[mod] The Song Of The Moon 2

hey,
thanks deon.

JosEPh_II, no, no new version yet. and no for planet gen, although i can use it.

anyways, im having a bad problem, i merged the mod with revdcm, but i keep getting a crash upon map generator, i tried anything i could think of, and i cant explain why the game ctd's.
ive tried different types of dll, ive tried removing the python, compared it a thousand times.
i think the ctd is xml related, but not 100%, dunno what else to do.
i need some help -cause i cant read the logs, dont understand what they mean.

i dont want this mod to die...
 
I'd prefer that you don't use the Planet Gen. It gives my games the fits. Probably because I don't understand how to use it. Same as Blue Marble maps. Guess I just got too comfortable with RoM maps.

I personally would hope that you abandon the decision to merge REVDCM into your mod. While it's a great Stand alone Mod I feel it has taken over and destroyed many a Good Mod. Completely changes the Modders original intent and Idea for their respective Mod. So maybe you should leave it out?

I vote for proceeding on with the mod without revdcm.

JosEPh
 
JosEPh_II...

well, revdcm is just the basis, 95% of it is optional play..so each can play with what he prefers...
revdcm does a lot for the game, dale mod parts, better ai with tweaks, mp play.

so i dont see the bad in it...but anyways, for now im stuck i cant get over the crash.
 
As I said REVdcm Is a Good stand a lone Mod (the DCM part is excellent) and I know it has many options. But I watched it take over Rise of Mankind as AND eventually did (with rev as AND's real foundation).

As long as you keep your original "vision" for the mod then do as you please. You made it.

I hope you figure it out. I don't mod, I just play and tell how it "feels" to me.

JosEPh :)
 
HELLLLOOOO!

well, im making a lot of progress, ive rebuilt the civics with much care.
im changing all the sounds in the mod so they will be more future dark sounds (though...i kinda took many of the unit selection from dune).
i plan to invest more on stability, art changes and balance.
i promise the next version will be a mod worth playing, just like my ol2 mod ;)
 
Great to hear :). I also agree that RevDCM should not be your main focus, better focus on your own concepts, BUT well, it's an awesome component so I would love to see it implemented :). It would be even better if you managed to implement it with additions/changes which suit the lore of your mod ;).
 
woodelf????

its such a surprise to see you here, haven't seen a post from you in ions.

i tried to keep what i could from your teams original mod, used many of its things, i hope you like what ive done.
im working hard now on a new very improved version,
now im the process of getting ambient music to the eras ans the rest of the sounds.

hope to see more of you around :)
 
Watching and waiting.....:)

JosEPh
 
it may take some more time,

i keep on working, but i wanna get a really good verision out with many addition and balance.

the steps i got left for now are:
1. change all the music/sounds of vaniilla (half way done)
2. add a ub perhaps.
3. add aerial unit class.
4. make ideologies/religion have some impact - maybe unique every few civcs, with special buildings and units to them?
 
hi,
i keep going forward,

im changing a lot of the vanilla art and sounds, trying to give a full authentic feel of a new mod.
got some pretty good atmospheric sounds.
ive also made a few new very cool units.

im now working on some sort of an icbm weapon style - i want it to be a beam weapon, im trying to use different effect.

also, ive started to edit the events, for now im just changing the texts, not the actuall events.

im not planing a release soon, cause this time im gonna release a rich mod with many changes.
 
hi again, i continue talking to myself her.

heres a list of all the things i did so far:
updated to revdcm 2.9
(a mini bug still exists)
make the city art smaller
add the dcm tags in the unit
diplomacytags for units - tradble..
do the climate file
REDID IMPROVEMENT SETTING (MORE CORDINATED WITH RESOURCES)
ADVANCED DIPLOMACY
MULTIBLE production
REBUILT the civics:
added a few, now special civics are availble
after building the national wonder - shadow goverment command
sound chages:
-changes all unit speech
-changed all era sound tracks
-changed all terrain sounds
changed some backround screens
changed art of refinery
ADDED NUCLEAR UNIT - orb plasma blaster +project and building.
art for goody hut
art for wreckge
changed art of raptor
limited reliogon to civ:
-using disabled and untradble tech system.
-each civ can learn 1 of two religions.
-theres a list on UNIQUE CIV FEATURES.XLS out in the mods folder.
some techs that was untradble are now fixed.

im working on :
-changing the vanilla event texts.
-making each religion have a unique power unit (later there will be two)
-adding air units
-change all of the promotions
-build a sound pack with more soundtracks (this will the the last stage i think).

i have a question:
what do you think if ill make it that a civ can only convert to a certain religion/s (that in addition and apart to the limitation on what religion can the civ actually Found)?

im making a really great mod with all the best stuff that civ fanatics can offer.

kel.
 
hi Nordus,

thanks,

i kidding, i just like to see some feedback.

ok, then, i think ill add a limitation fro conversion, though youll be able to found one of two religions, youll only be able to convert to one of those two, plus one more.
this will make a total of convertible religions per civ.

***
today i optimized the idiologies/religion fonts.
i started to add new units to each religion (for now 1 per religion. later ill add 1-2 unique buildings).
the new units are new arts im mixing together, right now im having a bit of a hard time with adding an effect via nifscope, ill try more.

thanks.
 
A part of the religion problem with even Civ IV vanilla is the line of tech progression to get one. Imho the path for Polytheism to lead to Monotheism is wrong. Monotheism Never came out of Polytheism. This error has caused a problem in acquiring religions. The player will generally Found most of the religions because of "How/Where" the Tech tree is put together, and Where/When the Religion enabling techs are placed.

If these tech tree paths were changed I feel that the spread of religions would be better distributed among the AI and player.

JosEPh :)
 
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