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

dsquared said:
I have almost completed a complete game! notes: its near impossible to kill HVY laser infantry fortified in a city engineers do not automate properly, track and sometimes biodome

and the dumb AI builds tons of def turrets they only have a power of 2!! marines own them not to mention hvy las infantry

I forgot to add in glasshouses to the build. They exist, but nowhere does it say to build them! Duh. I'll be sending out a very small email soon.

The Turrets were supposed to be the things that Belizan coded up that could only have a set amount per city. I don't think that we've implemented it yet. And they obviously need an upgrade path to get stronger. And Defense Cannon and Turret are the same thing. I accidentally put them both in when they are identical!
 
1 - religions? what to do with them?
I think we should forget about them intirely for now. Once we have a good idea on how we want to impliment them we can bring them back

Chieftain



Frankly, I don't understand why you would want to kill research until cut off. Whatever base is established, a research department will about always be part of it. Astronomic observatories, metallurgic labs, Applied physics labs, senologic surveys... it's all science.

I must say I agree with geomoder on this point. As soon as man settles on the moon he will be research to maximize what the moon has to offer. Im fact, If we do anything with research while we have contact will the earth then we should increase it since alot of the early techs will likely be discovered on the earth if man goes to the moon.
 
Where do we change what the Goody Huts say when you pop one?

"The villagers give you..." doesn't quite work!

And what techs should we limit the lunar debris (goody huts) to giving the players?
 
matthewv said:
I must say I agree with geomoder on this point. As soon as man settles on the moon he will be research to maximize what the moon has to offer. Im fact, If we do anything with research while we have contact will the earth then we should increase it since alot of the early techs will likely be discovered on the earth if man goes to the moon.

Yeah, I agree. Would anyone object to some hefty increases in cost of the early techs?
 
Okay, who's still having exit/errors messages?

Unfortunatly I have to say I to this. I have no clue what could be causing this or how to fix it. It would be really nice if you could send us the entire mod once you are done making changes and then we could start from scratch and hopefully remove this problem in the process.

Yeah, I agree. Would anyone object to some hefty increases in cost of the early techs?
I wouldn't object.
 
dsquared said:
I have almost completed a complete game! notes: its near impossible to kill HVY laser infantry fortified in a city engineers do not automate properly, track and sometimes biodome.

dsquared - how do you feel about the engineer build rates? It seems awfully fast to me. I'm thinking it shouldn't go so quickly on the Moon.
 
matthewv said:
Unfortunatly I have to say I to this. I have no clue what could be causing this or how to fix it. It would be really nice if you could send us the entire mod once you are done making changes and then we could start from scratch and hopefully remove this problem in the process.


I wouldn't object.

I don't understand because I simply loaded the one you uploaded and have been playing that one. I didn't tweak it all and it ran fine. All I know is that there are zero Lunar mod components in my Custom Assets. I don't know if that's the problem though.
 
way too fast build rates, early techs to cheap it seems, i cant make a buck either, buildings are too expensive takes so long to build a simple building i just build military and :hammer: :hammer: :hammer:

Civ4ScreenShot0005.JPG
 
@woodelf
Have you ever edited any files in your main civ folder?(maybe by accident) Check the dates the files there where last modified
 
matthewv said:
@woodelf
Have you ever edited any files in your main civ folder?(maybe by accident) Check the dates the files there where last modified

I can almost say definitely not since I did a fresh install within the last week. I can't think of anything I've done to make my game run smoothly. I'll go through again and check though.
 
:lol: dsquared. It is pre-Alpha. The Heavy Laser guys have no real counter since they're 2nd era. :p

The improvements need to be slowed, maybe doubled, and the early 10 techs or so should be doubled. Until Unified Currency in the 2nd era I'm not sure how many cash helping buildings there are.

But, I'm impressed so far at how the game plays nonetheless! :woohoo:
 
Sweet Jesus dsquared that's a ton of cities! No wonder you have no cash. What is your city penalty?
 
I know, i posted that for all our lurkers that hear what we are talking about but havent seen a real in game gameplay screenshot, for some reason, we have tons of food on the moon and no shields, it is because crater rim is rare (0f,3s,0c) and we dont have a terrain that gives good shields without a resource. also the mine seems to be wayyyy too far down the tech tree, i still cant build algae farm because my science bogged down but yes for a pre alpha this game was interesting, oh yeah a note: ISA and the minor civ have the same color, their culture border was nonexistent, it was just one big blob of white

city maintenance is 115, 74 from number 41 from distance, but i didnt make any money prior to my warmongering, and i only had 3 cities, this is a balance issue but something we should be aware of
 
it is because crater rim is rare (0f,3s,0c)

Looks like you got the low end for number of crater rims that are in the map Most of the time I get way more. from the look of it you only got 7 on a tiny map.

I also noticed that while you have terrain called cratered it still does not look cratered. In anyone else getting this? If not I would almost say it is because of your graphics settings.
 
I love having the barbarian pistolmen running around! :lol:

Not intentional, but it might simulate rogue nations or splinter groups.

@matthewv - I rechecked and most of my Custom Assets folder are empty, 95% say 11/17/05, and a few python say sometime in December.
 
Should we move Mining up to Automation instead of Robotics? Also, Low-G Construction yields a free tech? Bad cut/pasting from me. :blush:

Do you want me to send out another few small files about doubling work times and doubling some tech costs?
 
I just did a quick WorldBuilder check and the AI is doing a great job building stuff. They have mines, Helium3 Plants, glasshouses. :D

I see one big problem with the map and that's the fact that with no water the entire map is habitable meaning there's too much expansion possible. Can this be counterbalanced matthewv?
 
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