Rallying call for all interested: Colonisation of the Moon mod!

Here are some quick reskins of the Ancient city set to make it look less Terran. The last one was the first to see what parts of the dds affected what. I don't think we want the roof looking like that...
 

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So? It's a fixed structure for starters, and wouldn't it be less then a full-fledged city in Civ4? The more so since alot of facilities won't show anyway (as far as I know).
 
I don't know jack about graphics, but to it right would be tough. I'm dabbling in Blender and have made a long building with 2 dishes on it. Not sure how it will look if I ever get it into Civ4.
 
:eek:

Looks like I've got a bit of catching up to do. I'm really sorry about vanishing like that - and for so long too. That said, it looks like you were able to cope without me.

Having missed so much, I won't assume project leadership again. Just to let you know that I'm back in the stream and if you still feel you need my help, I am once again able and willing.

In a vain attempt to catch up with things, I couldn't help noticing, Woodelf, that you've got DSL now. Like a new lease of life, isn't it?

I'll try spending the next few hours catching up on things!

JB
 
You might all be heartened (btw) to know that in my PM folder here on Civfanatics, was an e-mail from the webmaster of the main Polish Civ4 site, asking to post the SotM mod.

I suggested he post a link to the main thread, so his users could get the patches/fixes as they come, too.

Assuming you still need my help, is there any specific urgent area/thing you want me to concentrate on right now?
 
Holy crap, it's a JBG sighting! ;) :eek:

Honestly, I don't know where we stand with this at all. Belizan and his friend are doing something, dsquared is doing taxes/school, matt is doing school, geomodder is doing who-knows-what :), and I'm playtesting FfH and helping padmewan (sp) on a SMAC-type mod. I think we all want to see a Lunar mod succeed, but none of us were Leaders. I'll let Belizan chime in to see what's going on.

Scan the kazillion pages and see where we are how rudderless we became....
 
What I'm doing? Despairing for the work you guys will have upgrading to the upcoming patch. :(
And of course dl'ing all those new shiny vehicles for the moon. :D
 
GeoModder said:
What I'm doing? Despairing for the work you guys will have upgrading to the upcoming patch. :(
And of course dl'ing all those new shiny vehicles for the moon. :D

Yeah, the new patch is going to bone us and a lot of modders.

Good, you can be in charge of units now! :p
 
Ah.

Hmm. Well, from what I can tell, rather a lot's been going on. I know Rabbit (white) has been doing a couple of loads of SotM units (available via his sig.) and that work has progressed to the stage where the emergency civics have been included. Work seems to have continued on most fronts, though.

Are you saying you want me to be leader again?

Our team deployment, therefore (by 'team' I mean major contributors I have encountered on a post-to-post basis):

Woodelf - present.
GeoModder - present.
Belizan - present as of last page, possible few-day absence.
Matthewv - ?

And myself. Apologies to anyone I've missed off.

Assuming I left you at the patch 0.15A stage, what number would you say we're at/going to now?

Assuming, also, that you want a sense of direction, my thoughts would be for us to continue bug-hunting and sorting out issues with the tech tree, civics, units, &c. What I'm trying to say is, that we should build up a basic, workable, playable Alpha (call it v0.20A). This version should have no real problems strictly speaking, and should be playtested thoroughly. It does not have to be brilliant, but it should be a platform from which we can build up the rest of the mod - essentially, the foundations.
In order to work towards this we need to think about winding up with including new material and instead concentrate on honing what we already have. Looks, while important, need to remain a superficiality at least until we have the basic cogs and programming working.

Any thoughts?
 
Oh, and by the way, we've got Bird Flu here in the UK. :eek:

>end of spam<
 
We lost track of version numbers since I was adding units, Wonders, ect on my comp and changing the numbers as I went along. V0.21 is what I uploaded in the Modpack section. Belizan added a buttload of new stuff to that version, but we couldn't track down the CTD that was sporatic.

During that timeframe we decided to change direction, but that hasn't gone further than Belizan and his friend discussing stuff.

I do know, however, that the patch (whenever it comes) is going to be hard on mods. We'll need to decide by then whether to press on and fix this mod or start over.

Duke van Frost did pretty up my tech buttons, but I never uploaded them here. I can sometime.

Pretty much we stalled. I can't speak for everyone else on where they want to go from here.
 
Well, it's quite simple, really.

We move on - or we stall and SotM dies.

Belizan, Matthewv and anyone else who's out there, we need to talk!

I'd say we should try and work out this new CTD bug. Tell me more about it - you could even send me some files.
 
Go to post 529 of the modpack thread and hope that file is active. That's the main file. Then scroll backwards, in this thread, and find Belizan's files from 2 or so weeks ago. Add the 2 together and see what happens. :)

You can read about what we were trying to do to figure it out, but when Matt couldn't solve it I knew we were in deep caca.
 
JBG said:
Well, it's quite simple, really.

We move on - or we stall and SotM dies.

Belizan, Matthewv and anyone else who's out there, we need to talk!

I'd say we should try and work out this new CTD bug. Tell me more about it - you could even send me some files.

Let me be one of the "anyone else who's out there" for some minutes. I did follow the SotM project with some interrest and I wouldn't like to see it die. I'm an old Sci-Fi reader and really like the concept of this mod. But, please, let me give some things to think about and maybe some advises from an outer point of view :

1.) Project plan :
you should make a small project plan with the complete SotM mod as the target. This plan should be devided into small steps. Those steps should be the releases you'll need to from time to time. I think its important, that you give your self a short term target you want, and more important, you CAN reach.

2.) Ressources :
you need more ressources. SotM is quite a big mod and it could be that it is too big for 4 or 5 persons. That deosn't mean, that you need full time contributors, but some more helpers for specific things. Duke can Frost is a good example for a specialist and freelancer. Maybe you should create a small skillmatrix, with the skills you need and persons who could be able to do them. Those ressources are the main factor for the above mentioned project plan where you can define your short term targets. Targets and ressouces are (obviously) linked together.

3.) Motivation :
Motivation is an always underestimated problem in volunteer projects. The ressources and the community (->clients) needs to be motivated. The first that they keep on working, the second to help testing and giving feedback. If both are motivated, they start to motivate each other, so that there is (usually) not much to do. To motivate the clients you need to release new versions (from time to time) which contains some progress against the previous one. If have motivated ressources you get good releases.

This is of course very simplified, but I think these are the major topics you need to focus on from the managing point of view. For the releases you need a plan, to fullfill the plan you need ressources, to get and keep the ressources you need to motivate them, the motivation you gain from the releases.
 
Nice post 12monkeys. Thanks.

The plan was in JBG's head I think and when he disappeared (no disrespect JBG) so did our direction. Half us us wanted to make wild ass changes and the other half wanted to stick to his plan. It stalled.

We definitely need more contributers. Off the top of my head I know we need an audio person at the very least. I've been begging the CFC for units, buttons, and such, but a graphics person would help as well. Matt and dsquared did a fantastic job on terrain, resources, and improvements, but more help is needed. Belizan and matt did Python very well for us.

I think our motivation went in spurts and that's not good. We had a serious lack of direction and cohesion. That needs to be worked on and addressed if we're going to revive this mod or start a new one.
 
edit - double post. Half the time if you click too fast you get the wait 30 seconds error. This time I get 2 posts! UGH!
 
Just pooking my head out to show I'm still alive;) Hopefully we will have some clear direction on what to do when I am able to spend time on the mod again.(Hopely at least by the end of May when I graduate:)) As hopely the patch will be out by then. (from what I have been reading the changes we will have to make to make our mod compatible won't be that hard)
 
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