The Song of the Moon

Where? Where can be found a spot like that? :worship:

O wait, you don't live in Europe, don't you? :(
 
Rural PA. If you avoid the tabicky spit you'll survive just fine. ;)

I'm going to be listing all of the changes I've made since the last release and hopefully you guys can remind me in the next day or so what else should be changed before I do an "unofficial" patch.
 
Here's my list of what has been "fixed", what has been added, and what still needs to be addressed tonight. There are major things either beyond my abilities or too large to add to this "patch"

FIXED

- The three silly promotion XML problems
- The pistolman pink dot
- Civic TXT_KEY errors
- Manufacturing plant acting like an airport

ADDED

- New settler art. A green engineer skin...
- New skins for almost all units. Hopefully no more rifleman or pistolman running around. The navy seals and SAM infantry look better with new uniforms.
- Three new techs, replacing ones that made little sense.
- Most units require some type of resource.
- Four simple Wonders added, more to come.

TO DO

- Add scout sounds
- Tweak unit pow
- make military engineer worth something
- check Rover garage size. Is it overwriting Biodome graphic?
- check why library screws up university
- Change Internet reqs

I did a quick scan of the 10 pages to come up with this list. If I missed anything let me know.
 
IIRC, the engineer can build lunar fortresses as well. Now if only the Military engineer could make those? Guess the same could count for other military installations like radar towers and such.

Unfortunately, a quick search on a few public 3D-objects sites didn't bring up more meshes that could be used. They're or too big, or use another program like lightwave.

For the record, the "well" graphic not working when it is worked from the city, is that intentional or some bug with the mod?
 
GeoModder said:
IIRC, the engineer can build lunar fortresses as well. Now if only the Military engineer could make those? Guess the same could count for other military installations like radar towers and such.

For the record, the "well" graphic not working when it is worked from the city, is that intentional or some bug with the mod?

To be honest I've never built any military installations in my games. Do they consume the engineer? If so I'd be willing to make only military engineers make them. Even if that's not the case I can see the argument for making the improvements more unit specific.

"Well" graphic? I'm lost....
 
- check Rover garage size. Is it overwriting Biodome graphic?

I would not worry about this if I were you as it takes a while to figure out how city graphics work(they are a little more complex than most of the other graphic stuff).
 
matthewv said:
I would not worry about this if I were you as it takes a while to figure out how city graphics work(they are a little more complex than most of the other graphic stuff).

Okay. So it's not as easy as simply lower it's scale down to 0.1 or some really low number?

Good to see you still lurking Matt!

And GalCiv2 is pretty cool. Playing that has helped ease my burnout of CivIV and this mod. I'm dividing my free time quite evenly between the two now.
 
WoodElf , Matthewv, etal:

I would set the following as priorities
1. Fix upgrade paths and tech tree issues, these effect the playability the most.
2. CIV text entries, these are needed to select build que.
3. Sound and Skins, as we all know that these will continue to evolve as this mod gets better. See evolution of RAR & DYP for CIV3.

Woodelf: I was not disparaging dial-up, its just that I'll be giving up high speed for dial-up for the next 12 days. Where the street name is FM 1744 (farm to market road). This thirving metopolis has a population of 52. And yes the stars at night are BIG and BRIGHT, deep in the heart of Texas!
 
Disparage away! I'd love to not have it. :p

I'll check into focusing on unit upgrades and tech tree. At least through 2nd era.
 
And GalCiv2 is pretty cool. Playing that has helped ease my burnout of CivIV and this mod. I'm dividing my free time quite evenly between the two now.
Yes, I know from first hand experience. I was playing GalCiv2 last night and got so tied into my game I forgot to send you the civics stuff Belizan did. ;) Unfortunately I lost the game I was playing last night.(The AI is nasty on tough difficulty)
 
GalCiv2 is too buggy for me :(. I'm waiting for a patch 8). I was playing Evil Genius!!! instead of puting in the next moon mod feature. I have, btw, put in the tech screening code, some other tweaks, and a big service feature that I could describe, but no one would appreciate the point of it, so instead I'll just describe it as "I started work on events". Oh, and I put in the "code" from that caravan mod. Once again, I looked at it, and said.. Ug.. we're idiots. This is all XML stuff. He just made a unit called a caravan and gave it the GP powers of hurry and trade completion (with appropriate numbers). So you can add them yourself as you like, Woodelf, or I can send you the one I put in as an example. But no coding required.

