The Song of the Moon

the_real_orca said:
Can’t see any text!

The mod looks really good, at least what I’ve seen by now. Unfortunately I cannot see any text after loading the Mod, neither in the main menu nor during game play.
Any ideas how to solve this? I’m using Civ4 1.6.1 German version.


By(e)
Stephan
stell die sprache in den optionen auf englisch bevor du die mod lädst, dann müßte es gehen :)
 
So I've been playing the latest version for the 1.61 patch and it works fine so far. However I am finding one thing a little frustrating. That is the frequency of the BioDome & Bunker Refits. I find I finish one refit only to have it recomended for the next 20 or more builds. If I pass it up the cities just get pushy for them. If there is a chance that the frequency could be changed to everytime the cultural boundaries expand it might be preferable.
 
woodelf said:
Nothing rude about what you asked. I wouldn't call it a lack of organization though since we've fairly well disbanded. ;)

If/when Belizan gets settled after moving I think we'll start another Moon type mod from scratch. The plan is to use this mod as a testing mod for new ideas, code, ect, but to make another one altogether.

And your guess is as good as mine about JBG
I've enjoyed this mod & am sorry to see it abandoned but good to hear there might be a new moon, space, or sci-fi mod someday. Allow me to suggest an old friend....STAR TREK. :)
 
I hope it is another good sci FI Mod but already there is a Star Trek mod out there in development as well as StarGate. I am personally looking for a generic sci-fi mod to play. I hope that is what the next version will be.
 
Once I hear from Belizan I'll get remotivated and devote time to this type of mod. I think it's definitely a niche that needs to be filled. :)
 
woodelf said:
Once I hear from Belizan I'll get remotivated and devote time to this type of mod. I think it's definitely a niche that needs to be filled. :)
That's good news. :)
 
I would be more than glad to contribute if you need help with it Woodelf. I'm still learning the modding ropes here so I'm not even 100% of what I could do.
 
Darkkender said:
I would be more than glad to contribute if you need help with it Woodelf. I'm still learning the modding ropes here so I'm not even 100% of what I could do.

Thanks. Belizan, being the Python stud, is the most important person so I can't do much without him.

That said --- brainstorming and coordinating ideas can always be done and are very important. Our organization before was abysmal so we never fully utilized all of our good ideas or tightened up the mod at all.

Off the top of my head the major areas needing work are the

1 - Techs
2 - Buildings
3 - Units
4 - balance of the above. :)

Anything you (or anyone) would like to do to spur interest back into this mod is welcome. Eventually it'll come back and be more organized.
 
woodelf said:
1 - Techs

There already was a whole bunch, but of course the latter stages where not that wellthought in my opinion.

woodelf said:
2 - Buildings

Well, you already created some basic ones that are very usable. :goodjob:

woodelf said:
3 - Units

At present the diversification is indeed a bit shallow, but those already available are marvels.

woodelf said:
4 - balance of the above. :)

And that's the potential modbreaker. :D
 
Thanks for your valuable input Geo. :p

I need to make some more sci-fi building models, but units are over my head for now. Someone else can do techs this time!
 
I'll try tackeling Techs some. Does everybody pretty much use the Tech Creator Utility for it? Also Woodelf you wouldn't have an idea where a good place to look would be to make changes to the frequency of upgrade for the City Biodome and City Barracks would you? I mentioned above how frustrating the frequency is and I'm thinking of trying to make changes to that.
 
Darkkender said:
I'll try tackeling Techs some. Does everybody pretty much use the Tech Creator Utility for it? Also Woodelf you wouldn't have an idea where a good place to look would be to make changes to the frequency of upgrade for the City Biodome and City Barracks would you? I mentioned above how frustrating the frequency is and I'm thinking of trying to make changes to that.

The Biodome and Bunker were Belizan and matthewv's doing, but I would assume you could Flavor them differently so that they aren't as attractive.

I never used a Tech Creator utility, but I imagine that would have saved me ample time...
 
Woodelf, do you have any sort of contact means with Belizan? It would be good to know if he's still planning on returning or not...
 
GeoModder said:
Woodelf, do you have any sort of contact means with Belizan? It would be good to know if he's still planning on returning or not...

Sadly, no. Until he returns here I have no idea where he is or how to get in touch. He moved and most likely has a new email addy.
 
May I add a suggestion?

I have always felt the timing of SMAC, the one year equals one turn is a bit unrealistic. It spoils the feeling of the game, IMO. In case of a moon colonising game, this is even more disturbing. If I were you, I would set the time to one month equals a tarn or one week equals a turn. I have done this with SMAC and then made population growth and research more expensive and the fun has doubled, the game starting to make much greater sense.

Also, in case of the moon colony, a system explaining a quicker population growth could be implemented, for example the arrivals from Earth, etc. in case the new game pace would seem too slow for you. This system could involve something as simple as a caption telling every tenth turn that new arrivals have joined your endeavor to.. well, whatever your python skills can implement.:-) Also, it would be good to overally make the colony feel more connected to the mother planet, but this is another topic for another time.

Btw. Is it OK to adjust the mod personaly, just for myself, in case you don't think it is a good idea to follow my suggestion?
 
It's to bad, that there is no finished science fiction mod somewhere for vanilla Civ4 1.61.

Darklor
 
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