Lunar Mod - pre Alpha thread

Ok, I guess I need to provide an email addy for transfer?

And it's not like I'm in a hurry to see the moon on my screen. :mischief: :drool:
 
Ok, I guess I need to provide an email addy for transfer?

And it's not like I'm in a hurry to see the moon on my screen.

Dont worry about sending me your email. i will upload the mod to filegone and then pm you the location were you can download it.
 
And you will be drooling over the awesome terrain and resource work these guys did.
 
I'll keep putting stuff here that I know we either need or needs doing...

1 - fix the fact that unit buttons show pink when the active unit is offscreen. Most likely easy, but I keep forgetting to check into it.
2 - fix the very annoying 7 messages that pop up when you build a settler or engineer. You know what I'm talking about if you've built one!
3 - Get some improvement buttons for the bottom of the screen.
4 - Actually get some building buttons instead of Vanilla ripoffs. :)
5 - Skin a few of the units for variety. Right now I have Musketeers acting as 3 or more units. :(
6 - Civilopedia entries. Crikey, I put in Strategy (Sid's Tips) and quotes into the techs, but still get TXT_KEY crap from civilopedia entries needed. Grrrr.
7 - Tie the resources to units, buildings, happiness, health, ect. Basically tweak away!
8 - Start adding in some Wonders. Maybe GeoModder can cut/paste his suggestions over to here? :D
9 - ????? I know there's more, but I'm at work and not playtesting.
 
Electro-magnetic launcher: production increase (should be buildable only in the equador area)
Flying Hall/Dome: +happiness in all bases (is a huge space in which people can fly by using wings in low-G)
Deep Space Array/Observatory: beaker increase in the city in which it is built.
Lunar Network: Free tech for x number of other civs having the same techs.
Solar System Reconnaissance: probably a late(r)-Era project/wonder, a manned mission to all objects of significance in the system. +happiness, +beaker (or free specialist(s))
Project StarProbe: robotic mission(s) to the nearest star(s) of interest. Let's say it gives a delayed beaker increase, simulating the later arrival of that probe. Or else an increasing amount of free beakers simulating the added new scientific info beamed back from the probe(s) as they progress.
The Ice Mission: +health, but also +commerce (ice sales to other civs). is a capture mission of an ice-planetoid.
If possible, I suggest coding this wonder with a limited lifetime. Or even better, make it a national wonder with gives 3 waterice resources, so the player can trade two of them. But again, give it a limited lifetime. A rebuildable national project so to speak.
LPS (Lunar Positioning Satellites): +health perhaps for the life-saving feature of knowing where you are when in trouble (for all civs with which an open border agreement exists with the civ owning the wonder), and a defense bonus for your bases (the one initially launching those sats have the master codes, and they can be used to track down "unwanted" movements)
Lunar Olympic Hall: Let's say it is a "culture bomb" once for every x number of turns, when the Olympic games play. Let the amount of culture depend on how many civs are at peace at the turn the olympics play. Wouldn't put the culture output too high, depending on how offen it is Olympiade.

Now: let's see if we can get the mod working on my system. :D
 
It better work on your system! :p

Does anyone want to take on Wonders or should I?
 
Mmm, the mod (at least the moon_map) doesn't want to start. It crashes to desktop.

Any other maptype, I can start a game (but it shows the vanilla features).

What I've done:
- Put the moon mod folder in C:\Program Files\Firaxis\Sid Meier' s Civilization 4 v1.52\mods
- placed the Moon_Map.py file in the PublicsMaps folder in the same path.

What happens:
I start the mod, it loads up fine and I get in the screen where I can choose single, multi and so on.
Select single
Select Moon_Map
select some peaks/ridges/seas
The typical load screen comes up, music starts and suddenly breaks of, the progress bar halts at about a fifth an the turning wheel keeps on spinning. I have to tab to desktop to find the message that there's an error.

I tried a few times, with starting a normal game first.
Also, the mod seems to reset my settings for starting a game (ingame nick and such)
 
Ok, it works now

I renamed the CustomAssets to Assets and then it starts like a charm
 
GeoModder said:
Mmm, the mod (at least the moon_map) doesn't want to start. It crashes to desktop.

Any other maptype, I can start a game (but it shows the vanilla features).

What I've done:
- Put the moon mod folder in C:\Program Files\Firaxis\Sid Meier' s Civilization 4 v1.52\mods
- placed the Moon_Map.py file in the PublicsMaps folder in the same path.

