| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1121 |
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
hey thanks lord tirian,
i used those actually - look at the units picture - see the rollers - the small yellow one...its from there - also the most right unit in the roller line. thanks, i should have used those. although im doubling the size of the tracks sometimes - so in one model i added up a second set of middle wheels ![]() you can delete the file, thanks. p.s, the older model in p-f is from a model ive made - that i took from song of the moon ....(i also built the rover currently in use in p-f although im not credited....)
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|
|
|
|
|
#1122 |
|
Modding For Ethne
Join Date: Jan 2008
Location: Great Britannia
Posts: 850
|
Wow, they look amazing!
![]() Hm, shame about that, wish I knew DLL... I can still do the radiation cloud damage, and a system like the one I planned out, just with, maybe three layers of radiation cloud
__________________
But don't die too quickly, that would be a shame Step into the darkness, in there you will stay For your death is at hand and your doom is today! Perpentach |
|
|
|
|
|
#1123 |
|
It's Pronounced Sah-TEEN
Join Date: Oct 2008
Location: Bad-Anon
Posts: 4,191
|
Well, I still have my Civ4 Vanilla.
__________________
My Civ4 Mods. I'm totally quoting this out of context and putting it in my signature. - Choxorn |
|
|
|
|
|
#1124 |
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
lemonjelly very happy you like the units!
do you want me to create for you the clouds? Dumanios, even so - the latest build of song of the mood is very bare - it only have the civs ready, tech tree is a mess, units and buildings are a mess, only names, civics are even worse...so its not a mod to play... you should wait for my full version.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|
|
|
|
|
#1125 |
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
hi,
i had an idea, what do you think if i use a population limit on cities, that after a certain level - you need to buy a building? just like civ 2 - aqueduct, but in song of the mood - the building will be - larger dome. ?
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|
|
|
|
|
#1126 | ||
|
Modding For Ethne
Join Date: Jan 2008
Location: Great Britannia
Posts: 850
|
Quote:
![]() I've had another idea, dust clouds? So, if you could make a sort of radiation-y, more misty, glowy one, then a greyer one, with maybe rocks in or something? Quote:
![]() And, I know its possible, somebody made a system like that for me before ![]() It should be modifiable by traits and buildings IMHO, then we can have some leaders that are allowed bigger cities by default ![]() But, that would require DLL work as well, to do properly, we better start learning!
__________________
But don't die too quickly, that would be a shame Step into the darkness, in there you will stay For your death is at hand and your doom is today! Perpentach |
||
|
|
|
|
|
#1127 | ||
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
Quote:
Quote:
i once used it in my overlord mod, it worked nicely. i will merge it then, glad you approve ![]() on another note - i finished all the unit powers today, even renamed all the great persons. i wanna add later on another unit class, some special units, but the five unit classes are ready. the unique units - ill do it after i finish what i have left buildings, civics and the polish of stuff. im now moving on to the buildings. ill do the art you need maybe tomorrow.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
||
|
|
|
|
|
#1128 |
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
hi ,
i need help - i require buildings names....i dont want to copy names from planet fall or mars, i wanna have original stuff. i made up some stuff, but more outside ideas would help. p.s the building work is harder then the units, much more to do there.....
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|
|
|
|
|
#1129 |
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
PHEW....good news,
ive finished added 71 new art for all the existing buildings...i used models form planetfall, dune wars and mars - but i reskinned a lot of them, changed their looks, added, mixed models around so song of the moon will have more unique look. it took me 6+ hours. the hard part is out, now i have to set all the building powers and tech positioning, that will take some more time, but i expect my plan to release the first version close to the week end will succeed.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|
|
|
|
|
#1130 | |
|
Gravitas, What Gravitas?
Join Date: Nov 2007
Location: Liverpool, UK
Posts: 1,356
|
Quote:
On the other hand, what's the gain, besides flavour? Now, this doesn't mean that I absolutely hate this idea - let me offer you some ideas:
Anyway, you need building names? Let me gather a random sci-fi-esque list: Spoiler for Click me!:
![]() Another (very random) ideas I had were:
Cheers, LT.
__________________
Tired of plain old Civ4? Then try these:
Planetfall Mod (forum) | Dune Wars Mod (forum) "I have loved the stars too fondly to be fearful of the Night." Last edited by Lord Tirian; Sep 06, 2010 at 06:51 AM. |
|
|
|
|
|
|
#1131 |
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
ooohhh wee you got some good ideas!
