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heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 11-12-2001 11:54
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A taste of things to come

Of course it would be overexaggerating to say these are beta

Attachment: teaser.gif
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Lemmy is offline Lemmy
King
Bubblewrap
Dec 2000
time: 06:16
  Old Post 11-12-2001 15:03 Visit Lemmy's homepage!
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nice terrain heardie

Plumbean is offline Plumbean
Chieftain
madison ohio
Oct 2001
time: 00:16
  Old Post 12-12-2001 19:30
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Mars Get a bigger avatar today!

A few Ideas maybe make it on a giantmap 256x256 where you could terra form the terrian at a slow rate.Maybe some goodie huts with advanced tech,Maybe some alien life forms,and maybe after a while super humans who where born on the plant that are Stonger or tougher than normal humans,Even after a long time of terraforming the planet new graphics that allow air breathing

Last edited by Plumbean on 12-12-2001 at 19:37

Mongoloid Cow is offline Mongoloid Cow
Warlord

Sep 2001
time: 14:46
  Old Post 14-12-2001 08:27
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The Civs included in the mod could be leaders of the space race today : Japan, USA, Russia, UK, China, Australia, Germany and France; and add more - the max number of civs is 16. You also would have to compensate for a civ or two to have a special role.

You should also have a special terraform unit from the start.

It will be extremely difficult to make it if the number of terrain-types allowed is not increased. You might have to make it after the planet is that suitable for colonisation or like the Mars Scenario in Fantastic Worlds (Civ2) if you can't increase the number of terrain.

You will also have to make it dangerous to expand into the mountainous regions/chasms - Mars is the most active planet volcanically in the solar system, and those chasms are long and deep (and stretch from near the north pole to near the south pole in some cases). The chasms could however flood full of water once the terraforming gets underway and the poles have melted, and act like rivers (could even sail on them)

A Civ could get reinforcements from their Earth mother-country. But if that country is in trouble the player/AI will have to take care of themselves for a while.

heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 14-12-2001 09:34
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Lose 30 kilos (of popups)

I think it has to be like the FW scenario to work no matter what, ie. A terraformed world

SpaceWeasel is offline SpaceWeasel
Settler
Gainesville, FL
Dec 2001
time: 00:16
  Old Post 17-12-2001 22:07 Visit SpaceWeasel's homepage!
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Some ideas I thought of off the top of my head - I'm also very interested in this topic but I am working on my own mod at the moment.

Improvements: Solar panels (shields) Hydroponic Farm (food) Tubes (road) Maglev/monorail (rail)

Ice or water would definately be a strategic reesource. It would make for a very interesting early-game dynamic to have a building that required water/ice in the city radius to grow beyond the first size level (which should be low). Then a later tech would allow you to build something like a Permafrost Pump that could let any city grow over this initial size. Ice would have to be common but it would make the early game VERY interesting and competitive. Although it could also be unbalancing, of course.

Exploration should be important early on. Have a robotic explorer and a long-range plane that can only fly recon.

What about barbarians? Here's an idea: immobile "space worms" with a high defense value that you would have to clear out. Or not =P.

Hope these idea help, I'll post more if I think of them

HardWay is offline HardWay
Settler

Dec 2001
time: 05:16
  Old Post 18-12-2001 08:08
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Terrain--> Ocean Got spare money?

Just a quick note; I recently played a game where I dropped a nuke 1 square away from a city. The terrain at ground zero was grassland, and was converted to a little lake (sea/coast square) afterward. So maybe there is a way to convert land---> ocean implicit in the system.

Nice work on the beta terrain, heardie. Looks rocky & forbidding. Tip; You might want to lower the value down to something more similar to the civ tiles, to make it easier on the eyes.

HardWay is offline HardWay
Settler

Dec 2001
time: 05:16
  Old Post 19-12-2001 10:12
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I'm glad to see that somebody doing a mars mod! Here's my random ideas on the subject, after reading through this thread;

The initial game could be very food-intensive; All native terrain produces zero food until you build 'agro-domes' (ie farms), and then only 2 or 3 food. Then, as others on this thread have desribed, building a terraformer facility produces 'pollution', and global warming would convert rocky un-productive terrain to highly productive grassland stuff. Agro-domes no longer needed.

Alot of the functions of the 'worker' could be broken out in to separate units. Say, for example, a worker robot unit: can build roads and mines, but cannot add to cities, and costs no population to build. (So, if population growth is limited at first, you wouldn't need to keep sacrificing population units to develop.)

