imagine83 said:i tried this and while loading, so many popups of xml error message appears.
and i found nothing on the leader section. is there any pre-version i should've install before patch 0.23a?
discolando27 said:well .23a works, comapred to .22a.. but can anyone offer tips to make the turns not last as long? I'm not sure if it's my computer doesn't like moon maps or what bt from the first round all turns seem to take as long as ones you've been playing for 7 hours..
Tholish said:Brace for hopefully constructive criticism of what is obviously a work in progress with great potential and some excellent art.
Grassland looks like grassland. Green. Some of the craters work and some have black square edges. The moon should not have rivers. The seas are inappropriate.
Most terrain squares cannot be improved and only a few improvement types are possible. So its just buildings and a few units. And are you just going to have the one religion at the very end?
Some suggestions.
1. Dump all water terrain. Instead of the dust sea call it regolith and represent it with forest. It can be harvested once.
2. Radical idea. Let food represent energy. To get more, build tile improvments, like basic solar shields or plantations, er power plants, where you have uranium or He3 to get more. Let population represent not the population of people but the population of machines. Human creative engineering and management are what money represents. To enhance this plant a human colony (requires carbon, nitrogen and hydrogen resources) and assign robot servitors and it will grow (town).
3. Steal your religions from the secret societies of the old RPG "Paranoia." I didn't say that.
Tholish said:Ah, I did as you suggested, placed the py in the right place and suddenly the terrain was perfect and moonlike, the craters work, necessary resources are there (so I'll be able to build tanks and stuff), and worker jobs work. I thought I'd check out the look before work real quick and got hooked into a game, now I'm running late. However, that was the second game I tried. The first one left me on a peninsula surrounded by dust sea except one corner tile of peak. I researched hydrolysis and couldn't build skiff. Restart put me at a pole and I'm having fun now. This truly is a finished mod, though I would dispute some of the tech realism choices. Sunlight, oxygen glass and metal are abundant on the moon. Early colonies will land with a bootstrapping package enabling them to set up a solar smelter and solar cell factory that will crank out expansion parts.
This represents the maintenance of the engineer who can initially build just solar collectors.
Only crater rim and regolith will be where you can settle at first. Bare basalt and highlands will not have enough shade. With tech and units this will change. Got to go.