SNEAK PEAK: Interstellar Colonization AND cIVRPG

Grey Fox

Master of Points
Joined
Dec 19, 2001
Messages
8,726
Location
Sweden
Hello fellow Civvers and welcome to a sneak peak at Grey Fox's soon to be released mods. I've had alot of free time to work on these (almost a year without Internet access and no job).
And soon it will be time to show what I have done so far.




Interstellar Colonization

This is my first mod for Civilization 4. The basics of what I now know of the civ4 python, SDK and XML I learned making this mod.
I started doing research for this mod before Easter, when I was at a LAN at a friend. I downloaded alot of Sci-Fi related Facts, Science stuff, some images, and started my base Game Design. I also downloaded the SDK when it was released.
Then I started working on the mod on and off, and didnt take a long break from it until I started doing the cIVRPG mod instead. Much based on the fact that I was bored on troubleshooting Interstellar Colonization (IntCol from now on). I had a huge error making the game crash and I didnt know what to do to solve it.
Anyways, I then started cIVRPG, based on the DLL from FallFromHeaven2. During the development of cIVRPG I learned alot, and then some, about Python. Later I came back to IntCol and applied what I learned during cIVRPG to the Python part of the mod.
But first, let me start the Sneak Peak of IntCol.

Interstellar Colonization is a Turn-Based Strategy game set in space. Where you claim star systems and colonize planets. You start the game with your starting star system and a capital planet. You dont have the technology to colonize other planets yet, and you need to start researching. Your single colony will grow over time as will all future colonies.

Spoiler Image of the Solar System in the Game :

Cities are now called Systems, you "settle" the star. Each colonized planet work like a mini-city, many buildings are buildable multiple times, one time for every colonized planet. Here is the screen to check what planet has what building:

This screen will have more info in the future (without getting too cluttered), like how much of every yield each planet produces.

Talking about yields. The mod have a new Yield and Commerce type. I call them PopCap and Power. Power was in regular Civ4 you say? Not like its implemented in Interstellar Colonization. Power is now something you can run out of in a system. And if you dont have enough power, you wont be able to build all the buildings you want to build.
What is PopCap then? Well PopCap or Population Limit, is a yield that represents living space, quality of planet etc. Everything except Food and Health (and happiness) that is required to sustain your population. You get PopCap from your colonies/planets, and some buildings/projects. Some buildings also require PopCap.

The game also features a Tutorial system that will be released as a MODComp when the first version of the mod is released. Its a python util that (for me) creates screens very easily. You can prepare screens in the util init code or create the screens on the fly in your event manager. The Tutorial system in IntCol will you be able to enable/disable in the .ini file. (I wont show any screens of the tutorial screens since I dont want to spoil too much ;))

Another feature that you can enable/disable via the .ini file is Random Events, these will remind you of the events from Galactic Civilizations 2, if you have played that game. And will often give you 3 options of what to do.
Here are some events that might happen during your game:


This event dont have any options, it just tells you that the planet you just colonized are of better quality then expected.


Here you get 3 options, beware of the consequences, or maybe the reward of your choice.

These are just two examples of many more events that you might see during a game.

You want to see some units, right? Well I cant let you go without showing some I guess. ;)


The two starships on top are more or less complete (except for animations and Civ-colors), the third will probably be scrapped and remade.

I've also made Colony Ships but those I wont show because they are too ugly at their present look. ;)

Once this mod is Final, each civ will have their own look on their ships. And atleast one civ will be using Organic or Bio-ships, and atleast one civ will be artificial (i.e one entire ship might be a single intelligence, and not constructed to carry passangers, except maybe invasion droids or something similar ;))

The mod will also include its own map generator script.

This will conclude the Interstellar Colonization preview for now. Check this thread for more updates in the future and in the next post I will start writing a preview of cIVRPG! Hope you get interested in what you see.

