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.
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:
Aug 05, 2006
Aug 08, 2006
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.