmos. As Carl Sagan once said "If you wish to make an apple pie from scratch, you must first create the universe."

get Oblivion, very sandbox game for an RPG
 
Okay, so I added No. 25 and 26 and I'm probably going to start a new thread for this soon so that all the updates will be on the OP of that thread. On top of that... new titles something more original or catchy than RoM in Space, I was thinking TEst of Space-Time, TEST:lol:
 
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