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Maniac
Dec 07, 2007, 07:10 PM
http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/Header.jpg

Requires Civilization IV: Beyond the Sword patch 3.19

DOWNLOAD HERE (http://www.weplayciv.com/planetfall/) - both the main file (http://www.moddb.com/mods/planetfall/downloads/planetfall-main-file) and the latest patch (http://www.moddb.com/mods/planetfall/downloads/planetfall-latest-patch)

Optional: the SMAC sound files (http://www.mediafire.com/download.php?w2xzh1n1iai) and the SMAC movie files in four parts: #1 (http://www.mediafire.com/?jtzomddi2nd), #2 (http://www.mediafire.com/?y4bjymmzjdi), #3 (http://www.mediafire.com/?ynjzmzjm1d2) and #4 (http://www.mediafire.com/?gzn3mjmw5nj)
See the FAQ in the next post on where to place them. THANKS to WarKirby for providing the sound files, and to sylandro for providing the movies.

***

Earth, 2060. A small group of colonists leaves the ravages of Earth for a distant planet orbiting Alpha Centauri's primary star. Their ship, the United Nations Starship Unity, carries them on their journey to a new world and a new hope for humankind. Along the way a reactor malfunction damages the Unity, precipitating a crisis among the ship's seven most powerful leaders. As they enter the Alpha Centauri system, the crew splits into seven distinct factions, divided not by nationality, but by ideology, and their vision for the new world. After the ship breaks apart, the seven leaders guide their chosen crew down to the surface of Planet, seeking their destiny beneath an alien sky.

Planetfall is a mod for Sid Meier's Civilization 4 that uses the storyline and characters from Sid Meier's Alpha Centauri, combined with gameplay that takes the best from SMAC, Civilization, and the modding community.

Planetfall will not be a clone of SMAC using the Civ4 engine, but rather will incorporate the Factions, general storyline and Characters combined with the newest gameplay modifications to allow for more strategic gameplay.

***

Design & Programming: Maniac
Graphics Lead: Lord Tirian
And many other contributors. See Readme.

Besides in this thread, you can also discuss Planetfall in this forum (http://forums.civfanatics.com/forumdisplay.php?f=278).

http://forums.civfanatics.com/attachment.php?attachmentid=235108&stc=1&thumb=1&d=1258920561 (http://forums.civfanatics.com/attachment.php?attachmentid=235108&d=1258920561) http://forums.civfanatics.com/attachment.php?attachmentid=213731&stc=1&thumb=1&d=1241896659 (http://forums.civfanatics.com/attachment.php?attachmentid=213731&d=1241896659) http://forums.civfanatics.com/attachment.php?attachmentid=213730&stc=1&thumb=1&d=1241896659 (http://forums.civfanatics.com/attachment.php?attachmentid=213730&d=1241896659) http://forums.civfanatics.com/attachment.php?attachmentid=213986&stc=1&thumb=1&d=1242066545 (http://forums.civfanatics.com/attachment.php?attachmentid=213986&d=1242066545) http://forums.civfanatics.com/attachment.php?attachmentid=166830&stc=1&thumb=1&d=1199189699 (http://forums.civfanatics.com/attachment.php?attachmentid=166830&d=1199189699) http://forums.civfanatics.com/attachment.php?attachmentid=213984&stc=1&thumb=1&d=1242066484 (http://forums.civfanatics.com/attachment.php?attachmentid=213984&d=1242066484) http://forums.civfanatics.com/attachment.php?attachmentid=216916&stc=1&thumb=1&d=1244398025 (http://forums.civfanatics.com/attachment.php?attachmentid=216916&d=1244398025) http://forums.civfanatics.com/attachment.php?attachmentid=216919&stc=1&thumb=1&d=1244398127 (http://forums.civfanatics.com/attachment.php?attachmentid=216919&d=1244398127) http://forums.civfanatics.com/attachment.php?attachmentid=216920&stc=1&thumb=1&d=1244398127 (http://forums.civfanatics.com/attachment.php?attachmentid=216920&d=1244398127) http://forums.civfanatics.com/attachment.php?attachmentid=216921&stc=1&thumb=1&d=1244398127 (http://forums.civfanatics.com/attachment.php?attachmentid=216921&d=1244398127) http://forums.civfanatics.com/attachment.php?attachmentid=216922&stc=1&thumb=1&d=1244398258 (http://forums.civfanatics.com/attachment.php?attachmentid=216922&d=1244398258) http://forums.civfanatics.com/attachment.php?attachmentid=217861&stc=1&thumb=1&d=1245088883 (http://forums.civfanatics.com/attachment.php?attachmentid=217861&d=1245088883) http://forums.civfanatics.com/attachment.php?attachmentid=219019&stc=1&thumb=1&d=1246031880 (http://forums.civfanatics.com/attachment.php?attachmentid=219019&d=1246031880) http://forums.civfanatics.com/attachment.php?attachmentid=219022&stc=1&thumb=1&d=1246031919 (http://forums.civfanatics.com/attachment.php?attachmentid=219022&d=1246031919) http://forums.civfanatics.com/attachment.php?attachmentid=219023&stc=1&thumb=1&d=1246031880 (http://forums.civfanatics.com/attachment.php?attachmentid=219023&d=1246031919) http://forums.civfanatics.com/attachment.php?attachmentid=220922&stc=1&thumb=1&d=1247508739 (http://forums.civfanatics.com/attachment.php?attachmentid=220922&d=1247508739) http://forums.civfanatics.com/attachment.php?attachmentid=220923&stc=1&thumb=1&d=1247508739 (http://forums.civfanatics.com/attachment.php?attachmentid=220923&d=1247508739) http://forums.civfanatics.com/attachment.php?attachmentid=221864&stc=1&thumb=1&d=1248293319 (http://forums.civfanatics.com/attachment.php?attachmentid=221864&d=1248293319) http://forums.civfanatics.com/attachment.php?attachmentid=222947&stc=1&thumb=1&d=1249061129 (http://forums.civfanatics.com/attachment.php?attachmentid=222947&d=1249061129)

Maniac
Dec 07, 2007, 07:11 PM
Q: Planetfall crashes right away when I try to start the game. What's up?

A: There are two common causes that prevent people from getting Planetfall to work:

1) they don't have patch 3.19
2) when using Windows Vista, they haven't disabled User Account Control (UAC)


1) they don't have patch 3.19

There are many people who swear they have the latest official Firaxis patch 3.19, but then it turns out they haven't. A big reason is the automatic updater inside the game doesn't work correctly. If that's how you believe you got the latest patch, download the patch "again" from here (http://www.firaxis.com/downloads/Patch/Civ4BeyondTheSwordPatch3.19.exe) and install it manually to be sure.

2) when using Windows Vista, they haven't disabled User Account Control (UAC)

"What is UAC and how do I disable it?"
This is answered here:
For Windows Vista (http://www.mydigitallife.info/2006/12/19/turn-off-or-disable-user-account-control-uac-in-windows-vista/)
For Windows 7 (http://www.mydigitallife.info/2008/12/30/how-to-disable-and-turn-off-uac-in-windows-7/)

Q: Where do I need to place and extract the BIK movie files I just downloaded?

A: You need to place them in Beyond the Sword/Mods/Planetfall v1x/Assets/Art/Movies. The files have been archived into .rar format, so you'll probably need WinRAR (http://www.win-rar.com/download.html) to extract them.

Q: Is it possible to hear the original SMAC voice quotes in Planetfall?

A: Yes it is, or at least some of the tech quotes are used. This will be expanded further into the future.

To enable the tech quotes, you should copy the SMAC fx and voices folder into the Planetfall Sounds folder, as indicated on the screenshot. If you do not do this, you'll just hear a 'ping' upon researching a technology.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/PlF_Install.jpg

Q: But I don't own SMAC, and I want to hear SMAC sounds!

A: Sucks to be you. You may be able to purchase it here (http://www.mastertronic.com/productSoldOut.asp?pid=756&productLabelID=1) though. But do hurry. Good things never last.

Q: Are there recommended settings, when playing Planetfall?

A: Yes.

Map Size: Standard (bigger maps cause performance issues and are a lot less useful for me to hunt for bugs)
Era: Use Arrival for playing the original seven factions. You need to choose the Expansion Era to play the four SMAX factions.
Settings:
Advanced start (the one which allows to purchase stuff): Not recommended, as no AI code has been added to make the AI consider a Hybrid strategy right from the start.
No Barbarians Not recommended, as it disables a key element of the mod.
Raging Barbarians Only recommended, if an extra challenge is desired.
Unrestricted leaders Not recommended as leaders and their factions are designed as a complete package.
Choose religions Not recommended - PF's religions carry special effects and have their fitting place in the tech tree; also causes interface issues.
No technology trading Not Recommended - interferes with the following, default setting.
No technology brokering Should be activated, because Zakharovs trait depends partly on this setting.
Scattered landing pods Can be activated to enhance AI performance in exchange for less early conflicts, but the mod is desiged for having this disabled.
Q: How can I best help playtest for bugs and crashes?

Often the source of a crash happens a couple turns before the game actually crashes. So only posting the turn the game crashes sometimes is not enough. May I therefore ask to open CivilizationIV.ini - which with me is located in My Documents\My Games\Beyond the Sword - and change to the following values:

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 150

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 1

Having MaxAutoSaves at 20 or so should also suffice.

If you suffer a crash, please immediately copy all your autosaves - located with me in My Documents\My Games\Beyond the Sword\Saves\single\auto - into some other folder, before you start a new game (because starting a new game deletes all autosaves). I may request to send me the latest couple autosaves if I can't find the problem in the turn of the crash itself.

Q: Help! I can't see any fungus on land!

A: Your computer probably has an older graphics card. Fortunately there's a solution to make all features visible. It won't look as pretty, but at least you'll be able to see where there's fungus.

The solution is like this. In Planetfall\Assets\XML\Art there's a file called CIV4ArtDefines_FeatureLoGfx.xml - rename it to CIV4ArtDefines_Feature.xml, overwriting the file currently named like that, and problem solved. :)

Q: Will Planetfall include a Unit Workshop?

A: No it won't.

Q: Will Planetfall include elevation terraforming and planet buster creating big craters?

A: No, Planetfall will not include these features.

Q: Will Planetfall include Blind Research?

A: Personally I feel picking your tech strategy is one of the biggest decisions you make in a civ game. I therefore do not see the attraction in Blind Research at all, and do not wish to spend any time on coding that myself. If someone else would code a Blind Research system, I would of course add it to Planetfall.

Barring that, you could just follow the recommendations you are given when you need to pick a new tech: there are always two techs recommended.

Maniac
Feb 01, 2008, 10:01 PM
New version uploaded.

troyDoogle7
Feb 08, 2008, 10:32 AM
HI Mania, can you point us to a place where we can see whats changed in the update?

Maniac
Feb 09, 2008, 09:51 PM
I haven't really been keeping up a fluently written changelog until now. I figured since we are still adding whole new features and sometimes redesigning a whole aspect, and not making minor tweaks, a changelog of every minor thing changed might not have much point.

Here are my own personal notes for the current patch a though:

-city nifs
-spore launcher size
-sealurk nif
-artifact resource nif
-bCanStrike
-pedia gfx
-peacekeeper diplo ambience
-strike collateral damage
-<iAirCombatLimit>
-psi tags - hypnotic
-empath song
-rename chopper unitcombattype
-plasma shard
-logistics disciplined
-promotions SAs: Antigrav Struts, Fuel Nanocells, blink displacer
-infantry milhap
-extra foil movement
-transport upgrade for unity supplies
-Hive defense logistics
-UNITCOMBAT BUTTONS
-rename helicopter
-cruiser gfx
-civics; fundamentalism, cooperative, values?

If you want, I could starting writing in full sentences from now on. ;)

Maniac
Feb 16, 2008, 07:13 PM
Patch b for Planetfall version 3 is ready. Download link:

http://planetfall.apolyton.net/Planetfall_v3b.exe

Version 3 Patch b:

1. Chopping Forests only provides 10 minerals.
2. Forest can be planted.
3. Gold and Silver can be connected to the trade network.
4. It's possible to trade over Coast and Ocean with Doctrine: Initiative and Ocean Colonization.
5. Fort provides 3 nutrients. Let's assume it comes coupled with a Greenhouse to survive long sieges. Build time increased to ten turns.
6. Archeological Dig and Genetics Lab removed. The Field Lab can now connect Monoliths, Artifacts, Rare DNA and Uranium to the trade network provided the required TechCityTrade is researched.
7. Planet Buster added - just a nuke with a bigger effect.
8. ECM, Nanometal Armour and Photon Wall special abilities added which provide a +25% combat bonus against respectively Missile, Kinetic and Beam weapons.
9. Silksteel Armour special ability added which heals the unit 10% per turn.
10. Wild native life gets a combat bonus equal to 50% of the Flowering Counter.
11. Flanking promotions re-added.
12. Unity Foil now only has two movement points and one cargo space.
13. Activated previously made unit models (which I didn't know yet how to do when they were made). Updated former and CP graphics.
14. New DLL, enabling stuff mentioned above. Haven't got a complete overview.

kenken244
Feb 28, 2008, 08:46 PM
That link doesn't seem to work.

Maniac
Feb 28, 2008, 09:25 PM
Yeah I know. Hopefully it'll get fixed soon. In the meanwhile you can use this link for patch d:

http://rapidshare.com/files/95763987/Planetfall_v3d.exe.html

troyDoogle7
Mar 12, 2008, 12:49 PM
Nice work Maniac,

Please let us know if you need help. Create a good to do list. and people will adopt various items.

Keep up the great work.

Maniac
Mar 13, 2008, 09:08 AM
The mod could very much use:

SDKers
a graphics coordinator who understands how Afterworld unit graphics work
a mapscripter

A list of stuff that can be done is in the first posts of the Planetfall thread (http://forums.civfanatics.com/showthread.php?t=252829) in the Civ4 - Modpacks forum.

The_Reckoning
Mar 31, 2008, 03:56 PM
I made a freewebs if we want to put things on there one day.

login is planetfall

password is reckoning181

http://www.freewebs.com/planetfall/

I hooked it up to http://www.planetfall.tk/ too.

Do whatever with it, it might be a nice place to keep a link library alongside the forum, if nothing else.

Maniac
Apr 02, 2008, 06:09 AM
There's planetfall.apolyton.net

Do you know how to make websites?

The_Reckoning
Apr 02, 2008, 08:40 AM
I have no idea :D

I have only ever made websites using free stuff like that, where all the coding is done behind-the-scenes, and you just choose things using a simple interface.

Can just makes something on freewebs and then copy the code.

Wodan
Apr 02, 2008, 09:09 AM
I can make a website for planetfall.apolyton.net. It's one of the things I do in RL. Who defined that area, is there a pw (pm it to me), and can you point me to docs for apolyton specific requirements and languages permitted etc. Also, you will have to tell me what features you would want implemented.

Wodan

Maniac
Apr 06, 2008, 09:25 PM
Planetfall v4 (http://forums.civfanatics.com/downloads.php?do=file&id=7712)


1. Perimeter Defense and Tachyon Field give +1 culture.
2. Automatic morale promotions scrapped again. Can be gotten through XP. Most promotions give +10% psi strength.
3. Faction leaders given a favourite civic.
4. Can't run the Terraformed Ecology civic under the Voice of Planet religion.
5. Under the Hybrid Ecology civic, Biology Labs are not required to produce native life units.
6. Great Doctor starts with Medic I & II promotions.
7. Organic Fuels allows irrigation to spread.
8. Environmental Economics increases minerals from chopping.
9. Bioadaptive Resonance increases Greenhouse yield with +1 energy instead of +1 nutrient.
10. Police State enabled by Factionalism.
11. Cooperative Economy civic removed. Autarky now reduces distance maintenance and is enabled by Environmental Economics.
12. New Values Civic added: Empathy.
13. Religious victory added.
14. Nuclear Missile removed.
15. Hive starts with Ultraponics instead of Defense Logistics.
16. Spore Launcher and Fungal Tower now should do ranged strikes.
17. Two soundtracks by The_Reckoning added.
18. Civic buttons by Rubin added.
19. Choppers and gravships can't capture bases.
20. Chopper can't reveal map.
21. Ascetic Virtues religion added.
22. Changes to naval unit movement speed.
23. Navigation promotions re-added.
24. Aerospace Complex increases Fort yield.
25. Planetary Council added.
26. Gatling Laser now strength 4.
27. Tech tree changes
28. Tech costs increased.

The Beard
Apr 06, 2008, 11:36 PM
20. Chopper can't reveal map.

What does this exactly mean?

Well, yay for v4 anyway.

Maniac
Apr 07, 2008, 06:26 PM
20. Chopper can't reveal map.

What does this exactly mean?

Choppers can't explore unexplored territory. Like spies.

A Chopper from a unity pod is a way too good explorer otherwise. Choppers have a balanced movement speed when comparing them to units moving over a road network. But choppers moving in the wilderness are just too fast IMO. Personally I'd prefer choppers to act something like in SMAC: they don't need to end their turn in a base, but neither can they stray too far - they still need to refuel sometimes. Unfortunately this is impossible in Civ4. An approximate Civ4 translation could be to let choppers move in friendly and enemy territory, but not in neutral (without any culture) territory. Or at least move at half speed in neutral territory. Unfortunately this isn't possible either. But at least for now they can be prevented from being overpowered explorers.

The Beard
Apr 07, 2008, 06:42 PM
Ah, okay, that is a good change. This will also minimize the hilarious defeats of all of my foes nearly simultaneously with the gatling laser promotion to the chopper.

Maniac
Apr 08, 2008, 06:49 PM
I'll reduce chopper movement to three, but give a free +2 moves bonus with Nanominiaturization.

Tsed
Apr 26, 2008, 07:26 PM
Personally I'd prefer choppers to act something like in SMAC: they don't need to end their turn in a base, but neither can they stray too far - they still need to refuel sometimes.

Okay, registered to ask... :p

Any reason not to use this?

http://forums.civfanatics.com/showthread.php?t=269430

Okay, he said it's not fully implemented for flying units, but that seems a minor issue that can be fixed with a bit of coding.

...if the issue is "no one cares to", well, give me a month or so to be finished with thesis work and whatnot and I can probably do it myself. Seeing as the screenshot of the Planetfall terrain is pretty much what finally motivated me to pick up Civ4... :p

Maniac
Apr 26, 2008, 11:15 PM
Okay, registered to ask... :p

Any reason not to use this?

http://forums.civfanatics.com/showthread.php?t=269430

Okay, he said it's not fully implemented for flying units, but that seems a minor issue that can be fixed with a bit of coding.

That's way more elaborated than needed. Besides, the AI doesn't get it, I read in the thread. Best would be something very simple, like choppers cannot move in neutral territory, or cannot move more than x tiles away from a base or fort.