You could also set the 'aqueduct' limit to something really low, meaning that you MUST have access to the 'fresh water' or 'polar ice' resource in order to grow to any useful size.
Rivers could be 'underground water deposits'. Also, 'rivers' could be changed to 'underground water deposits'.

I like the idea of some kind of rapidly appearing and disappearing resource. If doing a dune mod, this would be 'spice swells' that appear for a three or four turns, are outrageously productive (like 10 gold or something), then disappear. You would then truck around some little prospector unit that can build a colony on it... hunting these things down. Maybe a 'kelp tide' or something in the ocean... produces mad food for a few rounds, then dissappears...

The 'disease from jungles', could be increased in frequency and changed to 'sandstorms' or 'radiation storm', to reflect the hostile environment. Occurs only in the native martian dustplain areas, maybe, and thereby decreases with terraforming.


Units:----------------------------------------------
Survey satelite station: immobile unit, which can only do recon missions, and cannot be re-based, global range.

Ground Based Laser tower: immobile air defense unit, does air superiority at long range, artillery bombards at short range.

Orbital Laser Artillery station: immobile unit, global range.

Colony hopper: a non-immobile helicopter unit. Like the little lander thing in _2001_ . Can pick small things up, and drop them off. Can be captured. Available early in the game. (I am always irked by space colonization sims that assume that although we can put a self-sufficient population on mars, we would just drop them off with their luggage and no other useful equipment.) Can be used for exploration, AND for trucking stuff around.

Somebody above suggested a 'terrorist unit'; Here's an idea how to do it: It would be a land-based infantry unit with stealth, and could make 'precision bombing' attacks, at a radius of 1, as well as have some minimal-moderate attack and defend values. The point is, they can blow up buildings, and destroy infrastructure, then run away. (Also, disengage/retreat, and all terrain as roads would make sense.)You could also make it be 'hidden nationality', like the privateer, so you could do things covertly. Ahem, like in real life. Requires 'terrorist cell' building to construct. Available only to certain factions or gov't types, maybe. Not sure if this will get strange with air superiority,... perhaps somebody could try it?

Buildings & Wonders:----------------------------------------------

Maybe the 'aqueduct' blg is 'water sythesizer', with a very high upkeep cost. Generates H20 out of the air and assorted rocks.

Terraforming station. Produces Terraforming (ie pollution)

Atmosphere processor: big fusion station. Produces an immense amount of Terraforming (ie pollution), but can melt down. Think of the big thing in _Aliens_.

'Cloning Vats' Wonder. Allows you to build 'clone workers', which cost no population to build. But are in all respects identical to a worker, and can be added to cities. So, you can simply BUILD your population to the limit of your food supply. Or, for whatever purpose you chose to put them... (Yeah, I know its a rip off of SMAC... but this makes a little more sense.)

Lemmy is offline Lemmy
King
Bubblewrap
Dec 2000
time: 06:16
  Old Post 19-12-2001 16:49 Visit Lemmy's homepage!
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great ideas, i like that terrorist idea, maybe i'll try it this weekend. The early helicopter will also be very usefull.

but i don't see how the cloning vats wonder would work.

SpaceWeasel is offline SpaceWeasel
Settler
Gainesville, FL
Dec 2001
time: 00:16
  Old Post 20-12-2001 01:22 Visit SpaceWeasel's homepage!
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Basically it would be like a worker with low production cost and no population cost, that could add to cities. However, I don't think it would necessarily work b/c I think the add to city command refers back to the population cost command. What you could do is have it act like the Longevity wonder (+2 pop instead of 1). Also, I don't think you can tie building a specific unit to having a specific building...

heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 21-12-2001 06:39
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Terrain :) Support Apolyton, buy Alpha Centauri

'Finished' one set of terrain graphics

Attachment: xggc.zip
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heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 21-12-2001 06:42
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Screenshot:

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Jer8m8 is offline Jer8m8
Warlord
Long Island, NY, America
Nov 2000
time: 00:16
  Old Post 22-12-2001 07:58
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Nice!! But one thing: shouldn't the beaches be red?

heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 22-12-2001 16:44
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Probably, but could you be bothered changing them all?

