The Song of the Moon

Comp does not withdraw engeneers when you get close, so they often will be easy prey.
 
Zuul said:
Comp does not withdraw engeneers when you get close, so they often will be easy prey.

I gave them a pow of 1 to help against barbs, but now the AI doesn't see the sense in running?!?!? :cry:
 
woodelf said:
I gave them a pow of 1 to help against barbs, but now the AI doesn't see the sense in running?!?!? :cry:

They won't from one of those first scouts, but I reckon the stronger later units are another matter?
 
Nope they don't run from my tanks either.

Another thing, would be nice to have a few promotions available for engeneers and especially combat engineers. As they do sometimes win.

Maybe early engeneers should not have so much movement making them better at fighting and scouting than lunar scouts.
 
Zuul said:
Maybe early engeneers should not have so much movement making them better at fighting and scouting than lunar scouts.

Good proposal. :thumbsup:
As with other units, there movement rate can increase as well with other techs.
And perhaps the military engineers alone should have a hitpoint?
 
@ Zuul - You're the promotion expert, well here anyhow. ;) If you can dream up promotions for engineers and military engineers I'll put them in no problem.

How are the buttons coming?
 
GeoModder said:
Good proposal. :thumbsup:
As with other units, there movement rate can increase as well with other techs.
And perhaps the military engineers alone should have a hitpoint?

Eventually I think engineers will go back to 0 pow since the barbs will be replaced by random events. Maybe some sporadic barbs can be an event?

I'm all for lowering their movement back to 2 or even 1 if people think that will help.
 
woodelf said:
Eventually I think engineers will go back to 0 pow since the barbs will be replaced by random events. Maybe some sporadic barbs can be an event?

Sounds valid. A rebel uprising if a city's unhappiness gets too high?
 
Drakonik said:
Sounds valid. A rebel uprising if a city's unhappiness gets too high?

Exactly. I don't know what Belizan is cooking up with his python random events, but things like that or even small barb towns cropping up would be fine. Right now it's either none or too many!
 
Leave the option to have raging barabrians in, was so to fun to have a constant struggle to survive. Please :). But yes random events would be nice but under another option. Like Barbarians: none/few/many/raging and Events: none/few/many/cursed or something like that :).
 
Yeah, I hope for better toggles than "on/off". I like 1-5 ranges like Civ3.
 
I guess borehole is not implemented yet. I could not build it.

Many more world wonders and national wonders are needed.
Some better later scout is needed.
 
Zuul said:
I guess borehole is not implemented yet. I could not build it.

Many more world wonders and national wonders are needed.
Some better later scout is needed.

Yup, yup, and yup. ;)

I've been getting ideas from GeoModder about Wonders, but his are all late game. I need some 2nd-3rd era ones. Any ideas?
 
Strange that some unit upgrades change unit types, like Missile Trooper -> Jump Trooper (heavy -> foot).
 
Zuul said:
Strange that some unit upgrades change unit types, like Missile Trooper -> Jump Trooper (heavy -> foot).

You're about ready to be hired as the SotM QC manager! I never catch this stuff!
 
moonpromotions3rl.png

Here is an early preview of how some of the promotions could look like.
From left: Capacity, Tracked, Heavy, Heavy2, Foot, Radar, Skimmer
 
First off...man this is frickin amazing! You guys have out a lot of work into this and it shows, I can't wait for the full version, Kudos to everyone involved, very interesting and fun to play. A few things I have noticed, not sure if they were covered or not.

*University and Laboratory are not buildable, have built library.
*You can have multiple energy plants built, not sure if all the bonuses stack or if it was intended. In vanilla, if you build say hydro plant then coal, I believe the coal replaces the hydro plant and it is added to build list.
*Asked one of the opponents what he would give me for a certain resource, he said it was not doable, then asked what would make the deal work, I would have to give him the resource AND a bunch of gold per turn, fir the pleasure of providing him with a resource.
*Great people. Great scientist can only discover tech, start golden age, or join city, no build academy. Not sure if you are planning on doing something different with him, like a lunar academy. Only get Engineers, not Great engineers, but with so few wonders, not that big of a deal, still would be nice to have him join a city.
*The later biodome is supposed to add 10 culture, not sure it does as it is not listed beside the building in the city once it is built
*Ion Shield and Bunker. I suppose at some point there will be Nukes and Air Units. Unless the bombard unit counts as air as it seems to have the capabilities of air units.
*3rd trait of factions appears to do nothing, once again I assume you are planning on incorporating some new traits for the leaders.
*Also, many of the later techs give nothing, I assume they are place holders.