...if the issue is "no one cares to", well, give me a month or so to be finished with thesis work and whatnot and I can probably do it myself. Seeing as the screenshot of the Planetfall terrain is pretty much what finally motivated me to pick up Civ4... :p

Do you know C++? If you'd be interested in helping with Planetfall & SDK, that would be awesome! :)

Maniac
Apr 26, 2008, 11:49 PM
Planetfall Version 4 Patch a (http://planetfall.apolyton.net/Planetfall_v4a.exe)

Changelog:

1. Nuclear Plant no longer requires Uranium.
2. Command Center no longer gives +1 Happy with Police State.
3. Unit production bonus for having a certain resource reduced.
4. Extra yield from building greenhouses, resorts and field labs on certain resources reduced.
5. The Accuracy promotion does not require the Combat promotion.
6. Nuclear Plant gives credits, not energy.
7. Rec Commons, Holo Theatre and Rejuve Tanks only give +1 happiness.
8. Punishment Sphere gives +1 happiness.
9. Boreholes produce one extra mineral on rocky terrain.
10. Sea Windmill only gives +1 energy at start. +1 energy with Kinematics.
11. Wealth now gives +100% trade yield.
12. Homo Superior now founded by Gene Splicing.
13. Barbarian spore launchers on a unity pod turn into fungal towers.
14. Democratic civic now requires Polymorphic Software.
15. Planned civic now requires Neural Grafting.
16. Dimensional Gate bonus doubles Dimensional Gate building production.
17. Military Academy re-added.
18. Chopper chassis starts with three movement points. Increased by two with Nanominiaturization.
19. Native Life starts with extra XP equal to the positive Planet value of the base that builds it. Maximum starting XP this way can't exceed 10.
20. Native Life automatically and gradually gains XP until it reaches 10 XP.
21. Native Life cost increased by 50%. Needs testing of course.
22. Hybrid Ecology tech removed.
23. Gold hurrying can be done for two gold per mineral.
24. The Nanites tech allows gold hurrying. (Hopefully temporary) this requires switching to the Nanites civic in the 'Temporary' category.
25. Forts are now units similar to Final Frontier starbases.
26. Spore Launchers can Evolve into Fungal Towers (a build order similar to the way forts are handled)
27. Overseas trade route modifier removed.
28. Solar Power Transmitter is now a unit which automatically gives the building of same name to the base its in.
29. White Pines council added. Membership through running the Hybrid Ecology civic. Ideas for better name appreciated.
30. Prototype/test victory added: if the Flowering Counter reaches 100, and you're part of the White Pines council, you win.
31. Non-state religions cause -1 happiness.
32. Some buildings allow an extra bonus when a specific religion is present.
33. Some civics give extra happiness to the religious buildings mentioned in the previous point.
34. Coast renamed to Shelf.
35. Trench water terrain type added. No fitting graphics yet though.
36. Sea Borehole terrain improvement added.
37. Submarines get a 25% combat bonus in trenches.
38. Foils get a 10% combat bonus in shelfs.
39. Resources have an inherent hap/health benefit. Let's see if this improves AI performance.

Planetfall is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (apolyton.net)


Don't forget that we're always looking for help with Planetfall.

The mod could for instance at this point very much use:

SDKers
a graphics coordinator
a button maker
a gamefont.tga graphics artist

The Beard
Apr 27, 2008, 02:52 AM
I think that there should be something more to the "white pine council member==>win" scenario. Perhaps you should have to be the "leader" of the council (assuming it is run like the UN).

Otherwise, if you are a very minor player, or are on the verge of losing, you shouldn't "win" just by choosing Hybrid Ecology at the last moment.

Tsed
Apr 27, 2008, 07:44 AM
That's way more elaborated than needed. Besides, the AI doesn't get it, I read in the thread. Best would be something very simple, like choppers cannot move in neutral territory, or cannot move more than x tiles away from a base or fort.

Hmm, the "cannot move more than x tiles away from base/fort" (maybe add airbases and carrier decks to that list?) seems most SMAC-ish to me.



Do you know C++? If you'd be interested in helping with Planetfall & SDK, that would be awesome! :)

Yep, and interested (again, after my current work is done... 'bout a month). I'm passable with both C++ and Python. I'll look around at the SDK when I get a chance, see if I can make heads or tails of it.

Actually -- is there a (SDK) wishlist for Planetfall I could take a look at anywhere? Just curious if there are any low-hanging fruit that I'd be able to wet my feet on in the SDK.

Maniac
Apr 27, 2008, 10:55 PM
Hmm, the "cannot move more than x tiles away from base/fort" (maybe add airbases and carrier decks to that list?) seems most SMAC-ish to me.

Yup I agree. Then with a limited movement range they could also be made to travel over water. :goodjob:

Forts double up as airbases, as in default BtS.
(As an aside, can't really decide on the best name for Fort. Fort and Bunker doesn't reflect they're also air bases. And alternatives like 'base' or 'outpost' are already taken.)

Regarding carriers, how would that work, considering the carrier can move away after the chopper has moved?

Yep, and interested (again, after my current work is done... 'bout a month). I'm passable with both C++ and Python. I'll look around at the SDK when I get a chance, see if I can make heads or tails of it.

Cool! Unfortunately there isn't a nicely written changelog for the SDK :(, but Planetfall does use an SVN, so all changes made have been kept track of. I guess this would help understanding what has been done when and why.

Actually -- is there a (SDK) wishlist for Planetfall I could take a look at anywhere? Just curious if there are any low-hanging fruit that I'd be able to wet my feet on in the SDK.

A list with some stuff (I think) defined concretely enough to be implementable is in one of the first posts (http://forums.civfanatics.com/showpost.php?p=6202344&postcount=4) of the Planetfall thread in the mods forum.

Tsed
Apr 28, 2008, 08:01 AM
(As an aside, can't really decide on the best name for Fort. Fort and Bunker doesn't reflect they're also air bases. And alternatives like 'base' or 'outpost' are already taken.)

Eh, only alternative that comes to mind is "Forward Operating Base".

Regarding carriers, how would that work, considering the carrier can move away after the chopper has moved?

Hmm. Good call. Not sure.


A list with some stuff (I think) defined concretely enough to be implementable is in one of the first posts (http://forums.civfanatics.com/showpost.php?p=6202344&postcount=4) of the Planetfall thread in the mods forum.

D'oh! I even read that a few times. :p That'll be fine.

Maniac
May 17, 2008, 04:36 PM
Planetfall Patch c for Version 4 (http://planetfall.apolyton.net/Planetfall_v4c.exe)

Changelog:

1. Kelp graphics by GarretSidzaka added.
2. The HomoSup bonus building gives +35% Great People points instead of +2 Infantry XP. (Let's not confuse Nietzsche with Nazism)
3. Unity Former removed. Serves no purpose now that Formers have no tech requirement.
4. Fungal Towers can appear from a Unity Pod.
5. Researching Stable Neutronium should now give a Leviathan.
6. Algae resource buttons by FK2006 added.
7. Hybrid Forest graphics by GarretSidzaka added.
8. Some promotions now require the Special Ability Slot #1/2 promotions, which built units can get for free from certain base facilities.
9. Barbarian spawned Isles of the Deep will start with a mind worm in the cargo hold.
Planetfall is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (apolyton.net)


Don't forget that we're always looking for help with Planetfall.

The mod could for instance at this point very much use:

SDKers
a graphics coordinator

rocklikeafool
May 22, 2008, 01:43 AM
When can we expect a new patch? A month? Two?

(And I suggest you reload the v4 link. I ain't the only one who's been havin trouble. A few friends can't load it either.)

Maniac
May 22, 2008, 09:23 PM
Does anyone else have download problems?

The Beard
May 23, 2008, 09:27 AM
I just downloaded, and it took about 3 seconds at 120 kbps, so it should at least work for some people.

rocklikeafool
May 23, 2008, 12:27 PM
I'm gonna try DLin it from Internet Explorer. I generally use Firefox, as do my friends. (We prefer Firefox over IE cuz it's easier to work with, in our opinion. But we all still have IE on our PCs, in case Firefox craps out.) I'll tell ya if that works.

Edit: Jus DLed it with IE. I'll tell my friends that works. Ty.

Maniac
May 23, 2008, 10:15 PM
Planetfall Patch c for Version 4 (http://planetfall.apolyton.net/Planetfall_v4c.exe)

Changelog:

1. Kelp graphics by GarretSidzaka added.
2. The HomoSup bonus building gives +35% Great People points instead of +2 Infantry XP. (Let's not confuse Nietzsche with Nazism)
3. Unity Former removed. Serves no purpose now that Formers have no tech requirement.
4. Fungal Towers can appear from a Unity Pod.
5. Researching Stable Neutronium should now give a Leviathan.
6. Algae resource buttons by FK2006 added.
7. Hybrid Forest graphics by GarretSidzaka added.
8. Some promotions now require the Special Ability Slot #1/2 promotions, which built units can get for free from certain base facilities.
9. Barbarian spawned Isles of the Deep will start with a mind worm in the cargo hold.

Planetfall is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (apolyton.net)


Don't forget that we're always looking for help with Planetfall.

The mod could for instance at this point very much use:

SDKers
a graphics coordinator

Popcornlord
May 27, 2008, 01:08 PM
Cool mod! Quick question: what does the flowering counter do?

rocklikeafool
May 31, 2008, 09:45 PM
I'm wonderin that too.

Maniac
May 31, 2008, 10:08 PM
Currently:

1) it affects the strength of barbarian native life units

2) a minimum Flowering Counter level should be reached before fungus can expand into certain plots. Is mentioned in mouse-over help.

That's it at the moment. Other stuff is planned though.

rocklikeafool
Jun 01, 2008, 10:17 AM
Ok. Cool. Wat is the other planned stuff?

Maniac
Jun 01, 2008, 07:16 PM
The Flowering Counter (http://forums.civfanatics.com/showthread.php?t=277158)

rocklikeafool
Jun 01, 2008, 08:30 PM
Some of it's rather confusin but I think I mostly unnerstand the Flowerin Counter.

Popcornlord
Jun 02, 2008, 06:38 AM
Yeah, me to. Thanks.

WingedPaladin
Jun 05, 2008, 03:42 AM
I am not able to download Planetfallv4 or the patch either with Firefox or IE. I keep getting DNS Error - Server cannot be found.

rocklikeafool
Jun 11, 2008, 04:48 PM
I am not able to download Planetfallv4 or the patch either with Firefox or IE. I keep getting DNS Error - Server cannot be found.

That's somethin with your Server. So, talk to your admin or your local service provider.

WingedPaladin
Jun 20, 2008, 03:48 AM
That's somethin with your Server. So, talk to your admin or your local service provider.

Thank you for your reply. It works now! Looks like whatever was preventing the download has been fixed. :D

Maniac
Jun 20, 2008, 07:52 AM
Ah seems that the problem which was preventing me from connecting to the FTP also prevented you from downloading.

rocklikeafool
Jun 20, 2008, 05:45 PM
LOL! It happens sometimes. I can't even always log into civfanatics.

JosEPh_II
Jun 22, 2008, 09:00 PM
How is Planetfall reacting to the new 3.17 Official patch?

JosEPh

rocklikeafool
Jun 24, 2008, 02:41 PM
Works fine for me. I'm usin BTS with the 3.17 patch.

Maniac
Jun 24, 2008, 07:10 PM
Works fine for me.

That's weird. Are you sure you're patched to 317?

rocklikeafool
Jun 25, 2008, 12:17 PM
Yes, have been for several months.

Maniac
Jun 25, 2008, 11:31 PM
3.17 has only been out for a couple days.

rocklikeafool
Jun 26, 2008, 12:22 AM
3.17 has only been out for a couple days.

Oh, duh. I was thinkin of 3.13. I'm an idiot. Um...yeah, well, let's try it on 3.17.

CheScott
Jun 26, 2008, 01:31 AM
Oh. My. GOD! *dies*

I can't wait to try this out!!! I can't believe I didn't run into this sooner. =o

I just wish I knew more than rudimentary programming type-stuff, so I could help.

But, if you ever need any mindless, tedious data-entry done, I'm your man. :borg:

Maniac
Jun 26, 2008, 01:45 PM
But, if you ever need any mindless, tedious data-entry done, I'm your man. :borg:

That's possible. :mischief:
Here (http://forums.civfanatics.com/showpost.php?p=6968981&postcount=14) are files to which you can add the SMAC tech and fac quotes if you want to.

CheScott
Jun 27, 2008, 12:08 AM
That's possible. :mischief:
Here (http://forums.civfanatics.com/showpost.php?p=6968981&postcount=14) are files to which you can add the SMAC tech and fac quotes if you want to.

Haha, I assume that might have been more useful earlier in development, but it was a serious offer. I remember populating data arrays for my friend's 'Weapon Speed Calculator' back in my Diablo II days. Its strange, as much as I can't stand programming, I have extreme tolerance for data entry.

I went to school for a Programming Certification (So they say, all that it seemed to cover was the absolute fundamentals, after J++), so I am familiar with it enough not to completely f*** up code. I am severely short of being able to actually do anything useful. Nor would I really want to, the main thing I learned from the course is that I am really not cut out for coding. =o

I'm in the process of installing it, but am a bit confused. What's Patch C? Does that upgrade previous versions of the mod to the current v4? Did I miss where that was explained? (Notorious for reading the beginning and ends of threads.)

And thanks for the link, but I still have my Alpha Centauri CD! =D

rocklikeafool
Jun 27, 2008, 12:49 PM
And thanks for the link, but I still have my Alpha Centauri CD! =D

You lucky bastard. :(

Maniac
Jun 27, 2008, 07:58 PM
Haha, I assume that might have been more useful earlier in development, but it was a serious offer.

I am being serious. :confused: So far the quotes from SMAC have not been converted into an XML text file which can be used in Civ4. I don't understand the sentence "it might have been useful earlier in development" nor do I know anything about Diablo. What IS 'data entry' in the context of Civ4?? :confused:

I went to school for a Programming Certification (So they say, all that it seemed to cover was the absolute fundamentals, after J++), so I am familiar with it enough not to completely f*** up code. I am severely short of being able to actually do anything useful. Nor would I really want to, the main thing I learned from the course is that I am really not cut out for coding. =o

Regarding programming skills, the absolute fundamentals is more than most of us have here, including me. Even a regularly active person who can simply compile DLLs would speed up mod progress.

Just for the record, some C++ stuff needs to be done to convert to patch 3.17 (http://forums.civfanatics.com/showthread.php?t=280195). And there are some relatively simple SDK changes (http://forums.civfanatics.com/showpost.php?p=6202344&postcount=4) which would add to the mod.

I'm in the process of installing it, but am a bit confused. What's Patch C? Does that upgrade previous versions of the mod to the current v4? Did I miss where that was explained? (Notorious for reading the beginning and ends of threads.)

You need to install version 4, and then install patch c over it. So download both.

JosEPh_II
Jul 03, 2008, 06:13 PM
rlaf,

I still have my Alpha Centari CD And Alien Crossfire too. :D ;)

Waiting for the conversion to 3.17. I can't program so I wait.

JosEPh

CheScott
Jul 06, 2008, 03:45 PM
I am being serious. :confused: So far the quotes from SMAC have not been converted into an XML text file which can be used in Civ4. I don't understand the sentence "it might have been useful earlier in development" nor do I know anything about Diablo. What IS 'data entry' in the context of Civ4?? :confused:

Regarding programming skills, the absolute fundamentals is more than most of us have here, including me. Even a regularly active person who can simply compile DLLs would speed up mod progress.

Just for the record, some C++ stuff needs to be done to convert to patch 3.17 (http://forums.civfanatics.com/showthread.php?t=280195). And there are some relatively simple SDK changes (http://forums.civfanatics.com/showpost.php?p=6202344&postcount=4) which would add to the mod.



You need to install version 4, and then install patch c over it. So download both.

Sorry, I got banned for a few days. :blush:

Hm, maybe I just don't know what all is involved with modding. Yeah, I was playing and noticed the quotes needed work. They didn't cover XML when I was in school. Actually, they didn't even cover HTML. =o

I'll see if I can track down some starter info and see if I can figure some of it out. If you have any links to any kind of tutorial kind of information, that'd be really useful. Honestly, *I* don't know what data entry is in context of Civ4. I've never done any modding, so I don't really know what I'm talking about. =D

*starts looking for a place to be useful* =o

Maniac
Jul 06, 2008, 04:22 PM
They didn't cover XML when I was in school.

That's probably because it requires little more time than for instance learning to work with Notepad. :D
I guess the biggest thing that isn't obvious, is you need to use [TAB ], [NEWLINE] and [PARAGRAPH:1].

I'll see if I can track down some starter info and see if I can figure some of it out. If you have any links to any kind of tutorial kind of information, that'd be really useful.

Here (http://forums.civfanatics.com/showthread.php?t=166933)'s a thread on compiling the DLL.

Here (http://forums.civfanatics.com/forumdisplay.php?f=177)'s a whole Tutorial forum.

rocklikeafool
Jul 06, 2008, 10:19 PM
rlaf,

I still have my Alpha Centari CD And Alien Crossfire too. :D ;)


One day, I will steal those. Grr...

LOL! Jk, man. But I wish I still had those. Mine broke.

Cryopyre
Jul 09, 2008, 01:40 AM
I'm not much of a coder, and won't even have access to Civ IV for the next few months, but I have been advertising your project elsewhere in the hopes of bring coders and graphics people to you guys.

CheScott
Jul 15, 2008, 04:20 PM
*reappears again*

Gah! What a week. Appointments all week last week, court on Friday and found out I also have a warrant out on me (the hard way) spent eight hours in jail and came home to find the cable was down and they didn't get me back up until today. =\

Thanks, though. I'll take a look at those tonight. =D

Maniac
Aug 12, 2008, 09:38 AM
Planetfall version 5 (http://forums.civfanatics.com/downloads.php?do=file&id=7712) is now available for download. It is compatible with Beyond the Swotd patch 3.17.

It is mandatory that you delete any previous Planetfall folders before installing this version. If you don't, you'll no doubt get lots of error messages.

It is of little use to post a changelog (and I don't have one). As I am now the only active SDK coder for Planetfall, I had to reconstruct the Planetfall DLL from scratch, and remove all unused code or unfinished code I didn't understand. As a consequence a lot of files have been removed.

The biggest thing which has been removed is the unit workshop. I've added a couple combat units to compensate, but I'll need to give it some more thought for something more balanced. Suggestions for combat units are welcome. Crash or bug reports are also welcome. I'm sure there must be a few, this being the first 3.17 release.

Maniac
Aug 12, 2008, 04:18 PM
Patch v5a (http://planetfall.apolyton.net/Planetfall_v5a.exe) released. It contains a new DLL to fix a crash.

cfkane
Aug 12, 2008, 10:06 PM
Just downloaded it and started a game. For some reason the HUD display is gone.

Maniac
Aug 13, 2008, 09:28 AM
HUD display? Is that the main gameplay/map screen interface? If not, could you please post a screenie of what it looks like?

Possibilities:
Did you delete any previously installed Planetfall version before installing version 5? You should.

Is your Planetfall folder called something else than Planetfall? It shouldn't.

Do you have a Planetfall/Resource folder? There should be.

If that doesn't help, do you have python exceptions turned on? Interface is python, so normally there should be an error message with any interface problem.

cfkane
Aug 13, 2008, 09:59 AM
I didn't delete the old version. I guess that's my problem right there.