ok, 1. im not gona add the pop cap for now, and if i will, i thought of making the building to a 1-10 turns tops, make it worth while for the ai to build, make all other buildings need that specific dome/building - so its like that its a limitation to growth and buildings. but for now its not gonna get in. 2. not sure its wise right now to remove dependance of h&h, since most moon resource are metals and not food, the food stuff comes from imported buildings - each civ have 1 unique (3 are supplied) so each civ can trade with another resource - thus gaining a mac of 3 res of imported food tops - 1 from import and two on trade, but of course you can pay the ai for other resource or deals , but the idea is to have 1 resource to trade. also theres 7 world imports - so all civs can build them - who ever gets it first. 3. very very cool idea - i was thinking on what to do with the bread icon. 4. balance is the most important thing, thats why the first version will contain the basic structue, buildings, units civs, and not too much special stuff like varius mod comps, special units, or many world wonders. the thing i fear the most is that i made the improvement system right - i tried to make it so that each resource will have 3 improvement option. i really really like unit caps - as you can see ive made the space ships with a cap (8), i have an excellent idea on how to implement a cool unit cap - using the lopez quantity resources (you can have a preqeq of 1+ resource for a unit - like 2 oil req) so it wil lwork like this - i make each unit class have two unit class - say crawler 1 and 1, the 1 - need 1 crystal preqeq - and you can build 50 of those units, the second class, crawler 2, theres a preqeq of 2 crystal, the limit on them - is another 50, so if you wanna control 100 crawlers you empire will need two crystals. the ai will have no problem of using this - since it will recognize this unit as another good unit to build after reaching a cap. what do you think? city caps - well, ill think about it - the map is designed as an all land with land sea - like archipelago only that ocean and coast are replaced by dust sea and dust coast which are both land (might be wrong about the names). maybe, we see how the game goes - maybe instead of large cities we can make the cities go larger (3 radius depends on culture, i can implement that too). ive made around 80 buildings, got the names, but im pretty sure ill change some according to your list and later on. thanks l-t, your being a great help.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|
|
|
|
|
#1132 | |||||
|
Modding For Ethne
Join Date: Jan 2008
Location: Great Britannia
Posts: 850
|
Quote:
![]() What did you rename the Great People to? Quote:
Quote:
Any screenys of these buildings? ![]() Quote:
Just make an unit cost a population when it completes, and make food rare, and 3/food a citizen ![]() And, a cap on cities would be good as well ![]() Quote:
But, if we keep Health, then we can do loads of fun things with Oxygen resources and the like ![]() Space would be fun, but Happiness is about so much more ![]() Oh, and if we have the three radius thing, all cities should start at one radius until they get either enough culture or happiness, spaee, or maybe not until a later tech? We could say that the glass domes necessary for life aren't strong enough at the beginning of the game to be very large without collapsing, so cities are small (1 radius) then as we learn to make stronger glass, the domes can be bigger?
__________________
But don't die too quickly, that would be a shame Step into the darkness, in there you will stay For your death is at hand and your doom is today! Perpentach |
|||||
|
|
|
|
|
#1133 | |
|
Gravitas, What Gravitas?
Join Date: Nov 2007
Location: Liverpool, UK
Posts: 1,356
|
Ah, sorry, I didn't clarify: The dependance should only be reduced if you decide to implement a pop cap building, since it would become a hammer-based third limiting factor.
Quote:
Not sure about the numbers, gut-wise I'd say 50 is quite a lot; something ~5-10 units per resource would encourage you to look out for the resources more (otherwise, 1-2 resources will be plenty); of course, the AI would need to learn the importance of such resources! I hope that your Dune Wars expertise will help there, since you guys experimented quite a bit with the resources, especially spice!You also mentioned changing food/minerals/gold... to something else, I've given it some thought and hope you might find them interesting (though they're a bit rough, I'm sure you can come up with something better - so feel free to ditch things you don't like, it's your mod revival, after all ):
What do you think? Cheers, LT.
__________________
Tired of plain old Civ4? Then try these:
Planetfall Mod (forum) | Dune Wars Mod (forum) "I have loved the stars too fondly to be fearful of the Night." |
|
|
|
|
|
|
#1134 | |
|
Apolyton Sage
|
Quote:
Version 8 Patch d - Revision 767: 1. Lots of building buttons, by Teodosio. 2. Plasma Thrower graphics added, by mechaerik. 3. New gamefont icons, by Teodosio. 4. Helium-3 graphic added, by Teodosio. 5. New Rover unit graphics added, a combination of woodelf, keldath, C.Roland and The_J assets and efforts.