Jer8m8 is offline Jer8m8
Warlord
Long Island, NY, America
Nov 2000
time: 00:16
  Old Post 24-12-2001 07:42
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Good point. I can't do a thing with graphics

heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 08-01-2002 05:26
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Well, I'm still working on the first set of unit graphics, slowly.. Have empire earth to play as well you know

Would be nice if someone could whip up a tech-tree for me As it stands now, there is one technoology: Martian Timing

HardWay is offline HardWay
Settler

Dec 2001
time: 05:16
  Old Post 09-01-2002 03:28
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Update on the terrorist unit:
I tried it with the editor, and as soon as the unit was built -- game crashed. Will try to isolate exactly what the problem is. Suspect that it is related to putting 'air missions' on a land unit. Dang.

Wish firaxis would allow the editor to warn you about a potential bad configuration.

Lemmy is offline Lemmy
King
Bubblewrap
Dec 2000
time: 06:16
  Old Post 09-01-2002 14:33 Visit Lemmy's homepage!
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you can put air missions on land units, but you won't get the option to perform themm, they are ignored.
So the crashing must be something else.

Loader2k is offline Loader2k
Settler

Dec 2001
time: 05:16
  Old Post 09-01-2002 23:50
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Hallo everyone.

My 2 cents:

1. Oceans on Mars?

Oceans on Mars from the beginning would be quite strange. But a map needs oceans or an equivalent. So just take an equivalent. Make ground regions, lets call them plains, on which you can build and settle ("plains" here stands for different types of regions). And as an ocean equivalent take "dust". Normal units cant cross dust (maybe because of sandstorms, sinking, or just the (abstract) necesserity to refuel regularly or whatever). Units that can cross dust can also cross plains (so actually it would not be exactly the same as ocean), but these would be expensive.


2. What does make the Mars-Mod different from Civ, SMAC and other Mods?

I think it would be a good idea to design the mod so that the player has to use the modern concepts from Civ from the very beginning. SMAC started like Civ... at the beginning ground units for a long time, then aircraft and planetbreakers (=Nukes) just shortly before the end. I seldom put those modern technologies into use, because either the world is very peaceful until they are discovered or it is so much work to manage the empire in times of war. I´ve fought so many wars with archers and legions and so few with planes.
So i think it would be interesting to have aircrafts as the standard fighting units right from the beginning (in fact i would even make settlers aircraft and give them an operational range of settling if possible) and to give the civilisations nukes very early and so on.

In fact i would make ground units very expensive. So that you would use aircraft whereever you can (it would be cheaper). But since aircraft have limited range, u would sometimes need expensive ground units or take an even more expensive carrier with you, that is able to pass plains or even dust.


3. Concerning terraforming and colonizing

Being dependend on terraforming sounds nice, because destroying those installations in a war could create a huge problem for a city. That also works in late Civ-Games when a bombarded city starts to starve, but i think an even stronger effect (no food at all without "irrigation", so that a city would _massively_ starve after a bombardement; i wouldnt implement permanent change of terrain) would be interesting in times of war. On the other hand i would be careful not to put too much micromanagement into the game (commanding workers is boring).

And since it´s Mars we are talking about i would only make a few places suitable for founding a city. So that u dont have the whole map settled like in Civ, but only important places. That would strategically be very interesting. Would also make for less micromanagement in the late game.


4. Concerning science

What to research? Problem is that the colonists come from earth which is very well developed and you would assume that the science labs there research alot quicker than some new colonies. So why research? In SMAC the colonists had lost this knowledge and science was mostly about re-inventing all that stuff. One possibility.
Another would be that most science on Mars cycles around new strategic ressources. Lets say there are 12 strategic ressources, you get access to 3 per age, and every tech puts one of the three ressources of its age into use.


Greetings,
Loader.

heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 10-01-2002 07:24
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Anyone want to see the *pcx of the Colonist?

Go ahead...

Attachment: colonist run.zip
This has been downloaded 13 time(s).

pwyll is offline pwyll
Settler

Jan 2002
time: 06:16
  Old Post 14-01-2002 22:52
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Great idea. I made some mars-like terrains. It has some smal errors, but I'm working to fix it soon. Also working on the goodyhuts.pcx - think a wrecked spaceship would doing it.





