thescaryworker said:
Good work so far.

I didn't know you could implement all that into civ ... but i guess you can.
While playing as the Terrans (with a Marine), I attempted to attack (with the Turn Attack button at the bottom of the screen) the menu came up, and I selected the Ultralisk (barbarian). The game crashed and I had to forcequit. (I tried building things and collecting recources, and they worked smoothly). Are there supposed to be barbs in this mod?
No, barbarians wil eventually be disabled.
I'm in the process right now of completely re-writing how the attack handling is done so that it fits with the entire spell interface. Hopefully, this will eleviate some of the problems with the current attack system, which I keep looking back on in shame
Also, that new spell system is being written in a way to hopefully allow things such as the unit-selector and more advanced plot-select (such as multiple plot selections, or animated pictures on the plots rather than square highlights) to be able to be used more as a modcomp than just code integrated into the Civcraft mod, thus allowing other mods to use it as well with a minimum of source editting (most of the code will be in the SDK, so SDK modders will probably have a bit to work out, but the Python code will include changing at most three lines in at most two files, and the rest are new python files.
Of course, creating all this in a purely generic way takes a little longer than creating it in a very specific way as I did the spell system, but it will allow for better debugging (since every spell uses the same code, so the code used to make new spells has already had tons of testing), as well as giving back to the mod community what I hope to be a pretty advanced and feature-full spells mod component. I might even go so far as to rewrite how the buildings are placed using the new spell component.
This will put a serious damper onto the short-term progress of Civcraft, but I think it will help with the problems that is slowly becoming a very engorged modified DLL.
Simply put, I'm trying to make this work in a nice, long-term solution that will hopefully not allow Civcraft: SC to become the Duke Nukem Forever of Civ4 mods