Maniac
Aug 13, 2008, 06:59 PM
Patch b (http://planetfall.apolyton.net/Planetfall_v5b.exe) is available. Changes:

1. Sea bases can now expand their culture radius.
2. Loading a save game in-game no longer causes a crash.

1stcontact2035
Aug 17, 2008, 08:33 PM
I have downloaded v.5.b and have been working on the worldbuilder for long enough to place a moderately advanced, moderately expanded University Civ so far, and I am pleased to report that in this case, no crashes or anything so far. I know that the previous versions crashed even during worldbuilding, and as such I was waiting and holding out hope that this was fixed in v 5.0 +.

I also have news of Alpha Centuari 2 being released at some point in the future, and also that SMAC/SMACX can be loaded onto and played without bugs onto Vista Home Premium (don't know about the other versions) so long as you have every single update possible and don't have the ~April 15th 2008 release 2 of Service Pack 1 for Vista on your computer (just delete and reinstall will give "fixed" SP1). Thought I'd let everyone know because it seems I'm the only one in the know here.

1stcontact2035

Maniac
Aug 23, 2008, 06:22 PM
Patch v5c (http://planetfall.apolyton.net/Planetfall_v5c.exe) is available. This patch needs to be installed on top of the version 5 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).

Changelog:

1. Upgrading Unity Supplies costs nothing.
2. 'Colony' maintenance removed.
3. Material Supplies can settle to a Citizen specialist. AI understands this.
4. Plasma Thrower upgrades to Cyborg.
5. Cyborg and Gravebringer gets bonus against infantry, mind worms and spore launchers.
6. Condenser gives +2 instead of +3 nutrients.
7. Genejack Factory gives +2 minerals per Citizen specialist. (thanks to Impaler[WrG] & EmperorFool)
8. "Highlander" promotion added.
9. Rudimentary Aquaformer AI added.

Please post save games of any persistent crashes you may encounter. At least as long as you don't play on Large sized maps.

Planetfall is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (apolyton.net)

GeoModder
Aug 23, 2008, 06:36 PM
Do we have to download (and install) Planetfall version 5 first before installing patch 5c? Or is this patch the whole package?

Maniac
Aug 23, 2008, 07:32 PM
Yes.

...

Err I mean first install the big file, version 5, and then install patch c over it.

JEELEN
Aug 24, 2008, 11:17 AM
Patch v5c (http://planetfall.apolyton.net/Planetfall_v5b.exe) is available. This patch needs to be installed on top of the version 5 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).

Changelog:

1. Upgrading Unity Supplies costs nothing.
2. 'Colony' maintenance removed.
3. Material Supplies can settle to a Citizen specialist. AI understands this.
4. Plasma Thrower upgrades to Cyborg.
5. Cyborg and Gravebringer gets bonus against infantry, mind worms and spore launchers.
6. Condenser gives +2 instead of +3 nutrients.
7. Genejack Factory gives +2 minerals per Citizen specialist. (thanks to Impaler[WrG] & EmperorFool)
8. "Highlander" promotion added.
9. Rudimentary Aquaformer AI added.

Please post save games of any persistent crashes you may encounter. At least as long as you don't play on Large sized maps.

Planetfall is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (http://apolyton.net)

:goodjob: on the patch. BTW, is there a recommended map size to play on?:confused:

Ahriman
Aug 24, 2008, 02:00 PM
I find Standard or the one below it work best. Anything more than that is a bad idea IMO.

Maniac
Aug 25, 2008, 12:09 AM
:goodjob: on the patch. BTW, is there a recommended map size to play on?:confused:

Nah, I just said that because I have a crappy computer and opening a large-sized map takes minutes, and when opened scrolling over the map is extremely slow. Practically impossible to playtest with such a save.
If you're not interested in playtesting for bugs, you can of course play on any mapsize you like. ;) Though of course if you do run in some problems, it may take longer before I can fix them.

As for gameplay arguments to recommend a certain map size... a lot depends on personal preferences of course. Personally I like the possibility of early conflict. Therefore I play on small maps with 18 civs. ;)

But that's in unmodded civ where it doesn't take away from gameplay if the barbarians don't have any room to spawn. For Planetfall it takes away from the game if there are few barbarians - I'd like there to be "wilderness" areas still full of fungus well into the game. This requires more land, so that not everything is colonized fast. So with seven factions, playing on smaller than Standard might not be recommended.
Again, that's a gameplay recommendation, not a recommendation which makes finding bugs easier. ;)

Acronym2
Aug 31, 2008, 07:32 AM
I also have news of Alpha Centuari 2 being released at some point in the future, and also that SMAC/SMACX can be loaded onto and played without bugs onto Vista Home Premium (don't know about the other versions) so long as you have every single update possible and don't have the ~April 15th 2008 release 2 of Service Pack 1 for Vista on your computer (just delete and reinstall will give "fixed" SP1). Thought I'd let everyone know because it seems I'm the only one in the know here.

That's good news that SMAC/SMAC-X will run on Vista Home Basic, but what do you mean Alpha Centauri 2 will be released at some point in the future?

rocklikeafool
Sep 02, 2008, 01:00 AM
but what do you mean Alpha Centauri 2 will be released at some point in the future?

Yes, do tell plz.

Wodan
Sep 02, 2008, 02:53 PM
http://www.joystiq.com/2008/06/10/ea-nobody-better-suited-to-do-alpha-centauri-ii-than-meier/

JosEPh_II
Sep 02, 2008, 07:49 PM
Why does the patch v5c say v5b.exe when you D/L it? Is it a *different* version of patch v5b?

JosEPh

Maniac
Sep 02, 2008, 08:05 PM
I forgot to update the url in post 69...
Please redownload for the correct patch c.

Ahriman
Sep 03, 2008, 08:45 AM
That would explain it. What is "colony" maintenance - is this standard city maintenance? If so, doesn't this mean that REXing and ICS are the strategies of choice?

Tssha
Sep 04, 2008, 07:22 AM
No, Colony maintenance is new with Beyond the Sword. Colony maintenance is a THIRD maintenance number for cities built on a continent other than your own. It's small if you only have a few, but when you get more it gets to be a real hassle.

I imagine it doesn't fit well with Planetfall and thus it was axed. Frankly, I think it was a good idea to take it out.

Maniac
Sep 04, 2008, 07:47 AM
Especially since the ocean also counts as another continent/area.

Edit: Post recycling

Ahriman
Sep 04, 2008, 07:52 PM
Ahh, understood. Thanks.

Agreed, good call, intercontinental maintenance penalties don't really make sense in a world with needlejets, teleportation gates and planetary databanks.

JEELEN
Sep 06, 2008, 06:11 AM
Downloaded the new version: nice! Keep it up.:goodjob:

JEELEN
Sep 11, 2008, 06:03 PM
Enjoyed trying out the UN and University factions (still playing the latter). BTW, any plans on including the extra factions from the expansion?

Maniac
Sep 11, 2008, 11:36 PM
Yes, or at least some of them.

But I want to make them something more special than just another set of seven factions playable from the start.

I'd prefer the Angels and Pirates to appear a few decades into the game.
The Usurpers and Caretakers should (sometimes) land during the endgame, to spicen it up.

The Drones I'd like to actually revolt out of an existing faction's bases. So they might appear in some games, but not in others. However I've not given much thought yet what would be the conditions creating a Drone revolt. Plus how would this influence the human player? I'm sure at first sight players would think "Drones arising from base revolts - cool!". Until it happens to one of your own best bases...

The Cult of Planet I don't think I'll include. I'd rather concentrate cool Planet-related mechanics in one faction, than spread them out over two (unless I have an overabundance of cool ideas of course). I'd definitely make Cha Dawn a second Gaian leader then though.

The Cybernetic Consciousness now is a religion in the game. And I think having a fifth religion adds more to the gameplay than a fourteenth faction. Plus the Cybernetic Consciousness in SMAC was a research-oriented faction. So here too I'd prefer to concentrate the cool research synergies in one faction instead of spreading them out over two. But once again in this case I'd like to make Aki Zeta-5 a University leader. So (after the leaders get some effects...) you still get the same variety in gameplay in a way.

Problem with all this is, it requires the code to create new civs in the middle of the game, optionally switch over to them as the player, etcetera. I haven't looked into that code yet. Hopefully it isn't too complex for me to understand. :scared:

JEELEN
Sep 12, 2008, 10:47 AM
Sounds like good ideas.;)

The Cybernetic Consciousness now is a religion in the game. And I think having a fifth religion adds more to the gameplay than a fourteenth faction. Plus the Cybernetic Consciousness in SMAC was a research-oriented faction.

I'd been wondering why I could suddenly build Cyborgs - with strength 6 these guys are neat (especially with all those "friendly" units running around.:mischief:

PS: I'd like to have Marines-Armor-Cyborg (move: 0, so they can't get off planet) base defense units included in MOO2Civ. Problem is, as it's a landmap, these would need something like a Helicopter-move Transport to get to another Planet...

Maniac
Sep 12, 2008, 08:42 PM
Patch v5f (http://planetfall.apolyton.net/Planetfall_v5f.exe) is available. This patch needs to be installed on top of the version 5 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames.

Changelog:

1. Genejack Factory gives +2 minerals per Drone. Thanks to Kael.
2. Randomly spawned Native Life becomes more aggressive as the Flowering Counter rises.
3. Memetics renamed to Social Psych.
4. Armor can't move into Fungus and Hybrid Forest.
5. Cruiser can't move into Sea Fungus.
6. Dropship transport unit added. Graphics by Refar.
7. Peaks are now passable. However you can only move into peaks from other peaks or highlands, and vice versa. Not from water or lowlands.
8. Units which CanMoveImpassable, can always move into Peaks.
9. Terrain improvements can now affect a base's Planet value.
10. Bases cannot be founded on Peaks.
11. Robotic Mine removed.

Please post save games of any persistent crashes you may encounter. At least as long as you don't play on Large sized maps.

Planetfall is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (http://apolyton.net/forums/index.php?referrerid=3088)

Maniac
Sep 13, 2008, 06:16 PM
Patch f uploaded, which fixes a bug introduced in patch e. I just updated the download link in the post above this one.

onedreamer
Sep 21, 2008, 04:05 AM
so is there a special version of TechInfos.xml for voice quotes ? Almost all techs point to tech_ding hence no quote :(

bug: nevermind

Maniac
Sep 21, 2008, 06:41 AM
I gather you have found the FAQ?

***

Patch v5g (http://planetfall.apolyton.net/Planetfall_v5g.exe) is available. This patch needs to be installed on top of the version 5 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.

Changelog:

1. Messing around with starting position creation, to create a bigger variety.
2. Rudimentary and probably still non-functional sea colonization AI added.
3. Monsoon Jungle now starts with -1 food. Health penalty reduced to -.30. Jungle next to river gets +1 food but no energy.
4. Land/Water Worked graphic by woodelf added.
5. Peak renamed Ridge.
6. Walker unit graphic by The Coyote added.
7. Two boreholes, or two Condensers, can't be built adjacent to each other. Adapted from Jeckel's code.
8. University base gfx layout redone by GeoModder.
9. Terraformers and Hybrid ecologists will tend to hate each other the higher the Flowering Counter rises.
10. AI units won't try to heal next to hostile ranged strike units.

Please post save games of any persistent crashes you may encounter. At least as long as you don't play on Large sized maps.

Planetfall is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (http://apolyton.net/forums/index.php?referrerid=3088)

Maniac
Oct 09, 2008, 04:22 PM
Patch v5i (http://planetfall.apolyton.net/Planetfall_v5i.exe) is available. This patch needs to be installed on top of the version 5 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.

Changelog:

1. "The Lord's Conclave" has been renamed to "Manifest Destiny".
2. Manifest Destiny is researched by Atmospheric Transformation.
3. Ascetic Virtues is researched by High Pressure Containment.
4. Great People names added, by Beaver.
5. Flame Thrower art by SeZereth added.
6. All faction leaders have a hated civic which they cannot run.
7. Sea Colony Pod cost now correct.
8. Centauri Hydrology allows Water Working.
9. Fungal Towers cause collateral damage.
10. Genejack Factory cost reduced to 90 hammers.
11. Monsoon Jungle cannot be chopped, only replaced by another feature.
12. Oil resource provides +1 happiness.
13. Tree Farm added as a building. It provides +1 energy to Forest and Hybrid Forest.
14. Tree Farm terrain improvement removed.
15. Centauri Preserves can't be built adjacent to each other. They increase the Flowering Counter.
16. Temple of Planet provides a free specialist per Centauri Preserve within the base's range.
17. Settlement and Eden provide +1 happiness, but give one less food than currently.
18. Hydro Plant provides Fresh Water health to its base. Thanks AZSportsFan.
19. Further cityset art progress by GeoModder.
20. Kelp and Mining Platform or Tidal Harness can no longer co-exist. Mining Platform now produces 2 minerals; Tidal Harness 3 energy.
21. Kinematics no longer boosts Sea Windmill yield.

Please post save games of any persistent crashes you may encounter. At least as long as you don't play on Large sized maps, as these make my computer cry. :(

Planetfall is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (http://apolyton.net/forums/index.php?referrerid=3088)

Maniac
Oct 11, 2008, 04:31 PM
Planetfall version 6 (http://forums.civfanatics.com/downloads.php?do=file&id=7712) has been released.

Please delete your current Planetfall folder before installing this new version.
I'm not entirely sure, but I don't think this new version will break savegames from the last patch of the previous version.

Reason for this new version is because the Apolyton host is often unavailable, so the changelog is very short:

1. Bioadaptive Resonance no longer boosts Greenhouse yield.
2. Tree Farm renamed to Bioreactor. It now also gives +1 energy to Greenhouse.

AZSportsFan
Oct 13, 2008, 05:28 PM
Planetfall version 6 (http://forums.civfanatics.com/downloads.php?do=file&id=7712) has been released.

Please delete your current Planetfall folder before installing this new version.
I'm not entirely sure, but I don't think this new version will break savegames from the last patch of the previous version.

Reason for this new version is because the Apolyton host is often unavailable, so the changelog is very short:

1. Bioadaptive Resonance no longer boosts Greenhouse yield.
2. Tree Farm renamed to Bioreactor. It now also gives +1 energy to Greenhouse.

Is the specialist cap UI change in there as well?

Maniac
Oct 14, 2008, 01:54 PM
Yep. I just mentioned the gameplay changes in the changelog.

Maniac
Oct 17, 2008, 03:28 PM
Hmm, it appears I made an administrative mistake, and your modifications somehow didn't get included in the public download. :scared:

AZSportsFan
Oct 20, 2008, 07:49 AM
Hmm, it appears I made an administrative mistake, and your modifications somehow didn't get included in the public download. :scared:

No problem at all. Was just wondering if it was supposed to be there and something was wrong. At any rate, I have been playing more than modding the past 10 days or so, but I will get back to the sea-base names here soon.

Maniac
Oct 23, 2008, 05:00 PM
Patch v6a (http://rapidshare.com/files/156597984/Planetfall_v6a.exe.html) is available. This patch needs to be installed on top of the version 6 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.
Please post save games of any persistent crashes you may encounter.

Changelog:

1. Specialist interface change by AZSportsFan.
2. Hydro Plant provides freshwater health to its base. It no longer gives +1 health. (AZSportsFan)
6. All faction leaders have a hated civic which they cannot run. This time for real.
4. Chopper can upgrade to Hovertank.
5. Artillery will target other Artillery first in a stack.
6. Bioreactor gives +1 energy to Kelp.
7. Sea Windmill gives +2 energy, an additional +1 energy with Kinematics, and +2 energy on an Energy Bonus resource.
8. Kelp can't coexist with terrain improvements.
9. Hybrid Forest now gives -.50 instead of +.50 Health.
10. Sea Centauri Preserve fixed. Gives same effects as land-based Centauri Preserve.
11. Unity Foil & Transport Foil graphics by Woodelf added.

Maniac
Oct 31, 2008, 03:47 PM
Patch v6b (http://www.mediafire.com/?mjkmyvlzcyk) is available. This patch needs to be installed on top of the version 6 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.
Please post save games of any persistent crashes you may encounter.

Changelog:

1. Reworked tech tree. Instead of making a long changelog, let me just say "see the F6 screen".
2. No Flowering Counter restriction anymore before barbarian native life can move inside borders.
3. Fungus/Forest only starts changing to Hybrid Forest with the Pholus Mutagen tech.
4. Cityset graphics progress by GeoModder and woodelf.
5. Sea bases start with a Pressure Dome for free.

GeoModder
Oct 31, 2008, 03:51 PM
Patch v6b (http://www.mediafire.com/?mjkmyvlzcyk) is available. This patch needs to be installed on top of the version 6 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
5. Sea bases start with a Pressure Dome for free.

Good, that gives me a starting point to put graphics around. :goodjob:

woodelf
Oct 31, 2008, 04:42 PM
Thanks Maniac

rocklikeafool
Nov 01, 2008, 01:12 PM
Cool.:cool:

Cryopyre
Nov 23, 2008, 03:45 PM
I have a serious problem, there's no "dashboard" for me to work with, everything is clear, it's just the gaming window, no menu for civics, and diplomacy, and research, or anything else and the bottom menu that gives moving options is gone too, along with the map.

rocklikeafool
Nov 24, 2008, 01:17 AM
Sounds like your civ version is wrong.

Cryopyre
Nov 24, 2008, 06:39 AM
It's 3.17, I checked

Maniac
Nov 24, 2008, 10:05 AM
Is it possible you have only installed the patch, instead of the main file with the patch on top of it?

Maniac
Nov 29, 2008, 01:42 PM
Patch v6c (http://files.filefront.com/Planetfall+v6cexe/;12502259;/fileinfo.html) is available. This patch needs to be installed on top of the version 6 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.
Please post save games of any persistent crashes you may encounter.

Changelog:

1. Ships will not defend in land bases.
2. Improvements (such as Centauri Preserve) can affect Flowering Counter.
3. Helion unit added. Alternative unit name suggestions balways welcome.
4. Native life spawning recoded. Some code adapted from FfH.
5. All plots within your culture are part of your plotgroup/trade network. Meaning for instance no need for roads to connect resources.
6. Roads removed.
7. Mag Tube buildable with Mass Driver.
8. River trade requires Centauri Hydrology.
9. Chopper, Gravship and Locust movement points reduced.
10. Buildings less likely to be destroyed on base conquest.
11. Chopping Forest or Jungle no longer gives any minerals.
12. Farms can be built under Enclosed Biosphere civic. Features no longer get a yield penalty.
13. Unity Rover, Rover, Hovertank and Gravship can't get bad unity pod results.
14. Bad unity pod results a bit more likely.

GeoModder
Nov 29, 2008, 02:50 PM
Helion? A sort of chopper unit?
No roads? Interesting...
Poor scouts, they're not supposed to wander into pods anymore. ;)

Maniac
Nov 30, 2008, 04:17 AM
Helions are an upgrade for the Plasma Thrower. Available on the terraforming tech line, flamethrower-like weapons being best for close combat with native life.

Personally I kinda like the name. Suns are kinda flamy and fire-y of course. Plus Terraformers like all stuff Earth-related. Helios, just like Sol in most science fiction, could refer to our sun instead of just any star in general, so the name Helion, as a hommage to Old Earth, kinda fits for a unit enabled by a terraforming themed technology.

Downside is StarCraft II has a flamethrower unit called Helion... That's not a problem for me, but some people might not consider it SMACish enough, so if you're one of them, alternative unit name suggestions are always welcome.

