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

Or just send it to JBG since he has to put it into the new thread anyhow...
I uploaded it to yousendit and got much better results, Though we are going to have to upload it to the civfanatics server or something when we release it.(yousendit has a limited number of downloads)
 
matthewv said:
I uploaded it to yousendit and got much better results, Though we are going to have to upload it to the civfanatics server or something when we release it.(yousendit has a limited number of downloads)

Sounds good. We'll leave it to our fearless Leader to upload to civfanatics! Thanks for keeping after it matthew.
 
It downloads, installs, and runs fine. I like the opening music and the new opening screen.

For some reason I'm actually getting little pools of water for dust sea now. I don't remember seeing much water before, but I have 4 separate one tile ponds right near my landing site.

edit - That might be because I forgot to start using the new Moon map. Trying again now....
 
O yeah, opening theme -and view is gorgeous. Especially that crescendo when dark settles over Luna. :cool:
But there are one or two more static screens while the game starts. Perhaps the screenshots JBG and I uploaded sofar could be put there...

Ok. Great Generals. Is it on purpose they disappear after a turn or 3 after they spawned? I had one running to a base to check what I could do with it but suddenly I saw it... fading away...

That horse icon promotion (formation I and II?). II can be appointed before I. Looks a bug to me.

Hydrogen still gives 1 more food then it shows ingame. (both cityscreen and gamemap)

Nice looking biodome graphic :goodjob: , but wouldn't it look better if the support beams crossed one another?

The pistolman button is pink on me (again? Don't remember if it was fixed with the previous version). Other buttons look as they should. Rocket squad button! --> :lol:

Some civic options give a TXT_... instead of a proper text when I'm invited to check on the civic screen after discovery of the tech that opens them.

For me, most civic options are needlessly complicated (+5% this, -33% that, ...), but that's just me. ;) It also doesn't look pleasing if I have to scroll to see all the parameters of a given civic (when there's alot of benefices in one).

Boyoboy, raging barbs is definitely challenging on moonmaps.
 
Dammit, I forgot to check those promotions. They're still "or" instead of "and". :(

Yeah, still some TXT_KEY for civcs...

Thanks matthew for changing the first diplo text to something readable and cool! :cool:
 
Hey, since the diameter of the biodome seems established now, perimeter walls and such could be made visible as well now as a "ring" or thickening on the edge of the biodome to represent the fortifications.
 
I love the Biodomes, but they're a little too small or slightly off-center in my game. Not sure if it's because the game is early or what.
 
GeoModder said:
Hey, since the diameter of the biodome seems established now, perimeter walls and such could be made visible as well now as a "ring" or thickening on the edge of the biodome to represent the fortifications.

Good idea. And newer techs could represent new materials of which to coat the biodome or strengthen it. Advanced Alloys, Futuristic Alloys, ect could give bonuses.
 
I love the Biodomes, but they're a little too small or slightly off-center in my game. Not sure if it's because the game is early or what.

These things can easily be fixed. I was in a hurry really early this morning(or should I say last night) and was not to concerned about things like that.
but wouldn't it look better if the support beams crossed one another?
I was thinking that at first but I did not want to clutter it with to many support beam. Note that this is a temporary graphic and I intend to improve it later.
 
Okay, I just played a nice, fun, civilised game.

Some first impressions:
:drool: :bounce: :cooool:

Some more impressions:
- Sometimes the barbarians have ISA flags instead of the normal big fat X
- IMHO we should switch the gfx for the Lunar Scout and Lunar Rover. Currently the scout has a tank and the rover has an explorer complete w/rapir!
- The tech tree has very few arrows, and when viewing it can be confusing as there is no 'you can research this' light blue illumination - only the dark blue or green.
- Refineries give +50% tile defence. :confused:
- Every ****ing turn, I have to tell one particular artillery barrage to sleep.
- Can we change the artillery barrage gfx at some point?

Other than that, I love it!

I made some good screenies from that game, and I am now ready to make a new thread with the latest version! :bounce:

I'm glad y'all like the music I provided. I'm going to go to bed now - try and have a reasonably normal start. Tomorrow's my last full day before I leave for Frogland (er... France) so I might be staying late to finish off. However, since the feedback from the latest version is deservedly good, I will (unless anyone has anything with which to burst my bubble) post the new version tomorrow.

And one other thing: WELL DONE, PEOPLE! :salute:

PS: I love :sniper:s
 
There seems to be a lot of Dust Sea now, a ton. I'm not saying it's bad, but it's a lot! And sometimes engineers can build track on it, other times they can't. :confused: Any idea why?
 
There seems to be a lot of Dust Sea now, a ton. I'm not saying it's bad, but it's a lot! And sometimes engineers can build track on it, other times they can't. Any idea why?

The main reason there are more dust sea is because I set the defalt dust sea setting to medium instead of low(you can change the dust sea setting when you start the game).

Any idea why?

not a clue
 
matthewv said:
The main reason there are more dust sea is because I set the defalt dust sea setting to medium instead of low(you can change the dust sea setting when you start the game).

Cool, I didn't see it and had to scroll down and voila! I like setting the Peaks to thin and scattered personally as well.

Looks solid. :goodjob: I'm going to see if I can add a Wonder now.
 
Looks solid. I'm going to see if I can add a Wonder now.
good idea I didn't test that

I did notice a bug in the turrets. The upgrade thing doesn't work properly looking into fixing it.

And I forgot to fix the pistolmen icon.
 
Turrets aren't upgrading? They did before. Damn.

Well my Wonder experiment was worse than before! Before I just CTD, now I hard freeze and need to reboot. :( I have no idea why this is being so difficult.
 
Well my Wonder experiment was worse than before! Before I just CTD, now I hard freeze and need to reboot. I have no idea why this is being so difficult.
Okay I look into this right away.

Turrets aren't upgrading? They did before. Damn.
Its not that they aren't upgrading. I just get a python debug error. I think I will let Belizan fix this one.

Edit: Sorry but for some reason I changed the wrong cyevent manager(a backup version). try this one.
 

Attachments

I didn't really send the Wonder data, but they are in the XML Building folder in the 2 copy of files. If you look at them you'll see 2 Wonders that I took out of the real files.
 
look at edit above to disable wonder movies for this mod

by the way, were is the wonder so I can test it?

@Belzan
I get the turret error when I research luner calender.

Edit: Also a python error when barbs capture your city.(don't ask why this happened.;) barbs are very powerful)
 
matthewv said:
look at edit above to disable wonder movies for this mod

by the way, were is the wonder so I can test it?

@Belzan
I get the turret error when I research luner calender.

Edit: Also a python error when barbs capture your city.(don't ask why this happened.;) barbs are very powerful)

Check above post. The Wonder is called Fungus Amongus and is supposed to give a free Mushroom Farm to every city. I put it real early in the tech tree and made it cost squat just to test it, but it's not working. I'll try the new CvEventManager.
 
Back to a CTD. When it shows up in the build queue it has a wierd box around it. I have no idea what I buggered up in XML....
 
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