Space Colonization modmod

ok, it seems I am able to continue playing after removing all the era split files (not just the ones that were showing up in the error messages). Still, I think the new era split module no longer works, at least for me.
 
Pepper2000, your svn commit seems to have broken my game (with the space colonization mod with split era module installed). When I tried to delete the era split files and replace them with the svn files, I was unable to load my era split save. When I replaced the svn files with the era split files afterwards, I got the error as shown in image.

Hmm, sorry about that. I'm not 100% I understand, but I did do things slightly different here than in the SVN. Are you able to revert to the last SVN before I put the era split there? I'm afraid you will probably have to do that in order to continue.
 
ok, it seems I am able to continue playing after removing all the era split files (not just the ones that were showing up in the error messages). Still, I think the new era split module no longer works, at least for me.

If you start a modmod with a specific SVN version you Must continue to use that version. If the Modmod upates to a new SVN version then you too must follow suit. But you the player can not use a Modmod then go update the Main SVN version and expect the modmod to function properly, especially if changes were made to corresponding areas in the Main Mod. That's why you got the error msg you posted.

@Pepper, the file the error pointed to is the one I told you about in the "Why is this Modmod not in the mod" thread. The one that has 40k lines of code and you were going to write a python script for it.

JosEPh
 
@Pepper, the file the error pointed to is the one I told you about in the "Why is this Modmod not in the mod" thread. The one that has 40k lines of code and you were going to write a python script for it.

Yes, that was SVN 9465, which is what I think broke vissar's game. The era structure in the era split for this modmod is not exactly the same as what we went with for the SVN, which is probably what caused the problem.
 
It would be cool if you added:
Rivers - dry canals, lava rivers, basaltic paths
Terrains - glass desert, radioactive wasteland
Resources - extraterrestrial animals and plants, extraterrestrial minerals (3-4 types)
Forests - fungi (or any "unearthly"), crystalline ("inanimate" "forests")
 
It would be cool if you added:
Rivers - dry canals, lava rivers, basaltic paths
Terrains - glass desert, radioactive wasteland
Resources - extraterrestrial animals and plants, extraterrestrial minerals (3-4 types)
Forests - fungi (or any "unearthly"), crystalline ("inanimate" "forests")
Keep going! Badass...
 
I like those ideas, TPEHEP. Since we are starting to integrate material in this modmod into the main C2C, now would be a good time to add such terrains. Would you be able to do that? I am quite busy and will not have any more modding time for a while.
 
I like those ideas, TPEHEP. Since we are starting to integrate material in this modmod into the main C2C, now would be a good time to add such terrains. Would you be able to do that? I am quite busy and will not have any more modding time for a while.

I, alas, do not know how. :(
 
I like the idea of getting a few more terrains. I can add them in, but I don't know how to make decent artwork for them, and that's the biggest hangup right now in integrating them into the main mod.

An update on my future plans. I still want to put out V9, which will add content to all the new techs. A few fun things (Crystal Spires and Togas!), and the Cosmic and Transcendent Eras should be more or less complete. V9 will almost certainly be the last version of the modmod; from then on, I want to focus on getting everything into the main mod.
 
I like the idea of getting a few more terrains. I can add them in, but I don't know how to make decent artwork for them, and that's the biggest hangup right now in integrating them into the main mod.

An update on my future plans. I still want to put out V9, which will add content to all the new techs. A few fun things (Crystal Spires and Togas!), and the Cosmic and Transcendent Eras should be more or less complete. V9 will almost certainly be the last version of the modmod; from then on, I want to focus on getting everything into the main mod.

Multiverse tiles? Seems quite right for the Transcendent era.
 
hi again, i was just wondering, can you post a close up picture of a largely populated futuristic city perhaps with the arcology building and a largely populated underwater sea city. I was hoping the city graphics would look something like one of the futuristic cities in the game call to power. please post it, id really appreciate it
 
hi again, i was just wondering, can you post a close up picture of a largely populated futuristic city perhaps with the arcology building and a largely populated underwater sea city. I was hoping the city graphics would look something like one of the futuristic cities in the game call to power. please post it, id really appreciate it

I'm a bit confused here. The only artwork I've done has been making icons, and those are all cropped/shrunken versions of things I've found online. On the map, cities in the future eras look the same as always.
 
I guess I'm getting a little sloppy. The version I uploaded yesterday was not meant to be the final version; there were a few bugs, one of which (wrong map categories for the outer solar system solar panels) made it impossible to develop Solar System colonies and therefore impossible to leave the solar system. V 9.0.1 corrects the mistake and fills in some other missing content and fixes some other mistakes. Sorry about that.
 
Ah so there is late game content, for late eras that I see in SVN version.

What is stopping full merge here?
 
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