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Space Colonization modmod

Discussion in 'C2C mod mods' started by pepper2000, Jan 22, 2016.

  1. Dancing Hoskuld

    Dancing Hoskuld Deity

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    It is a program that checks the XML against the schema defined in the XML. It doesn't validate values in tags but it does
    • that the schema file is where file says it is
    • make sure all tags in the XML are defined in the schema
    • makes sure all tags defined in the schema as must be present are in the file
    You can find a link to it in the C2C Modders Documentation under C2C Utilities. :D Gotta encourage reading of the doco somehow. :D
     
  2. raxo2222

    raxo2222 Time Traveller

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    Nice typo @pepper2000
    Spoiler :

    I was updating my resource table when I saw this :p
     
  3. raxo2222

    raxo2222 Time Traveller

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    Changing black hole size from <fScale>4.0</fScale> to <fScale>1.0</fScale> didn't fix them.
    This means file somewhere in FPK: Art/Structures/Improvements/BlackHole/BlackHole.nif is broken - essentially we don't have blackhole texture at all.

    My fix is only way to make them appear.
    I used green cloud texture for them - it wasn't used as temporary texture yet.
     
  4. pepper2000

    pepper2000 King

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    OK, I will do that when I make my next update. No idea when that will be, though.
     
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  5. Dancing Hoskuld

    Dancing Hoskuld Deity

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    We construct Black Holes? I.E. is it a "Improvements" or terrain or terrain feature ie is the path actually wrong?

    edit it is there in the FPK in the file specified with the name specified.
     
    Last edited: Mar 5, 2018
  6. raxo2222

    raxo2222 Time Traveller

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    Its terrain feature.
     
  7. Dancing Hoskuld

    Dancing Hoskuld Deity

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    If it is a terrain feature then it should not be in the structures/improvements folder.

    It is in the FPK but it may be corrupted. Putting a new one in the the art folder will take presidence over the one in the FPK.
     
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  8. raxo2222

    raxo2222 Time Traveller

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    I found another bug:
    Spoiler :


    Space building gets happiness bonus from earth only resources.

    Can be national and world wonders divided by map categories?
     
    Last edited: Mar 6, 2018
  9. Faustmouse

    Faustmouse Deity

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    The newest episode of Isaac Arthur "Orbital Infrastructure" might be a treasure trove for ideas on what to build in you CL Colonies, if you need more buildings :)
     
  10. raxo2222

    raxo2222 Time Traveller

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    At least removal of property pseudobuildings (they affect only Earth for now) also removed problem of runaway unhappiness for space maps.
    I guess it will return in more sophisticated form - units capable of property control.

    Following units can't be built on Titan, but can be built on other planets: Worldship, Attack Ship, Deep Space/Planetary Infantry, Interstellar Probe.

    It seems some space buildings didn't got name of map domain in front of them.
    Can they all get "space <rest of name>" name?
    That is we could easily see them on pedia.

    Here is endgame save:
     

    Attached Files:

    Last edited: Mar 19, 2018
    KaTiON_PT likes this.
  11. pepper2000

    pepper2000 King

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    Yeah, I know. For some of those I think I want to keep them away from Titan, and for others Titan-specific units are more appropriate. We'll get those someday I hope.

    For regular buildings we can do that; I will check to see if there are any cases that wouldn't be appropriate. For wonders I would still prefer not to.
     
  12. raxo2222

    raxo2222 Time Traveller

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    I have save with all buildings built so you can check it.
     
  13. raxo2222

    raxo2222 Time Traveller

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    @pepper2000 according to P2K_CIV4FeatureInfos and CIV4FeatureInfos following features may exist on terrains:
    Lunar Crater - Moon
    Asteroids - Space and Deep Space (Cislunar space and unused terrain?).
    Black Hole - Deep Space (Unused terrain?)

