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

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EDIT: And Matthewv, they've already found some in craters near the poles where the sun never ever reaches. There's an article about it somewhere on the NASA and ESA websites.

Wow, that news to me. I have always heard they were never able to find water on the moon.
 
Is it possible to have the chance increase once a certain technology (I'm thinking things like biosolutions and cyanobacteria here) has been researched? Or is that trying to shoot at the moon?

With a bit of python scripting we sould be able to make this possible.
 
matthewv said:
I love this idea, though we should turn the chance up a little more then for discovering gold etc. in vanilla civ 4 when you had a mine.

It's a good idea, but bugger how do you do that!?!?!

Right now I have it set up so Algae Farms can only be built on Nutrients. Now we have a chicken and egg thing going. :D
 
I found the modifier in the Civ4ImprovementsInfos XML back when I was editing the first improvements.

It's in there somewhere. I've seen it with my own four eyes!
 
matthewv said:
Thanks for hanging in there drankonik dispite some of the bugs. It really helps us in releasing a better bug free version later. Any little information of the bug helps us find it and fix it. Thanks again.

It's nothing, really. This is a great mod, and I'm glad to help in anyway at all.

Also, the bug that causes the game to crash when you put your mouse over a name on the bottom-right causes a crash. Still.
 
dsquared said:
edit- also I put radioactive power packs on the med tank to represent increased power needs, maybe we should require uranium or plutonium for our higher level tanks, that way those are 'to die for' resources as belizan suggested

This is something we should definitely do. Actually Gems for laser units maybe, Aluminum for most tanks, copper for most everything with electronics?
 
on water ice: well thats a debate, there are conflicting signals, the LRO will settle the debate for good, but thats not for a few years. it is theoretically possible for metoritic and comet ice to accumulate in permanently shadowed craters near the poles however the hydrogen signal did not increase over the shadowed craters to indicate water ice in any appreciable amount. the lunar recon orbiter will carry a ton of instruments inculding a UV spectrometer which should nail this question down. It will also be able to spot all our old landing sites! no more conspiracy theorists: we didnt land on the moon etc. i find it plausible to put water ice on the moon as a resource.

Agree that discovering nutrients should be like 5% every turn or something. I was always food poor in my games
 
Right now I have it set up so Algae Farms can only be built on Nutrients. Now we have a chicken and egg thing going.
we could have it that you need a glasshouse to discover the nutrients and then an algea farm to harvest them. thus making the algea farm an upgrade of glass houses. I Don't know how easy this is to do but it is possible.
 
JBG said:
I found the modifier in the Civ4ImprovementsInfos XML back when I was editing the first improvements.

It's in there somewhere. I've seen it with my own four eyes!

Now we just need to make sure no one is modifying the same files! I'd love for us all to take a breather and coordinate our files. Can I send you guys my current XML, unit buttons, and unit art folder? That way we can be certain no doubling is going on.
 
Also, the bug that causes the game to crash when you put your mouse over a name on the bottom-right causes a crash. Still.

ouch, And I thought I fixed this. You do have version 0.102, right? If not you better download it as it was supposed to be fixed in that version. If you do have v0.102, let me know so I can look into that bug again.
 
Glass-houses? What exactly is this? Is this a green-house? If so, can you please rename it to such? As it is, it's pretty confusing.

Edit: I'm not sure. I'm downloading/updating just to be sure.
 
woodelf said:
Now we just need to make sure no one is modifying the same files! I'd love for us all to take a breather and coordinate our files. Can I send you guys my current XML, unit buttons, and unit art folder? That way we can be certain no doubling is going on.

If we felt sufficiently motivated, we could move the mod onto SourceForge.
 
newunits.jpg
 
I love them unit graphics dsquared. We are previlaged to have you donig artwork for this mod. Thank you so much
 
:eek: Wow. I like it! I like it! More! More! :drool:

Can't wait to try those in-game!

And I called them Glasshouses to try and make them sound different. Greenhouse is an incredibly pedestrian word to use. :rolleyes:
 
Belizan said:
If we felt sufficiently motivated, we could move the mod onto SourceForge.

That might be a good idea. Also, WinZip says that the archive format is un-readable. Do I need to get 7Zip or WinRar?

Edit: Note- I was able to open previous versions with WinZip.
 
That might be a good idea. Also, WinZip says that the archive format is un-readable. Do I need to get 7Zip or WinRar?

Are you talking about the .zip version of the mod that I posted?
The .rar version will need winrar or something like it to unarchive it.
 
matthewv said:
hmm,:rolleyes: now thats an interting bug that does not seem to have been encountered before. It will be hard for me to track since I doubt it is repeatable on my computer.

what do you mean by this??The unit moves way of the side of the screen?

hhmm.. sorry to have not been more specific. The Number listed under the units movement remaining. instead of 0/2 or the like.

Cheers!
 
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