Update Report:
Spoiler Update Report :

Aug 05, 2006
  • Fixed loading bug and other C++ bugs (new specialist items like +Health now works correctly)
  • Added 2 planets (Large Gas with ring, and Icy with Ring)
  • Fixed various issues with the python code
  • Finished version 1.0 of the Map Script, adding Planet Density and Planet
    Quality
  • Made some balancing changes, and made more buildings buildable on each colony (that were supposed to be according to design but wasnt implemented yet)

Aug 08, 2006
  • Changed the way conquering systems works. You no longer attack the Star to conquer it, you only need to invade all of the colonized planets in a system to take it over. (With an Infantry or Armor unit)
  • Produced units are now spawned on a planet. You can choose what planet when you start training the unit. (if you have more then one colonized)
  • Planets can be colonized outside of cultural borders, and if the system doesnt have a planet already, the system will be claimed (you get a city on the star). This coupled with the above 2 changes make the game more "realistic". And more fun. (Now if I can get the A.I to understand it better).
  • "Cities" get happiness from every unit on a planet with Civics like Hereditary Rule. And you if a planet doesnt have protection your happiness will drop, just like with cities. But how much depends on how many planets are unprotected.
  • Changed the mapscript to place planets in a nicer way. Planets wont (atleast 95%+ of the time) have a neigbouring planet on any of the tiles surrounding it.
  • Removed the Check if its own territory in the "Cant move into Terrain Type" code. So an Infantry unit cant move into a Solar System tile even if its within own cultural borders.
  • Other small bugfixes and changes done.
 


cIVRPG

cIVRPG is a turn-based RPG, where you play as a character. You dont build any cities, you dont fight any wars, you dont build any buildings or improvements.
So what do you do? You kill monsters, you finish quests, and in the finished version you follow a story and try to finish the game. And in multiplayer you might play with your team to try and capture the enemies flag and bring it back to your home base.

It's based on the Fall From Heaven 2 Dll, so most of my own changes will be done in Python/XML until I get the source, and even then I might not touch the source. This mod really pushed me to learn alot in Python and I am applying alot of that on Interstellar Colonization atm. Trying to make that releasable.

Alot of the design is based on Lineage 2, the online MMORPG. And some of the graphics are from that game.


Each players start will look something like this, in this screen you also see one of the units I've made for the mod.


As you can see, you wont see the level here anymore. Instead its shown as a promotion to the right.
And there is a new concept to the game here, Mana.



This is the current equipment screen, its not done yet, and you cant change equipment yet. But you will be able to in the release.


This is the current quest selection popup, it will not look like this in the final version.


In this screen you can see how close you are to finish a quest. And you can also quit a quest here.

Update Report:

Spoiler :


Sept, 24th 2006
  • Converted the Fall From Heaven .015 SDK compiled DLL to be used for cIVRPG instead of the .012 DLL I used to be using.
  • Added Accuracy and Evasion. On each combat round there is a check for Accuracy vs Evasion. And if its succesful, it is a hit, otherwise its a miss. (This is after the games regular check if its your hit or the opponents, even first strikes can miss)
  • Added Critical Strikes. The two attributes; CriticalChance and CriticalAmount have been added to promotions. The base amount for a critical is 150% (or 50% increase of damage). I dont think I need to explain further what these two attributes do.
  • Added Shield Blocks, and regular Damage Blocks. Shields can have a chance to block and an amount to block if succesful. The amount set on ShieldBlockAmount is the % amount the damage gets lowerd. The regular Damage Block doesnt have a chance to lower damage, it always does. For instance, there is a buff that lowers the damage taken by 20%.
  • Added Ignore Shield Defense, if checked on a promotion, while you have that promotion your damage cant be blocked by shields. This effect is applied to certain skills that go away after combat.
  • Various small changes and bugfixes done.
  • Added Stuns to the SDK. Stun makes the target shocked an unable to attack back. Works for an amount of combat rounds, can be broken by taking damage. (Resistance will be added in the future)
 
I hope I'm not taking a reserved spot but the Insterstellar Colonization looks fabulous! I'm totally blown away!:eek: Wish I had you on the Star Wars Mod team. I'm waiting to see how good cIVRPG is and I bet it wil be fantastic!:thumbsup:

Edit: Nice, I got the Woodelf position :dance:
 
Civmansam said:
I hope I'm not taking a reserved spot but the Insterstellar Colonization looks fabulous! I'm totally blown away!:eek: Wish I had you on the Star Wars Mod team. I'm waiting to see how good cIVRPG is and I bet it wil be fantastic!:thumbsup:

Edit: Nice, I got the Woodelf position :dance:

Thanks, and dont worry, I will probably make ALOT of star wars ships. The best looking one in my screenshot is based on a ship from the new Episodes btw, its a predecesor of a Star Destroyer. With some modifications.

cIVRPG preview updated also :)
 
I'm pretty impressed as well. You sure you didn't just mock up those screenshots? You've actually put in some work on the actual modding so far?
 
dh_epic said:
I'm pretty impressed as well. You sure you didn't just mock up those screenshots? You've actually put in some work on the actual modding so far?