What happens:
I start the mod, it loads up fine and I get in the screen where I can choose single, multi and so on.
Select single
Select Moon_Map
select some peaks/ridges/seas
The typical load screen comes up, music starts and suddenly breaks of, the progress bar halts at about a fifth an the turning wheel keeps on spinning. I have to tab to desktop to find the message that there's an error.

I tried a few times, with starting a normal game first.
Also, the mod seems to reset my settings for starting a game (ingame nick and such)

Bugger. JBG - what did you do to get it to run?!?!?

I still haven't tried since I'm :mischief: working....

I did notice that matthewv set it up to install into Custom Assets. Could that be the problem?
 
GeoModder said:
Ok, it works now

I renamed the CustomAssets to Assets and then it starts like a charm

Damn, a step late on helping out!

Quick, give us some impressions!
 
Mmm.
CTD when I try enabling the grid overlay a few times.
The "old" terrain shows when the grid overlay is enabled
Nice craters, don't know if this is because of my low-end vidcard, but I can see "lines" (where normally the plot edges are) through the larger craters (those that occupy 4 plots so to speak) when I zoom in.
The worker looks very much at home. ;)
The tracks of the lunar scout (and the feet of the worker as well) seems to disappear in the dust.
Lots of the same buttons. ;)
Pink button when an active unit gets out of the screensight.

Oxygen showed as pink "blobs" on the map.

Session two starts...
 
I remember Matthewv originally had rather lighter big craters in his initial screenshots. I rather preferred the lighter version, so if you're listening, Matthewv..? :mischief:

And I have yet to get the vanilla terrain/grid bug...
 
JBG said:
I remember Matthewv originally had rather lighter big craters in his initial screenshots. I rather preferred the lighter version, so if you're listening, Matthewv..? :mischief:

And I have yet to get the vanilla terrain/grid bug...

I had grid bug and pink res icons first time I checked it out, but that was days ago. I have matt's latest version, but haven't had the chance to load it up.
 
CTD when I try enabling the grid overlay a few times.
The "old" terrain shows when the grid overlay is enabled
Nice craters, don't know if this is because of my low-end vidcard, but I can see "lines" (where normally the plot edges are) through the larger craters (those that occupy 4 plots so to speak) when I zoom in.
The worker looks very much at home.

I see you found the holes in my terrain art work. I did not do artwork yet for when we have the grid on. The lines on the large craters will appear for everyone and is not your videocard. I willl fix these lines eventually but it is not a quick easy fix.

I remember Matthewv originally had rather lighter big craters in his initial screenshots. I rather preferred the lighter version, so if you're listening, Matthewv..?

I originally made the craters darker becuase originally there contrast was far to high compared to the rest of the terrain. I willl work on making them lighter if you prefer that.

I renamed the CustomAssets to Assets and then it starts like a charm

sorry about this It was very late when I posted the mod and I forgot to rename the folder.
 
matthewv said:
sorry about this It was very late when I posted the mod and I forgot to rename the folder.

No prob, I figured it out by comparing to the folder structure of another mod.

woodelf said:
Did only oxygen show up as a pink blob? That's odd.

Well, this time they showed well. Not sure (don't remember due to the crash short after) if that was on a different terrain type. Besides, it wasn't pink like in the buttons-off-screen-units, but to the pinkish side of white.

To me, the big craters look fine. The only drawback (compared to them) are the lighter tones of the cratered terrain. If that would be more pronounced... (especially as it mosttimes sits next to basalt terrain).

The "Tracks&Feet dissappear in the terrain" is only in a resource or two plot. Normal terrain it doesn't show.

I have confirmed CTD's if I know alot of new terrain of a sudden as in after a map trade.

An extractor which wasn't connected by track, but worked by the nearby base didn't play its thing. But I do have to check if that wasn't due to my tinkering with minimum graphics and animations.

It is normal that resource plots which are worked but not yet have an improvement on them deliver food?

Darn, this is addicting... session 3...
 
After discussion with Belizan it seems we might have more content than originally hoped. Can someone start reskinning a unit to become... a Great AI? and also we'll need a Great General. The latter shouldn't be too hard, but how to skin an AI is the £64,000 question! And as my best grahpics editor is Microsoft Word (yes that IS how I made all the flags and leaderheads) there's no hope I can help! :borg:
 
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