Edit: Hmm, perhaps 'Hyperian' in case if I need to add another flamethrower unit. Hyperion apparently is sun-related in Greek mythology. I of course only know the name because of Dan Simmons.

MadmanAtW
Dec 01, 2008, 02:17 PM
(Hyperion (which I first encountered due to Simmons as well) is the Titan who governed the Sun. He was replaced by Apollo when the Gods overthrew the Titans.)

I think it's a fine name for a unit. It's also a moon of Saturn so it's already scifi-ish!

Maniac
Dec 11, 2008, 02:50 PM
Patch v6d (http://files.filefront.com/Planetfall+v6dexe/;12624190;/fileinfo.html) is available. This patch needs to be installed on top of the version 6 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.
Please post save games of any persistent crashes you may encounter.

Changelog:

1. Ridges can't have features.
2. Land and immobile units can blockade.
3. Bases never starve due to food shortages. Instead maintenance cost increases, and unless you're running Enclosed Biosphere there is a chance for drone riots.
4. More tech quotes added, by Shakiko.
5. Genejack Factories now let Drones produce three minerals.
6. Former ignores terrain movement cost and can move across cliffs (lowland<->ridge).
7. Reworked promotion and special ability system.
8. Spartan units provide military happiness. No civic needed.
9. Politics civics and Power value civic effects changed.
10. A fungal bloom can only happen on plots neighbouring fungus.
11. Temporary: Spore Launcher can't do ranged strikes.
12. Diplo music by Flouzemaker.

deadliver
Dec 12, 2008, 02:25 PM
Thanks for the new patch Maniac, I played a game it I like the new Spartan happy happy mechanic.

I built a fort on a hill next to a ridge and the fort showed up but a twin about 4 times it size appeared kinda super imposed on the southern tip of the smaller fort. I will u/l the save game later tonite, I just wanted to let you know now just in case it was already a known issue.

Have you changed the music recently? Because I heard a track that I thought sounded pretty cool.


edit: here is the file.

Maniac
Dec 13, 2008, 06:43 AM
I built a fort on a hill next to a ridge and the fort showed up but a twin about 4 times it size appeared kinda super imposed on the southern tip of the smaller fort. I will u/l the save game later tonite, I just wanted to let you know now just in case it was already a known issue.

Thanks. I'll ask GeoModder if he knows a solution.

Have you changed the music recently? Because I heard a track that I thought sounded pretty cool.

One track has been added. Check out Assets/Sounds/Soundtrack.
There's also the diplo music.

Maniac
Dec 21, 2008, 12:33 PM
Patch v6e (http://files.filefront.com/Planetfall+v6eexe/;12725960;/fileinfo.html) is available. This patch needs to be installed on top of the version 6 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.
Please post save games of any persistent crashes you may encounter.

Changelog:

1. Most of Solvers/Dresdens unofficial patch 0.21 copied over.
2. Edited Gamefont icons, by Shakiko.
3. AI made aware of the XML tags added so far by Planetfall (except Planet-related stuff).

GeoModder
Dec 22, 2008, 12:11 PM
Warn me when there's at least a week between updates. ;)

Dagta
Dec 31, 2008, 12:23 AM
Wow, wish I would have seen this mod earlier! I'm downloading it now. :) It's been a long time since I played Alpha Centauri with Alien Crossfire but I still remember thinking it was an awesome game.

Thank you for all of your work in making this mod!

Maniac
Jan 01, 2009, 02:22 AM
Patch v6f (http://files.filefront.com/Planetfall+v6fexe/;12832091;/fileinfo.html) is available. This patch needs to be installed on top of the version 6 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.
Please post save games of any persistent crashes you may encounter.

Changelog:

1. Maintenance Bay now provides one free Citizen specialist instead of a yield bonus.
2. Planet effects (free culture, native life XP) are now calculated on the player level (using the average of your cities' Planet values), instead of per city.
3. Units with Empath Song can now capture native lifeforms up to a certain limit, determined by your Planet attitude (see point 2).
4. More cityset art, by GeoModder and woodelf.

GeoModder
Jan 17, 2009, 08:38 AM
Maniac, could you check on your end if there are still faction-specific city buildings on plots where farms->outposts->Eden improvements are? For the Hive, Gaians, University and Peacekeepers that is. I don't see those anymore, and I wondered if it is because I forgot something, or because you changed something.

Maniac
Jan 17, 2009, 10:22 AM
I haven't changed the PlotLSystem (excepting fixing Morgan Artstyle to Era). You can change to the Expansion era in patch f, but since the issue also already occurs in the Arrival era, I don't see how activating the expansion era could have an effect.

I checked using the University.
Using patch 6f, I indeed don't get faction-specific buildings on farms->...

I also don't get them with patch 6d (still had a folder of that patch), and I don't get faction-specific farm buildings there either. But I can't remember without checking if they were already included back then.

For version 7 I have activated the faction-specific eras, and when switching to the Univrsity era, the faction-specific farm buildings do show up!! :) / :confused:

For the Believers though for instance, when they switch to their unique Era, the farm fields disappear! Only leaving that greenhouse/dome. How can that be changed?

GeoModder
Jan 17, 2009, 10:41 AM
I haven't changed the PlotLSystem (excepting fixing Morgan Artstyle to Era). You can change to the Expansion era in patch f, but since the issue also already occurs in the Arrival era, I don't see how activating the expansion era could have an effect.

I checked using the University.
Using patch 6f, I indeed don't get faction-specific buildings on farms->...

I also don't get them with patch 6d (still had a folder of that patch), and I don't get faction-specific farm buildings there either. But I can't remember without checking if they were already included back then.

For version 7 I have activated the faction-specific eras, and when switching to the Univrsity era, the faction-specific farm buildings do show up!! :) / :confused:

For the Believers though for instance, when they switch to their unique Era, the farm fields disappear! Only leaving that greenhouse/dome. How can that be changed?

I solved it for the Gaians (wrong art reference). The Hive and Peacekeepers worked well here. Still have problems with the university but if it works in version 7 then the unique era activation will solve that problem. You shouldn't worry about the Believers, Spartans and Morganites. Hadn't put in the necessary xml yet for faction-specific farms. Working on that today.
Now that I have you online, are the aliens (Usurpers/Caretakers) supposed to have farm->outposts->settlements->eden's too? Or will they gather their food in another way? Just asking because if they will gather food in another way (facilities for instance), there's no need for me to include xml for those.

Maniac
Jan 17, 2009, 10:56 AM
Still have problems with the university but if it works in version 7 then the unique era activation will solve that problem.

The unique era only activates immediatelly after switching to the expansion era. So in the Arrival era of version 7, the University is without faction-specific farm buildings.

Now that I have you online, are the aliens (Usurpers/Caretakers) supposed to have farm->outposts->settlements->eden's too? Or will they gather their food in another way? Just asking because if they will gather food in another way (facilities for instance), there's no need for me to include xml for those.

They will also use terrain improvements. The Caretakers I would nudge towards using Greenhouses to get their food, but I wouldn't forbid them from building farms. So best to have art for their farms too I guess, especially since they might capture bases of factions which do use farms.

GeoModder
Jan 17, 2009, 12:43 PM
The unique era only activates immediatelly after switching to the expansion era. So in the Arrival era of version 7, the University is without faction-specific farm buildings.

So farms can be build in the Arrival Era? I thought farms were a tier 3 tech, so chances are even if tier 3 techs are still Arrival Era techs, by the time the first farm is constructed the University will have progressed to the second era.
But I'll look further into it. Must be some stupid reason it won't do it now. :mad:

CarnivalBizarre
Jan 20, 2009, 01:15 PM
Just want to express gratitude for the work you are doing, Smac was the best turn based strategy game of it's time, much due to the personalities of the leaders and the differences of the factions, and great background stories. I hope to get a similar experience from your mod :) Go man Go!

Maniac
Jan 23, 2009, 05:02 PM
Version 7 of Planetfall (http://forums.civfanatics.com/downloads.php?do=file&id=7712) has been released. There also already is a patch "a" (http://files.filefront.com/Planetfall+v7aexe/;13071793;/fileinfo.html) fixing some bugs discovered after uploading the main file.

Changelog:

1. Psychic Terror promotion available for Native Life. Targets weakest unit in stack. Thanks to Kael.
2. Precision special ability available for Submarines. Targets weakest unit in stack.
3. Genejack Factory now costs 120 minerals.
4. Units on Highlands and Ridges are +20% stronger.
5. Religions give their bonus even when not the state religion.
6. Relgions give more varied boni. For example Voice of Planet gives a +1 Planet.
7. Religious "bonus facilities" removed.
8. Missionary and Ascetic now cost 60 minerals.
9. Six secret projects added: Unity CryoBay, Unity Hydroponics Bay, Unity Library, Unity Mining Laser, Unity Observation Bay & Unity Reactor.
10. Material Supplies can build these secret projects.
11. Being the first to circumnavigate the globe no longer gives +1 water movement.
12. Cruiser and Hovertank models fixed by The_Coyote.
13. Geothermal Spa and Ski Vacation resources removed.
14. APC special ability now correctly allows double movement on flat terrain.
15. Updated PlotLSystem by GeoModder.
16. Infantry unit added, available with Nuclear Physics.
17. Fission Reactor removed.
18. Uranium, Helium and Rubidium now provide health.
19. Fusion Plant renamed Nuclear Reactor. Provides +1 health with Uranium, Helium, Iridium and Rubidium.
20. High Pressure Containment and Quantum Mechanics techs removed.
21. Various unit/building tech prerequisite changes.
22. Maintenance Bay no longer gives an Engineer slot.
23. Hybrid Forest mineral production is only increased by +1 with the Hybrid ecology civic.

Maniac
Feb 01, 2009, 04:06 PM
Patch v7c (http://files.filefront.com/Planetfall+v7cexe/;13180019;/fileinfo.html) has been released. This patch needs to be installed on top of the version 7 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.

1. The White Pines council has been disabled until I can implement it properly.
2. Unity Supplies won't show worker automation buttons anymore.
3. Native Life now gets +50% attack versus Hybrid Forest.
4. Plasma Thrower only gets +25% versus Infantry combattype.
5. Drop Trooper reduced to strength 5.
6. Mobile Infantry unit added. Drop Trooper and Marine upgrade to this unit.
7. Jungle can only occur on Lowlands.
8. Jungle no longer causes unhealthiness.
9. Only Native Life can be built in bases captured by barbarian Native Life.
10. Can't work or found bases on blockaded plots.
11. The original 7 factions start in close proximity of each other, unless the Scattered Landing Pods game option is selected.


Some background on that last point. Personally I like both exploration and wilderness areas that last well into the game on the one hand, and interaction with other factions and the possibility of early wars on the other hand. Because the default Civ4 starting position generator tries to place civs as far away from each other as possible and at equal distances, it only allows one of these at once. Either you play on a large map or with few factions, in which case you have uncolonized areas for a long time but little interaction with other factions, or you play on a smaller map overcrowded with civs, in which case randomly spawned barbarian activity quickly ceases (eg in Planetfall spawning spots on land quickly get cleared).

With the current change in starting position generator, all factions start concentrated on one half or one third of the map. So wilderness areas should remain longer on the other side of the map. At the same time you have earlier player interaction. An additional reason is that it leaves open space for the expansion factions (Angels, Pirates) to spawn, after I add those to the mod.

The new starting position code can sometimes place a faction on a relatively small island. Fixing that, or at least making the AI deal better with an archipelago starting position, will be for patch c.

Maniac
Feb 07, 2009, 04:53 PM
Patch v7d (http://files.filefront.com/Planetfall+v7dexe/;13235453;/fileinfo.html) has been released. This patch needs to be installed on top of the version 7 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
For a change, I don't think it will break savegames from the previous patch c.

Changelog:

1. Gamefont with new icons added, by .Teodosio.
2. Nerve Stapler special ability now requires Mind-Machine Interface.
3. Fungus growth rate varies with mapsize and # of players.

Capn Charlie
Feb 20, 2009, 09:13 AM
I love SMAC, and would dearly love to play this mod, but filefront is failing and I cannot download it, an official torrent would be nice.

Maniac
Feb 20, 2009, 11:45 AM
Anyone else having problems with Filefront? :confused:

Capn Charlie
Feb 20, 2009, 12:39 PM
Apparently it was just a hiccup earlier today, after trying again it directed me to a different address and the download worked properly. I tried downloading on several different machines and they all failed, but now it works.

Disregard my earlier complaints, I guess.

Maniac
Feb 23, 2009, 11:18 AM
Patch v7e (http://www.megaupload.com/?d=NKNJUDIS) has been released. This patch needs to be installed on top of the version 7 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.

Changelog:

1. Mind Worm, Isle of the Deep and Aquaformer graphics added, by The_Coyote.
2. Updated Gamefont, by Teodosio.
3. Arrival era cityset, by JustATourist, GeoModder and woodelf.
4. Marine Lab graphic, by GeoModder.
5. Coastal Guard graphic, by snafusmith.
6. Starting Area Generator fixed.
7. Unity Supplies renamed to Supply Pod.
8. Autarky and Hybrid civic maintenance reduction reduced to -50%.
9. The Construct Bunker build order also adds a Mag Tube.
10. Mag Tubes can't be built on Ridges (except in combination with a Bunker).
11. Units can move between ridge<->lowland/water if there is a friendly bunker or base in the source or destination plot.
12. Dropship is now a naval unit, gets two movement points, ignores terrain/feature movement cost and gets double moves over water.
13. Unity Rover starts with a couple free promotions, providing in total +40% strength. Unity Rover strength reduced to 1.
14. Hidden Nationality units can only attack or be attacked by players whom the unit does not share open borders with.
15. Hidden Nationality promotions added in two varieties: "Irregular" for Submarines, "Wild" for Native Life.
16. Ranged Artillery combat has been added.
17. Edenism now gives +1 culture instead of +1 happiness. Missionary cost reduced to 40 hammers.

Maniac
Mar 01, 2009, 10:44 AM
Patch v7f (http://planetfall.apolyton.net/Planetfall_v7f.exe) has been released. This patch needs to be installed on top of the version 7 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.
Reason for this minor patch is the crash mentioned in point 4.

Changelog:

1. The Ruins landmark has been added. Graphics by GeoModder.
2. Edited Gamefont.tga, by Teodosio.
3. Helium resource visible from the start.
4. Fixed crash due to perimeter defenses in barbarian bases.
5. Unity Observation Bay will reveal Unity pods.
6. 'Stealth' special ability makes Submarine invisible while at full health.
7. 'Deep Radar' special ability allows you to see Stealth units.
8. 'Hidden' promotion makes Native Life invisible in fungus.
9. 'Resonadar' special ability allows you to see Hidden units.

Planetfall, or at least this patch, is brought to you by:

http://i11.photobucket.com/albums/a183/TehManiac/apolyton_civilization_site-logo.jpg (http://apolyton.net/forums/index.php?referrerid=3088)

Maniac
Mar 15, 2009, 02:48 PM
Patch v7g (http://files.filefront.com/Planetfall+v7gexe/;13471872;/fileinfo.html) has been released. This patch needs to be installed on top of the version 7 main file (http://forums.civfanatics.com/downloads.php?do=file&id=7712).
It will break savegames from earlier patches.

Changelog:

1. Algae nif graphics, by Teodosio.
2. Edited gamefont, by Teodosio.
3. Mag Tube graphics, by The_J.
4. Various edited building graphics by GeoModder, including the Unity Observation Bay.
5. Unit Away Supply Costs have been removed.
6. Blockading units are always visible.
7. Pillaging makes the pillager visible for a turn.
8. Submarines can pillage.
9. Sealurks have inherent Stealth, that is, they are invisible when at full health.
10. Native Life spawns due to eco-damage (negative Planet) will be immobile for a turn.
11. Native Life spawns due to eco-damage can only spawn on fungus. So no fungus => no spawns.
12. Xenobiology required to work plots with fungus.
13. Defense Logistics re-added as the first tech of the Terraforming theme. Enables the 'Remove Fungus' build order and the Flamethrower unit.
14. Flamethrower now strength 2, cost 25, +25% vs the Infantry unit.
15. Soil Enrichment now has Defense Logistics instead of Ultraponics as a tech prerequisite.
16. Social Psych now a level 2 tech. Requires Defense Logistics.
17. Factionalism now has Social Psych instead of Secrets of the Human Brain as a tech prerequisite.
18. Secrets of the Human Brain renamed to Archeology. Prereqs: Xenobiology or Doctrine: Mobility.
19. Alien Artifact enabled by Archeology.
20. Peacekeeper starting tech is now Biogenetics.
21. Believer starting tech is now Defense Logistics.
22. Voice of Planet shrine now gives +1 Planet instead of +1 Credit per base with the Voice religion.
23. With Centauri Hydrology, units can (in non-enemy territory) move along rivers at a speed of 2 plots per turn. 3 plots per turn with Pressure Dome.
24. With Centauri Hydrology, land units can (in non-blockaded team territory) walk on water at a speed of 2 plots per turn. 3 plots per turn with Pressure Dome. Can't defend while on water.
25. Aquaformer has flat movement costs.
26. Plasma Thrower gets +30% attack versus mind worm and spore launcher.
27. Helion gets +35% attack versus mind worm and spore launcher.

Maniac
Mar 28, 2009, 05:05 PM
Version 8 of Planetfall (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) has been released. This will break savegames from the previous version.

Changelog:

1. Edited gamefont, by Teodosio.
2. Edited native life texture, by The_Coyote.
3. Locust of Chiron and Spore Launcher graphics, by The_Coyote.
4. Building graphics added, by GeoModder and JustATourist.
5. A 'fungal bloom' event on sea only creates a spawning spot and some units. Only the turn after Sea Fungus is created, if the spawning spot is still there. => benefit for fast reaction.
6. Edenism now gives +2 culture.
7. Sealurk starts with the 'Walk with Planet' promotion.
8. Marine Lab provides one extra energy.
9. Changed borehole yields a little. See Datalinks.
10. The Dropship has double movement speed on all water, including plots with features (sea fungus, ice, kelp).
11. Dropship doesn't gain extra speed from magtubes anymore.
12. Organic Fuels tech renamed to Biofuel.

Maniac
Apr 15, 2009, 02:41 PM
Patch v8a (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) has been released. This will break savegames from the previous version.

Changelog:

1. Reorganized building graphics, by GeoModder.
2. Psi icon added to gamefont, by Teodosio.
3. The Unity Reactor secret project gives +100% credits instead of acting as a government center.
4. Voice of Planet shrine should work correctly now.
5. Players can remove fungus in their vassal's territory.
6. Police State civic now adds free unit support equal to 75% of your population.
7. Enclosed Biosphere civic only increases Tidal Harness energy production by +1.
8. Terraforming civic increases Former speed by 75% and farm upgrade speed by 150%.
9. Bioreactor facility gives +1 energy to Ice.
10. Unity Pods can't spawn Mind Worms or IoDs anymore. Fungal Towers still possible.
11. Rover unit strength increased to 2; cost decreased to 25 minerals.
12. Sea Fungus can't naturally grow on Lakes. It can only be planted.
13. Pillaging makes the pillager visible for a turn. This time for real.
14. Water plots now also count in score and victory calculations.
15. Domination victory now requires control of a percentage of all owned plots, not of all map plots.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Maniac
Apr 25, 2009, 03:27 PM
Patch v8b (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) has been released. This patch will break games started under the previous patch.

