The Song of the Moon

Thanks for the extensive feedback. About barbs...I play without them for now. Hopefully you can keep giving us solid feedback while we begin the new Moon mod.
 
Re: Barbarians/Pirates
Food for thought.. assign them the BLACK shield with the skull. This way they will be easily identified. In the version I'm using (0.23a) they have the english shield. Later after more important stuff gets done, like skins!
 
Boris Badinov said:
Re: Barbarians/Pirates
Food for thought.. assign them the BLACK shield with the skull. This way they will be easily identified. In the version I'm using (0.23a) they have the english shield. Later after more important stuff gets done, like skins!

Yeah, good idea. We've known about the English shield, but it's always slipped through the cracks. For the next version I don't think we'll have barbs, but random events.
 
yea, I've seen some mentions further back in this thread about changing the barbarians to meteor showers or something, which would be a type of random event.
 
they can still be ideas for what to replace the barbarians with though.

the problem is implementing them right so that they don't 'break the laws of physics'. although I'm not sure what I mean here :P basically so that they act in a way that would be unnatural. solar storms and flares are one thing because they can appear anywhere and like the wind, move all over the place. but meteor showers tend to go in a straight path because of the debribs trail or something. Come summer vacation, there will be more time for some ppl and we can ask the modding community for tips because I'm sure someone has done or tried something similar.
 
What I meant was that they had already been planned out as alternatives to Barbarians 8). We've been at this a while ;). The basic foundation for meteor strikes and the like are already in the Python engine, I just haven't written the event generator yet. Warsong is evangelizing a more codified approach, where when the game starts, all meteor strikes are plotted for the entire game, whereas, I had intended to use a more lazy generation system, where they were generated 10+ turns before they were going to occur (dependent on the size of the strike--and these vary widely), and then, based on available technology/infrastructure, factions on the moon would be notified. My way is particularly easier because we're intending to artificially restrict strikes from occuring on friendly cities and territory for a certain number of turns based on difficulty.

Solar storms are even easier. I forget the time period, but I think it's every.. 11 years? or 7 years or something, there is a major solar storm that occurs that will basically irradiate anyone caught on the surface of the moon (outside a base). This is a known phenomenon, and so will be warned about via event messages, planned on, and will result in all units on the surface not in a bunker, base or other protective improvement to take damage dependent on the unit type and that faction's technology. Every 11*11 years (121 ;) there is a major solar storm (Class A or something like that) which is what knocked out our space station, btw. That storm will require everyone to take cover from the surface or die (barring exceptional technology), satellites will get knocked out, colonies will suffer building brown outs. Fun all around :).

Moon quakes were espoused by JBG and Kronik or whatever his name was, but Warsong and I have preliminarily scrapped them as the Moon does not have an active molten core to generate any such thing. Similarly borehole mining wouldn't cause quakes either for the same reason.

The other natural hazard we're adding is the somewhat exaggerated Lunar Dust spread system, which I want to test in the current mod (assuming I can con Matt into making me a dust feature), before we commit to including it. I'm just not sure whether it will be interesting and fun, or just a pain.
 
well there are lunar quakes, but they are very small I guess and they are just caused by the tidal forces between the earth and the moon and sometimes the sun, so they aren't significant enough to include. A huge asteroid slamming into the moon could cause some lunar quakes, but barring that... its not a factor in this mod.

are you going to have graphics for the terrain or units for the solar storm event? because a modified fallout graphics could work. although bigger graphics ARE possible, in FfH, they have a HUGE (and I mean HUGE!) flame graphics around one of those late game god-units, the Meshiffer of Dis or something. So you could have some kind of flame/radioactive graphics for the solar storm and a lesser one for the solar flare.

what about the graphics for the meteor showers? theres no atmosphere so realistically we can't put flames on them or make them bright streaks.

and the solar cycle is a 11 year cycle, so once every century or two, there can be a MEGA solar storm.

also, I have an idea which is based on an event script type from Civ2 in which you could have an event that changes the terrain type for some tiles. When there is a large asteroid strike, change a random area to the 4 square crater rim tile and probably have some tiles around it randomly become cratered. Kael does a similar thing with the religions and your civs cities and improvements, so it shouldn't be too hard to implement.
 
