The Song of the Moon

JBG said:
Also, to all you lurkers out there, feedback on v0.22A is welcome!

OK. I played the mod for a bit in chieftain. I liked the sometimes huge differences from vanilla civ but I also had some issues:

  • If I chose the promotion that gives "-1 terrain movement costs" these units sometimes got "+24858483 (or something similarly large) terrain movement cost".
  • My neighbour AI's cities were constantly starving.
  • There is a wonder that gives a "mushroom farm" in every city. But you can still build a mushroom farm. It would be a bit less confusing if these two buildings hadn't the same name.
  • I couldn't build solar collectors because they're only buildable on flatlands.

But it was nevertheless quite fun, have to try it on warlord.
 
c.fe said:
OK. I played the mod for a bit in chieftain. I liked the sometimes huge differences from vanilla civ but I also had some issues:

  • If I chose the promotion that gives "-1 terrain movement costs" these units sometimes got "+24858483 (or something similarly large) terrain movement cost".
  • My neighbour AI's cities were constantly starving.
  • There is a wonder that gives a "mushroom farm" in every city. But you can still build a mushroom farm. It would be a bit less confusing if these two buildings hadn't the same name.
  • I couldn't build solar collectors because they're only buildable on flatlands.

But it was nevertheless quite fun, have to try it on warlord.

Thanks for posting.

The movement bug is new to me. We'll need to check into it.
Were they starving all game, just early game?
Yeah, you shouldn't need to build a mushroom farm after that Wonder is built.
We'll look in the solar collector. I think JBG was going to fiddle with it.

Bump up the diff. I playtested on Prince and found it balanced.
 
c.fe said:
If I chose the promotion that gives "-1 terrain movement costs" these units sometimes got "+24858483 (or something similarly large) terrain movement cost".

I've also seen this bug in Zuul's Promotion and Perks Mod, but I don't think it's Zuul's fault either.

Rather, I believe it's a bug in the vanilla game.
 
looks great and definitly one i'll be keeping track of. i'll be picking it up at some point in the near future.
 
Trimaj said:
looks great and definitly one i'll be keeping track of. i'll be picking it up at some point in the near future.

Download it now and take it for a test drive. Input always welcome.
 
little pushy there...:P

however i'm actually doing so. won't be able to play til later, or much later *maybe weekend*

i am looking forward to it though.
 
hmm... mere technicality there... and i was already persuaded to get it, just when. so how much of it was persuasion and how much pushing me over the edge of actually doing it now?

hence... pushy. :joke:
 
There's plenty of those coming up already. Some people do like a change of environment. :D
 
OK, so here's some feedback. I'm still playing my first game on the moon, so there's still many things i don't know about the mod.

First, and most important, it's really a great mod. I like sci-fic and fantasy better than real history so i often end up playing civ with mods more often then without. But even when not considering the sci-fic aspect, there are some very good ideas. The city specialisation with bunkers or biodomes is a very good idea, thought you should tell somewhere it's only possible to have one at a time. I really like the national emergency and all "special" civics. Really a great idea.


- Cities of course, you probably know it already, they look strange on the moon.

- The terrain is very nice as a moon surface, but it's pretty hard to differenciate the different terrains. I'm not sure how you can improve this.

- Some ressources show strange on the city screen, esp there is one that uses a horse icon.

- Engineers can enter dust see, and build roods (tracks) in it, then anyone can walk on the dust see :crazyeye:

- ALL wonders allowing for a free building in every city (not only the fungus amongus, does that mean fungus are among us :lol: ) allow the same builduing to be built by normal means. I have two barracks in some of my cities, pumping out 8 XP units without any civic to increase it :rolleyes: )

- Did you document on the moon to decide wich ressource to include. As far as i know, plutonium can't be found in the nature (no element after uranium is present in the nature). Also thought the moon has the same composition as the earth crust, it lack the light volatile elements, as they were vaporised when the moon was formed due to a large asteroïd impact on earth. This means there shouldn't be any hydrogen or helium depot on the moon. And of course no water not even frozen or nutrients.

