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

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dsquared said:
JUST FINISHED A FULL GAME BY CONQUEST!!!! wow, pretty nice, we need to polish second half of tech tree and we are good.

@nightwolf: Win RAR extractor its FREE and better than ZIP

That sounds damn exciting dsquared! Now I'm at work and can't play!

Kudos matthewv for getting it up and running for everyone. :goodjob:

So the units are a bit unbalanced or is it the promotions that are too powerful?

Any ideas for the defense cannons? They need to be upgraded, but will the AI do so? Maybe increase their power to 3 at first? Also, do colony walls or perimeter barricades add any defense values? Does the AI build them?
 
I'm thinking that some of the resources are giving too much gold which is enabling the techs to be researched very quickly. Should they be toned down a few gps?
 
Just updated the frontpage with the latest version!

Now we know it works I'll get working on a readme file.

PS: Matthewv, did you download my version and base the patch on that, or did you base the upgrade on your own version? For the sake of my blood pressure, PLEASE say you based it on mine...
 
I tried playing a game and I still think we have a ways to go. The terrain graphics are pretty great (although I wish we could somehow convey a sense of deep dust for the dust seas), but the techs.. Oy Vey 8). Half of them are dead ends, quite a few don't do anything, the tech trees a shambles... Also we have a lot of tweaking to do. I know we don't have enough unit models, but I'd rather see 18 models of the Lunar Scout then chariots on the moon 8). The barbarians seemed rather weird to me, but I suppose that's my responsibility to change. You aught to change the image for the goody hut to.. a glowing impact crater site, or a wrecked space craft. We can have more then one kind of goody you know, and arbitrary results from them. As long as we avoid anything too fancy the AI will deal with them just as well.

I'm not going to worry about the economics of the game, yet, as we have a lot of features yet to implement which will impact that quite a bit. However, we should look at our promotion tree. It's very lifeless. One of the nicest things about some of the other mods are the promotion options they allow for. Our mod seems to have gone the other route. Worse, some of our promotions don't work. For instance, the mobility promotion. The moves rules for Civ4 are a bit arcane, I know. Personally, I don't fully understand them myself. But I know that that promotion doesn't work 8). We should switch it over to a bonus movement point type system in the interim. I have a crazy idea for a few techs, civics and buildings along the lines of a modshop to capture some of the free wheeling independent spirited resourceful engineering you might see under the right conditions if a group of highly educated/knowledgable and motivated individuals were left to fend for themselves on the Moon 8).

Units need tweaking. I'm not sure why every last rover is good at exploring huts. Military Engineers have no strength, which I think is wrong. Personally, I think even regular engineers should have a strength of 1. The pioneer Engineers of the moon strike me as resourceful. Food caravans. We should make food caravans to allow the transport of food from colony to colony. I haven't learned the new resources yet, but I hope we have some real to die for resources there. Also, I haven't read the details of the moon_map.py file, but you should use their trick of using the fractal generators to create resource runs of materials that run in veins, like He3 and our miraculous "Frozen Water" resources. We need some buildings that simply generate food. Not terrain improvements, but buildings. Make them tiered so they can be improved upon. Ignoring the idea that we already use a lot of these terms, we could have a chain like... Nutrition Synthesis Plant->Algae Farm->Hydroponics Gardens->Biodomes. Each building requiring the one before it, acting as an upgrade and being generated from increasingly higher tech.

Also, I have personally never played Civ4 into the era where all the power features are used, so perhaps they just suck, but I'm surprised we arn't using them. It's a pity that the computer is so hard to teach to use fuel type restrictions, because really we aught to limit vehicles by fuel and/or oxygen based on their type. We might want to make a distinction in our UnitCombat types between units which contain people, and those that don't.

I can definitely envision a lot of events and features that will make our config come to life. Once I get these baseline features squared away, I will begin to explore those.

For everyone else, please remember, this is only the barest, early alpha. The game you see now will bare little resemblence (except our terrain 8) ), to the one to come.
 
I know. Shambles is a great word normally, unless it's about something you spent 20-30 hours on. No offense taken since I'll need your help if Python can help clean up the tree? :)
 
woodelf said:
I know. Shambles is a great word normally, unless it's about something you spent 20-30 hours on. No offense taken since I'll need your help if Python can help clean up the tree? :)

My understanding is that no coding should be necessary, just some sort of arcane ritual layout of the order in which you define techs. There are some articles on it around. At the point where I'll have to look at modding the CvTechChooser code to accomodate our tree, I'll read them, if no one else has. I still have a number of other things to work out first, though.

That's orthogonal, though, to the other issues with the tech tree--the holes and the lack of "game" they entail. I think we introduce too many military units too early. I think the early game should be about survival, infrastructure, some espionage, and balistic missiles. I can't emphasize the last one enough 8). Balistic Missiles 8). Requires a He3 Refinery to build if you like. Or the ones with range. anyway.. I digress.