Changelog:

1. Updated Colony Pod, Unity Rover and Acolyte art, by Deon.
2. Creator unit graphic by Refar.
3. Spawning Spots can't exist adjacent to each other.
4. The Ocean terrain type starts the game free of fungus.
5. Isle of the Deep can only carry Mind Worms and Spore Launchers.
6. Gravship unit can't board on transports.
7. Shelf terrain can now extend further into the sea.
8. All water plots adjacent to land are now Coast, which provides one nutrient and two energy.
9. Coastal Guard and Unity Foil units can only move on Coast terrain.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Deon
Apr 25, 2009, 10:05 PM
Thank you for sending me a notification. You may want to update the first post with patch version number as well.

Maniac
May 09, 2009, 09:23 AM
Patch v8c (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) has been released. This patch will break games started under the previous patch.

Changelog:

1. Empath specialist button added, by Buster's Uncle.
2. Lots of building buttons, by Teodosio.
3. Spawning Spots can't exist adjacent to each other. This time for real.
4. A 'new' Research process has been added. It converts one mineral into one science beaker.
5. Stockpile Energy now converts one mineral into two credits. However it can only be used to pay base and unit maintenance costs.
6. Every special ability a unit has now increases unit maintenance costs by more or less half a credit. The exact number varies with the difficulty level.
7. Inflation has been removed.
8. The Hovertank can move across Cliffs (that is, between Ridges and Lowlands/Water).

For more background on the changes re inflation & maintenance costs, read this thread (http://www.weplayciv.com/forums/showthread.php?t=415).

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Maniac
May 21, 2009, 05:44 PM
Patch v8d (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) has been released. This patch will break games started under the previous patch.

Please check out this poll (http://forums.civfanatics.com/showthread.php?t=321723) asking what I should next on in Planetfall development: Better AI or add the SMAC ambience sound and diplomacy dialogue?

Changelog:

1. Lots of building buttons, by Teodosio.
2. Plasma Thrower graphics added, by mechaerik.
3. New gamefont icons, by Teodosio.
4. Helium-3 graphic added, by Teodosio.
5. New Rover unit graphics added, a combination of woodelf, keldath, C.Roland and The_J assets and efforts.
6. Hybrid Forests contribute three times as much to the Flowering Counter as Fungus.
7. Hybrid Forests now provide +.50 Health, +1.50 Planet, but no inherent minerals.
8. The Bioreactor building lets Fungus produce +1 energy.
9. Alien Artifact resource now provides +1 happiness.
10. Jet Pack special ability has been renamed to Amphibious Pods.
11. Amphibious units can travel over water at six plots per turn.
12. Amphibious units can profit from the river movement bonus even when switching riversides.
13. The AI should no longer excessively value the Librarian specialist.
14. The Hybrid civic again gives -100% number of bases maintenance, but also gets a -2 Health penalty.
15. The Autarky civic again gives -100% distance maintenance.
16. The Consensus civic now allow you to maintain a state religion, but the state religion won't provide you extra happiness.
17. InVitro infantry unit added. Available with Cloning.
18. The Gaians no longer get +1 happy for each Forest.
19. The AAA Tracking special ability can now correctly be chosen.
20. Units which get "better Unity Pod results" now get extra credits from popping pods.
21. Modified native life spawning rates.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Fosse
May 25, 2009, 09:40 PM
Is there any documentation to this mod to help a new user? I've looked here in these forums and in the mod directories, but I haven't found anything to help learn to play the mod.

I'd love to try this out and provide feedback, but there's way too much going on to just intuit what all of the changes are.

Maniac
May 25, 2009, 11:18 PM
Have you read the couple hints added to the hints section?

Myself I never have any trouble figuring out a new game or mod, so it's hard for me to know what might not be so obvious. If you can tell on what you want documentation, I can include some hints or so about it.

Teodosio
May 26, 2009, 12:56 AM
I'd love to try this out and provide feedback, but there's way too much going on to just intuit what all of the changes are.
That was exactly my point in the other thread. Maniac, why don't you plan a "Planetfall concepts" section for the Datalinks?

Fosse
May 26, 2009, 09:27 AM
Well, there are only eight hints in that section of the Datalinks, and they already assume a certain familiarity with game concepts. Also, the hints section is the last place I'd have ever thought to look, and I suspect that's true for most others as well. But they still aren't that helpful because if I have a question about what a hint is talking about there is nowhere for me to look up the answer.

The datalinks themselves are not particularly useful, given that they are still full of Civ IV text. I can look up a tech in the datalinks and see what units I can build, but unless I read large portions of the datalinks I can't get a sense of how things fit together.

I understand that the datalinks are a work in progress for a mod that's a work in progress, but without a detailed readme someplace they are the only place a new player can turn, and for that they are terribly inadequate.

So I'd suggest a detailed readme file that's distributed with the download, the contents of which are mirrored on the forums. A "Welcome Thread" like you see in many other mod project forums can detail the basics, to get people started. Things like new concepts and mechanics, the flavor and scope of the tech tree and units, how religion works, the terrain system, the unit upgrade and promotion system, why there's a big heart in the upper left corner.... and so on. Just to get us into the game without feeling completely lost.

The Readme would have more detailed information about everything.

As for what needs to be covered -- you said yourself you have a hard time knowing because you're good at figuring out mods -- the answer is ANYTHING that's different from Civ IV.

I'd suggest, as a minimum to get started, a feature list entitled "Differences from Beyond the Sword," a feature list entitled "Differences from Alpha Centauri." This could all go in the welcome thread.

In case it provides some insight, here is roughly my train of thought in the first few turns of my first try at this mod:

- I start with a supply crawler?! Wait, what's a supply pod? I can upgrade it? Should I save it instead, for a Project? Do I have tech to build foils and formers already? I'll consult the Datalinks..... tech IMPOSSIBLE? A bunch of text strings in the description box? Whatever, I'll upgrade to a former.

- I don't seem to have any former actions.... I'll see what I need to research.... most of these names are pretty unfamiliar to me. Is Ultraponics Recycling an early tech? I remember Hydroponic Satellites... but that was late game. Must be a new tech.... I'll put my former to sleep for now. Should have build the foil.

- Why is my Scout Patrol not walking in a straight line? What do you mean he can't get off of the hills?!?

- What tech do I need for roads? That'll give my former something to do....

- What are these displays in the corner? Planet Attitude and Flowering Counter? I can guess at the first one pretty well... so that's not part of Civil Engineering any more? Flowering Counter? Pops? I'll check Datalinks.... crap.

- I built a foil! I can upgrade it to Repair Bay or Storage. Neat! I guess that's the Unit Workshop? (Yikes, might get tedious to do this for every unit I build!) Okay... does a repair bay cost experience points to upgrade, or is that free?

- My former can build Greenhouses. Cool. Okay... I'll build one here, and here, and .... why can't I build it there? The tiles are both moist... Wait, that one's a bit different, but it's the same as that one and I could build one there. I'll check the datalinks.... sigh.


For the record, I played SMAC regularly for years and years, having bought it the month it was released, and never completely putting it down until Civ IV came out.

Maniac
May 26, 2009, 02:19 PM
That was exactly my point in the other thread. Maniac, why don't you plan a "Planetfall concepts" section for the Datalinks?

Because you guys first need to tell me what I need to put in it. ;)

IIRC in the other thread you said you once asked what the Flowering Counter did. You asked that before I added a little more information to the Flowering Counter widget though. Do you still not know what the Flowering Counter does?

I should expand the Flowering Counter widget with some more information (the FC also affects the frequency of spawning spots, the aggressiveness of native life and the relations between Terraformers and Hybrids), but I wouldn't really know what else I need to say.

Well, there are only eight hints in that section of the Datalinks, and they already assume a certain familiarity with game concepts.

What hints are unclear?

Also, the hints section is the last place I'd have ever thought to look, and I suspect that's true for most others as well.

I wonder though. Would people who don't look at the hints section ever look in the Datalinks for a 'Planetfall concepts' section? The advantage of hints is that they show up during game loading, so the player would have to try really hard to miss those!

For this reason I'm a bigger fan of hints and context help.

The datalinks themselves are not particularly useful, given that they are still full of Civ IV text. I can look up a tech in the datalinks and see what units I can build, but unless I read large portions of the datalinks I can't get a sense of how things fit together.

Yes, getting the 'big picture' across is of course an issue. Not sure how to do that. Have you looked at the F6 screen? Does that help?

In case it provides some insight, here is roughly my train of thought in the first few turns of my first try at this mod:

Yes, this is very useful. :)

- I start with a supply crawler?! Wait, what's a supply pod? I can upgrade it? Should I save it instead, for a Project? Do I have tech to build foils and formers already? I'll consult the Datalinks..... tech IMPOSSIBLE? A bunch of text strings in the description box? Whatever, I'll upgrade to a former.

I could add a context (mouse-over) help that states "These Supplies from the UNS Unity can be upgraded to a Former, Unity Foil or Unity Rover"? That's just restating what can be seen from the upgrade buttons, but perhaps it'll dissuade the question "can I use this to hurry a project?"
I don't know, do you have ideas?

- I don't seem to have any former actions.... I'll see what I need to research.... most of these names are pretty unfamiliar to me. Is Ultraponics Recycling an early tech? I remember Hydroponic Satellites... but that was late game. Must be a new tech.... I'll put my former to sleep for now. Should have build the foil.

How do you try to find information about what a tech is?
For instance, if I don't know what a tech is, I look in the Datalinks or in the F6 screen.

Why is my Scout Patrol not walking in a straight line? What do you mean he can't get off of the hills?!?

Have you read the hint on 'cliffs'? Should that hint be made more clear?

- What tech do I need for roads? That'll give my former something to do....

I could expand this hint:
All plots within your territory are part of your trade network. This mean no roads are needed to connect resources.
to
All plots within your territory are part of your trade network. This mean no roads are needed to connect resources. In fact, there are no roads in Planetfall.

Would this help?

- What are these displays in the corner? Planet Attitude and Flowering Counter? I can guess at the first one pretty well... so that's not part of Civil Engineering any more? Flowering Counter? Pops? I'll check Datalinks.... crap.

I'll expand the widget as said earlier in this post to Teodosio.

Okay... does a repair bay cost experience points to upgrade, or is that free?

I can add a hint saying:
"Special ABilities do not cost Experience Points."
Does that suffice? (Don't know what else needs to be said :-s)

- My former can build Greenhouses. Cool. Okay... I'll build one here, and here, and .... why can't I build it there? The tiles are both moist... Wait, that one's a bit different, but it's the same as that one and I could build one there. I'll check the datalinks.... sigh.

I'll see about expanding the datalinks to mention on what terrain types an improvement can be built.

Fosse
May 26, 2009, 03:48 PM
Because you guys first need to tell me what I need to put in it. ;)The answer to that is: Everything.
What hints are unclear?They aren't unclear. They are lacking context, breadth, and a coherent structure. They're just random bits of info.

I wonder though. Would people who don't look at the hints section ever look in the Datalinks for a 'Planetfall concepts' section? The advantage of hints is that they show up during game loading, so the player would have to try really hard to miss those!
Well, I personally didn't think to look for the information I needed in "hints," and chose instead to look in the Datalinks for some kind of "concepts" page. I also looked for a thread in the several forums that host Planetfall discussions, and in the Mod directory for readme files.

It's not hard to miss "hints." Playing Civ IV for years has taught me that they are mostly frivolous, and that all information they contain that does have any value can easily be gotten someplace else. Additionally, I tend to alt+tab away from the game while it's making maps and displaying hints, so I never even saw one for the first couple of hours I was screwing with the mod. I didn't look at them until explicitly told that that's where to find information.

The disadvantage of hints is that they are displayed infrequently and at random. Knowing that Doctrine: Air Power lets me build an air force does not in any way help me on turn 1.

For this reason I'm a bigger fan of hints and context help.Context help is great, but nothing beats reference material.


Yes, getting the 'big picture' across is of course an issue. Not sure how to do that. Have you looked at the F6 screen? Does that help?It doesn't help. The tech tree is too spread out and abstract to be used as anything more than a reference until one reaches the point where they've internalized it. I think that the only way to communicate the big picture is write up a thorough readme. The SMAC manual is over 50 pages


Yes, this is very useful. :)Glad to help.

I could add a context (mouse-over) help that states "These Supplies from the UNS Unity can be upgraded to a Former, Unity Foil or Unity Rover"? That's just restating what can be seen from the upgrade buttons, but perhaps it'll dissuade the question "can I use this to hurry a project?"
I don't know, do you have ideas?Perhaps. In my case, the fact that the unit looks just like the supply crawler from SMAC colored my perception. A person unfamiliar with SMAC wouldn't have the same thought.



How do you try to find information about what a tech is?
For instance, if I don't know what a tech is, I look in the Datalinks or in the F6 screen.So do I, but it amounts to shining a tiny flashlight around in gigantic, densly packed museum. I can look at any one thing I want to examine, but I don't know what it's next to or how they all fit into the bigger picture.

Have you read the hint on 'cliffs'? Should that hint be made more clear?I have now, but was utterly baffled before being pointed at "hints."

I could expand this hint:
...
I can add a hint saying:
...
Anything else about hints that you said
Anything done to clarify hints is gravy. Can't hurt you. But an entirely hint-based documentation is never going to cut it for a project this complex. You need an instruction manual that covers all of the basic concepts, and familiarizes the player with the landscape. A hint about units moving from ridges to lowlands doesn't tell me anything I need to know about fungus, forests, terrain improvements, and any of the other things that make up the map.

I'll see about expanding the datalinks to mention on what terrain types an improvement can be built.That'd be great.


I understand how difficult it could be to assess what a new player is going to need to know to play a game that you've so thoroughly internalized. If you still have a copy of the Alpha Centauri manual someplace, I suggest giving it a read through to get a clear idea of what you need in a readme. You can get away with leaving out stuff that's intuitive after playing BTS, but you can't get away with leaving out stuff that's intuitive after playing SMAC for years. A brief outline of the TOC looks like this:

Getting Started:
Installing the game and stuff. You should talk about where to download the mod and find updates. Also, this is a great place to talk about the scope and direction of your mod. Introduce the players to Chiron and the factions here, just like the manual did.

Welcome to Planet:
Real basic stuff about how to play the game. This can safely be skipped.

Planet:
20 pages. The subheadings are great: Resources, Native Life, Terrain, How Terrain effects movement, How Terrain Effects Combat, Terraofrming.... Ecological Risks.... A great deal of information that your mod users will need.

Colonizing the Planet:
This is a lot of basics. How to manage bases and units. How combat works. That level of basic info is not needed (your players are modding Civ IV, they should know how to play Civ IV at least). But describing the kinds of Base Improvements, Special Projects, and so on -- which isn't similar to Civ IV -- could go here.

Controlling Society:
Discussions about the tech system, diplomacy, economies, social engineering, and winning. Over thirty pages of information.

There are then several Appendices, including:

Notes and Tips:
You know. Hints. ;) Now that a reader is familiar with broad concepts, hints are helpful both to send their thinking in the right direction and to remind them of very important items that bare repeating.

Tables:
Lots of spreadsheets with info about technologies, units, terraforming improvement yields, and so on. Good stuff.

I'd add to that a section of "What's different from Civ IV," and one of "What's different from SMAC." Both of those will help players understand which systems are related to others that they already understand, and will give them a big leg up in learning what's new.

Teodosio
May 28, 2009, 06:09 AM
I should expand the Flowering Counter widget with some more information (the FC also affects the frequency of spawning spots, the aggressiveness of native life and the relations between Terraformers and Hybrids), but I wouldn't really know what else I need to say.
I didn't know that the Flowering counter affected relations between Terraformers and Hybrid!
Add an article about the FC on the "Planetfall concepts" section! :p

self biased
May 28, 2009, 01:20 PM
it doesn't do it directly: hybrid players tend to keep more fungus and hybrid forests around their bases to raise their planet score, which in turn makes their native life units vicious. really vicious.

Maniac
May 28, 2009, 02:37 PM
Add an article about the FC on the "Planetfall concepts" section! :p

What information should I include in it? Hint: 'everything' is not a useful answer. :p

it doesn't do it directly: hybrid players tend to keep more fungus and hybrid forests around their bases to raise their planet score, which in turn makes their native life units vicious. really vicious.

There is a direct effect on relations. But it's hard to notice because the AI currently almost never runs the Terraformed ecology civic... :sad:

Fosse
May 28, 2009, 04:06 PM
What information should I include in it? Hint: 'everything' is not a useful answer. :p
For a user new who doesn't know anything about it, "everything" is the only answer that makes sense.

What does the Flowering Counter tell you? Why should you care?What game mechanic does it measure? What fictional world phenomena is it measuring? What effects it? Is a high number better or worse? Is it worldwide or local to your faction? Can you directly control it? Can you influence it? How would you do either of those things? Why would you want to?

nutz4dos
May 30, 2009, 07:44 PM
I don't know how common this is, but I can spend a great deal of time browsing the 'pedia because I looked there for one tidbit of info. The links from entry to entry are extremely useful in putting everything into perspective.
One way for the community to help you with the Datalinks would be to lift the burden of writing off your shoulders completely. Using a wiki, or similar tool, everyone else would be able to compile entries for the Datalinks complete with links putting every entry in its appropriate place. This would also remove the need to re-answer the same questions, simply put a link to the community datalinks in the welcome or download thread. As questions arise and are answered people can put the answers down into the datalinks entries. Then this can be used as the basis for the datalinks that would be included in the mod.
Just a thought.

Maniac
May 30, 2009, 11:13 PM
What does the Flowering Counter tell you? Why should you care?What game mechanic does it measure? What fictional world phenomena is it measuring? What effects it? Is a high number better or worse? Is it worldwide or local to your faction? Can you directly control it? Can you influence it? How would you do either of those things? Why would you want to?

I added a new concept page:

Fosse
May 31, 2009, 11:11 AM
Good start. :) nutz4dos is right about the utility of links within the Datalinks.

Planetmind, the Civic selections, types of Terraforming, Planet Attitude, Fungus... all of those cry out for a link when considering a new player's perspective.

Maniac
Jun 07, 2009, 01:11 PM
Version 10 of Planetfall (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) has been released. This will break savegames from the previous version 8. You will also immediately need to download and apply Patch a (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59).

From a pure design point of view, I am most happy in this version with the change to trade networks and open borders. You can read more about these here (http://www.weplayciv.com/forums/showthread.php?t=877).

