The Song of the Moon

Okay Rabbit. I'll PM you when we have an entire upload link. Thanks for your help. :)

If you need any other files for anything let me know.
 
Mr.Earl said:
Just thought of a two buildings and a resource:

Wormhole Generator (Makes Trade Route more efficent)
Cloning Lab (Useful for units that are weak but easy to build)
And the resource:
Ozone (+1 health)

Wormholes might be beyond our scope, but I like the other ideas. Keep em coming. ;)
 
Wonders:
(National Wonder, possibly unavailable for Independent 3rd trait civs)Tribute to the Pioneers, made available at Low-G Construction, (+2 health this city, +1 Population all cities in empire). A park with a bronze statue of one of the more famous pioneers of the Lunar Coloni(s/z)ation Effort, dedicated in honor of their perserverance and dedication to the survival of humankind on the Moon. +2 health due to the tourist trap effect, it inspires a few more people each visit to make plans to stay on the Moon or come back and stay, adds to gene pool. +1 population to all cities in empire because on construction it'll attract people who believe in the values of the civ that built it. National cuz of the billions of people on the Earth who don't necessarily agree with any one faction on the Moon.

(World Wonder, possibly no or lesser effect if Isolationism civic is being practiced, made available at Lunar Trading Policy, made obsolete at say... Spaceflight or some such tech)Corporate Trade Network, +2 commerce in each city in empire, +5 deviation from present% research/production per trade route. With the realization of the commercial possibilities of the Moon, an international consortium of corporations representing various interests both on the Moon and on Earth formed and sent a proposal to the Moon: We will agree not to colonize the Moon so long as we are allowed conduct all trade efforts between the Earth and Moon. Realizing the wealth to be made by signing on to this deal, (leader) readily accepted. +5% production/research per trade route to represent the trickle of resources the trade routes provided by the conglomerate. Only 5% because of the logistical concerns of moving several million tons of goods with reusable or disposable rockets and getting them down on the Moon without damaging them. Thankfully, people on the Moon are so willing (either immigrants from Earth or the immensely wealthy) to purchase Earth goods that are not otherwise available on the Moon in sufficient quantities that the profit margin has been driven up to tolerate losses of up to 65%.

Building:
Immigration and Customs Suboffice, available at Spaceflight, unavailable for civs with Isolationism civic implemented:
+2 Health, +2 Commerce this city
With the hardships of intraorbital spaceflight largely reduced to that of a late 20th century transcontinental flight came the droves of people looking for a new life on the Moon, as well as the cargo transportation abilities of that era, allowing for the Moon to finally overcome its isolation amongst the vacuum of space.
 
Those are nice ideas OwieB. I think with the work Belizan and matthew are doing with python and civ specific stuff we can use those. Thanks and keep em coming! I am writing this stuff down and paying attention. It just takes me a while to get it added into the game.....
 
I found a couple of bugs with the civ traits : industrious and populous do not grant extra hammers and food like the tooltips say they should. Am i the only one getting this?
 
I Just have one idea this time:

Mag-Lev (Monorails that use magnets rather than wheels) It could probably be used like a railroad or an airport, and it might need some magnetic resource too.
 
Ploeperpengel said:
Hi Woodelf,

Posted a few new Buttons but I think the guys working on Warhammer could be happier with this than you. Sorry.

No need to be sorry. I'll take a look and see if I can "borrow" any.
 
Guagle said:
I found a couple of bugs with the civ traits : industrious and populous do not grant extra hammers and food like the tooltips say they should. Am i the only one getting this?

I'll look into it, thanks.
 
Mr.Earl said:
I Just have one idea this time:

Mag-Lev (Monorails that use magnets rather than wheels) It could probably be used like a railroad or an airport, and it might need some magnetic resource too.

Mag-lev are going to be put in as railroads. For some reason I haven't given them a prereq tech yet, but they are coming.
 
You guys have a good link for this to download yet? I've searched all through the pages...read the FAQ (where it says 16-18mb?) yet all i seem to get is a patch? when i click on the link on Woodelf's sig. The file is only 3mb i think....

I know you all are working on this and it seems like an awesome project.....just wanted to check it out and see how it looks (other then clicking thumbnails).

Thx.
 
SirManiac said:
You guys have a good link for this to download yet? I've searched all through the pages...read the FAQ (where it says 16-18mb?) yet all i seem to get is a patch? when i click on the link on Woodelf's sig. The file is only 3mb i think....

I know you all are working on this and it seems like an awesome project.....just wanted to check it out and see how it looks (other then clicking thumbnails).

Thx.

Maybe if Matt checks this thread tonight he could do another 7 day yousendit upload. If not I might have DSL tomorrow night and I will. Either way keep checking. :)
 
Maybe if Matt checks this thread tonight he could do another 7 day yousendit upload. If not I might have DSL tomorrow night and I will. Either way keep checking.

Sorry, but I won't be able to upload the mod for a long time. You will have to upload it when you get DSL.
 
Most likely I'll divide it up into 2 parts and upload it tonight. I'll add in the turrets and colony pod that smitty made. More than likely I'll get the new stuff that Rabbit did as well. Not many gameplay changes though at least until Belizan gets back to me later this week.
 
GeoModder said:
Not merely "more then likely", but a "must do" on the new graphics, Woodelf. ;)

With 3 models to work with who gets them? Lunar marines, laser infantry, and who else? I can mess with size and mesh group numbers, but not much else to give variety. They should represent the most important early units so we can show them off!
 
I have moved so I haven't worked with the buttons yet. But I will start with them soon.


woodelf said:
With 3 models to work with who gets them? Lunar marines, laser infantry, and who else? I can mess with size and mesh group numbers, but not much else to give variety. They should represent the most important early units so we can show them off!

Better to have all humans in similar size and maybe just use another skin instead (just colorized in another color would do until better are made, those tiny pistolman looks strange).
 
Zuul said:
I have moved so I haven't worked with the buttons yet. But I will start with them soon.

Better to have all humans in similar size and maybe just use another skin instead (just colorized in another color would do until better are made, those tiny pistolman looks strange).

Whenever you can get the buttons is fine Zuul. No real rush....;)

Yeah, I'll looking into how hard it will be to skin Rabbit's files.

So what does everyone think for his 3 models?
You guys have played more than I have! List which of his should go where, please!
 
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