__________________
Contraria sunt Complementa. -- Niels Bohr Completed Mods: SMAniaC (SMAC) | Planetfall (Civ4) |
|
|
|
|
|
|
#1135 |
|
Apolyton Sage
|
From readme.rtf:
With asset contributions from: (somewhat in order of most recent contributions) Rubin GeoModder jdog5000 Pfeffersack Pickly sylandro phungus420 WarKirby Slvynn Dom Pedro II Deliverator EmperorFool achilleszero slugwalk The_Coyote Silverr Tholish evertebrate Keeper_GFA Teodosio Priv_Joker asioasioasio mechaerik keldath
__________________
Contraria sunt Complementa. -- Niels Bohr Completed Mods: SMAniaC (SMAC) | Planetfall (Civ4) |
|
|
|
|
|
#1136 | |||
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
Quote:
resercher = scientist terraformer = new philosopher = prophet commander = great general/military instructor p-r agent = artist infiltrator = spy dr. of economy = merchant changes are welcomed. Quote:
![]() Quote:
very innovating - we could try that. i still havnt got to the dome part of the city, i have some ideas, but im leaving all that to when i finish the mod structure. as for 3 city, the ai handles it well - and we can set the distance of each city from the other, and we can do like you said - tile 1 for a new city - grow with culture. l-t, glad you like the idea, i came up with it while i wrote it ![]() i like the ideas, health for oxy' is very nice! gold - for now i named it credits, but helium 3 should indeed get a major role in the mod - for now h3 is a regular res that give some good credits, but i can change that, make it more spice like. as i said - i think ill implement all of these and more ideas after next release, that everyone gets an impression right? **** i completed going through the building arts, made sure their size is looks good in the cities. one thing i for now disband is button creation...its a lot of work and ill do at at some later point. in the same matter - for the units on the opposite, ive created a button for every unit. im now at the phase of setting every building attributes, wow i dont think buildings will be the hardest part, after this one, most of the hard work will be behind me. i hope to finish this part tomorrow. kel. p.s. if you guys wish to help in some manor, like making buttons, making an opening screen, even choosing music themes, id be happy to share the burden, if not thats ok, i like doing everything
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|||
|
|
|
|
|
#1137 |
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
Maniac!
woops! im so sorry - i guess i remembered wrong!!! sorry!!! anyway - i wasn't bothered with it at all, i was just as happy to know i did something for you ![]() if you want - i have done some really cool units that may fit planet fall - ive gotten much better, if you like i can share.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|
|
|
|
|
#1138 | ||||||
|
Modding For Ethne
Join Date: Jan 2008
Location: Great Britannia
Posts: 850
|
Quote:
![]() Not sure about P-R Agent... What will Terraformer do? Quote:
![]() Quote:
![]() Quote:
![]() Quote:
![]() Quote:
Have you touched that at all, or is it currently using the base Beyond the Sword files? What do we want in the Python? I'll implement dust clouds and radiation, but the radiation would be a lot better if we had the variables on buildings. Theoretically, they're easy to add, but we're both not sure how, which makes it a lot harder ![]() Oh, and I'll add in the units cost population as well ![]() Anything else we want in the Python files? Do we have the WoC-style modular loading? If we do, I'll add in Modular Python as well
__________________
But don't die too quickly, that would be a shame Step into the darkness, in there you will stay For your death is at hand and your doom is today! Perpentach |
||||||
|
|
|
|
|
#1139 | |
|
LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
|
Quote:
![]() the names are temporary until a better offer comes along... terraformer - well i thought of implementing a thing i did in my overlord mod - i had a geologist that could build buildings that provide strategic resources - like if you dont have iron - you can hope that youll get a geologist and build with him - an iron mine. in song of the mood - terra former can discover resource or using pyhon - maybe make his able to terraform the area of land and upgrade each terrain to a better one - desert to plains and so on ( i can use the eden project for that if you know). *** im using the sonf of the moon screen - its the old civ4 opening screen of earth - but only skinned as the moon... it nice but we can do better, also - a headline : song of the moon 2. unit cost pop - cant be done by xml not? sure thing - you can right the code and ill get you the art in a few days. we still dont have a modular loading, i think ill do that first thing after i finish the first version since i want many of revdcm stuff. what more python hummm...well the thing im most worries about - are the map script - i think some work needs to be done in getting a proper start lo9cation - since the ma is all land - there map looks for water plots... if you can do something in that area that will be swell - even some other map style then "archipelago (song of the moon have a "moon map.py map - but i dont know how to update it to bts...) im sure i got some more python stuff in mind... do you want me to send you the latest version i have and later on youll send me the work you did and ill merge it? it will accelerate the release time, and a second opinion is always great
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
|
|
|
|
|
|
#1140 | ||||||||
|
Modding For Ethne
Join Date: Jan 2008
Location: Great Britannia
Posts: 850
|
Quote:
Quote:
I'm not sure about the idea... Quote:
But, I can add the headline, do you want a 2 or II ? Quote:
Quote:
![]() Quote:
Quote:
As in, I really don't know anything about them. I can look. but I'm not going to promise anything. Quote:
__________________
But don't die too quickly, that would be a shame Step into the darkness, in there you will stay For your death is at hand and your doom is today! Perpentach |
||||||||
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| [BTS] Song of the Moon Info Center | frenchman | Civ4 - Song of the Moon | 22 | Sep 10, 2010 09:48 PM |
| Song Of The Moon is DEAD! | lopaz | Civ4 - Song of the Moon | 3 | Oct 11, 2008 01:07 PM |
| Song of the Moon v0.15 Bugs/Suggestions thread | woodelf | Civ4 - Creation & Customization | 10 | Mar 04, 2006 11:02 AM |
| v.0.1 ALPHA: The Song of the Moon: the first Civ TOTAL CONVERSION! | JBG | Civ4 - Creation & Customization | 297 | Feb 23, 2006 04:43 AM |
| Song of the Moon - suggestions thread | woodelf | Civ4 - Creation & Customization | 17 | Feb 16, 2006 01:21 PM |