pepper2000
King
- Joined
- Apr 14, 2013
- Messages
- 899
All of the material in this modmod has been integrated into the main C2C (assuming no bugs). Please update to the latest SVN and play that instead, as these files are no longer supported. As of June 29, 2017, the instructions and description here still applies.
Presenting Space Colonization, v 9.0 (April 11, 2017).
What this is: Expanded content in the future eras: over a thousand new buildings on Earth, Moon, Mars, Cislunar Space, Venus, Outer Planets, Interstellar Space, and Beyond. There are also dozens of new techs, units, improvements, civics, and terrains. Space maps are now (mostly) playable.
How to play: Installation is a little more complicated as of V9. There are two steps. I strongly recommend that you make backups of all files modified, or maybe a backup of the entire C2C installation.
1) Unzip the Pepper2000 file, and place the folder in the Assets/Modules/My_Mods directory. First delete the existing Pepper2000 folder if there is one.
2) There is a Digital Embassy building with a special effect that requires python. I wasn't able to get my own module working, so I am hijacking PlatyPing's module. Unzip the file PlatyPingWondersModified.7z and replace the existing file at Assets\Python\Platyping\PlatyPingWonders.py.
(3) The era split is now in the main mod and no longer applies)
To access all the new content, you will need a map to support at least the following space colonies (exact numbers depend on map size):
- 2+ Lunar colonies (Lunar colonies are based on Faustmouse's material. For best results, the Moon should have CO2 Ice, together with Titanium Ore, Bauxite Ore, or Iron Ore)
- 3+ Mars colonies
- 3+ Cislunar colonies
- 1+ Venus colony
- 3+ colonies elsewhere in the Solar System
- 5+ Interstellar colonies
- 1+ Intergalactic colony
- 1+ Hyperspace colony
To get all these, you need an appropriate map. Check the maps subfolder. Otherwise, you can edit the map in WorldBuilder to get the desired terrains.
Why: I too have fantasized about a true Caveman 2 Cosmos experience, from starting my first fire to intergalactic warfare. This modmod is an attempt to bring about complete future eras and true colonization of space.
How it works: I won't spoil the fun and explain how it all works here. You should be able to figure it out all out via the Civilopedia and discussion in this thread. But to get started, make sure there are Orbit and Cislunar Space terrains adjacent to Earth. Build a Cislunar Settler when you get to Advanced Environmental Systems and send it to the Space terrain. You are well on the way to becoming a cosmic overlord.
Transhumanism: There is a new line of cultures representing modifications in human culture, psyche, and biology, culminating in transcendence of space and time. As of V6, the cultures play a slightly expanded role the game, giving bonuses and free buildings.
Balance and Testing: I have played a game on fast settings (Small map, Settler difficulty, Epic speed) to verify that everything can in fact be built and that there are no obvious problems. It loads with SVN 9445 with no obvious problems. Balance in building effects are not where I want it to be yet but getting closer. I still haven't figured out the Lunar Rover problem.
Notable Changes in V9:
- New techs, mostly in the Cosmic and Transcendent Eras. I now consider the tree to be complete, though new techs may be added as we think of them.
- All techs in the future eras (Nanotech and later) should have at least 3+ pieces of content. Again, I consider the content to be complete, though new things may still be added.
- Three alt-future techs: Crystalpunk, Spacepunk, and Starpunk.
In conclusion, I hope you have as much fun playing this mod as I had designing it. There is much more I want to do with it.
This is almost certainly the last major modmod release. For one thing, I have added almost everything that I want. There are a few odds and ends to tie up, such as maybe a couple more Venus buildings, but basically it's done. Second, I plan to put my focus on integrating into the main mod. Thanks to Hydro, we have migrated the new techs and bonuses.
If integration goes slowly or runs into problems, then minor updates to the modmod might still happen to restore compatibility or to add new things.
Presenting Space Colonization, v 9.0 (April 11, 2017).
What this is: Expanded content in the future eras: over a thousand new buildings on Earth, Moon, Mars, Cislunar Space, Venus, Outer Planets, Interstellar Space, and Beyond. There are also dozens of new techs, units, improvements, civics, and terrains. Space maps are now (mostly) playable.
How to play: Installation is a little more complicated as of V9. There are two steps. I strongly recommend that you make backups of all files modified, or maybe a backup of the entire C2C installation.
1) Unzip the Pepper2000 file, and place the folder in the Assets/Modules/My_Mods directory. First delete the existing Pepper2000 folder if there is one.
2) There is a Digital Embassy building with a special effect that requires python. I wasn't able to get my own module working, so I am hijacking PlatyPing's module. Unzip the file PlatyPingWondersModified.7z and replace the existing file at Assets\Python\Platyping\PlatyPingWonders.py.
(3) The era split is now in the main mod and no longer applies)
To access all the new content, you will need a map to support at least the following space colonies (exact numbers depend on map size):
- 2+ Lunar colonies (Lunar colonies are based on Faustmouse's material. For best results, the Moon should have CO2 Ice, together with Titanium Ore, Bauxite Ore, or Iron Ore)
- 3+ Mars colonies
- 3+ Cislunar colonies
- 1+ Venus colony
- 3+ colonies elsewhere in the Solar System
- 5+ Interstellar colonies
- 1+ Intergalactic colony
- 1+ Hyperspace colony
To get all these, you need an appropriate map. Check the maps subfolder. Otherwise, you can edit the map in WorldBuilder to get the desired terrains.
Why: I too have fantasized about a true Caveman 2 Cosmos experience, from starting my first fire to intergalactic warfare. This modmod is an attempt to bring about complete future eras and true colonization of space.
How it works: I won't spoil the fun and explain how it all works here. You should be able to figure it out all out via the Civilopedia and discussion in this thread. But to get started, make sure there are Orbit and Cislunar Space terrains adjacent to Earth. Build a Cislunar Settler when you get to Advanced Environmental Systems and send it to the Space terrain. You are well on the way to becoming a cosmic overlord.
Transhumanism: There is a new line of cultures representing modifications in human culture, psyche, and biology, culminating in transcendence of space and time. As of V6, the cultures play a slightly expanded role the game, giving bonuses and free buildings.
Balance and Testing: I have played a game on fast settings (Small map, Settler difficulty, Epic speed) to verify that everything can in fact be built and that there are no obvious problems. It loads with SVN 9445 with no obvious problems. Balance in building effects are not where I want it to be yet but getting closer. I still haven't figured out the Lunar Rover problem.
Notable Changes in V9:
- New techs, mostly in the Cosmic and Transcendent Eras. I now consider the tree to be complete, though new techs may be added as we think of them.
- All techs in the future eras (Nanotech and later) should have at least 3+ pieces of content. Again, I consider the content to be complete, though new things may still be added.
- Three alt-future techs: Crystalpunk, Spacepunk, and Starpunk.
In conclusion, I hope you have as much fun playing this mod as I had designing it. There is much more I want to do with it.
This is almost certainly the last major modmod release. For one thing, I have added almost everything that I want. There are a few odds and ends to tie up, such as maybe a couple more Venus buildings, but basically it's done. Second, I plan to put my focus on integrating into the main mod. Thanks to Hydro, we have migrated the new techs and bonuses.
If integration goes slowly or runs into problems, then minor updates to the modmod might still happen to restore compatibility or to add new things.
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