Space Colonization modmod

@pepper2000 The new warlords are not yet part of the upgrade line, and I don't think they are limited like the old warlords are (1 Chief, 2 Captains, 3 Corporals, 4 Colonels, 5 Commanders).
 
I found out why certain terrains were broken: they weren't compatible with grid overlay, that you activate by clicking on "show grid" button over minimap.

Looks like you have to add grid version for planets.
Spoiler :
cAqykbn.jpg

cIS8k3c.jpg


Lets do experiment for black hole:
There is CIV4ArtDefines_Feature in Caveman2Cosmos\Assets\XML\Art
Blackhole texture is here:
<ModelFile>Art/Structures/Improvements/BlackHole/BlackHole.nif</ModelFile>
Lets replace it with this:
<ModelFile>Art/Terrain/Features/FinalFrontier/Radiation/Radiation.nif</ModelFile>
Same for supermassive black hole.
Radiation.nif is green cloud.
It will easily stand out.

Edit: They are visible. Very.
Changed <fScale>4.0</fScale> to <fScale>1.0</fScale>
Now it is scaled to single tile.

Here is updated spacemap screenshots:
Spoiler Space map :

BOs4J8Z.jpg
lxtzJ0x.jpg
gzbzHXS.jpg
heeplM4.jpg
g0tqC8e.jpg


I used 100 FoV, disabled graphic paging, pressed alt+i to turn off interface, replaced broken blackhole .nif file with radiation cloud and turned off planet texture breaking grid overlay.

Why some buildings requiring Planet features have misplaced mapcategories?
They should require Transtellar map category, as only there makes sense for exoplanets to be visible.
 
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I have hypothetical question about human mods: If humans become one with technology, then what would be ultimate fate of properties and resources?
Would be mostly biological beings be majority of population all time?
That is properties/resources are affecting first your mostly biological population, and then alien civilizations.
Or humans/aliens needs are replaced with wants, as they become one with tech and resources/property pseudobuildings would get obsoleted enmasse?
Spoiler Even transcendent energy beings likes to eat sometimes. They are coming from megawormhole trying to attack galaxy. :

xtHUQJZ.jpg



Basically if assimilation by technology was compared to wind force, then would be it strong as F5 hurricane or as supernova blast at end of game?
Would technological pressure on society ramp up like this:
Beginning of Nanotech - Light breeze
Transhuman - F5 hurricane
Galactic - Tsar bomb blast
Cosmic - Dino killer asteroid blast
Transcendent - Nova blast
End of game - Supernova blast

That is wants, needs and psychology of citizens at end of game didn't changed very much VS everything being replaced with technological god.
Here are future timeline predictions - Azure posted it on forum long ago.
 
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Most of the properties would probably still exist in one form or another but would change forms. One can imagine some sort of intergalactic "pollution" that results from destabilizing the spacetime continuum, but it would obviously be different from smog.
 
Most of the properties would probably still exist in one form or another but would change forms. One can imagine some sort of intergalactic "pollution" that results from destabilizing the spacetime continuum, but it would obviously be different from smog.
Can you add some placeholder property control to space units?
You can take some android worker skin, name unit "Civilian AI Force" - one for Crime, other for Education.

Also you can make Utility Fog replace pests (they are in special buildings) on Earth.

I wonder if these human mods can interplay with properties.
 
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Can you add some placeholder property control to space units?
You can take some android worker skin, name unit "Civilian AI Force" - one for Crime, other for Education.

I could do something like that. Again, I would like to do things with properties, but that's a big project and I don't want to add anything without having a good plan. Anything property-related will also wait until after V38 is released.
 
I could do something like that. Again, I would like to do things with properties, but that's a big project and I don't want to add anything without having a good plan. Anything property-related will also wait until after V38 is released.
Ah so you are going to do wholesale space property project after V38 release I guess.
What will happen to global unhealth/unhappiness from property pseudobuildings?
+1 global unhealth from Heavy Smog shouldn't make space colonies unhealthy from realism perspective, but on other hand even Industrial era isn't too fleshed out and we don't have space map script (that would lay space zones like my spacemap or TPEHEP one).
Also players are finally reaching Industrial/Modern era.
StrategyOnly even is strutting trough Nanotech era on normal speed (normal map though, so hes missing out space).
Most likely they will stay until better mechanic comes into place.
 