- Don't you think (if this is possible) that military engineers should be able to move turrets to place them in forts?

- The biodomes make a city harder to defend (-100% defense), does this mean a tropp in a city with a biodome will defend worse than in open ground :eek: , or does this just negate the city defense bonus.

- Lunar scouts should upgrade to lunar rovers, you can still build scouts after you can build rovers enven thought rovers are clearly scouts made better.

- When you select a faction with a long name during signle player standart game creation, you don't see the left menu with the different factions anymore. This means you must click go back if you want to select a different one after you looked at the faction traits.

- Do you plan to add leader portraits at some stage or keep the logos? I think portraits are better, even very simple, not animated, ones like in AMM.

- The biodome is too small for the cities, some buildings are not under the dome.

- There should be some building showing on the map after you build the city bunkers just like for biodomes. Well, i guess you already planned this when you'll have some good graphics :mischief:

- Is there an advantage to building biodomes to replace glasshouses when they are available, both produce +2 food?

- Those techs that reduce food production by helium3 plants really annyoed me, well, i guess it's intentional :mad:

That's all for now. Don't misundestood me, it's really a GREAT mod :goodjob:
 
Bob Morane said:
OK, so here's some feedback. I'm still playing my first game on the moon, so there's still many things i don't know about the mod.

First, and most important, it's really a great mod. I like sci-fic and fantasy better than real history so i often end up playing civ with mods more often then without. But even when not considering the sci-fic aspect, there are some very good ideas. The city specialisation with bunkers or biodomes is a very good idea, thought you should tell somewhere it's only possible to have one at a time. I really like the national emergency and all "special" civics. Really a great idea.

I thought I included in the strategy that only a Biodome or a Bunker can be built, but that version may have been eaten. Thanks for the heads up.

Bob Morane said:
- Cities of course, you probably know it already, they look strange on the moon.

See my Lunar city thread in the main C&C. I'm trying to get something better accomplished....

Bob Morane said:
- The terrain is very nice as a moon surface, but it's pretty hard to differenciate the different terrains. I'm not sure how you can improve this.

matthewv did a terrific job on it, but the dust sea itself can be confusing for me.

Bob Morane said:
- Some ressources show strange on the city screen, esp there is one that uses a horse icon.

:lol: I guess that has been missed repeatedly!

Bob Morane said:
- Engineers can enter dust see, and build roods (tracks) in it, then anyone can walk on the dust see :crazyeye:

Dust sea is odd. Sometime no on can enter it. Depends on what tiles that it's next to, I think.

Bob Morane said:
- ALL wonders allowing for a free building in every city (not only the fungus amongus, does that mean fungus are among us :lol: ) allow the same builduing to be built by normal means. I have two barracks in some of my cities, pumping out 8 XP units without any civic to increase it :rolleyes: )

Someone else mentioned that. I must have missed a toggle somewhere in XML. If anyone knows where it is, let me know!

Bob Morane said:
- Did you document on the moon to decide wich ressource to include. As far as i know, plutonium can't be found in the nature (no element after uranium is present in the nature). Also thought the moon has the same composition as the earth crust, it lack the light volatile elements, as they were vaporised when the moon was formed due to a large asteroïd impact on earth. This means there shouldn't be any hydrogen or helium depot on the moon. And of course no water not even frozen or nutrients.

Well, we have some Lunar "experts" on staff and I read a ton of sci-fi, scientific journals, ect so we'll leave this open to debate. Plus, we had to make it interesting to play as well. Try setting resources to basically zero and see how pretty the surface is and how boring the gameplay is. And the "nutrients" are something discovered with advanced tech so they may not be nutrients as we're used to on Earth. Helium-3 is a major resource on the Moon and Russia for one is planning a mission there in the next decade for just that purpose.

Bob Morane said:
- Don't you think (if this is possible) that military engineers should be able to move turrets to place them in forts?