There are also plenty of new unit graphics:

http://forums.civfanatics.com/attachment.php?attachmentid=216916&stc=1&thumb=1&d=1244398025 (http://forums.civfanatics.com/attachment.php?attachmentid=216916&d=1244398025) http://forums.civfanatics.com/attachment.php?attachmentid=216917&stc=1&thumb=1&d=1244398025 (http://forums.civfanatics.com/attachment.php?attachmentid=216917&d=1244398025) http://forums.civfanatics.com/attachment.php?attachmentid=216918&stc=1&thumb=1&d=1244398025 (http://forums.civfanatics.com/attachment.php?attachmentid=216918&d=1244398025) http://forums.civfanatics.com/attachment.php?attachmentid=216919&stc=1&thumb=1&d=1244398127 (http://forums.civfanatics.com/attachment.php?attachmentid=216919&d=1244398127) http://forums.civfanatics.com/attachment.php?attachmentid=216920&stc=1&thumb=1&d=1244398127 (http://forums.civfanatics.com/attachment.php?attachmentid=216920&d=1244398127) http://forums.civfanatics.com/attachment.php?attachmentid=216921&stc=1&thumb=1&d=1244398127 (http://forums.civfanatics.com/attachment.php?attachmentid=216921&d=1244398127) http://forums.civfanatics.com/attachment.php?attachmentid=216922&stc=1&thumb=1&d=1244398258 (http://forums.civfanatics.com/attachment.php?attachmentid=216922&d=1244398258) http://forums.civfanatics.com/attachment.php?attachmentid=216923&stc=1&thumb=1&d=1244398258 (http://forums.civfanatics.com/attachment.php?attachmentid=216923&d=1244398258)

Changelog:

1. New Plasma Thrower graphics added, a combination of mechaerik, The_Coyote, SeZereth and AlazkanAssassin assets and efforts.
2. Leaderhead personalities modified, by Pfeffersack.
3. Building buttons, by Teodosio.
4. Factions now have a seperate list for sea base names. Thanks to Priv_Joker.
5. The Spore Launcher got a new texture, thanks to Lord Tirian.
6. New Mass Driver graphics, by The_Coyote and Deliverator.
7. The Artillery unit has been renamed to Behemoth, and has been given new graphics by The_Coyote and Deliverator.
8. The Partisan unit now uses Apocalyptic Fury Road graphics by SeZereth.
9. Fungal Tower graphics by Lord Tirian.
10. The Carrier has been transformed into a combat submarine, still retaining its air unit cargo capacity. New graphics by The_Coyote and Deliverator.
11. The Cruiser ship is now enabled by Magnetic Acceleration.
12. The territory of factions you don't have open borders with isn't part of your trade network. Put in other words, if the only way to reach faction C is to move through a hostile faction B, you won't be able to trade with faction C. You can still trade resources with faction B, regardless of open border status.
13. Factions now have their SMAC ambience music.
14. Units can now switch graphics by picking certain promotions. Thanks to Kael.
15. Democratic politics civic now only provides +1 happiness to the largest cities.
16. Deep Radar promotion is now enabled by Information Networks.
17. Accuracy promotion is now enabled by Polymorphic Software.
18. AAA Tracking promotion is now enabled by Holographics;
19. Interstellar Gate victory now actually works.
20. The Interstellar Gate victory now requires six instead of five Subspace Generators.
21. Subspace Generators are produced 25% faster with control of the Manifold Nexus.
22. Psych Chaplain specialist no longer gives an Espionage point, but one extra Great People point instead.
23. Factions are more likely to land on the biggest landmass.
24. The Spartans and Hive will tend to land a little further away from the group than the others.
25. Modified native life spawning pattern.
26. The Solar Collector improvement can be built on Jungle, but no longer on other Rainy terrain.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

GarretSidzaka
Jun 11, 2009, 05:23 AM
hey maniac my buddy.

i was playing the hell outta your mod and i noticed that your paratroopers look really lame, so i made a new paratrooper just for SMAC'ishness

http://forums.civfanatics.com/showthread.php?p=8163480

http://forums.civfanatics.com/downloads/mobileinfantry_XOW.jpg

orlanth
Jun 11, 2009, 10:40 AM
wow, those look awesome :goodjob::clap:

Tssha
Jun 12, 2009, 01:47 AM
Those parachutes look really...I don't know...weird.

Aside from that, I love the uniforms and the helmets. I could see these guys going in via orbital insertion.

GarretSidzaka
Jun 13, 2009, 01:52 AM
btw. the coyote released a new version of this unit with lowered polys, maniac. just go and re download it from the database, the new version is right there. same everything as this, just lowered polys

JosEPh_II
Jun 13, 2009, 09:39 AM
Maniac,

Long time lurker, and player of your mod. Just wanted to say Thanks for continuing to update/improve PlanetFall.

The new graphics are really nice.

And Garret,
I sure hope Maniac adds those units in! I like them! :cool: :thumbsup:

JosEPh :)

GarretSidzaka
Jun 14, 2009, 03:49 AM
hey maniac do you know what it is like to fiend for some one to make a patch....:evil: :lol:

Maniac
Jun 14, 2009, 07:32 AM
hey maniac do you know what it is like to fiend for some one to make a patch....:evil: :lol:

What does 'fiend' mean? Besides "evil person, demon"?

I've merged the 319 Python and SDK changes into Planetfall, but I still have to compile the DLL and see if it actually works, and then also include some contributions made in the meantime in the mod before I can release a 319 patch. Otherwise those people will be unhappy. ;)

GarretSidzaka
Jun 15, 2009, 04:37 AM
no doubt!! "fiending" is when someone wants that perfect drug (like a crackhead) or a planetfall fanatic!!

Maniac
Jun 15, 2009, 01:01 PM
I hereby announce the release of Patch 10b (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39)

This patch makes Planetfall compatible with the recently released official patch 3.19 (http://www.firaxis.com/downloads/Patch/Civ4BeyondTheSwordPatch3.19.exe) for BtS. Make sure you have downloaded and installed it too.
This patch breaks savegames from any previous version or patch of Planetfall.

http://forums.civfanatics.com/attachment.php?attachmentid=217860&stc=1&thumb=1&d=1245088883 (http://forums.civfanatics.com/attachment.php?attachmentid=217860&d=1245088883) http://forums.civfanatics.com/attachment.php?attachmentid=217861&stc=1&thumb=1&d=1245088883 (http://forums.civfanatics.com/attachment.php?attachmentid=217861&d=1245088883)

Changelog:

1. New Farm->Eden improvement graphics by Lord Tirian.
2. Fungal Tower unit animations by Lord Tirian.
3. Drop Trooper unit graphics by GarretSidzaka and The_Coyote.
4. InVitro, Cyborg and Walker don't cause war weariness. Thanks to Priv_Joker.
5. Naval units can now be transported to sea and coastal bases with Psi/Dimensional Gates as well. Thanks to Priv_Joker.
6. Formers can be airlifted to any base. Aquaformers can be airlifted to any sea or coastal base. Thanks to Priv_Joker.
7. The Blink Displacer special ability allows a unit to ignore building defense (perimeter defense & tachyon field). Thanks to Priv_Joker.
8. Isle of the Deep can only carry Mind Worms and Spore Launchers.
9. The submarine unit can upgrade to the Carrier and has a cargo hold of one.
10. Submarines and Carriers can besides air units carry "people" such as Probe Teams.
11. Submarine-type units can acquire the Storage Bay special ability.
12. The Morganite faction gets 20% more War Weariness.
13. Espionage missions against University bases are 25% cheaper.
14. The Believer faction gains +1 mineral from the Psych Chaplain specialist.
15. The Believers get -1 Planet in each base.
16. For every 50 culture a base produces, it prevents a fungal bloom.
17. Under the Terraformed civic, fungus automatically gets removed at a speed of one plot per 50 culture produced faction-wide that turn.
18. Chopper and Gravship units can capture bases.
19. Greenhouses can now be constructed on Rocky Polar/Arid/Moist terrain.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

GarretSidzaka
Jun 16, 2009, 01:37 AM
Very nice i am loading up the mod right after i write this to play as dierdre

arkham4269
Jun 16, 2009, 09:15 PM
I'm patched to B as well as the new BTS patch, yet when I try to play, the game doesn't even start. This is the error I get (running on a Vista box):

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.3.1
Application Timestamp: 48317e8a
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4a366eab
Exception Code: c0000005
Exception Offset: 000824b0
OS Version: 6.0.6001.2.1.0.768.3
Locale ID: 1033
Additional Information 1: eb4b
Additional Information 2: f0ba61663ed0456e746fa8052330fe73
Additional Information 3: 83dc
Additional Information 4: 2fc47d32bb5262c7b36d476782f37e46

Maniac
Jun 16, 2009, 11:02 PM
I'm patched to B as well as the new BTS patch

Are you absolute sure? This lokoks rather suspicious:
Application Version: 3.1.3.1

You can check in-game what BtS patch you're using. Advanced->Check Build or something?

Another possibility is you have UAC (User Account Control) enabled.

GarretSidzaka
Jun 17, 2009, 02:14 AM
been playing all day
best freaking mod i have played in a very long time!! comparable in quality to FFH2 bar none. it is the sci-fi mod

deadliver
Jun 17, 2009, 03:09 AM
been playing all day
best freaking mod i have played in a very long time!! comparable in quality to FFH2 bar none. it is the sci-fi mod

Seriously. I love this mod, even now it does a great job of emulating the personality conflicts inherent to SMAC.

arkham4269
Jun 17, 2009, 10:56 AM
You can check in-game what BtS patch you're using. Advanced->Check Build or something?

Another possibility is you have UAC (User Account Control) enabled.

Well since I did the in-disk "Check for Updates" and I saw it updating, I'm pretty sure.

Since I don't know what a UAC is and since I'm using a different computer (one with Vista) than my laptop with XP it wouldn't surprise me. How do I disable it?

Maniac
Jun 17, 2009, 11:00 AM
Well since I did the in-disk "Check for Updates" and I saw it updating, I'm pretty sure.

You'd be surprised. Please check what build you have anyway.

Since I don't know what a UAC is and since I'm using a different computer (one with Vista) than my laptop with XP it wouldn't surprise me. How do I disable it?

I don't know. I don't have Vista. Hopefully someone else can help.
If you find out elsewhere, I'd appreciate if you would tell me here.

Pfeffersack
Jun 17, 2009, 02:37 PM
Well since I did the in-disk "Check for Updates" and I saw it updating, I'm pretty sure.

Since I don't know what a UAC is and since I'm using a different computer (one with Vista) than my laptop with XP it wouldn't surprise me. How do I disable it?

You wrote that you use Vista, which could be a hint on that the UserAccountControl is the culprit - to disable it go to "System Control", then "User accounts" - then there are several entries, the last should deal with disabling/enabling the UAC.

CivRulez07
Jun 19, 2009, 04:46 PM
Q: Is it possible to hear the original SMAC voice quotes in Planetfall?

A: Yes it is, or at least some of the tech quotes are used. This will be expanded further into the future.

To enable the tech quotes, you should copy the SMAC fx and voices folder into the Planetfall Sounds folder, as indicated on the screenshot. If you do not do this, you'll just hear a 'ping' upon researching a technology.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/PlF_Install.jpg

Q: But I don't own SMAC, and I want to hear SMAC sounds!

A: Sucks to be you. You may be able to purchase it here (http://www.mastertronic.com/productSoldOut.asp?pid=756&productLabelID=1) though. But do hurry. Good things never last.


just a quick note (idk if it's been mentioned before): you can download the SMAC demo from here (http://www.firaxis.com/games/game_detail.php?gameid=7&showcon=2), and most likely it will contain the sounds contained in the full game so you can use them for the Planetfall mod

Maniac
Jun 19, 2009, 05:24 PM
The demo does not contain sounds.

Oh by the way, considering your signature, check out this link: :D
http://forums.civfanatics.com/showpost.php?p=6202340&postcount=3

JEELEN
Jun 19, 2009, 11:07 PM
Good idea there in your link; I should have one like that for MOO2Civ.;)

Autolycus
Jun 24, 2009, 12:21 PM
Does each patch include the previous ones, or do I need to download both patch a and patch b?

Lord Tirian
Jun 24, 2009, 12:23 PM
Does each patch include the previous ones, or do I need to download both patch a and patch b?The patches include all former patches, so just main file + latest patch and you're set.

Cheers, LT.

Maniac
Jun 26, 2009, 10:58 AM
Patch 10c (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) It breaks savegames from any previous version or patch of Planetfall.

Many new graphics by Lord Tirian have been included in this patch. On gameplay, no major changes have been included, but there's a long list of tweaks which should lead to a better experience.

http://forums.civfanatics.com/attachment.php?attachmentid=219019&stc=1&thumb=1&d=1246031880 (http://forums.civfanatics.com/attachment.php?attachmentid=219019&d=1246031880) http://forums.civfanatics.com/attachment.php?attachmentid=219021&stc=1&thumb=1&d=1246031880 (http://forums.civfanatics.com/attachment.php?attachmentid=219021&d=1246031880) http://forums.civfanatics.com/attachment.php?attachmentid=219022&stc=1&thumb=1&d=1246031919 (http://forums.civfanatics.com/attachment.php?attachmentid=219022&d=1246031919) http://forums.civfanatics.com/attachment.php?attachmentid=219023&stc=1&thumb=1&d=1246031880 (http://forums.civfanatics.com/attachment.php?attachmentid=219023&d=1246031919)

Changelog:

1. Garland Crater landmark added. Graphics by Lord Tirian.
2. New Sealurk unit graphics by Lord Tirian.
3. Base names and Facility pedia quotes added, by Keeper_GFA.
4. Rare DNA resource graphics by Lord Tirian.
5. Cloudbase unit graphics by Lord Tirian.
6. The Psi Gate building graphic now has a psionic glow over it. Thanks to Lord Tirian.
7. Dimensional Gate building graphics by Lord Tirian.
8. Sea bases now have a graphic, thanks to GeoModder and woodelf.
9. Sea bases no longer start with a free Pressure Dome.
10. The Sea Colony Pod unit costs 120 minerals again.
11. New Trench graphics by Lord Tirian.
12. Trenches now appear on the coast instead of one plot into the ocean.
13. Submarines no longer get an inherent combat bonus on Trench terrain.
14. New Deep Pressure Hull Special Ability for Submarines: gives +25% on & vs. Trench, and makes the Sub invisible while on Trench.
15. The Subsea Trunkline facility now provides +1 mineral on Trenches instead of on all water plots.
16. Units can pick the 'Light' special ability, which halves the unit's maintenance cost, but removes all remaining special ability slots.
17. The Repair Bay special ability requires Biogenetics.
18. Transports no longer start with the Medic I promotion for free.
19. The Stealth special ability requires Magnetic Acceleration.
20. The Range1 special ability now requires Kinematics instead of Cybernetics.
21. Treaded units can now move on fungus, but they get a 50% combat penalty there.
22. Treaded units can't do ranged strikes while on fungus.
23. Bugfix: AI immobile units will use ranged strikes.
24. Bunkers get a +50% combat bonus versus Native Life.
25. Treaded units are now immune to collateral damage from Bunkers.
26. The Fungal Tower unit now only has a 20% interception chance, but gets a 100% combat bonus against air units, and is immune to collateral damage from them.
27. Building a Perimeter Defense in a base creates a Bunker unit there. If that Bunker is destroyed, the Perimeter Defense is destroyed as well.
28. Perimeter Defense building cost doubled to 100 minerals.
29. Carrier units start with one free special ability slot.
30. Spartan units no longer get a +10% combat bonus. Instead they get +1 first strike, +10% withdrawal chance, +5% bombard, +10% healing in neutral and enemy territory, and a 40% protection against collateral damage.
31. The Recycling Tanks facility now gives one Doctor specialist slot.
32. The Children' Creche no longer gives a Doctor slot, but now provides +1 happiness instead.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

deadliver
Jun 26, 2009, 01:44 PM
Patch 10c (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) It breaks savegames from any previous version or patch of Planetfall.

Many new graphics by Lord Tirian have been included in this patch. On gameplay, no major changes have been included, but there's a long list of tweaks which should lead to a better experience.

http://forums.civfanatics.com/attachment.php?attachmentid=219019&stc=1&thumb=1&d=1246031880 (http://forums.civfanatics.com/attachment.php?attachmentid=219019&d=1246031880) http://forums.civfanatics.com/attachment.php?attachmentid=219021&stc=1&thumb=1&d=1246031880 (http://forums.civfanatics.com/attachment.php?attachmentid=219021&d=1246031880) http://forums.civfanatics.com/attachment.php?attachmentid=219022&stc=1&thumb=1&d=1246031919 (http://forums.civfanatics.com/attachment.php?attachmentid=219022&d=1246031919) http://forums.civfanatics.com/attachment.php?attachmentid=219023&stc=1&thumb=1&d=1246031880 (http://forums.civfanatics.com/attachment.php?attachmentid=219023&d=1246031919)

Changelog:

1. Garland Crater landmark added. Graphics by Lord Tirian.
2. New Sealurk unit graphics by Lord Tirian.
3. Base names and Facility pedia quotes added, by Keeper_GFA.
4. Rare DNA resource graphics by Lord Tirian.
5. Cloudbase unit graphics by Lord Tirian.
6. The Psi Gate building graphic now has a psionic glow over it. Thanks to Lord Tirian.
7. Dimensional Gate building graphics by Lord Tirian.
8. Sea bases now have a graphic, thanks to GeoModder and woodelf.
9. Sea bases no longer start with a free Pressure Dome.
10. The Sea Colony Pod unit costs 120 minerals again.
11. New Trench graphics by Lord Tirian.
12. Trenches now appear on the coast instead of one plot into the ocean.
13. Submarines no longer get an inherent combat bonus on Trench terrain.
14. New Deep Pressure Hull Special Ability for Submarines: gives +25% on & vs. Trench, and makes the Sub invisible while on Trench.
15. The Subsea Trunkline facility now provides +1 mineral on Trenches instead of on all water plots.
16. Units can pick the 'Light' special ability, which halves the unit's maintenance cost, but removes all remaining special ability slots.
17. The Repair Bay special ability requires Biogenetics.
18. Transports no longer start with the Medic I promotion for free.
19. The Stealth special ability requires Magnetic Acceleration.
20. The Range1 special ability now requires Kinematics instead of Cybernetics.
21. Treaded units can now move on fungus, but they get a 50% combat penalty there.
22. Treaded units can't do ranged strikes while on fungus.
23. Bugfix: AI immobile units will use ranged strikes.
24. Bunkers get a +50% combat bonus versus Native Life.
25. Treaded units are now immune to collateral damage from Bunkers.
26. The Fungal Tower unit now only has a 20% interception chance, but gets a 100% combat bonus against air units, and is immune to collateral damage from them.
27. Building a Perimeter Defense in a base creates a Bunker unit there. If that Bunker is destroyed, the Perimeter Defense is destroyed as well.
28. Perimeter Defense building cost doubled to 100 minerals.
29. Carrier units start with one free special ability slot.
30. Spartan units no longer get a +10% combat bonus. Instead they get +1 first strike, +10% withdrawal chance, +5% bombard, +10% healing in neutral and enemy territory, and a 40% protection against collateral damage.
31. The Recycling Tanks facility now gives one Doctor specialist slot.
32. The Children' Creche no longer gives a Doctor slot, but now provides +1 happiness instead.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

checking it out now, thanks Maniac!

Nameless One
Jun 26, 2009, 05:59 PM
Is there a way to import the wonder movies from SMAC?

Maniac
Jun 27, 2009, 06:21 AM
Only if you convert them all to BIK.

JEELEN
Jun 27, 2009, 07:33 AM
checking it out now, thanks Maniac!

Will do so as well as soon as I have time (currently busy patching MOO2Civ).;)

Keeper_GFA
Jun 27, 2009, 10:29 AM
Only if you convert them all to BIK.

Any idea how to get Bink to recognize .wve files?