Oh, and I know how you feel about that 20-30 hours bit. I have put 20 hours into my fuel solution and I don't think it's going to work with the AI well enough to be worth using at all :(. I've put in big hours over the last 2 days on features, and I'm still just on my initial list. I'm getting a lot faster at dealing with the Civ Engine and Python, but it really is quirky and finicky :/. Speaking of which, I think I'm going to go to sleep, and leave the Great People for tomorrow.

We're going to need to talk about implementing the Leader traits. Those are going to require some fairly massive XML modifications. I don't know whose in charge of the unit and building XML files, but they and I need to have a chat, and come to an understanding. Which, btw, makes me think we aught to find ourselves some sort of IRC or chat medium for some of this coordination. Maybe you guys can agree on some such while I'm sleeping 8). Yeah.. That's a great plan ;).
 
I think there are so many units early on so the techs would each have "something". Also, the three types of unitclasses all counter one of the others so we need them all, I think. And I'm still not thrilled at how fast the techs are screaming by.
 
But there are a whole bunch of mods that are making a whole bunch more changes then what is done in this one. It seems a bit arrogant to call it "the first ever total conversion." Graphics changes and new civs are very nice in this, but mods like Fall from heaven, the composite mod, sevo's work, and a variety of others have completely changed gameplay experiance as well as graphics etc....

Just my IMO
 
CoheeLunden said:
But there are a whole bunch of mods that are making a whole bunch more changes then what is done in this one. It seems a bit arrogant to call it "the first ever total conversion." Graphics changes and new civs are very nice in this, but mods like Fall from heaven, the composite mod, sevo's work, and a variety of others have completely changed gameplay experiance as well as graphics etc....

Just my IMO

I'll let JBG do most of the responding, but other than FfH I don't think any other MODCOMP is even close to having as much new material.
 
This looks like a very promising mod, and I really want to play it.
Arrgh! failed to unpack using WinRAR 3.51 Error message as follows: C:\Temp\Civ Stuff\Song+of+the+moon(v[1].0.102).rar: CRC failed in Song of the moon\Assets\art\terrain\textures\polargrids.dds. The file is corrupt
 
Boris Badinov said:
This looks like a very promising mod, and I really want to play it.
Arrgh! failed to unpack using WinRAR 3.51 Error message as follows: C:\Temp\Civ Stuff\Song+of+the+moon(v[1].0.102).rar: CRC failed in Song of the moon\Assets\art\terrain\textures\polargrids.dds. The file is corrupt

Ugh. This release has been a comedy of errors and a clusterf*ck.

Anyone else getting corrupted downloads?
 
Amazing Mod !
I've played a little, then comes a display bug: some of the terrain tiles are not rendered. I've attached a screenshot with the bug. I am the only one with this problem ?

Anyway, congratulations to the team!
 

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yup. colonisation, like civilisation, depends on where you come from. Americans spell both with a "z" and everywhere else in the world spells them with an "s".

Pretty representative of US attitudes around the world though!
 
Hmm. Can we drop the USA-against-the-rest-of-assembled-humainty stuff, please? :D

On that display issue, Seby, did you by any chance engage tile grids? Or change your game settings in any way? Or did it just pop up out of the blue like so many arch-conservatives? :mischief:

And do you still have it when you reload the game?
 
JBG said:
On that display issue, Seby, did you by any chance engage tile grids? Or change your game settings in any way? Or did it just pop up out of the blue like so many arch-conservatives? :mischief:

And do you still have it when you reload the game?
I've continued to play. The display is OK when I reload the games, or when I minimize and restore the window, but the bug comes back each time a new tech is found. And there were no bug when I've started to play, it came after a time. I didn't change the config too...
 
I've continued to play. The display is OK when I reload the games, or when I minimize and restore the window, but the bug comes back each time a new tech is found. And there were no bug when I've started to play, it came after a time. I didn't change the config too...

What type of terrain is in the black area?

Can you post a couple screen shots of the same area of the map? One that show the terrain normally and one that shows it blacked out like the one you posted earlier. This whould really help me solve this problem.(Seems to be caused by low vidio memory but I might be able to fix it by somehow reducing the file size of the terrain causing the problem)

Anyway, congratulations to the team!

And thanks for the compiliment. I needed that after a really poor alpha release and all the other degrading comments we are getting.(some people don't seem to relize this is only an alpha version and far from complete)
 
matthewv said:
What type of terrain is in the black area?

Can you post a couple screen shots of the same area of the map? One that show the terrain normally and one that shows it blacked out like the one you posted earlier. This whould really help me solve this problem.(Seems to be caused by low vidio memory but I might be able to fix it by somehow reducing the file size of the terrain causing the problem)
I don't have time now to take new shots.
It can be a memory problem, as my gpu sucks, but I've never had this problem with Vanilla.
 
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