Well it's good to have some passionate people thinking of this mod again....

Is there a teary eye smilie? ;)
 
smjjames said:
are you going to have graphics for the terrain or units for the solar storm event? because a modified fallout graphics could work. although bigger graphics ARE possible, in FfH, they have a HUGE (and I mean HUGE!) flame graphics around one of those late game god-units, the Meshiffer of Dis or something. So you could have some kind of flame/radioactive graphics for the solar storm and a lesser one for the solar flare.

I had intended to use signs to mark impact warnings by player, and event dialogs to inform the player of the events first when their technology allowed them to detect the event horizon, and second when the impact, etc. took place. For solar wind, I was planning on having some advisory warnings (like the Advisor does currently for other issues) to varying degrees by turns as the solar storm turns draw nearer. As such, no direct graphical imagery other then the images we choose to include in the dialogs, which depends entirely on what we can produce or coax from the community at large.

smjjames said:
what about the graphics for the meteor showers? theres no atmosphere so realistically we can't put flames on them or make them bright streaks.

Really, answered above 8).

smjjames said:
and the solar cycle is a 11 year cycle, so once every century or two, there can be a MEGA solar storm.

Isn't that what I said?

smjjames said:
also, I have an idea which is based on an event script type from Civ2 in which you could have an event that changes the terrain type for some tiles. When there is a large asteroid strike, change a random area to the 4 square crater rim tile and probably have some tiles around it randomly become cratered. Kael does a similar thing with the religions and your civs cities and improvements, so it shouldn't be too hard to implement.

Like I said there are a number of different levels of strike, from brown outs in cities and the equivalent of brown outs (damage features like fallout) for improvements, damage to units, spread/shift of dust, modification of terrain, creation of impact sites for salvage by impact type, etc. (I don't have the full list in front of me). Like I said, we've spent a fair bit of time considering this one already 8).


Re: Someone? About Biodome decompression...
JBG and I did a sort of shorthand workup of the impact of one's Biodome getting breached. The idea was in fact, as you have inferred, to encourage people to use Bunkers in cities where they are expecting to have to fight, and Biodomes elsewhere--or alternatively to require you not fight at/in your colony. Warsong and I have already discussed some improved biodome designs as well as some other ideas which will probably complicate this model in the future, allowing a player to mitigate his risks with Biodomes.
 
i tried to download ur mod and it said ur time is expired...
 
Quote:
Originally Posted by smjjames
and the solar cycle is a 11 year cycle, so once every century or two, there can be a MEGA solar storm.


Isn't that what I said?

you weren't sure whether it was a 11 year cycle or a 7 year cycle, I was just confirming for you and I was kinda agreeing on the massive solar storm every century or two.

and Kaizer, did you check out the link Woodelf posted further up the page? I checked that one and that works for me.
 
I have a few suggestions. First off great mod I love it and I can’t wait to see the finished product good job everybody who worked on this. I have only played a few hours but am quite addicted already.

I have one question. Is there supposed to be an influx of barbarians around a hundred years in? I’m getting bombarded with barbarians. I haven’t got the whole map explored yet (my scouts keep getting killed) but I have gotten most of it unlocked and I can’t find a source for them.

A suggestion I have is couldn’t you take this game set all the units etc and adapt it to say a mars scenario. You could even have Martians instead of barbarians. It probably wouldn’t be hard to change grey terrain to red terrain. Further more couldn’t you have as victory you get to build a space shuttle and travel to mars? So at the end of single player game instead of victory you could advance to the next planet as a new map but keeping technology and a limited number of units. And it could work in multiplayer too. Have a set goal all players have to achieve to advance to next map. I don’t know how hard all this would be.

I don’t know if this is included but a teraforming tech would be awesome. It could evolve in different stages and eventually make the moon green create an atmosphere etc. Also terrarium forests as an early form of teraforming.

Also I know this is off topic but has anyone done an Iraq mod? That would be cool! Roadside bombs suicide bombers a crumbling infrastructure and government. Of course you have all the different tribal interests, the coalition, and Al-queda (is that right). Or even a global war on terrorism mod would be cool.
 
the only problem with terraforming is that the moon simply does not have the gravity to hold a sustainable atmosphere.
 
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