SotM-Rebirth v0.23B

woodelf

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It's finally here, an update to the Song of the Moon. Click here for the original thread.

From the readme:

Spoiler :
SotM Rebirth v0.23B

Please install into C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods and take the Moon_Map.py file and place it into your Public Maps folder.

To play the game using the Moon map script load the mod as normal and then select single player ---> Custom Game. In the Maps drop down select Moon Map. Several options from Peak density, dustsea density, and attrition On/Off will be made available. Attrition has been removed, but not from the selection screen yet.

This is merely the first step in polishing this once promising mod into a more playable state. Our plan is to make at least the first two eras highly playable and get ready to move to the Beyond the Sword expansion when it comes out. Depending on feedback, assistance from the CFC, and our own free time we may finish more than two eras. No promises.

Changes from 0.23A:

most python removed
New unit art added
several civs and leaders removed
9 out of 12 LHs now static 2D instead of logos. Thanks frenchman!
Culture nerfed

To do:

add building art
new cityset art
pedia and strategy entries
remove all unused units

Known Issues:

There are still units available that aren't intended for use. They'll show in pedia, but hopefully have all been disabled.
Some LHs are female and the names are male or visa versa. It'll be changed soon. :)
The backstory is in flux so bear with us.
Barbarians are still around. If you want to lose the debris and play no barbs, go ahead.

Requests:

Please let us know about any issues you encounter other than "need pedia" or "need strategy". TXT_KEYS are fine to point out.
Any CTDs, bugs, feedback please post here.

Credits: (maybe not all ---> speak up if I forgot someone!)

From the original team - JBG, Belizan, matthewv, dsquared, GeoModder, and woodelf
artwork used - snafusmith, White Rabbit, C. Roland, GarretSidzaka, sharick


And now to version 0.23B, click here for Lunar Colonization.

Ready for download now!
 
Additional planned changes, not in the readme:

reworking the civics
Specialists and Great People
 
I'll drop whatever issues you guys find here:

mindlar said:
1. Neither the industrious nor the populous leader traits grant the + when 2 nor the + when 2. I haven't looked to see if other leader traits are similarly broken.
2. Civics are pretty fubared. I'm not even sure where to begin with them.
3. Buildings that give + and + are pretty useless currently as it is hard to get your population up high enough to use them.
4. The to tech cost ratio seems out of line. Though this may be more to the horribly broken genetic screening civic.

Many of the worker improvements can't be made including:
1. borehole
2. solar collector
3. biodome
4. maglev
5. gravatic turbine

The radar tower auto-upgrade to a fort is not really useful as both give the same benefit. If it upgraded to a lunar fort that might be better, but since it requires a citizen to work it isn't going to happen without user intervention.

HoF screen broken.

thomas.berubeg said:
well, i just had the time to go through the civilopedia, and i found two things wrong:

first off, the heavy laser tank's art isn't linked, so nothing shows up on screen besides the button and name.

also, the Rover garage building is to big for the civilopedia screen: lower the <fScale>

some of the things buildable by workers (i can't remember thier name) are too big in the civilopedia screen.

sincerely,
thomas
 
So no problems at all? :confused:

That would be amazing!


Just got this downloaded and it loaded up fine, will give it a try, looks very interesting. Will report some info as soon as possible.:cool:
 
I'll start with the first set of issues that I'm seeing:

1. Neither the industrious nor the populous leader traits grant the +:hammers: when 2:hammers: nor the +:food: when 2:food:. I haven't looked to see if other leader traits are similarly broken.
2. Civics are pretty fubared. I'm not even sure where to begin with them.
3. Buildings that give +:health: and +:) are pretty useless currently as it is hard to get your population up high enough to use them.
4. The :hammers: to tech cost ratio seems out of line. Though this may be more to the horribly broken genetic screening civic.

I do like the food centric nature of the mod.
 
I'll start with the first set of issues that I'm seeing:

1. Neither the industrious nor the populous leader traits grant the +:hammers: when 2:hammers: nor the +:food: when 2:food:. I haven't looked to see if other leader traits are similarly broken.

