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

A picture of the moon as background when the mod starts?

This is a .tex image from another game.
 
A picture of the moon as background when the mod starts?
Very nice geomodder. I'll see how easy it is to use that instead of the current background.(the current background is an .nif file)
 
matthewv said:
Yes, I was going to debbug today and and tommorow but I havent seen any bugs to get rid of. The only thing I would for sure like to fix is the really long load time.(should be an easy fix since I know what is causing the long load time)

I'm going to send you my XML changes soon. Up to you guys how much additional Python you add before the next release.
 
I also sent Belizan an email about a change to Python that Kael suggested would help me allow Wonders to not CTD me. Unfortunately it's in CvEventManager and I don't want to fiddle with that!
 
I managed to dramatically reduce the time it takes to start a new game. My computer takes under 30 seconds to create a huge map.(Of course I have a fast computer so you probably can't judge by my numbers)
 
@belizan
I hope you don't mind but I used some of your code to make so only the buildings and units which apply to the civ trait you have are shown on the tech tree.(that way people will stop mentioning the duplicate building thinking its a bug)

Edit: Im still waiting for all the files you guys edited;)
 
matthewv said:
@belizan
I hope you don't mind but I used some of your code to make so only the buildings and units which apply to the civ trait you have are shown on the tech tree.(that way people will stop mentioning the duplicate building thinking its a bug)

Edit: Im still waiting for all the files you guys edited;)

Sure, just saves me the trouble of having to do it ;).

I guess I should go finish up the civics then. hrmmm 8).
 
I guess I should go finish up the civics then. hrmmm 8).
would be nice;)
I am working on a really cool menu screen. I will post a picture of it when I am done.

Edit: Heres a screen shot of the main menu screen.
 

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I seem to manage okay making cities unhealthy without help!

@GeoModder: That screenshot looks VEEEEERRY familiar. Very familiar INDEED. Greetings, fellow Nexus player! :worship:

@Matthewv: Very good! Although, in future versions, you might want to use a sharper photo - and also blend it with the background a bit more - those sharp pixellated edges don't do it any favours.

If truth be told I prefer Belizan's version - and my new menu music will go very well with it (as I keep saying). I'll PM it to y'all so you can see for yourselves...
 
Eh? I have a version? You mean Geomodder's? 8).

While you are here, JBG, there are some Civic questions I forgot to ask you earlier... Mmm.. because I suck.

So, here there are.

First, Fundamentalism. Obviously, this civic is hard to do without any religions in the game. But ignoring that for the moment, The double effectiveness/Inverse effectiveness for religious buildings bit. Effectiveness in what way? Happiness? (which is easy) or something else? Religion spread? ?

Also, Buildings do not have maintenance in Civ4, so -50% religious building maintenance doesn't make sense. Did you want something else instead?


For National Alert, you have an ability listed here that says "Foreign units may not come within 1 square of major cities". First.. what? What do you mean, can not come within 1 square? Just can't move there? Ever? Also, what constitutes a major city?

For the -1 happiness in all cities after the 5th turn, is that for each turn after the 5th turn, or flat?


For Genetic Screening, you didn't put in a downside for staying on it for too long.
 
Go for happiness - and if possible, anti war-weariness. And isn't it possible for a building to reduce a city's maintenance cost?

As for national alert, I wanted some means of keeping those pesky AI units at bay. In CivIV that's less of an issue, but it remains an annoyance. By meaning they can't go within a square of a major city (say, the top five/ten/whatever) I meant just that. Is there no purely mechanical way of preventing units from entering a square without having to resort to creating extra game objects?

On a similar note, whose idea was it to have impassable dust seas only outside the owner's territory? Because that's a really GOOD idea. Kudos to whoever thought of that!

As for genetic screening... er.... to be honest I couldn't think of one. Less culture is always an option - but how can one reflect potential problems? Increased war weariness? Higher maintenance costs?

And why not have cumulative penalties for all the emergency civics? Give people an incentive not to become too comfortable with their emergency powers?
 
I do indeed mean geomodder.

Previous post edited. Thanks, Belizan :blush:
 
Belizan said:
Why can't you just sent the movie to none?

(and yes we can comment out that line if you want.)

I did set it to NONE and got crashes. Kael mentioned some script he used for FfH, but I didn't want to merge it into Python myself.
 
Well, after a good hard playtest, all I found wrong was:

1)the duplicate buildings on the tech screens (which is already being fixed)
2)No leader had any greet text, but the rest of the text was just fine.
3)I've noticed that I'm making a lot more :gold: than in the vanilla version. This might not be a bug, but it definitely caught my attention.

Half of me is glad that I didn't find that many bugs, but the other half wishes I had more to report. Oh well. Keep up the good work. I give this one my stamp of approval. :goodjob:
 
Drakonik said:
Well, after a good hard playtest, all I found wrong was:

1)the duplicate buildings on the tech screens (which is already being fixed)
2)No leader had any greet text, but the rest of the text was just fine.
3)I've noticed that I'm making a lot more :gold: than in the vanilla version. This might not be a bug, but it definitely caught my attention.

Half of me is glad that I didn't find that many bugs, but the other half wishes I had more to report. Oh well. Keep up the good work. I give this one my stamp of approval. :goodjob:

Thanks for the feedback! :goodjob:

1 - matthewv and Belizan are cooking something up....:mischief:
2 - When I had to go in and add all of our leaders to the diplomacy I must have tweaked something in that one spot. I might have to look into it soon. ;)
3 - At first it seems you do, but in real early versions we were running about 30% research to break even. It's definitely a work in progress. Like Vanilla, once you add that Xth city you see a serious decline in cashflow.

Again, thanks for the stamp of approval. Since you didn't find much wrong, now you can start posting things you'd like to see changed or any ideas of ways to make this better. We seriously need feedback in this regard as well.
 
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