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I mentioned these human mods before in thread, but since they are far in background for now, no one really knew what these are.
Human mods could boost :food::hammers::commerce::gold::science::culture::espionage::gp: empire wide using %modifiers, or even add global (or per pop) :health::) for empire - these modifiers would be on national wonder representing them.
They also would have deep interaction (depending on its advancement) with properties and resources.
Spoiler First human mod in lengthy line lasting till end of game :

hZp8HS3.jpg

6Td531o.jpg

This is Information era national wonder representing influence of internet and social media.

Spoiler Final Frontier: Armada to Ascension :

Digital Lifestyle - Online Community (X93, Information) - Ground zero human mod.
Digital Identity - Virtual Society (X97, Information) - Digital Lifestyle.
Gene Editing - Gene Enhancement (X101, Nanotech) - Ground zero human mod.
Designer Babies - Gene Jurisprudence (X102, Nanotech) - Gene Editing.
Cognitive Enhancement - Neuron Engineering (X111, Transhuman) - Designer Babies.
Novel Senses - Synthetic Synesthesia (X111, Transhuman) - Cognitive Enhancement.
Enlightened - Utopia Destiny (X112, Transhuman) - Digital Identity, Designer Babies.
Lunaris - Artificial Evolution (X113, Transhuman) - Ground zero human mod.
Martian - Artificial Evolution (X113, Transhuman) - Ground zero human mod.
Robotic Body - Comprehensive Cybernetics (X115, Transhuman) - Digital Identity.
Indefinite Lifespan - Transhumanism (X116, Transhuman) - Enlightenment.
Zero g Adaptation - Transhumanism (X116, Transhuman) - Novel Senses.
Gills - Human Transmutation (X117, Transhuman) - Novel Senses.
Wings - Human Transmutation (X117, Transhuman) - Novel Senses.
Cold Tolerance - Thermal Negation (X118, Transhuman) - Robotic Body.
Heat Tolerance - Thermal Negation (X118, Transhuman) - Robotic Body.
Collective Consciousnesses - Sentient Earth (X119, Transhuman) - Enlightened, Robotic Body.
Radiation Tolerance - Nanoshielding (X119, Transhuman) - Robotic Body, Heat Tolerance.
Nanomorphism - Attometer Nanomorphism (X128, Galactic) - Cold Tolerance, Radiation Tolerance, Collective Consciousness.
Information Based - Posthumanism (X131, Galactic) - Nanomorphism.
Transapiet - Stellar Computing (X134, Galactic) - Information Based.
Alien Hybrid - Species Amalgamation (X136, Galactic) - Gills, Wings, Cold/Radiation Tolerance.
Immortal - Immortality (X141, Cosmic) - Indefinite Lifespan, Transapient.
Pure Energy - Luminal Beings (X147, Cosmic) - Information Based.
High Dimensional - Transverse Euclidean Geometry (X150, Transcendent) - Alien Hybrid, Immortal, Pure Energy.
Archailect - Hyperintelligence (X153, Transcendent) - High Dimensional.
Nonspatial - Spatial Transcendence (X155, Transcendent) - High Dimensional.
Atemporal - Atemporal Beings (X156, Transcendent) - High Dimensional.
Metaphysical - Archetypal Vector Spaces (X158, Transcendent) - Archailect, Nonspatial, Atemporal.

Some of these Human Mod NWs require Human Mod Bonuses and others require Human Mod NWs. https://imgur.com/a/67WaS
I have suggestion for Lunaris/Martian: Make their NWs require Designer Babies or Gene Editing, and make Alien Hybrid NW need Lunaris, Martian and Zero g Adaptation Human Mod resource.
This tree would open nicely with digital lifestyle and gene editing and close with metaphysical beings without loose ends.
 
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@pepper2000 there is Attometer Foundry building, that is unlocked at Atomic Scale Engineering, but it didn't got new name.
Attometer Foundry can be renamed to Atomic Scale (or Atomically Precise) Foundry.

By the way there is how to make black holes visible:
Lets do experiment for black hole:
There is CIV4ArtDefines_Feature in Caveman2Cosmos\Assets\XML\Art
Blackhole texture is here:
<ModelFile>Art/Structures/Improvements/BlackHole/BlackHole.nif</ModelFile>
Lets replace it with this:
<ModelFile>Art/Terrain/Features/FinalFrontier/Radiation/Radiation.nif</ModelFile>
Same for supermassive black hole.
Radiation.nif is green cloud.
It will easily stand out.