Thanks, I'll take a look.

2. Civics are pretty fubared. I'm not even sure where to begin with them.

Yep, take a look at the Civics thread and you'll see they're getting a rework.

3. Buildings that give +:health: and +:) are pretty useless currently as it is hard to get your population up high enough to use them.

Definitely. Feel free to write a list and jot down appropriate values. Over a year ago I c/p'd the buildings assuming someone else would redo the values. Not yet...

4. The :hammers: to tech cost ratio seems out of line. Though this may be more to the horribly broken genetic screening civic.

I don't even know when that civic got added, but it's gone now.

I do like the food centric nature of the mod.

Thanks. It needs to be even more food centric IMO.
 
well, i just had the time to go through the civilopedia, and i found two things wrong:

first off, the heavy laser tank's art isn't linked, so nothing shows up on screen besides the button and name.

also, the Rover garage building is to big for the civilopedia screen: lower the <fScale>

some of the things buildable by workers (i can't remember thier name) are too big in the civilopedia screen.

sincerely,
thomas
 
Thanks thomas. This is the sort of thing I don't see in playtesting myself.
 
Many of the worker improvements can't be made including:
1. borehole
2. solar collector
3. biodome
4. maglev
5. gravatic turbine

The radar tower auto-upgrade to a fort is not really useful as both give the same benefit. If it upgraded to a lunar fort that might be better, but since it requires a citizen to work it isn't going to happen without user intervention.
 
Just finished my first game and found that the Hall of Fame shows a completely blank page.
 

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Many of the worker improvements can't be made including:
1. borehole
2. solar collector
3. biodome
4. maglev
5. gravatic turbine

The radar tower auto-upgrade to a fort is not really useful as both give the same benefit. If it upgraded to a lunar fort that might be better, but since it requires a citizen to work it isn't going to happen without user intervention.

:hmm: Thanks. Another bit of later era work that was never completed. I'm not sure we even have graphics for some of it.

I'll look into the radar tower, but I'm not sure who added that anyhow.
 
Just finished my first game and found that the Hall of Fame shows a completely blank page.

In stripping out the python this must have been messed up somehow. Since I never finish a game I'd never see this. Thanks.
 
In stripping out the python this must have been messed up somehow. Since I never finish a game I'd never see this. Thanks.

If you need a way to test it, you should be able to see the screen just by retiring.
 
Thanks rockinroger. I hope it continues to evolve and eventually gets finished.
 
Many of the worker improvements can't be made including:
1. borehole
2. solar collector
3. biodome
4. maglev
5. gravatic turbine

The radar tower auto-upgrade to a fort is not really useful as both give the same benefit. If it upgraded to a lunar fort that might be better, but since it requires a citizen to work it isn't going to happen without user intervention.

I built biodome in the game I just played. Biodome that is over the city, correct?.
 
Finished my first try, never having played this before. My first impression is that it wasnt as rough as I had imagined from a play standpoint. My second impression is that the barbs are very very tough.

I played as Lunar Federation,,,prince...epic. I had little food and built my first city and explored a large area but was mostly to myself. Turn were going fast and suddenly around year 122, Barbs turn up in packs, (4-5 units groups) and despite 3 defenders they in time got the upper hand. I managed to build 1 other city but by 230 the barbs sent in lunar tanks (I didnt have yet) and that was the end.

I noted the defensive land bonuses seemed messed up, at least it wasnt showing any for units in the cities and I would hope for somekind of defensive bonus against barbs. Most land types werent showing anything but 15&#37; defensive bonus that I noticed. City-bio would be good for a barb defensive bonus, imo.

The city starting as wooden structures look out of place,lol.

I liked the various resources, does the AI know how to use them?

4 ai civs went poof (barb attacks?)

Looks like more wonders are needed.

Really like the whole moon map exp.

Noted you are going to work out religions, maybe barbs or someone could be new age Sun worshippers, or maybe it needs a Doomsday cult, lol.

Will give it another go with a different civ since I was isolated (large map), I can see why you are building this out, alot of cool things in the sci-fy universe could be added here. More in a few days.
 
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