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

were you using Moon_map as the map type when starting a game?

Edit: cant we just leave The dust seas as a land type for now. I will be able to change it back to a sea type on sunday night when I am able to post the terrain graphics.
 
Do you have time to try that dsquared? It's late here and my head is swimming from the files I've scanned today. :)

I can upload the entire mod and PM you the link if you want.
 
matthewv said:
were you using Moon_map as the map type when starting a game?

Edit: cant we just leave The dust seas as a land type for now. I will be able to change it back to a sea type on sunday night when I am able to post the terrain graphics.

Where is the moon map? That very well could be my problem! For now we can leave anything as anything matthew. It's so far alpha it's scary. :)
 
In the files I posted there should be a file called Moon_map.py in the public maps folder. If you stick that in the public maps folder were the game is installed you should be able to select moon_map as a map type when you start a game.
 
matthewv said:
In the files I posted there should be a file called Moon_map.py in the public maps folder. If you stick that in the public maps folder were the game is installed you should be able to select moon_map as a map type when you start a game.

Doesn't it have to be a WorldBuilderSave file to go into Public Maps?

edit : Now I think I see. It's a map type, not a save. Trying now.
 
No dice. Still getting the CvLSystemLoad error about Era:Classical not being valid. No crap! We don't have that era defined. Grrr.....where is it listed that is causing this problem?

JBG, dsquared, and matthewv - you've all got a PM with the folder. Have a looksie. ;)
 
As a side note in this tense hour: I have programed some code that will allow certain units to travel on sea as well as land. I don't know if we will need it for that, but we will be able to use the same code for terrain types that have different movement costs for some units compared to other units.
 
That sounds cool matthew. More advanced tech leads to a multiple function unitclass. Cool. :goodjob:
 
I have been looking at your problems and ended up re adding the eras, inprovements and resources that were removed. You were getting these errors because the old eras are still referenced to in the python files somewhere instead of saerching all the python for these referencees I think the best thing to do right now is re add the old eras, inprovements and resources.
once I did this I got a little farther and now I get a black screen and a crash to desktop when I start a new game.

Edit:
-There are units in the formationinfos xml that are not defined in UnitInfos.xml
-You'll want to re add the deleted routes
-The CIV4DiplomacyInfo.xml also references leaders which no longer exist
-The CIV4VoteInfo.xml references civics that no longer exist
-Lastly there are many incorrert art and ART_DEFINES_ references

These are all the problems I found for now. Sorry, but I will not be able to post for another 24 hours.
I did not get anound to fixing the problems but now that you know were they are hopefully you can fix them. Some of them will be fairly labor intensive to fix properly.
 
Looking GOOD woodelf, I will try to load a map tomorrow pre superbowl but dont expect much during the game, we are so close it is exicting i better start making some more art ahha
 
DLing the no errors mod now.

I'm going to set myself a task: sift through the XMLs and compile a manual. Well done for all your hard work, woodelf. Once we can get a game to play, we'll need to playtest like there's no tomorrow.

@dsquared: I know. Mad, isn't it? I've just heard on the midday news that they've torched the danish consulate in Beiruit.

I *love* the hourly news bulletins on the radio. A blast of lilibolero and a deep voice saying 'This. Is. London.'

Ah, well. Call me a sucker for that sort of thing :shakehead
 
I just tried loading the mod, and it worked perfectly!

The only problem was when I opened the civilopedia (my standard first test for any mod), everything was just like normal Civ4! None of my carefully-prepared civs! None of woodelf's brilliant techs or civics!

And when I started a game, everything worked brilliantly too.

But still no new content anywhere. What have I missed?

Three letters: W.T.F?
 
That's odd JBG. When I load the no errors version I can get the civilopedia and it has all of the new stuff, but can't start a game.

I am going to go back and redo the eras which will be a pain....
 
How can I get it to work though? This is *really* frustrating.
 
Tell me about it.....Now I get rid of the era CvLSystemLoad errors and I'm on to improvement problems. The game expects there to be farms, ect defined even though we don't want them!
 
I unpacked all the artwork, xml, and python folders &c and cut-and-pasted them into the mods file in civ IV. The mod shows up and everything, but the game acts as if all the content isn't there. What am I doing wrong? And, more to the point, how can I get it to work? It is sort of a good idea that the project leader get to have a go at what we've all be doing, n'est ce pas?
 
That's bizarre JBG. When you load up the Mod can you go to the Civilopedia and see new content or not? If not that's an odd problem....
 
Ok. I fixed it, but there's obviously a problem with something somewhere because I get a fatal CTD error message before I even get to the main menu.

What does it mean when it says there are more siblings than allocated memory allows for? And what's the problem with my leaderhead file?
 
WOOHOO!!!!!!

I actually settled a colony on the moon! The terrain is pink, but that's most likely an art/.dds error somewhere. I had a lunar scout, a colonist, and actually settled a city!

We made a lot of newbie mistakes in this mod. We never, ever should have overwritten roads, railroads, eras, ect. To actually run the game I set ROUTE_ROAD and RAILROAD back into the game and under TXT put track and maglev. It worked. The bonuses and improvements also were buggered, most likely by me after I butchered matthewv's XML files. I set the resources we don't want to FUTURE_TECH and will eventually set their appearance ratio to close to nil. WOW!
 
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