The whole turret idea came after playing RFRE in CivIII where pinktilapia allowed defenders with movement zero to be built which means the AI won't stupidly attack with his best defenders leaving his city defenseless. Having only 1 per city was my idea so cities weren't impossible to conquer.

Bob Morane said:
- The biodomes make a city harder to defend (-100% defense), does this mean a tropp in a city with a biodome will defend worse than in open ground :eek: , or does this just negate the city defense bonus.

I'll plead ignorance. :blush:

Bob Morane said:
- Lunar scouts should upgrade to lunar rovers, you can still build scouts after you can build rovers enven thought rovers are clearly scouts made better.

Yeah, missed that one as well.

Bob Morane said:
- When you select a faction with a long name during signle player standart game creation, you don't see the left menu with the different factions anymore. This means you must click go back if you want to select a different one after you looked at the faction traits.

- Do you plan to add leader portraits at some stage or keep the logos? I think portraits are better, even very simple, not animated, ones like in AMM.

The faction names have been as issue that needs to be addressed. The logos instead of portraits was to keep the d/l small and to get the mod up and playing faster.

Bob Morane said:
- The biodome is too small for the cities, some buildings are not under the dome.

matthewv was going to work on that until school got in the way.

Bob Morane said:
- There should be some building showing on the map after you build the city bunkers just like for biodomes. Well, i guess you already planned this when you'll have some good graphics :mischief:

see above.

Bob Morane said:
- Is there an advantage to building biodomes to replace glasshouses when they are available, both produce +2 food?

Most likely an XML error.

Bob Morane said:
- Those techs that reduce food production by helium3 plants really annyoed me, well, i guess it's intentional :mad:

There's a reason for that, but you can be mad. :)

The Helium-3, which is the sole purpose for these colonies, is traded to Earth and in turn they send food. Eventually there is an Isolation event where trade is disrupted. Instead of having the food get cut off in 1 fell swoop we decided to do it stepwise so the AI wouldn't get starved out. Not perfect, but it works somewhat.

Bob Morane said:
That's all for now. Don't misundestood me, it's really a GREAT mod :goodjob:

Thanks for all of your input and keep it coming.
 
Bob Morane said:
- Some ressources show strange on the city screen, esp there is one that uses a horse icon.
Ok, the ressource with horse icon is gold.
woodelf said:
I thought I included in the strategy that only a Biodome or a Bunker can be built, but that version may have been eaten. Thanks for the heads up.
Mhh, is this strategy somewhere in the pedia, or did i miss one file, maybe something like a "readme", it would be a strange idea anyway to put some information in a readme, nobody ever reads them ;)

Maybe i missed something there too, but is it actually possible to build solar collectors and boreholes when you get the tech :confused:

BTW, the trading outpost looks like solar collectors to me, and is nearly invisible on grey terrain (wich means, nearly everything except polar)

Well, we have some Lunar "experts" on staff and I read a ton of sci-fi, scientific journals, ect so we'll leave this open to debate. Plus, we had to make it interesting to play as well. Try setting resources to basically zero and see how pretty the surface is and how boring the gameplay is. And the "nutrients" are something discovered with advanced tech so they may not be nutrients as we're used to on Earth. Helium-3 is a major resource on the Moon and Russia for one is planning a mission there in the next decade for just that purpose.
Then you obviously know better then me. It's suprising for this helium thing, i read again recently that the moon has no light elements. Well, looks like my sources were outdated.
 
Hi. Just to clear up something - the rule is (with Dust Seas) that if it is within your borders, you can go on it - if its outside your borders (or the borders of another civ with an Open Borders treaty) then you can't.

Have a look at the SotM FAQ in the 2nd post - that adresses many of those issues!

Thanks for the feedback! Keep it coming!
 
I keep forgetting that rule JBG. :blush:

Anyone try it post-SDK/patch? I think you'll need a disclaimer on the first page that this works for 1.52 only for now.
 
Thanks for the heads up, woodelf. Modifying front page now...
 
Back
Top Bottom