You can find the complete pcx files here -> Terrain.zip

Note: These terrain files are only beta

pwyll

Jer8m8 is offline Jer8m8
Warlord
Long Island, NY, America
Nov 2000
time: 00:16
  Old Post 15-01-2002 02:23
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picture doesn't work

pwyll is offline pwyll
Settler

Jan 2002
time: 06:16
  Old Post 16-01-2002 01:14
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hmmm i can see the picture...

here's the url -> http://www.geocities.com/nichols92295/mars.gif

pwyll

heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 20-01-2002 12:09
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Nice work on the terrain If you make them a bit browner, and less red, then I'll be begging to use them

pwyll is offline pwyll
Settler

Jan 2002
time: 06:16
  Old Post 21-01-2002 22:57
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ok doing this within the next two weeks, at the moment I havn't the time. But why brown? Isn't mars a red plant? Also made the goodyhuts and some irrigation and mining graphics.

pwyll

heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 22-01-2002 09:17
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quote:
Originally posted by pwyll
ok doing this within the next two weeks, at the moment I havn't the time. But why brown? Isn't mars a red plant? Also made the goodyhuts and some irrigation and mining graphics.

pwyll


I just think the red is slightly overpowering. Still, great work.

joost1110 is offline joost1110
Settler
Holland
Jan 2002
time: 05:16
  Old Post 23-01-2002 00:06
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What if you would change the graphics of ocean to dust or something, and make it changeable to sea with pollution (terrafroming). Then you can't build on them and with enough pollution they would just change. Or you could make a unit, named terraformer for example, with the same effect as a tactical nuke (just change the graphics). When you hit one of the 'dust' terrains with it, it would change to sea. Makes those units not very expensive either. This probably won't work for the AI (I guess none of the ideas in this thread will work with the AI, so the human player would have to do all the terraforming).

pwyll is offline pwyll
Settler

Jan 2002
time: 06:16
  Old Post 23-01-2002 00:57
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I think the mars-mod have to play after the game. Earth were destroyed by massive wars and the people left earth to beginn a new life on mars. Mars still is terraformed and so we had a smal oxygen athmosphere and water from the icecaps create oceans. On normal plains you don't find any food so you need to irrigate them - thats a problem. I don't know how to made this in this mod. Also you had smal forrests and jungles. We have to find a way to decrease them in the mod.

We also have to made new techs for our civs. Starting with an techlevel we had at the end of the normal game. So we had 4 new eras, starting with modern times and we had to create new units. Starting with some tanks, spaceships and marines. We need some futurisitc ships, think someone could crap this from ctp2. Also we could crap some futuristc units from ctp2. In the next era we could use this fantastic mechs from blueo.

We need 4 new erasplash screens, new wonders and many new units and much time to create this mod.

pwyll

Reptilicus is offline Reptilicus
Settler

Aug 2001
time: 05:16
  Old Post 02-02-2002 01:47
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I don't think crapping out units is a good idea, nor do I think that air units would be suitable on mars being as there is very little atmosphere. Perhaps things like balloons you can get at the beginning, which is your main scouting units.

Nationalities.
To balance out the different nationalities, they can all land at different times with different units. For instance, America can land first turn with two brilliant scientests and a chemical plant, but then the chinese show up next turn with two cities expert craftsmen, etc.

Mars doesn't have oceans, so they need to go. I do hope it is possible to have oceans show up in late game.

Dust storms shouldn't be a random unit occurance, but something that lasts a few turns and covers a large part of the planet. During a sand storm, all the terrain stops producing and units are slowed, and air units are destroyed.

Power should be important. So, you need a power plant to have so many improvements, and maybe there can be a dueterium plant as a small wonder.

heardie is offline heardie
Prince

Aug 1999
time: 15:16
  Old Post 02-02-2002 12:17
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quote:
Originally posted by Reptilicus
I don't think crapping out units is a good idea, nor do I think that air units would be suitable on mars being as there is very little atmosphere. Perhaps things like balloons you can get at the beginning, which is your main scouting units.

Nationalities.
To balance out the different nationalities, they can all land at different times with different units. For instance, America can land first turn with two brilliant scientests and a chemical plant, but then the chinese show up next turn with two cities expert craftsmen, etc.

Mars doesn't have oceans, so they need to go. I do hope it is possible to have oceans show up in late game.

Dust storms shouldn't be a random unit occurance, but something that lasts a few turns and covers a large part of the planet. During a sand storm, all the terrain stops producing and units are slowed, and air units are destroyed.

Power should be important. So, you need a power plant to have so many improvements, and maybe there can be a dueterium plant as a small wonder.


Except that most of this isn't possible with the editor. Maybe if there is an expansion pack, but for now, we are stuck.

Also, I understand about air units, but I believe they still need to be in - can you imagine a game withouot air power?

 
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