Of course, every screenshot are from ingame. (Resized to be smaller most of the time).
 
Holy s***.

This is absolutely amazing, you are a f****** genius. Sorry for cussing, but this is absolutely amazing.

Nice Job!
 
This is spectacular. If there is any simple graphics stuff you need done or any of my models you need please let me know.

Very, very cool.
 
Thanks everyone, makes it alot easier to continue working. ^_^

woodelf said:
This is spectacular. If there is any simple graphics stuff you need done or any of my models you need please let me know.

Very, very cool.

Yeah, I will let you know. Less I do myself, the faster this thing can be complete.

And if anyone is good at C++, I could need someone to look at my SDK changes, I got a nasty error which makes the game crash when you load the game. (Interstellar that is...)
 
Well, yes. Loading the game is essential to playing the game. We all like the startup movies, but enough already.

When can we actually expect to be able to download these mods? I mean,
1. Pessimistic, if nobody helps you, and
2. Optimistic, if somebody fixes whatever you did to the C and art and stuff floods in.
 
A-W-E-S-O-M-E !!!

Both mods look totally mindblowing, can't wait to try them out.
 
Tholish said:
Well, yes. Loading the game is essential to playing the game. We all like the startup movies, but enough already.

When can we actually expect to be able to download these mods? I mean,
1. Pessimistic, if nobody helps you, and
2. Optimistic, if somebody fixes whatever you did to the C and art and stuff floods in.

Yeah it is a serious error that the game fails when loading a save. And when it comes to when it can be released;

Well its hard to answer.

1) A playable version, maybe in a couple of weeks. Possibly still with the load bug.
2) A playable version with more content and all major bugs fixed, maybe in a month or so.

Both of these options wouldnt be very balanced, only as good as it can get with one playtester that constantly changes things. ;)

I WILL need you people to playtest the mod, and it probably wont be perfect from the get-go.

What I would like in the way of manpower, is someone to help me (and takeover) the SDK programming part. I do the python part(with consultation to the lead programmer), lead design and XML etc implementation. And I would need as much help as possible on the graphics part.

One way to possibly fix the loading bug is to replace my SDK with the CCP SDK, if it has everything I need. (And if its error free).
 
For graphics you'll need a wishlist with pics and I'll see what I can do. Some are easy, some will be for the experts out there.

There won't be a shortage of testers. And no one expects it to be perfect from the get go. The CFC is great for this purpose.
 
This is quite an interesting mod. I'm always up for people willing to take the chance to step away from the Civ4-style. Sometimes it's risky since you're probably alienating some players from a tried-and-true format, but on other cases it could be quite fun.

I know one thing. Working on ways to stretch the limits of the modding system is fun for programmers anyway :p

I'd be willing to help out if you have any small things, specifically in the SDK. You seem quite skilled at creating those python screens. There's a talent I really wish I had more of, as they just seem so powerful in what they can do.

BTW, as for the loading the save game, it probably means somewhere in the SDK in one of the serialization methods, which are read(FDataStreamBase* pStream) and write(FDataStreamBase* pStream), something was added to one of them, but not the other, or something was added in a different order. I'd be willing to help out to take a look at that, I've had PLENTY of experience getting rid of them (mostly because I make them all the time :p)

Wow, what is it with today and all the new threads on completely rule-changing mods? I <3 August!
 
MIND-BLOWING-LY AMAZING! I'm not really into space or fantasy mods, but if this mod hits ground, I'm really gonna give it a try!

The screenshots just blew me away :lol:!
Good Job Grey Fox! :goodjob:
 
Grey Fox said:
Thanks, and dont worry, I will probably make ALOT of star wars ships. The best looking one in my screenshot is based on a ship from the new Episodes btw, its a predecesor of a Star Destroyer. With some modifications.

cIVRPG preview updated also :)

cIVRPG looks amazingly wonderfull!:eek:

You are free to take any Star Wars Mod stuff you like as well but what I meant by saying that I would have loved you on the Star Wars Mod team was not because of your spectacular graphics, but your python and C++ skills.

But anyway I'm really excited for these two mods, they look fabulous:goodjob: :goodjob: :goodjob:
 
Grey Fox said:
Of course, every screenshot are from ingame. (Resized to be smaller most of the time).

In that case, mark my "impressed" comment down, and add a "HOLY ****".
 
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