    Oort Cloud - Transneptuntian and Transtellar
    Sednoid - Transneptunian
    Blue Dwarf, Blue Giant - Orion Arm and Milky Way
    Brown Dwarf, Rogue Planet - Transtellar
    Carbon/Chthonian/Desert/Hot Jupiter/Mini Neptune/Super Earth/Water planets, White Dwarf - Orion Arm and Transtellar
    Dwarf Galaxy - Local Group and Virgo Supercluster
    Galaxy - Local group, Virgo Cluster and Cosmos
    Planetary Ring, Small Moon - Inner&Outer Solar System and Transneptunian
    Quasar - Cosmos and Distant Cosmos
    Supermassive Black Hole - Galactic Core, Local Group and Virgo Supercluster

    It seems it is outdated and needs adjustments.
     
    Last edited: Mar 31, 2018
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  14. pepper2000

    pepper2000 King

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    Lunar Crater, Asteroids, and Black Hole predate my work on the project. My guess would be ...

    Lunar Crater: any rocky terrain on a body without an atmosphere. E.g. Moon, Mercury, Asteroid Surface.
    Asteroids: Inner and Outer Solar System, Transneptunian.
    Black Hole: Orion Arm, Milky Way, Galactic Core
     
  15. raxo2222

    raxo2222 Time Traveller

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    Blue Giant and Blue Dwarf should be in Galactic Core too.
    Planets should be only on transtellar space, if Orion arm is 100x100 light year square.... planet features would be everywhere and sometimes stacking on themselves on Orion arm.
    Galaxies shouldn't be in Cosmos - cosmos itself is full of galaxies, empty counterpart would be intergalactic void.
    Quasars would be only in Cosmos - they would be next to each other in Distant Cosmos.
    Super Massive Black Hole should be only in galactic core - galaxy features already have such black holes in themselves. Unless there would be extragalactic supermassive black holes.
     
    Last edited: Mar 31, 2018
  16. raxo2222

    raxo2222 Time Traveller

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    @pepper2000 should be earthly space related buildings limited to certain latitudes?

    Caveman2Cosmos\Assets\XML\Buildings\GreatWonders_CIV4BuildingInfos.xml (1 hit)
    Line 12617: <iMaxLatitude>30</iMaxLatitude> - SPACE_ELEVATOR
    Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml (1 hit)
    Line 6539: <iMaxLatitude>40</iMaxLatitude> - SPACE_LABORATORY
    Caveman2Cosmos\Assets\XML\Buildings\Regular_CIV4BuildingInfos.xml (6 hits)
    Line 66875: <iMaxLatitude>60</iMaxLatitude> - MICROSATELLITE_CONSTELLATION
    Line 72108: <iMaxLatitude>60</iMaxLatitude> - NANOSATELLITE_CONSTELLATION
    Line 75378: <iMaxLatitude>60</iMaxLatitude> - ORBITAL_LABS
    Line 112365: <iMaxLatitude>60</iMaxLatitude> - ZEROG_MEDICAL_LAB

    Those all were made before you, space elevator was only one building in entire BTS with latitude limit.
    I don't think they should be limited - you can always ship things to more equatorial place.
    Not to mention when we get spaceplaces, that can go to any orbit from any place in Low Orbit Zone, especially if they can use atmosphere as fuel.
     
  17. pepper2000

    pepper2000 King

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    No, I don't think they should be latitude-limited. The theory is good, because space launches work best near the equator. But in practice it's too messy because it imposes complex conditions on how space maps should be designed, and it could cause even more problems when multimaps come.

    Aside from The Space Elevator, I think all those buildings are cislunar now and my modmod completely overwrites what is in the original. I would leave it like that until (if it ever happens) space materials gets integrated into the core.
     
  18. raxo2222

    raxo2222 Time Traveller

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    Some of them weren't overwritten.
    Space Elevator, that you mentioned and national wonder - Space Laboratory.

    Spoiler :

    All normal space buildings, that had latitude limitations were overwritten.
     
  19. Thunderbrd

    Thunderbrd C2C War Dog

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    We were going to build a space elevator in Seattle. I'm not sure where the idea that it must be equatorial is coming from.
     
  20. raxo2222

    raxo2222 Time Traveller

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    This one was since Vanilla BTS or even earlier.
     

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