The Song of the Moon

Hulk said:
Hi ,
the message i got is a bad one ... "Unfortunately, your file has expired. A link is valid for 7 days or a limited number of downloads, whichever occurs first."
Need another link plz ....:sad:

Hopefully tonight friend. Filegone has issues with sizes over 15 megs and yousendit has a 7 day period. I'm hoping to cut it in half and re-upload tonight. Keep checking!
 
GeoModder said:
And here are the fixed flags (and xml) folder in attachment.

I packed it so that you only need to move it in the "Song of the Moon" modfolder. The only things changed are the flag .dds file and the xml file that covers the colors.

:rolleyes:

Am I too early to see the attachment?!?! :p
 
I am with u :goodjob: :scan: :goodjob: .
** maybe u ask "Thunderfall" , he know sometimes some free space for download files ...
 
And here are the fixed flags (and xml) folder in attachment.

I packed it so that you only need to move it in the "Song of the Moon" modfolder. The only things changed are the flag .dds file and the xml file that covers the colors.
 
GeoModder said:
And here are the fixed flags (and xml) folder in attachment.

I packed it so that you only need to move it in the "Song of the Moon" modfolder. The only things changed are the flag .dds file and the xml file that covers the colors.

Thanks Geo. I'll make sure to try it out and include it in the new version.
 
Oh boy such a joy to finally see the flags of all those civs. My only gripe now is that the barb red cross has disappeared.

Do you by any chance know the gamecolor used by the barbs, Woodelf?
Something else that is weird is that in a previous game the barbs were described as "minor" this and that, while now their description is "barbarian".
 
GeoModder said:
Oh boy such a joy to finally see the flags of all those civs. My only gripe now is that the barb red cross has disappeared.

Do you by any chance know the gamecolor used by the barbs, Woodelf?
Something else that is weird is that in a previous game the barbs were described as "minor" this and that, while now their description is "barbarian".

Great news on the flag fix. Nice work. I'll put it into my sig until I put up the new version which won't be today by the looks. :(

No idea about barbs. I no longer play with them, when I find time to actually play....
 
Hello!

I dowloaded the new patch and I've noticed still there's not many Wonders, I hope this Idea (With Civilopedia Entry) will help:

World Wonder:
Lunar Planatarium

Civilopedia: The Lunar Planetarium is the most complex planatarium ever built. it contains data of over 2 million different stars, and their position at any time of the year. It also has holographic images of the sun, all the planets in the solar system, most of their moons, 5 different sattalites, and The Milky Way Galaxy.
 
Mr.Earl said:
Hello!

I dowloaded the new patch and I've noticed still there's not many Wonders, I hope this Idea (With Civilopedia Entry) will help:

World Wonder:
Lunar Planatarium

Civilopedia: The Lunar Planetarium is the most complex planatarium ever built. it contains data of over 2 million different stars, and their position at any time of the year. It also has holographic images of the sun, all the planets in the solar system, most of their moons, 5 different sattalites, and The Milky Way Galaxy.

Thanks. The patch just added the new units. Buildings and Wonders will hopefully coming down the pike. Thanks for the good idea. ;)
 
Just played your mod. Fantastic! all I can say about:goodjob:

about the barbs I think they use the same colourvalue like the isa that's probably a problem with flag fix but I'm not sure about this, geomodder. For the fix you should also look at the colour values of the refering whitetext and change that cause citysize isn't showing for civs using white colour right now.

Great job this one:thumbsup:
 
Ploeperpengel said:
Just played your mod. Fantastic! all I can say about:goodjob:

Great job this one:thumbsup:

Thanks. There is a lot more planned so keep checking. And I mean a lot more. ;)
 
Ploeperpengel said:
about the barbs I think they use the same colourvalue like the isa that's probably a problem with flag fix but I'm not sure about this, geomodder. For the fix you should also look at the colour values of the refering whitetext and change that cause citysize isn't showing for civs using white colour right now.

Yeah, the ISA flag sometimes shows first before the barb flag on my system.
And thanks for the tips, it was finally something I could put my teeth into.
 
Ploeperpengel said:
Glad to hear that. I'll test again next version. Today maybe?

I wouldn't hold my breath, but soon I hope.

And the barbs will hopefully be a thing of the past except in the off chance of a random event creating a "colony" of them, but not like they are now.
 
woodelf said:
I wouldn't hold my breath, but soon I hope.

And the barbs will hopefully be a thing of the past except in the off chance of a random event creating a "colony" of them, but not like they are now.

Yes they are a bit rude now aren't they? Needed a lot of turns to expand further after my second city because I had to build military all the time. and sometimes they had new units even faster than me! on the other hand that slowed the other civs as well and didn't have their scouts everywere.
 
Well, we'll "recommend" that you turn off barbarians. Just like we'll "recommend" that you turn off cultural city flipping. You can still play with them, we just don't think they make sense, and won't really consider those options when planning out how the mod works.

As for new versions, I'm maintaining, by Friday if your lucky ;). Woodelf and I are wrestling with a lot of things right now, without input from the other three team members. We (I?) don't want to rush out another release until we have a few things nailed down. I do expect that this release will be an incremental improvement on the basic concepts you've seen already, along with new, complimentary features. It is unclear if we will be re-doing the tech tree for the releases to come after that.
 
Belizan said:
Well, we'll "recommend" that you turn off barbarians. Just like we'll "recommend" that you turn off cultural city flipping. You can still play with them, we just don't think they make sense, and won't really consider those options when planning out how the mod works.

As for new versions, I'm maintaining, by Friday if your lucky ;). Woodelf and I are wrestling with a lot of things right now, without input from the other three team members. We (I?) don't want to rush out another release until we have a few things nailed down. I do expect that this release will be an incremental improvement on the basic concepts you've seen already, along with new, complimentary features. It is unclear if we will be re-doing the tech tree for the releases to come after that.

And I hope we nerf :culture:! Even if we don't go with power in the next version I propose we seriously decrease early :culture: expansion through :culture: levels and amount of :culture:/turn in buildings and traits.
 
woodelf said:
And I hope we nerf :culture:! Even if we don't go with power in the next version I propose we seriously decrease early :culture: expansion through :culture: levels and amount of :culture:/turn in buildings and traits.

yeah. actually I like the slow game too. and belizan your're right that barbs don't fit in scifi but criminals and rebels do. They should be fewer though. as such the random event may be ok but I would at least leave that in the game.
 
Ploeperpengel said:
yeah. actually I like the slow game too. and belizan your're right that barbs don't fit in scifi but criminals and rebels do. They should be fewer though.

I think Belizan is cooking up some random events that will more than make up for the removal of barbs on the Moon. :thumbsup:
 
Back
Top Bottom