Register666666 said:Download link doesn't work...
Check my first post on the first page. Maybe post #5?
Register666666 said:Download link doesn't work...
GeoModder said:He also seems to be playing the mod in a normal Civ map, not the moonmap python script.
(in short, some of the bugs could be from that)
woodelf said:Check my first post on the first page. Maybe post #5?
Register666666 said:That one doesn't seem to work either, lol.![]()
ichiro51 said:i love this mod but the bugs are kind of annoying me.
would it be possible so that you could have earth and luna be on the same map and change galleys to space shuttles and blue water to black to make it look like space
Rashad said:I played one or two trial games that didnt get very far in, due to the massive barbarian threat in the game that took me by surprise. (I love the barbarians though, so I'm not recommending to change it unless its to make room for something better such as asteroids and debris. the constant threat of heavy incursions had me playing more militaristically then I would ever dream of in vanilla).
On my last game however, I built up a strong military and posted sentries around my borders, which was quite easy with the dustsea and mountains providing natural walls, and found the game very easy once the barbarian threat was overcome, at least in comparison to vanilla.
Rashad said:the problems...
#1. Dome Refitting. I dont know how many times I refitted my domes thinking they were upgrades of the existing ones, before I realized they were replacing the other. I dont feel its very intuitive playwise, but perhaps that could be addressed by referring the player to the readme in the game's startup. Otherwise I dont bother looking, and dont expect there to be a readme on a mod. The real problem though, was that the AI simply didnt understand they replaced existing ones as well, and always recommended me to build the refit of the other one, forgetting that it had just told me to build the other one. I think this is what caused the AI civs to waste a lot of resources and lose a substantial lead to me.
Rashad said:#2. Dustseas. Its been mentioned elsewhere I think, but while dustseas are a good idea originally, something needs to be provided later to allow units to cross them. I completely dominated the map, but was unable to capture a couple remaining civ's cities due to them being on, or surrounded by, dustsea... and culture wars are too slow and unfeasible.
Rashad said:#3. Techtree completion status ~
National and World wonders are desperately needed, especially if they can offset some of the [unneeded or obsolete] building clutter.
Rashad said:#4. Civics ~ great ideas. bad balance and overly complicated. If a civic is so strong it warrants a half dozen negative modifiers to balance it, perhaps the positive modifiers should be scaled back a fair bit. Its really tough to advise exactly WHAT is out of balance here, since there were so many different elements on each and every civic, but while playing I simply found the %'s provided for any one area were huge and easy to stack. Sure there may have been a cost, but these costs seemed insignificant and confusing as !@$%. Please consider removing several of the recurring negative penalties, and reduce the bonusses to compensate. While I like the idea of imposing penalties, Vanilla shows that they arent necessary, especially if the choices are expanded so that more "potential bonusses" are sacrificed.
Rashad said:#5. Victory ~ seems like every victory condition except total conquest is disabled ?
Rashad said:I found myself confused at what the difference between the factions was at many times, but this was due more to the way Civ4 presents the factions more than anything that modders could do I suppose.
joelwest said:were all your games using the Moon-map? you will find SotM plays differently with a land-based map.
I never had problems such as you describe with barbarians at the gates in the early game.
did you set the barb aggression level to "raging?" I left my barb aggr level at the game default level.
this strange behavior has been noted starting with the very first posts on this board. since the domes can be refitted, the bug is not the option to do so. the bug is the fact the civilopedia entries describing the two as mutually exclusive have not been written.
the food biodome option does force the player to be conscious of its negative defense factor and build walls, etc. to compensate.
please make suggestions for some new Wonders.
BTW, if you do play on a land-based map you will find the Wonders allow for duplicate buildings, ie two theatres, two mushroom farms, and two military acadamies. this behaviour is not found in the Moon-based map version of SotM.
genetic screening
the mod changes vanilla Civ 4 space victory so that it is only necessary to build five (simultaneous) SS casings to achieve a space victory.
it has been noted from the very first posts on this board that all the factions are indistinguishable as are the leaders.
the next patch needs leaderheads to be included, even if only static images.
Rashad said:My first false start was with a terran map, then I hunted down the moonmap and moved it. An installer would be helpful in alleviating this at some point, but not necessary yet, I imagine.
Honestly, no matter how well you document it, there will be players like me that only read things when they run into problems.
The key to the mod for me was establishing a curtain of sentries around my borders, so the defense of the cities became moot, as they never came under attack after I got my borders secured.
You seem to have a pretty good grasp at coming up with technames, so I'll leave it up to you. I made a suggestion for the Dune mod that I think will work here as well. Instead of having wonders represent solely physical creations, they could also represent diplomatic or economic agreements the civilization has made. (derived from EE3's colonial aspects in large part). In reference to the Moon, these could be used to represent continuing resources being provided from earth once the infrastructure is in place.
For instance, a national wonder "Immigration Office" could provide the resource "Immigrant". Once an immigration policy with the port of origin is established this would make future negotiations easier. Say a world wonder: "Trade Agreements" could provide 1 of the two or three basic resources required for manufacturing era 1/2 military units, and having access to Immigrants would speed construction by half.
(i also considered slaves, indentured servants, or convicts for the immigrants... slaves is too outdated... indentured servants is too long... but convict labor might be appropriate even if immigrants are used)
A second major type of World/National wonder could be reserved for later. Whatever buildings turn out to be the "least useful" after extensive playtesting, make a wonder that builds all of them in the civilization. This ensures that the wonder will be limited in power, but also provides a greater presence of the buildings in the game.
I didn't play on a terran map after I realized there was a Luna map.
I did see that many or all buildings and units were duplicated on techs for some reason?
i noticed the same things you did [about the "special civics"], although i think it merely reflects a failure of the current civic selection then anything else.
I was completely confused by the various emergency ["special"] civics and never bothered to check if i could even use them as they didnt seem to be worthwhile and the time-burn concerned me. (ie.. if im gonna experience 2-3 turns of downtime from revolution... i should REALLY benefit from these 4-5 turns of a civic).
i think genetic screening could work best if the WHOLE emergency civic branch was treated as a "temporary/reactionary" civic branch, and suffered from the same sort of penalties. (perhaps +1 unhappiness cumulatively each turn after 5 or 10). genetic screening also needs a tech prereq, and greater diversity in the other "wartime" techs could be beneficial.
I'm not sure leaderheads would really be necessary, but it would likely be a step in the right direction towards establishing some character for the factions (even vanilla [Civ 4] seems to struggle giving visible personality to the factions, even more so then Civ1-Civ3, imo).