Cmcastl
Jun 27, 2009, 02:40 PM
Way to go, Maniac. Thank you for the latest MOD. :)

I shall upload it after playing out my latest game (I do sooo wish though that I could carrying on playing but then I was spoilt by MOO3 which was tolerant about these things).

And once again, Maniac, "thanks for the music" of the Peacekeepers soundtrack. :)

Keelen, has MOO2Civ been modded to accommodate the latest BTS yet? I tried to mod it to my Civ4 a week or two ago and found I had to do a complete reinstall of Civ4 because nothing of Civ 4 would then work.

Live long and prosper.

Cmcastl
Jun 27, 2009, 06:29 PM
It has occurred to me. :mischief:

I haven't explored Civ4 much else except in Planetfall. but is there a way to give Planetfall a "melee option", as you have in MOO3, for example, so that you could set up your scenario and then let the AI play X number of moves for you and the other factions before you take over manually? This would reconcile me to all the new MODs coming out.

Livelong and prosper.

CivRulez07
Jun 28, 2009, 06:37 AM
Keelen, has MOO2Civ been modded to accommodate the latest BTS yet? I tried to mod it to my Civ4 a week or two ago and found I had to do a complete reinstall of Civ4 because nothing of Civ 4 would then work.

[offtopic]to answer your question for you, it has been updated to work with BTS 3.19; see here (http://forums.civfanatics.com/showpost.php?p=8211455&postcount=3)

Cmcastl
Jun 29, 2009, 02:07 PM
Many thanks, CivRulez07.

Live long and prosper.

dustbin1_uk
Jul 04, 2009, 09:45 AM
Right! just got to say..... THANK YOU!!!

I've just come from SMAC to Civ4 (nope never played any of the CIV games before) and played CIV 4 for a bit. Then I installed and played this Mod and I have to say I'm blown away! This is actually better than SMAC in many respects!

I really hope you get the Alien Crossfire factions in there at some point!

Congrats on a great mod! 11\10 from me!

Maniac
Jul 04, 2009, 01:19 PM
I really hope you get the Alien Crossfire factions in there at some point!

Me too! :D

dustbin1_uk
Jul 04, 2009, 04:21 PM
So how you getting on with that?

What I mean is are you planning on getting a full(ish) conversion of Alpha Centauri done first then Alien x-fire factions and features?

I still have the original manual to the expansion and the CD of course

Maniac
Jul 05, 2009, 11:14 AM
Patch 10e (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) It breaks savegames from any previous version or patch of Planetfall.

The patch mainly adds new and updated graphics. Say thanks to Lord Tirian and The_Coyote, everyone!

http://forums.civfanatics.com/attachment.php?attachmentid=220094&stc=1&thumb=1&d=1246810357 (http://forums.civfanatics.com/attachment.php?attachmentid=220094&d=1246810357) http://forums.civfanatics.com/attachment.php?attachmentid=220095&stc=1&thumb=1&d=1246810357 (http://forums.civfanatics.com/attachment.php?attachmentid=220095&d=1246810357) http://forums.civfanatics.com/attachment.php?attachmentid=220096&stc=1&thumb=1&d=1246810357 (http://forums.civfanatics.com/attachment.php?attachmentid=220096&d=1246810357) http://forums.civfanatics.com/attachment.php?attachmentid=220097&stc=1&thumb=1&d=1246810403 (http://forums.civfanatics.com/attachment.php?attachmentid=220097&d=1246810403) http://forums.civfanatics.com/attachment.php?attachmentid=220098&stc=1&thumb=1&d=1246810403 (http://forums.civfanatics.com/attachment.php?attachmentid=220098&d=1246810403)

Changelog:

1. Subspace Generator building graphics by Lord Tirian.
2. Flamethrower unit graphic now has teamcolours, thanks to Lord Tirian.
3. Updated Unity Pod graphics, by Lord Tirian.
4. Alien Artifact resource graphics, by Lord Tirian.
5. Landing Pod/Headquarters graphics, by Lord Tirian.
6. Spartan cityset graphics, by The_Coyote.
7. Perimeter Defense graphics now show up in sea bases, by woodelf.
8. The Spartan promotion now also gives +5% healing in friendly territory.
9. Fungus 4 plots away from a base can no longer cause a fungal bloom near that base.
10. Bases now use the graphics of the player with the highest culture there instead of of the owner.
11. The Hybrid Ecology civic and Edenism religion cannot be followed at the same time.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

GeoModder
Jul 05, 2009, 01:09 PM
With patch d, I seem to have a CTD from whenever I found my first base. I tried with the Spartans, the University and with the Believers (while the Spartans were not ingame).
It happened both in the Arrival era and the Expansion era.

Maniac
Jul 05, 2009, 01:47 PM
I'm not getting crashes, but I am getting an assert. I'll see if I can find the cause of it.
Do you use Windows Vista or something?

GeoModder
Jul 05, 2009, 01:59 PM
Yep, I'm using vista.

Maniac
Jul 05, 2009, 02:59 PM
Please try out patch e I just uploaded. I think I might fix your crash. Not sure though, for I don't get crashes.

GeoModder
Jul 05, 2009, 03:45 PM
Just tried it out as it comes. I started with the Morgans with the Expansion era, and Spartans in the Arrival era.
No crashes.

dustbin1_uk
Jul 07, 2009, 05:29 AM
Eeeeeeewwwww!!!! New patch = new play things!!! Nice!!

Happy to start over too, I'm getting politely whooped by The Hive atm.

Maniac
Jul 07, 2009, 11:36 AM
Patch 10f (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) It does not break games started under patches c, d or e.

Changelog:

1. Retouched Tidal Harness, Field Lab and "water worked" graphics, by Lord Tirian.
2. Spartan cityset now shows a bigger variety in buildings, thanks to The_Coyote and GeoModder.
3. Fixed bug with hidden nationality code.
4. The Energy Nexus requires you to have at least six bases to be buildable.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Maniac
Jul 13, 2009, 01:14 PM
Patch 10g (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) It breaks savegames from any previous version or patch of Planetfall.

http://forums.civfanatics.com/attachment.php?attachmentid=220921&stc=1&thumb=1&d=1247508739 (http://forums.civfanatics.com/attachment.php?attachmentid=220921&d=1247508739) http://forums.civfanatics.com/attachment.php?attachmentid=220922&stc=1&thumb=1&d=1247508739 (http://forums.civfanatics.com/attachment.php?attachmentid=220922&d=1247508739) http://forums.civfanatics.com/attachment.php?attachmentid=220923&stc=1&thumb=1&d=1247508739 (http://forums.civfanatics.com/attachment.php?attachmentid=220923&d=1247508739) http://forums.civfanatics.com/attachment.php?attachmentid=220924&stc=1&thumb=1&d=1247508850 (http://forums.civfanatics.com/attachment.php?attachmentid=220924&d=1247508850)

Changelog:

1. Supply Pod and Material Supplies unit graphics, by Lord Tirian.
2. Reworked CityLSystem.xml, by GeoModder.
3. Unity Cryobay/Hydroponics Bay/Library building graphics, by Lord Tirian and GeoModder.
4. You now suffer a relations hit when running a leader's hated civic. Thanks to evertebrate, davidlallen and Pfeffersack.
5. Map of Planet added, by Silverr. Warning: work in progress. Please give comments here (http://forums.civfanatics.com/showthread.php?p=8260684#post8260684).
6. Windmills can't be constructed on Trenches.
7. Chopper units can fight inside the owner's territorial waters. Useful to counter fungal blooms encroaching on your shores.
8. The Rotor unit, a Chopper upgrade, available with the Kinematics tech. Graphics processed by The_Coyote, from EE2.
9. Bunker units can pick promotions and special abilities.
10. The Bunker unit now has two upgrades, available at Mass Driver and Degenerate Neutronium.
11. Morgan's civic aversion now is Autarky instead of Planned.
12. Grenade Fruits resource is now revealed by Xenobiology, but enabled by Retroviral Engineering.
13. Jungle now gets +1 nutrient from Environmental Economics instead of Retroviral Engineering.
14. Environmental Economics can now be researched through Soil Enrichment or Bio-Engineering.
15. Memetics can no longer be researched through Retroviral Engineering, only through Holographics or Factionalism.
16. Retroviral Engineering is now a level 4 tech, and requires Environmental Economics OR Industrial Automation.
17. Cloning requires Retroviral Engineering OR Memetics.
18. Doctrine: Initiative requires Pressure Dome OR Factionalism.
19. Units can at most move six plots by using Magtubes.
20. Atmospheric Transformation boosts the Mag Tube movement bonus.
21. Mag Tubes and Xenofungus/Hybrid Forest can't coexist, no building/planting one on the other.
22. Sea Beetle health resource added. Occurs on Ocean. Enabled by Retroviral Engineering.
23. Methane Ice health resource a

dustbin1_uk
Jul 13, 2009, 03:47 PM
Thanks again!!!!

Cmcastl
Jul 14, 2009, 12:05 PM
Yes, many thanks, Maniac et al. If it means I have to start yet another game - I always have to see how the new improvements work!

Just a suggestion, not must-have but just a nice-to-have. In the old SMAC editor you could name geographical features on the map. It would be nice, I think, to be able to name bunkers, too. Give the game more of a history. "Bunker Six, UNICEF went down bravely fighting off the marauding mind worms... " :)

Anyway, thanks again.

Live long and prosper.

Maniac
Jul 14, 2009, 12:17 PM
You can name your units by clicking on their unittype name in the lower left box.

Lord Tirian
Jul 14, 2009, 12:19 PM
Just a suggestion, not must-have but just a nice-to-have. In the old SMAC editor you could name geographical features on the map. It would be nice, I think, to be able to name bunkers, too. Give the game more of a history. "Bunker Six, UNICEF went down bravely fighting off the marauding mind worms... " :)That's actually a stock CivIV feature, albeit a well-hidden one!

Click on an unit name while the unit is selected (like bunker), then you can rename it. If you want to label stuff, hit "Alt-S" and select a plot - then you can label it!

EDIT: Ah, Maniac beat me to it!

Cheers, LT.

Keeper_GFA
Jul 14, 2009, 02:30 PM
And if you want to really have some fun, zoom way out and one of the selections above the minimap will let you draw lines everywhere. :D

GeoModder
Jul 14, 2009, 05:21 PM
Yeah, like drawing circles around every known native infestation... after a while you might come to the conclusion that Planet is winning. :lol:

Lord Tirian
Jul 14, 2009, 05:34 PM
7. Chopper units can fight inside the owner's territorial waters. Useful to counter fungal blooms encroaching on your shores.Hey, discovered a little bug with that: If I select a chopper/rotor and try to attack a naval unit, it doesn't show me the combat odds.

Cheers, LT.

Cmcastl
Jul 15, 2009, 03:20 AM
Many thanks, Maniac and Lord Tirian.

Once again, Maniac et al., thanks so much for giving me my old "Peacekeepers" background music. That was so much part of the atmosphere of the old SMAC for me.

Live long and prosper.

Maniac
Jul 18, 2009, 12:04 PM
Patch 10h (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) It breaks savegames from any previous version or patch of Planetfall.

http://forums.civfanatics.com/attachment.php?attachmentid=221390&stc=1&thumb=1&d=1247936653 (http://forums.civfanatics.com/attachment.php?attachmentid=221390&d=1247936653) http://forums.civfanatics.com/attachment.php?attachmentid=221391&stc=1&thumb=1&d=1247936653 (http://forums.civfanatics.com/attachment.php?attachmentid=221391&d=1247936653)

Changelog:

1. Updared Energy Nexus and Maintenance Bay graphics by Lord Tirian.
2. Revised leader personalities by Pfeffersack.
3. Network Node building graphics by Lord Tirian.
4. Energy Bank building graphics by Lord Tirian.
5. The Bunker unit can upgrade to stronger versions with the Mass Driver and Degenerate Neutronium technologies. This time for real.
6. Mag Tubes will now change graphics when both Gravitonics and Atmospheric Transformation are researched.
7. You can now support a couple special abilities free of cost (like the base free units limit).
8. The Carrier unit has been removed.
9. A Carrier special ability, available to Cruisers and Submarines has been added. It allows the unit to carry three air units.
10. The Cruiser unit has been renamed Destroyer.
11. A Cruiser unit has been added at the Antimatter technology.
12. A Hunter submarine unit has been added at Silksteel Alloys. Graphics by Refar.
13. A Barracuda submarine unit has been added at Space Economics. Graphics by Refar.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

GeoModder
Jul 18, 2009, 12:28 PM
That looks like an outdated screenshot to me. ;)

Maniac
Jul 18, 2009, 12:40 PM
People who have never or rarely played Planetfall before, don't know that. :mischief:
I'm always interested in new screenshots! :D

dacole
Jul 18, 2009, 06:01 PM
Wow the fact that this is still going on is wonderful! I thought this had died...what I get for only going to apolyton rather than here I suppose. Downloading now. It is odd to see planet with green grass but I suppose I can get used to it....

If there is anyway I can help on this let me know. My talents would be in writing not in graphics design or programming though I am going to look at some of the tutorials on this site to see what I can learn.

GeoModder
Jul 19, 2009, 04:34 AM
Wow the fact that this is still going on is wonderful! I thought this had died...what I get for only going to apolyton rather than here I suppose. Downloading now. It is odd to see planet with green grass but I suppose I can get used to it....

Green grass? If you mean you're seeing the civ4 grassplots in the mod there's something wrong with your installment. You should see arid/moist/rainy plots like in SMAC itself.

Lord Tirian
Jul 19, 2009, 04:41 AM
Green grass? If you mean you're seeing the civ4 grassplots in the mod there's something wrong with your installment. You should see arid/moist/rainy plots like in SMAC itself.Well, he said he's "downloading now", so I guess he is referring to the screenshots - and means the rainy terrain. The terrain colours in Planetfall are a bit more vibrant and saturated than in SMAC, where the palette was rather muted.

Cheers, LT.

Maniac
Jul 19, 2009, 05:50 AM
I thought this had died...what I get for only going to apolyton rather than here I suppose.

That's funny... I thought Apolyton had died. ;)

dustbin1_uk
Jul 19, 2009, 06:26 AM
Thanks again!!

Maniac
Jul 19, 2009, 12:21 PM
Patch 10i (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) It doesn't break savegames from patch h.

Reason for this patch is a crash caused by the Energy Nexus graphics.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

GeoModder
Jul 19, 2009, 12:54 PM
I suppose you did other stuff too? Because a download of that size looks a bit excessive for single building?

Maniac
Jul 19, 2009, 01:00 PM
Every new patch includes all the content of the previous patches of that version.

Maniac
Jul 22, 2009, 03:09 PM
Patch 10j (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=59) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. (http://www.gamingvault.net/index.php?automodule=downloads&req=idx&cmd=viewdetail&f_id=39) It doesn't break savegames from patch h or i.

Reason for this new patch so soon is a bugfix.

But some new graphics have also been created in the meantime!:

http://forums.civfanatics.com/attachment.php?attachmentid=221863&stc=1&thumb=1&d=1248293319 (http://forums.civfanatics.com/attachment.php?attachmentid=221863&d=1248293319) http://forums.civfanatics.com/attachment.php?attachmentid=221864&stc=1&thumb=1&d=1248293319 (http://forums.civfanatics.com/attachment.php?attachmentid=221864&d=1248293319)

1. Special ability buttons added, by Lord Tirian.
2. Planetfall made compatible with other languages, by Eddi. Meaning not a translation, but that the text interface won't be completely missing.
3. Edenist Missionary graphics by Lord Tirian.
4. Religion spread effects for Edenism and the Voice of Planet, by Lord Tirian.
5. Bases captured by Native Life can't build base facilities anymore.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

dacole
Jul 23, 2009, 06:14 PM
yes I was referring to the pictures. Looked again closer and realized I was wrong. When I actually booted up the game it looked right. Haven't played it to much yet. Think I said elsewhere I would be willing to write civ entries for the religons and such that haven't been done yet. Let me know if that interests you.

Cmcastl
Jul 24, 2009, 03:38 PM
Wishlist - but there again perhaps I don't understand the game enough yet so I hope some one will enlighten me.

In the old SMAC - and that is always the comparison - one could equip one's formers, both land and air, with psi-properties against the xenofungi. If there is a way to do that in Planetfall, I don't know how. My formers are just breakfast for the fungi. :(

You could in the old SMAC re-equip your troops with new weapons and abilities, particularly the all important psi ones - in Planetfall you just have a limited range of troops to deploy.

Also, I can't automate either aircraft or covert ops agents to automatically go on their business.
:( The covert ops agents just wait for instructions and the aircraft just have a limited number of options, which incidentallly doesn't seem to include obeying any of my orders. :( For instance, I haven't managed uet to get an aircraft to attack a mindworm. In old SMAC you automated them and relied on them to turn up and do their business as and when needed. You could also make them part of the fortifications of a base, which I can't seem to do in Planetfall. Also in the old SMAC you could design aircraft for intercept and bombing missions, and including psi abilities if you wished, provided you had the "neural interface".

Not to say, Maniac et al., that this game isn't totally absorbing. You have spoiled me for more, that is all. Just hoping to give you a few ideas. :) And apologies in advance, if I just don't understand the game.

Live long and prosper.

Pfeffersack
Jul 25, 2009, 12:34 AM
Wishlist - but there again perhaps I don't understand the game enough yet so I hope some one will enlighten me.

In the old SMAC - and that is always the comparison - one could equip one's formers, both land and air, with psi-properties against the xenofungi. If there is a way to do that in Planetfall, I don't know how. My formers are just breakfast for the fungi. :(


Planetfall's formers are designed as units needed to be protected. Not sure if this was mainly done for gameplay purposes or if the SMAC style is just to hard to implement in Planetfall - it is not just giving them strenagth one and allow HT as special ability, you would also have to teach the AI that facts. Moreover, formers can never be really killed by the native fauna, the just get disabled and need to be repaired for extra costs for +/-5 turns.


You could in the old SMAC re-equip your troops with new weapons and abilities, particularly the all important psi ones - in Planetfall you just have a limited range of troops to deploy.

I'm not sure what you mean here. If you refer to the unit workshop, that's (sadly) to difficult to bring over to Planetfall. The option to upgrade units to versions with new special abilities was also part of that. Upgrading is still possible, but only within the specifical unit line and without changing abilities.
Regarding the PSI abilities, SMAC also offered two secret projects giving +50% PSI attack or defense, but Maniac decided to convert some secret projects to e.g. techs with different meanings, if the old naming/effect was rather questionable to imagine.
That probably makes PSI-combat harder for the human player, as that projects often ended up in his/her hands (at least it went in that way for me in most SMAC games)


Also, I can't automate either aircraft or covert ops agents to automatically go on their business. :( The covert ops agents just wait for instructions and the aircraft just have a limited number of options, which incidentallly doesn't seem to include obeying any of my orders. :( For instance, I haven't managed uet to get an aircraft to attack a mindworm. In old SMAC you automated them and relied on them to turn up and do their business as and when needed. You could also make them part of the fortifications of a base, which I can't seem to do in Planetfall.

Civ4's automation routine does not support this complex behaviour. I'm pretty sure that I could be changed, but I'm also confident that it would mean a lot of coding work, which should be spend (just my opinion, because I almost never rely/relied on automation - you use it, so I understand your desire ;) ) better for other AI improvements.