You guys have done a stellar job, once again, thanks and looking forward to the full version.
 
Let's see. The Turret issue is an XML/Python coordination bug, the UNITCLASS tags are out of alignment for those turrets.

I have no idea about borehole mines.

Even though I am not really in the XML/design part of the team, I will probably conduct my own quality check/sweep/revision when Woodelf gets me the overview. This goes for all these library/university, unit mismatch, lack of resource dependency, GP/Specialist issues, etc. type of issues. Woodelf has put in a great quantity of effort on the XML, but I think he prefers adding things to balancing/refining things. The rest of our team (Matt, d^2 and JBG are on break/elsewhere, though we hope to have them back soonish).

Icons loog good 8). Although the radar dish could look more.. dish-like 8).

Multiple Barbarian levels had not been in my plan. It's kind of a pain in the rear (since I have to rebuild all the current barbarian functionality, and then add extra granularity of scaling). It suffers from the added trouble that I personally don't see any excuse for barbarians on the Moon 8).

As for barbarians from starving cities, ideology conflicts, etc. Those are in the drafting stages already.

Each category of Random events will be controllable from the map options (Moon Map script). They will likely only have 3 degrees of severity (off, mild and regular), and otherwise will scale with your selected difficulty setting.

Leadership traits actually have a number of effects, it is just that their effects are not listed anywhere in the civpedia that I am aware of (and we can't mod the tooltips). Off the top of my head, each one has maintenance issues for different types of units (implemented through the charter civics), Science gets a science bonus... Science gets Scientist GP bonus, Economic gets Merchant? GP, and Independents get Great General GP faster. Each builds different versions of various buildings which haven't been properly configured yet, but in theory, Science will get happiness from scientific buildings, Economic from Commercial buildings, and Independent from military buildings. ATM, I think they are set up to be very slightly cheaper (like 5%). I'm not sure why that was done, but it will get fixed in a later release. They probably have some other effects, but I don't recall them offhand. Oh, units, there is a similar issue with unit access for various faction types which is in the game functional but not very utilized.

As for some of these other issues. I know that as developer/testers we seldom play long enough to get past the 2nd Age. I'm sure the later ages are quite randomly laid out. As time goes on we hope to shape these ages into more compelling high-tech, end-game play.

So, I guess, since I'm posting, I'll mention what's coming down the pike...

We have some features already added in 0.19? I guess Woodelf has racheted the vers number up to. I think of it as .17a, but whatever 8). I'm not sure about all Woodelf's changes, so I'll just mention mine...

We've added an initial sat scan of your landing area...
Terrain Attrition for moving over various types of terrain based on distance from your home area.
Lancers will now capture tracked vehicles (as they should)
We have a first pass on caravand
We've made the He3's gold production based on the number of utilized and connected He3 resources in your city radius (and other buildings of this type may follow)
Emergency Powers (Special Civic category for short term states of emergency)

Things that may be in by the next release:
Random Events (Asteroids and Comets, Moonquakes, Solar Flares, Dust Storms(?!?--There really dust storms on the moon?), and Borehole Mine accidents (assuming we get borehole mines put in))
More GP powers, plus the Great Statesman -- influence other factions or switch to a civic you wouldn't normally have access to.
Persistant Caravans
New Goody Types
Breakdowns
And possibly an advanced earth immigration system (ala Colonization).
Also in the queue--SATs and ASATs

Mostly, though, other then Random Events, I expect that I will be shifting gears and doing more QA and less coding for this next release.

When will the next release be? Not entirely sure. Several days at least.
 
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