v.0.1 ALPHA: The Song of the Moon: the first Civ TOTAL CONVERSION!

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woodelf said:
Did we mess with resources %s? It seems that even after entering worldbuilder I can't find the same concentration of stuff we used to have! :( I love the resources!

This was partly my fault for playing on a higher diff level since that affects starting location, but the areas around me seemed very lightly populated with resources. No idea why...
 
Note to all:

We hope to close this tread soon. If you have any bug reports, comments and/or concern please put the in this thread: link
 
This thread will be closed by Saturday evening. Once it is, the newer version of the Song of the Moon will be posted on the Mods forum.

Version 0.11 is coming. Give me 48 hours and this thread will close.
 
:goodjob: Ok, what did I screw up?

Not sure if the .py map goes in custom maps or public maps.

currently in custom maps per front page instructions.

The mod loads, all ancillary stuff loads (tech tree, etc), the maps opens, I settle the first city, move my units, press 'end turn', MY UNITS NEVER RECOVER THEIR MOVEMENT POINTS, the value states '0/-78xxxxx'.

I get the exact same results trying to play "Fall from Heaven".

I play Sevo Mod, Graves, EE3, Bigger-Longer and others w/o any problem.

Running Late model AMD chip, nVidia w/ 256mb, 1 gig Ram

I like the concept of both your mod and "Fall form Heaven", any help out there?
 
Ok, it was my bad. I had no idea English words were spelled differently in other English-speaking countries:crazyeye: I'm not used to talking to Brits anyways, and I cant even understand them or the Indians for that matter when they call me trying to sell me stuff. Plus, whats up with all those foreign customer support people, I'd prefer to speak to another American when I have problems, because language barriers just causes more of 'em. Ok, end rant. BTW, I really like this mod, can't wait until its finished!:goodjob:
 
Not sure if the .py map goes in custom maps or public maps.

currently in custom maps per front page instructions.
That was supposed to say PublicMaps. Where is there a custom maps folder or did you create it? As are you able to select moon_map as a map type when you start a new game?(This mod does not work with any other map type)
 
@ Matthewv, Dsquared et al:
1. Re-downloaded .102 file when I got home, and also used 7zip vice WinRar. All files extracted find and started two games. No crashes yet.

2. Actually you can use the random generated map mode with this mod. Looks like we can settle on Mars or any other planet we whis to designate.

3. If it's not to late to put in a request, how about anti-grav for tech. This will give mass drivers (ICBM w/o the nukes) and no tracks or wheels to get stuck. Note, havn't gotten to second era yet so this point may be moot.

4. Take break guys, pace yourselves, Life's too short as it is.
 
Actually you can use the random generated map mode with this mod.
you can one use random generated maps with this mod so far.(Choosing moon_map generates a random map as Im sure you realized) The idea of using a map script(random map generater) instead of a user created map seems to new full modpacks.
 
Not sure if it's a bug or just a minor gripe.
Seems that after learning a new tech, your prior military unit(s) die easily from barbarians, i.e. pistol troops are killed before you can produce replacement or up-grade. Also there doesn't appear to be an upgrade path yet. I know wait for the BETA! I like the fact that there are multiple add-ons to the basic 'barracks' building, i.e. adding garages. Back to play and see what comes after laser infantry (heavy).
 
I'm right in the middle of a game myself, and I've noticed some things.

One is that whenever youresearch a tech that unlocks a building, the tech screen will show two of the same building. I saw some discussion about this earlier, though, so this might be a known bug.

So far, I haven't noticed any bugs. I also see no balance issues. Things seem pretty well taken care of.
 
One is that whenever youresearch a tech that unlocks a building, the tech screen will show two of the same building. I saw some discussion about this earlier, though, so this might be a known bug.

This is actually part of a new feature we added. In your build menu you can build only one of these depending on your civ trait(Idependent, Economic or Scientific). Later on we willl make so that only the correct building shows up in the tech tree. At the moment most of the duplicate buildings are the same but some are different including the collecter, Helium 3 exchange and mushroom plant.
We hope to have technologys work in the same manner as well eventually.(ie. your tech tree will vary depending on you civ trait(Idependent, Economic or Scientific))

Seems that after learning a new tech, your prior military unit(s) die easily from barbarians, i.e. pistol troops are killed before you can produce replacement or up-grade. Also there doesn't appear to be an upgrade path yet. I know wait for the BETA! I like the fact that there are multiple add-ons to the basic 'barracks' building, i.e. adding garages. Back to play and see what comes after laser infantry (heavy).
Yes, barbarians are more potent, though I dond think we ment them to be that strong. And yes the units are not set up properly yet though in the next version coming out they are improved alot.(If you want to playtest this version let me know. It is currently being playtested now and is hoped to be released by the middle of next week)
 
Whenever I try to start a game, in single or multiplayer, it freezes right before the game begins. The loading screen gets to "finishing" and then stops working.
 
Whenever I try to start a game, in single or multiplayer, it freezes right before the game begins. The loading screen gets to "finishing" and then stops working.

Are you selecting moon_map as a map type?(Instead of continents etc.) This mod will not work if you don't.
 
@ Robo Magic Man On my laptop, starting the mod seems to take forever. I mean that Leonard goes through his entire speal and still had to wait about 1-2 mins prior to being able to play.

@ Matthewv the above holds true with either the moon map or any other map. BTW you can use other maps, but the resources are locked to the moon. I.E. no marbel, wheat, etc. And yes I would like to play test, but I don't think I'll be able to devote the time.
 
@ Matthewv the above holds true with either the moon map or any other map. BTW you can use other maps, but the resources are locked to the moon. I.E. no marbel, wheat, etc. And yes I would like to play test, but I don't think I'll be able to devote the time.
It may work to load other map types but it is not desireable.

yes it does take a long time on finishing when starting a new game do to some of the python code we added which takes a long time to run. i will look into ways we can reduce the load time.(hopefully before the next release of this mod)
 
I too have the problem of the game not loading. it gets to the finishing screen and stays there. I let it run 15 min and nothing.
 
Have you tried smaller maps? I test on standard size and it take 1-2 minutes. When I accidentally went HUGE it did take a long time. I'd try small and maybe add a few more AI since the entire map is basically colonizable since we don't have oceans. :)
 
WoW! Just WoW! those screenshots look fantastic. how di you get the terrain to look like that?
 
We got a front page mention, guys! :bounce: :band:
 
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