The Song of the Moon

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?
 
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?

Really? Anyone else see this?

Do you have anything in your Custom Assets folder?
 
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..
 
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..

Well, (some of) the new terrain may be heavy for a lowend graphic card. For example my 32 VRAM doesn't show cratered terrain as I see in pics. :(
 
Where i can download the latest version ?
 
@ LachIan look back one (1) page to post #651, and you'll see a link.

Woodelf, et al: Gee I've been gone over month and you're up to .23a!! D/L and will try this PM.
 
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:
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.

actually, you shouldn't be seeing the green grasslands and the rivers, so something is wrong. did you put all the stuff in the mods folder? and did you select moon map when starting a new game with the Song of the Moon mod?
 
What smjjames said. There shouldn't be any water if you put the Moon_map.py file into the Public Maps folder.

As for Religions...we're still trying to figure out to use that mechanism.
 
although there might be the rare fluke where the dust sea takes on a blue color due to it bieng freshwater or something. which is due to some wierd thing with coding.

Anyway, SotM is going to go in a totally new direction in a week or two (read the previous page), so who knows....
 
I unzipped and put the folder in mods and started civ and it restarted for SOTM and I think I picked lakes, my favorite map type. Maybe I should have read the directions. Let me try again and see what it really looks like.

As long as I'm posting again to answer your question about where I went wrong, and as long as you are totally reworking everything(sooner or later)...what about putting strips of space terrain at the north and south poles. Let this be water, and line it with a terrain you can't settle in so there's no issue of coastal cities at the poles. Then put "home" civs on one tile islands out there (akin to the european nations in the came-with-the-package Conquests scenario about colonization of america). These civs start out way ahead in tech and have some incredible resource placed near them so they are outrageously productive, but spaceships (which are akin to the line of modern sea units) cost outrageous amounts. Their unique unit settler type has a huge move and is stealthy like a spy so they can basically land it with a transport and place it anywhere and they can airlift the rest (make that cheap to build). Thing is, they are great but not that great. Those already on luna will have the advantage of having most of it conquered by the time the home civs are a threat, and then will almost be caught up in tech and will soon surpass in production and population. The home civs are just a representation of the fact that luna will be a net reciever of research at first, not a producer. Later it will eclipse earth, about the time new techs become available, those beyond those intrinsic to a society several years after it colonizes the moon. The moon will be where all the cool scientists live.
Maybe some tile improvements could be University, Research Lab, Bank, and Hospital, Corporate Headquarters etc.. All of which are cottages, but some of them grow faster than others, require different things, produce some food and shields or not, are affected differently by different civics. Also these town improvements should increase the chances of finding H, N or C in the tile as mines do for metals in hills.
Future suggestions will appear on this here rally thing once I find it, so as not to bump this thread up to the top needlessly.
 
:bump: away!

Post here or the Rallying Call thread with ideas or suggestions. We try to read both.

I hope it worked for you with the Moon Map in the correct location.
 
where is the rallying call thread anyway? I didn't see it on the Civ4 customization and creation main board.

edit: nm, I got confused and I guess its not up yet.
 
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.
 
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.

Glad it worked for you finally. Feel free to visit the Rallying Call thread to dispute any tech, building, ect choices. When we rebuild this mod we'll need fresh ideas and new viewpoints.
 
Kudo's, gripes & moans for SotM 0.23A

First the kudos... the map is still great, city management is functional (as apposed to being KLUDGE), tech table is great (even with missing lines), unit graphics are exceptional, where new and passable where borrowed from CivIV (I know, still waiting for skins and graphics). Mod plays well with CivIV 1.62 update and BlueMarble 2.0, even the strangeness of the dust seas showing up with tidal effects is gone. No XML errors to report yet and unit flags were not white. Love the 'Special' government settings.

Gripes: Barbarians/Pirates, I'm playing at 'Prince' level with a marathon game length, got to year 195 and lost two (2) cities because they were swarmed by those B*stards. I couldn't kill those beasties fast enough. Would estimate that I was out numbered two to one for total military and those cities were just swarmed. It was enough to almost hit Ctrl-W and add a gazillion troops, but I just got fed up and started over. Next while moving units on a road (track) those B*stards showed up right after my unit passed the spot... ARRGH!

Moans: Although this was neat, one of my cities, mentioned above, had its Biodome shattered and the text line about 'Explosive Decompression' was cool, even though a Pop of 2 just snuffed it. I guess a simple strategy would be to use 'Bunkers' on the frontier and switch to 'Domes' only after the center is safe. Noticed that there was ne defensive skills available for the troops, does this mean you plan on only offensive footing and not 'digging in'?

All in all, I'd give it one and a half thumbs up. Keep up the good work. BTW, I like the little text under the units when they're doing something, nice touch.
 
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