Edit: They are visible. Very.
Changed <fScale>4.0</fScale> to <fScale>1.0</fScale> (both in black hole art define and supermassive blackhole art define)
Now it is scaled to single tile.
Spoiler :
heeplM4.jpg

After this change black holes will appear as green cloud.
 
Have you seen this series?

I just watched the Titan episode and they said that Titan would also be very interesting because it is cold; that computing gets much more efficient on these temperatures (thus a huge supercomputer as a building maybe?) and that the heat engine also gets way more powerful on these temperatures.
 
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@pepper2000 there is Attometer Foundry building, that is unlocked at Atomic Scale Engineering, but it didn't got new name.
Attometer Foundry can be renamed to Atomic Scale (or Atomically Precise) Foundry.

Good catch; I will put that in my next update.

By the way there is how to make black holes visible:
Lets do experiment for black hole:
There is CIV4ArtDefines_Feature in Caveman2Cosmos\Assets\XML\Art
Blackhole texture is here:
<ModelFile>Art/Structures/Improvements/BlackHole/BlackHole.nif</ModelFile>
Lets replace it with this:
<ModelFile>Art/Terrain/Features/FinalFrontier/Radiation/Radiation.nif</ModelFile>
Same for supermassive black hole.
Radiation.nif is green cloud.
It will easily stand out.

Not the best solution because I would rather use the actual black hole imagery, but I will do this if necessary.

Have you seen this series?

Yes, I am a big fan and some of the ideas in the series have been incorporated and several others are in the pipeline. Interesting concept on using Titan for industry and supercomputing. Also for nitrogen exports to accelerate terraforming efforts.
 
Not the best solution because I would rather use the actual black hole imagery, but I will do this if necessary.
You can set Blackhole scale to 1 - now it has scale of 4 tiles.
<fScale>4.0</fScale> to <fScale>1.0</fScale>
If first switching scale doesn't make blackholes visible, then you can replace model file.
 
Yes, I am a big fan and some of the ideas in the series have been incorporated and several others are in the pipeline. Interesting concept on using Titan for industry and supercomputing. Also for nitrogen exports to accelerate terraforming efforts.

It really is amazing... I spend every free minute during the last days to watch his stuff... Got a much better understanding of your buildings now :D And yes, there are plenty of more buildings possible, though I'm not sure if you already included these I have in mind or not^^
 
Have you seen this series?

I just watched the Titan episode and they said that Titan would also be very interesting because it is cold; that computing gets much more efficient on these temperatures (thus a huge supercomputer as a building maybe?) and that the heat engine also gets way more powerful on these temperatures.
You should have given a warning here. That channel is "worse" than TVTropes! If you want to get anything done this month/year/century don't go there! :lol: :thumbsup:
 
Are there any smaller space maps than the testing one? I usually prefer playing on small maps and the testing map is huge. Ideally there would only be space for around a dozen earth cities and around 3-5 cities per space zone. I still desperately want a working space mapscript though.
 
Are there any smaller space maps than the testing one? I usually prefer playing on small maps and the testing map is huge. Ideally there would only be space for around a dozen earth cities and around 3-5 cities per space zone. I still desperately want a working space mapscript though.
I think my spacemap is smallest one.
It is already pretty thin in one dimension - 40 tiles in height.
 
Just for fun: space engine screenshots.
Travel trough spacetime!
Spoiler Earth Hill Sphere - early Nanotech era :
v0uvMjV.jpg

Spoiler Inner solar system - late Nanotech era :
XgeA7uX.jpg

Spoiler Outer Solar System - early Transhuman era :
GE1jr4N.jpg


Spoiler Kuiper Belt - late Transhuman era :
5qTJzXK.jpg

Spoiler Nearby Stars - early Galactic era :
Ii1LtIU.jpg

Spoiler Orion Arm - middle Galactic era :
11Ungf1.jpg

Spoiler Milky Way - late Galactic era :
Yi2ueLx.jpg

Spoiler Local Group - early Cosmic era :
77TZIy2.jpg

Spoiler Virgo Supercluster - middle Cosmic era :
ynAK1nS.jpg


Spoiler Observable Universe - late Cosmic era :
MtzQpVg.jpg


Spoiler Unobservable Universe - early Transcendent era :
Gx7GoF9.jpg


Spoiler Hyperspace and Multiverse - late Transcendent era :
WTIrkFv.jpg
 
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What is C2CValidation? Unfortunately I just haven't had much time to work on this lately and probably won't for a while longer.
 
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