Now to code *food* caravans, I'll have to write some code. Also, I didn't test out the monetary part of the caravan, but I seem to recall (not how I use my great merchants in civ), but isn't there some vagaries in that complete trade mission rules? Like distances and city sizes and what not?

Anyway, 'nuff about that. Talk to you guys more tonight when I'm working on this stuff.
 
Keep us posted on what brilliance you add Belizan. I'd like to put together some sort of patch just to keep people interested in the Mod.

Do we need the Caravan mod? I saw the way it was set up and it isn't like SMAC where food or production is shuttled from city to city.

The mod component I'd like to add is the tech capture mod when you capture an enemy's city. As it is now the AI never trades tech for peace even when you're steamrolling them. :(
 
woodelf said:
To be honest I've never built any military installations in my games. Do they consume the engineer? If so I'd be willing to make only military engineers make them. Even if that's not the case I can see the argument for making the improvements more unit specific.

"Well" graphic? I'm lost....

Don't think the mil engineer gets consumed, but can't tell for sure.

The improvement on the oil resource in standard Civ4? It doesn't "work" when it is worked in the cityscreen.
 
Hi, guys. Just a note to let you know I'm back in the land of the living (i.e. England) having just got off the 'plane from France.

I'll trawl through all the posts I've missed and start adressing issues raised - standby for a few cobwebby posts being resurrected.
Tomorrow I have a meeting with my MP (Member of Parliament) and I'd imagine I've got rather a lot of work to catch up with, but I'll try and fit in a few hours to work on this.

Whoever it was (Matt, I think) who sent me the original link for the upload, is it possible for you to repeat the process?

And Mr.Earl, they say that Luna will be invaluable as a stepping stone to the rest of the system. Although, personally, I'd prefer to do one mod at a time!
 
Welcome back JBG!

How should I do this "patch"? Do you guys want me to zip something up with only the changes and put it on filegone? It shouldn't be that big since none of the terrain files will be added again. That way we can see if there are any issues with our rabid playtesters!
 
Had an idea to pass along...how about making cyborgs...guess you could change the art from the works into something "borg - like". Could be an upgrade for the workers when you are done with them. Maybe after a battle when a unit is damaged it can be repaired in a 'cyborg facility' and come out with enhancements. I know that may be alot to take on.

Also, was thinking about this for all mods....how about finding ancient artifacts when doing terrain improvements. Something that would give units a boost or economy. That might make the game have an interesting twist.
 
Actually, if anyone out there is a Romance of the 3 Kingdoms fan...you know about finding ancient weapons and such...there are so many ancient artifacts through history I think it would be a great idea....maybe Lance Armstrong left his boot on the moon or something...haha.
 
Nerfboy said:
Actually, if anyone out there is a Romance of the 3 Kingdoms fan...you know about finding ancient weapons and such...there are so many ancient artifacts through history I think it would be a great idea....maybe Lance Armstrong left his boot on the moon or something...haha.

My thoughts exactly. I could understand finding gem deposits and such, but that's already taken care of. Ancient artifacts? Maybe finding the Eagle lander could yield one free tech? Actually, now that I think of it, having certain things always on the map (like the wreckage of the UNSS Unity in SMAC) would be kinda cool. You could find the Eagle, umm...well, other things.

I think if you created a new type of Goody_Hut, which I think is possible with pure XML, or possibly XML+Python. Just skin up something interesting, and bada bing bada doom, you've got a relic to hunt for.
 
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