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

How close is this version to what you wanted JBG? I guess that's the big question. The SDK is coming eventually and people with C/C+, python, or whatever experience are going to be able to make incredible mods. I almost think it would be best to polish up SotM to where you wanted it originally and then work on something else post SDK using some of the same ideas, resources, ect. Maybe another Moon mod, maybe Mars, maybe somewhere completely different? Just some thoughts, I'm not leaning one way or another.
 
JBG said:
If you need a de-bugged version, then the one currently linked on the first post of the SotM thread (which is the one I'm using now) works fine. I've not encountered any crashes, major bugs, CTDs, freeze-ups or error messages (touch wood). I've played games that were 213, 245 and 312 turns long and in none of them have I encountered any major problems. To add the new Lancers art, I made a complete copy of the mod and renamed it. As I said, so far the only files I have altered in any way (aside from adding a new Lancers art directory) are the Art_units and unit_stats XMLs - and even then, one-figure or one-word changes were the max. I'm going to work from this 'new version' when I try to deal with the nitpicks - and I'll keep you posted on my progess.

In the meantime, if you need a version that works: I repeat, the version currently linked on the first page of the SotM thead works. You can link there via my sig if you like.

I have older copies of the mod which work (and the version you are referring to is one such older version). But they also are missing the overhaul I did of the units and the buildings, which isn't so important to me vis a vis the effort it's taken to debug those changes, other then I have no idea why those changes caused the crash bugs we've been experiencing. Therein, I have no confidence that if I simply started over from the last stable version and put those changes in again, that I would end up anywhere other then with another buggy crashing version and some time lost. What I would like is to understand why it's crashing :/. 12 Monkeys has offered to take a look, which is probably the first thing I will do when I have time to merge the files.

JBG said:
I'm very sorry to hear you're not enjoying this as much as ther rest of us are (or at least I am). Meaning no disrespect, but it might be to do with the fact that you've probably been doing rather more on it than most of us (I know I'm hardly one to talk :blush:). We're all very grateful for the work you've done - and especially your brilliant work implementing those emergency civics. I am the first to admit that I ploughed into the moon mod before I fully realised the limitations of the XMLs and the AI. If everyone will find it useful, I'm more than willing to work on a newer, more feasible version of the bible, but I've been holding off on it so far for fear of treading on toes. In my opinion, once we have a firm list of achievable, incremental, compartmentalised objectives, we will be able to move on and get this mod back on tack.

The part I'm not enjoying is the rush rush feeling I'm getting right now on these boards combined with a strong sense that the new direction we committed to is going to get abandoned rendering all the work Warsong and I have put into it wasted. *That* is what is irritating me. The idea that I can't take enough time off from this mod to do my taxes and host my nephew for spring break is what is irritating me :/. The idea that I can't not check this board every 12 hours without more verbage being posted pushing the project in directions that I'm not ready to go yet is what is irritating me :/.

So let me be explicit. Please do not release any new versions on the SoTM site. Please do not organize any new directions or interim project goals. Please do not write a new bible or revised design document. All these things will be counter productive, distract our team and further confuse an already difficult period for us. I'm sorry I've had too many real world concerns over the last two weeks to push us over this hurdle, but a little more patience is all that is required.

If you want to gather more artwork or talk with Woodelf about sound ideas, buttons, startup splash screens, etc. Please feel free to explore getting those things to work. You could also help woodelf expedite the transfer of the SoTM thread (which we lost control of when you disappeared :( ). But for the time being, the meat of the mod needs to be "frozen" until we can find these bugs and rev our release version. If you and woodelf want to organize piecing together the current version from Matt's and My posts with the links to the pieces of the current version and hand it off to 12Monkeys to see if he can work some magic on it, that'd be great 8). But please no more features until we work out why the last set of features we added failed to work.
 
Why do you think I posted the hibernation post? ;)
I'm simply curious to what you and Warsong came up with.
 
Whenever you can give us some sneak peaks or whatever so we know if there are any buttons, sounds, ect we could be working on...
 
I can delegate those....

Or I can find pics and beg the Duke or someone else to put the border on them.
 
Belizan said:
These would all be circular main interface type buttons. The same size and style as the advisor buttons for the last two, or the end turn button for the other ones.

I *think* all buttons are made the same and the game is smart enough to change their shape and style. I think so anyhow. In the next 10 days I'll look into it. ;)
 
If the buttons are images, they'll be square (or rectangle) -shaped anyway - should be pretty easy to do.

Belizan - ?
I'd have thought that doing all of those things would be exactly what is required right now - if nothing else we need a sense of direction and need to keep up the momentum.

However, I respect the work you and Warsong have evidently put in. I'll restrict any updates to my own personal use. In future, though, it might be nice to share update work so we can all keep abreast of things without treading on each others' toes. However, I'm touched you feel so strongly about the mod!

If nothing else, we need to ensure that the mod works with the latest version of Civ IV. That should be our goal for the time being. Any further modifimicrations will have to wait. Thanks for the heads-up, woodelf (over on the SotM thread).
 
No problem-o. I know from experience since working with 1.55 playtesting FfH I tried to load up SotM and ugh! :)
 
Right. Looking forward to reading the material, Belizan!

I'd probably best hibernate too. >commencing shutdown<
 
I think if you were to delete/rename our GlobalDefines.xml you'd at least see the text. See my comments in the Modpacks section.
 
Belizan said:
Yeah, it's late already, but top on my list of things to do tomorrow I'll update a version of the mod for use with 1.61 for us at least and put it up on Yousendit. BTW, have we come up with a good method for distributing the mod yet?

If any of us had a site or account somewhere that would help. ;)

I don't know how you go about getting one through the CFC. FfH is 150 megs so size isn't the issue.
 
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