Space Colonization modmod

Bad for the unit, "hurting" promotions.
Ah... I've dubbed those 'afflictions'. And yes, those will play a role. But a lot of the elemental damage factors are going to be handled by dedicated systems. Example: Electricity damage adds a potential to stun the unit during combat, causing it to waste combat rounds. Frost damage weakens and slows the unit. Flame/heat damage causes the unit to exhaust itself faster. Etc... The added effects go away as the TYPE of damage heals.

There's also going to be defenses and weaknesses that exist to various damage types. And many units, in battle, may cause multiple types of damage in differing ratios to the overall damage they do. It will end up fairly complex but it will make sense in the end.
 
That sounds really good. It's really amazing to see how far you can go from vanilla - I know :bts: has been created with modability in mind, but I don't think the developers ever had something like this in mind.

@Team: Please don't burn yourselves out on this. This is so far beyond anything else I've seen here and it would be a shame to see this buried in an incomplete state. I have been a lurker for quite some time (my first C2C version was 10.2) and even back then the mod was incredible - I have never returned to vanilla since. Then my suspension of disbelief was broken with Viewports (I don't think I got even the basic principles of that project) and the sheer amount of stuff in this mod is beyond what I have seen in many commercial games. I really hope you can get all of this into the mod, but please take the time you need.

On a completely different note: Why are we all Chieftains all of a sudden?
 
Thanks for the discussion. I am especially grateful for Tbird's work on future units and combat and am looking forward to that.

Yes, burnout is an issue. I haven't put the time into modding lately that I would have liked. I think it is very likely that V7 will be the last update with a big batch of new content. Subsequent versions should have small amounts of new content and more effort put into balancing, clean-up, etc. My goal evolved from getting a few space buildings added to building out the future eras to tell a story of how humanity moves from where we are today to the ultimate limits.

I like the idea of "future technology as magic", as it adds a great deal of texture to the late game. I've experimented with that in a few of the far future techs (Noogenesis, Mensiokinesis, Fantasy Materials, Panpsychism) and at the very end some of the "future technology as theology" (Spatial Transcendence, Atemporal Beings, Truth Manipulation, Omega Point, Alpha Point). This is a departure from the hard science fiction approach I had planned at the start, and I am not 100% sure if it's the right thing to do. My intention is less to endorse any particular idea and more to explore possibilities. But it is fun to think what are the absolute, theoretical limitations of what can be achieved, given our limited understanding of physics and metaphysics.
 
My goal evolved from getting a few space buildings added to building out the future eras to tell a story of how humanity moves from where we are today to the ultimate limits.
I found this is inevitable when working on the future stuff. That's exactly what we're trying to do here and I'm sure even just working with the existing tree pushes one into realizing that progression and how it's been mapped out - to an extent at least. There are many roads in the future, not all of which lead to humankind continuing to survive, most leading to humanity being unrecognizable to those of us alive today. As we blend and merge more and more with our technology and the barriers between man and machine begin to get really fuzzy, eventually there will be no difference really. And maybe through this transition we can begin to truly understand the nature of a soul and the connection to the divine that TRUE life is defined by... or is it? Is this all an illusion we'll eventually break free from? If so, what's the REAL on the other side of it? When you truly think about the ultimate destinies of mankind's development path it get's into some seriously deep stuff, even for the imagination to work with.
 
Suggestion - we need anti-crime units on Lunar and Solar system colonies. I am now in the middle of Galactic era and have major crime problems in Lunar colonies.
 
Suggestion - we need anti-crime units on Lunar and Solar system colonies. I am now in the middle of Galactic era and have major crime problems in Lunar colonies.
Sentinels. Have I still forgotten to update them with their anti-crime properties?
 
Suggestion - we need anti-crime units on Lunar and Solar system colonies. I am now in the middle of Galactic era and have major crime problems in Lunar colonies.

Very true, and so far I've ignored crime in space. If anything, crime and social stability should be huge problems for space colonies, which at least in their early development will be very fragile habitats. So far, properties (crime, pollution, disease, etc.) are basically unimplemented in space.

My understanding is that all the special crime buildings have Earth map category, so they shouldn't appear in space. Is that true? I'll check, and if crime buildings really are appearing in space, something needs to be done and will be for V7.

Are Sentinels meant to be built away from Earth?
 
Are Sentinels meant to be built away from Earth?
They are a robotic AI, completely non-organic. Yes, they can survive any landscape including deep space. They have hover technology rather than being fitted for space travel so are probably only well suited to functioning in a place with gravity. Other planets would be just fine, atmosphere or not. And they are nearly impervious to damage so they should be considered environmentally immune which is something that hasn't been officially applied to them properly yet. (Terrain damage needs some adaptation for the future stuff.)
 
I don't know if this is just going straight over my head or what but I could definitely use some help here.

I have been trying to make a cislunar colony with a cislunar settler but I can't seem to do it. The cislunar settler just wont go onto any space plot. In the tooltip it says that a cislunar colony can only be established in cislunar space but there is no terrain named cislunar space that I can build a colony on. Help would be greatly appreciated.
 
The standard maps don't contain every terrain you need for this modmod - so far the only option is to "refine" the map via Worldbuilder. That might have been easier in the beginning, when almost all space was still unused. If you are lucky, you might still be able to do that, though.
 
The standard maps don't contain every terrain you need for this modmod - so far the only option is to "refine" the map via Worldbuilder.

I have already been through the world builder and none of the space terrains will let me put a cislunar settler on them. So are you saying that there is no way to make a cislunar colony?
 
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Hi BulkBogan,

I admit that it is a little confusing, and I have been thinking about how to fix the issue. There are three space terrains that come with the base C2C mod: Orbit, Space, and Deep Space. "Space" is the one you want. The Orbit terrain is not meant to be settlable, but the Cislunar Settler should be able to pass through it. The main purpose is to serve as a buffer between planetary and space tiles. "Deep Space" is not currently used for anything.

If that doesn't work, let me know and I'll look into it.
 
Programming for V7 is done now. This weekend I plan to test it, and if all goes well it should be posted here by Sunday, November 27. I expect that V7 will not break compatibility from V6. The main change is a huge batch of new buildings, and the tech tree will be basically full.
 
So I've hit a snag when it comes to moon bases. I can't build certain buildings on a moonbase because I need steel/titantium/aluminum wares but I have no Idea how to get that stuff on the moon. There doesn't seem to be any buildings I can build that will provide these wares.
 
Ah yes. The moon works a bit differently than most other space colonies. You need to have access to the raw ore, which is a resource that appears on the map. You will also need workers to build roads and mines, which can be built on earth (construction ships). Actually, I can't remember right now if Construction Ships can traverse space in V6 (they will in V7), so if that doesn't work you'll have to cheat and place a Construction Ship or Lunar Bulldozer on a lunar city.

Someday we'll make all this much more intuitive.
 
If by terrain generator, you mean a mapscript that uses the space terrains, then no. However, there are some good maps in the maps folder of this forum.
 
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