Also in the old SMAC you could design aircraft for intercept and bombing missions, and including psi abilities if you wished, provided you had the "neural interface".

As far as I understand Planetfalls Datalinks, you get a free ability, if the city which builds the aircraft has an Aerospace Complex building.

Maniac
Jul 26, 2009, 02:55 PM
Think I said elsewhere I would be willing to write civ entries for the religons and such that haven't been done yet. Let me know if that interests you.

It interests me. :D

Cmcastl
Jul 27, 2009, 12:04 PM
Well, many thanks for taking the time to explain things to me, Pfeffersack.

One thing I didn't appreciate; that formers can be disabled but not destroyed, if I understand you rightly.

Pity about the automation of the aircraft, I used to love them whizzing on their way from city to city, without any orders of mine! :)

Let me emphasise, I don't want appear be dog-in-the-manger here. Many thanks to Maniac et al. ;I can now play SMAC again.

I just couldn't get the originial SMAC to work with XP and large maps so I gave up and graduated here.

Live long and prosper.

arkham4269
Jul 27, 2009, 12:46 PM
I just couldn't get the original SMAC to work with XP and large maps so I gave up and graduated here.

Live long and prosper.

What was the problem? I play it with my XP box and it works fine. Of course you have to click there the error message that says that your CPU might not work.

Cmcastl
Jul 27, 2009, 04:15 PM
I got freezes regularly, arkham4269, sometime after turn 300 plus, usually around 315 or so. This has happened four-five times - I forget the exact number but I then gave up. On the SMAC forum, they dismiss this and me as whinging but I had read somewhere that the game has problems coping with newer operating systems and larger maps - which is fair enough, I suppose from the viewpoint of the original design. I have begged for an investigation into a patch to accommodate the greater power of OS and computer these days but been ignored as I was some sort of nutter. Hence my migration to Planetfall.

Live long and prosper.

nevill
Jul 31, 2009, 08:10 AM
Hello, everyone.

Registered here today for the sole reason of playing this mod.

Unfortunately, patch 10j crashes the game for me. I don't even get to see the main menu. Unpatched version of Planetfall, on the other hand, works perfectly fine.

Yes, I'm using Windows Vista. :(

If anyone could provide me with a link to some earlier patches, it would be greatly appreciated.

Maniac
Jul 31, 2009, 11:42 AM
You should update Beyond the Sword to patch 3.19.

Maniac
Jul 31, 2009, 12:25 PM
Version 11 (http://www.moddb.com/mods/planetfall/downloads/planetfall-v11) of Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This new version will break save games from previous versions.

This new version offers improvements in two fields:
1) Many new graphics by Lord Tirian have been added.
2) The Better AI mod by jdog5000 has been merged with Planetfall.(!!!!!!!!!!!!!!!)

http://forums.civfanatics.com/attachment.php?attachmentid=222944&stc=1&thumb=1&d=1249061088 (http://forums.civfanatics.com/attachment.php?attachmentid=222944&d=1249061088) http://forums.civfanatics.com/attachment.php?attachmentid=222945&stc=1&thumb=1&d=1249061088 (http://forums.civfanatics.com/attachment.php?attachmentid=222945&d=1249061088) http://forums.civfanatics.com/attachment.php?attachmentid=222946&stc=1&thumb=1&d=1249061088 (http://forums.civfanatics.com/attachment.php?attachmentid=222946&d=1249061088) http://forums.civfanatics.com/attachment.php?attachmentid=222947&stc=1&thumb=1&d=1249061129 (http://forums.civfanatics.com/attachment.php?attachmentid=222947&d=1249061129) http://forums.civfanatics.com/attachment.php?attachmentid=222948&stc=1&thumb=1&d=1249061129 (http://forums.civfanatics.com/attachment.php?attachmentid=222948&d=1249061129) http://forums.civfanatics.com/attachment.php?attachmentid=222949&stc=1&thumb=1&d=1249061129 (http://forums.civfanatics.com/attachment.php?attachmentid=222949&d=1249061129)

I have a couple extra items to draw your attention to.

1) The Drop Trooper unit graphic recently added in Planetfall has been discussed on ModCast. Check it out! (http://www.weplayciv.com/forums/showthread.php?p=41560#41560)

2) Please post interesting screenshots of your games in this thread (http://forums.civfanatics.com/showthread.php?t=319811).

3) I could use your opinion on the next big thing to focus on: how to make the AI succesfully follow a Hybrid strategy. See this thread! (http://forums.civfanatics.com/showthread.php?t=330045)

And now for the changelog:

1. Sea Borehole improvement graphics by Lord Tirian.
2. White Pines building graphics by Lord Tirian.
3. Temple of Planet building graphics by Lord Tirian.
4. Spawning Spot graphics by Lord Tirian.
5. Nutrient bonus resource graphics by Lord Tirian.
6. Fungus and Hybrid Forest graphics made less heavy on polygons by Lord Tirian, so that map scrolling flows smoother.
7. Better AI mod by jdog5000 added.
8. Atmospheric Processor building graphics by Lord Tirian.
9. Pholus Ridge landmark has been added. Graphics by Lord Tirian and Rubin.
10. Brilliance resource graphics, by Lord Tirian.
11. Kelp and Sea Fungus can no longer be planted on Trenches.
12. Centauri Ecology can be researched through Biofuel.
13. Spore Launchers require Field Modulation instead of Cloning.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Lord Tirian
Jul 31, 2009, 12:58 PM
2) The Better AI mod by jdog5000 has been merged with Planetfall.(!!!!!!!!!!!!!!!):woohoo:

This is all! :goodjob:

Cheers, LT.

Maniac
Aug 11, 2009, 11:45 AM
Patch 11a (http://www.gamingvault.net/index.php?app=downloads&showfile=117) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. (http://www.gamingvault.net/index.php?app=downloads&showfile=116) It doesn't break games started under v11.

http://forums.civfanatics.com/attachment.php?attachmentid=224239&stc=1&thumb=1&d=1250009119 (http://forums.civfanatics.com/attachment.php?attachmentid=224239&d=1250009119) http://forums.civfanatics.com/attachment.php?attachmentid=224240&stc=1&thumb=1&d=1250009119 (http://forums.civfanatics.com/attachment.php?attachmentid=224240&d=1250009119) http://forums.civfanatics.com/attachment.php?attachmentid=224241&stc=1&thumb=1&d=1250009119 (http://forums.civfanatics.com/attachment.php?attachmentid=224241&d=1250009119)

Changelog:

1. Recycling Tanks building graphics, by Lord Tirian.
2. Retextured Research Hospital and Planetary Council building graphics, by GeoModder.
3. Solar Power Transmitter graphics by Lord Tirian, woodelf and GeoModder.
4. Native Life promotion buttons by Lord Tirian.
5. Planetfall Beginner's Guide added, by slugwalk.
6. A 'Big and Small' mapscript has been added.
7. Spore Launchers are now immune to collateral damage from other native life units.
8. Native Life no longer costs credits in maintenance. Instead one Planet per unit per turn is deducted from your Total Planet accumulated throughout the entire the game (see Planet Attitude widget).
9. This Total Planet value is now called Psi Potential.
10. Besides limiting native life capturing, the Psi Potential value now also limits native life building/training/breeding.
11. Fungal Towers can no longer be captured.
12. Probe teams can no longer move on plots with Spawning Spots.
13. The Cloudbase unit gains +100% Psi Defense.
14. Medic I and Navigation I promotions turned into special abilities.
15. Centauri Preserve improvement has been renamed to Commune.
16. AI will now found sea bases (if easily available land is drying up).

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Maniac
Aug 22, 2009, 05:51 AM
Patch 11b (http://www.gamingvault.net/index.php?app=downloads&showfile=117) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. (http://www.gamingvault.net/index.php?app=downloads&showfile=116) It breaks savegames started under previous patches or versions.

http://forums.civfanatics.com/attachment.php?attachmentid=225331&stc=1&thumb=1&d=1250938260 (http://forums.civfanatics.com/attachment.php?attachmentid=225331&d=1250938260) http://forums.civfanatics.com/attachment.php?attachmentid=225332&stc=1&thumb=1&d=1250938260 (http://forums.civfanatics.com/attachment.php?attachmentid=225332&d=1250938260) http://forums.civfanatics.com/attachment.php?attachmentid=225333&stc=1&thumb=1&d=1250938260 (http://forums.civfanatics.com/attachment.php?attachmentid=225333&d=1250938260)http://forums.civfanatics.com/attachment.php?attachmentid=225334&stc=1&thumb=1&d=1250938278 (http://forums.civfanatics.com/attachment.php?attachmentid=225334&d=1250938278)

Changelog:

1. Multiple Production modcomp by denev added.
2. Military Academy building graphic, by Lord Tirian.
3. Updated to Better AI 0.80.
4. Lots of new promotion buttons, by Lord Tirian.
5. New Planet Value icon, by Lord Tirian.
6. Updated Gaian cityset art, by Lord Tirian.
7. Ground texture graphics for bases added, by Lord Tirian.
8. Many technology and building buttons, by Lord Tirian.
9. University Scientists produce +1 science, thanks to Priv_Joker.
10. Morganic Merchants produce +1 credit, thanks to Priv_Joker.
11. Spore Cloud promotion for the Spore Launcher added: +100% vs. air & 50% collateral damage reduction.
12. Flagella promotion for Mind worm added: gives amphibious effects.
13. Miasma promotions for Spore Launcher and IoD added: gives extra collateral damage.
14. Swarming promotions for native life added: gives withdrawal chance.
15. Snow Camouflage special ability for Infantry units added: double movement and +25% strength on Polar terrain. Graphics by achilleszero and GeoModder.
16. The Marine Detachment special ability is now available for Choppers and Cruisers, gives +25% strength vs. Submarines, -20% strength vs. Cruisers and only has 1/3 chance to capture Cruisers.
17. Ships with Marine Detachment can't be captured.
18. The Energy Nexus building now provides +2 Influence and +1 Merchant Great People Point.
19. Native Life no longer requires Biology Labs to breed
20. Submarines no longer have the inherent ability to move through rival territory.
21. The Stealth special ability enables moving through rival territory.
22. With Doctrine : Initiative you can now research Magnetic Acceleration
23. Empath Guild now costs 75 minerals.
24. Planetary Council now costs 350 minerals.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Maniac
Aug 22, 2009, 07:40 AM
I published a patch c. I changed but a single mistyped character, but that character caused the AI to recalculate its basic strategy each turn, which caused an increase in between-turn time.

GeoModder
Aug 22, 2009, 07:43 AM
Is it the same link as for patch b?

Cmcastl
Aug 22, 2009, 04:16 PM
Patch C? I can't access the link to patch B? Is there a problem? :(

Lord Tirian
Aug 22, 2009, 05:15 PM
Patch C? I can't access the link to patch B? Is there a problem? :(It was the same link (the hosting site Maniac seems to update the latest patch link automatically, so you always get the latest patch) - I downloaded it a couple of hours ago - but the server seems to be down right now. I guess they have some problems - usually these things sort out after a bit of time, so I recommend just waiting a couple of hours (or until Maniac uploads a replacement link if they don't get it back running quickly).

Cheers, LT.

Cmcastl
Aug 23, 2009, 02:29 PM
Thanks, LT. I shall try again.

Cmcastl
Aug 23, 2009, 02:31 PM
Yes, it worked now. Many thanks, LT. :)

Maniac
Sep 05, 2009, 02:12 PM
Patch 11d (http://www.gamingvault.net/index.php?app=downloads&showfile=117) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. (http://www.gamingvault.net/index.php?app=downloads&showfile=116) It breaks savegames started under previous patches or versions.

http://forums.civfanatics.com/attachment.php?attachmentid=226973&stc=1&thumb=1&d=1252178141 (http://forums.civfanatics.com/attachment.php?attachmentid=226973&d=1252178141) http://forums.civfanatics.com/attachment.php?attachmentid=226974&stc=1&thumb=1&d=1252178141 (http://forums.civfanatics.com/attachment.php?attachmentid=226974&d=1252178141) http://forums.civfanatics.com/attachment.php?attachmentid=226975&stc=1&thumb=1&d=1252178141 (http://forums.civfanatics.com/attachment.php?attachmentid=226975&d=1252178141)

Changelog, or at least the highlights of it:

1. German translation provided by Lord Tirian.
2. The Ruins resource icon by Lord Tirian.
3. Fat Layer promotion button by Lord Tirian.
4. Native life combat promotion buttons by Lord Tirian.
5. Hologram Theatre building graphic by Lord Tirian.
6. Solar Collector improvement graphic by Lord Tirian.
7. Updated to Better AI 81g.
8. The Cybernetic Consciousness religion has been removed.
9. Cultural Victory removed.
10. With the Pholus Mutagen tech, native life can traverse fungus at triple instead of double the normal speed.
11. With Personality Transciption, in addition to city-based great people point accumulation, great people points get accumulated in a shared pool on player level.
12. Carriers become visible for a turn if an air unit in the carrier does a strike.
13. Headquarters provide +1 Planet Value to the base.
14. The culture slider now also gives +1 Planet in each base per 10% culture spending.
15. Centauri Preserve secret project added, available at Environmental Economics. Increases Planet Attitude by +1.
16. Mag Tubes can no longer be constructed on Rocky terrain. But are available earlier at Magnetic Acceleration.
17. Submarines can pick the Range special abilities. (But can do less damage than Cruisers)
18. New Scavenger special ability allows units to gain the special abilities of defeated units.
19. Fat Layer promotion for the Sealurk has been added: can see invisible units and move under Icepacks.
20. Space Elevator factional project added.
21. The Chopper, Gravship, Rover and Hovertank unitcombattypes have been merged into the Cavalry unitcombattype.
22. The Foil and Submarine unitcombattypes have been merged into the Boat unitcombattype.
23. The Flamethrower, Plasma Thrower and Helion have been given their own Flamethrower unitcombattype.
24. Only Flamethrowers can pick the Plasma Shard special ability.
25. Flamethrowers can't pick the Anti-Tank and Empath Song special abilities.
26. Transport Foils have been renamed Cargo Foils.
27. Transports Cruisers have been renamed Transports.
28. Transports now belong to the Boat unitcombattype.
29. Dropships now belong to the Cavalry unitcombattype.
30. Planet Buster units now require Helium instead of Iridium.
31. Xenobiology leads to Bio-Engineering. Information Networks no longer does.
32. I give up. Upper half of the tech tree features many changes. Too many to list. See the F6 screen.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

GeoModder
Sep 05, 2009, 03:35 PM
32. I give up. :cry:

Pfeffersack
Sep 06, 2009, 02:38 AM
11. With Personality Transciption, in addition to city-based great people point accumulation, great people points get accumulated in a shared pool on player level.

Just to be sure that I understand this correct - each GPP produced after discovering this tech gets used twice:
1. for the usual per city pool (no change to how this works)
2. and a new global, empire-wide pool, which produces great people as well

How do both interact? If I pop a Great person on the city level, does it increase the empire-wide treshold as well (and vice versa)? And the empire-pool starts at the treshold the cities have reached so far?


32. I give up. Upper half of the tech tree features many changes. Too many to list. See the F6 screen.

That's probably best for prequesite changes and similar things. However, some additions might deserve attention:

- A Thermobaric Missile has been added at Atmospherics
- Gene Splicing adds Bioenhanced, a (new?) special ability(?) giving +50% EXP from combat
- The Scavenger special ability comes at Mind/Machine-Interface
- The Transcendence tech adds a free Biolab everywhere (or credits for each base having it already)

Lord Tirian
Sep 06, 2009, 06:12 AM
Wow, that's a biiiig patch! I need to let this sink in a bit!

Cheers, LT.

Maniac
Sep 06, 2009, 10:05 AM
Just to be sure that I understand this correct - each GPP produced after discovering this tech gets used twice:

Yep.

If I pop a Great person on the city level, does it increase the empire-wide treshold as well (and vice versa)? And the empire-pool starts at the treshold the cities have reached so far?

The faction-wide threshold is fixed at 2000 (on normal gamespeed).

It has bugged me ever since I started playing Civ4, that the more you concentrated on a great people strategy, the worse that strategy became over time, due to the increasing GP threshold. This faction-wide pool aims to keep a great people strategy valuable in the late game even when the value of GPP in individual cities approaches zero.

Exact threshold and enabling tech subject to playtesting of course.

Maniac
Sep 06, 2009, 01:36 PM
Patch 11e (http://www.gamingvault.net/index.php?app=downloads&showfile=117) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. (http://www.gamingvault.net/index.php?app=downloads&showfile=116) It doesn't break savegames from patch d.

Just a couple corrections:

1. The Scavenger special ability should now only grant special abilities instead of (incorrectly) any applicable promotions the opponent had.
2. The Space Elevator is only buildable around the equator.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

Pfeffersack
Sep 06, 2009, 02:16 PM
Patch 11d (http://www.gamingvault.net/index.php?app=downloads&showfile=117) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. (http://www.gamingvault.net/index.php?app=downloads&showfile=116) It doesn't break savegames from patch d.


Patch e), you mean? ;) Download works correct though.

Maniac
Sep 07, 2009, 11:59 AM
Patch 11f (http://www.gamingvault.net/index.php?app=downloads&showfile=117) for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. (http://www.gamingvault.net/index.php?app=downloads&showfile=116) It doesn't break savegames from patch d or e.

http://forums.civfanatics.com/attachment.php?attachmentid=227211&stc=1&thumb=1&d=1252342779 (http://forums.civfanatics.com/attachment.php?attachmentid=227211&d=1252342779)

Changelog:

1. Supercollider building graphic, by asioasioasio.
2. Button for the Genite unit.
3. Fixed a typo in the XML for the Photon Wall special ability.

http://i11.photobucket.com/albums/a183/TehManiac/Planetfall/logo2.jpg (http://www.gamingvault.net/)

dustbin1_uk
Sep 08, 2009, 05:54 AM
Unnnnggh! I've had no emails from the forum telling me of all the posts here!

Anyway, thank you for all your hard work people! this is really looking awesome!!! :goodjob:

WarKirby
Sep 11, 2009, 12:04 PM
Why doesn't this mod include the tech voiceovers from alpha centaurii ?

I have it, so I was able to add them myself, but still. Playing it without them misses out a LOT of the charm and atmosphere of the original game

I can understand possibly not wanting to infringe on firaxis by including that,, but most other mods have had no problems with using licensed music. Corporations will rarely care enough about nonprofit fan-made mods..

There is also the possibility that you don't want to cost firaxis sales, and that having the original game be required, makes more sales for them. However, this simply doesn't work. It's firaxis' own fault for not manufacturing it anymore, or doing some sort of rerelease. Alpha Centaurii is pretty difficult to get ahold of legitimately, and almost impossible to get ahold of in a way that will benefit firaxis. Generally if you can buy it these days, it'll be on ebay or somesuch, and it's not firaxis who'll get your money.

In short, I think you should include the tech voiceovers within this mod. If you don't actually have them, I can upload all the files somewhere

GeoModder
Sep 11, 2009, 02:45 PM
Why doesn't this mod include the tech voiceovers from alpha centaurii ?

The xml was for sure provided for them in earlier version. But I found that discovering a technology AND finishing 2 or more facilities in the same turn took ages to finish the voiceovers, so I'm not unhappy with the facility voice-over being left out.
IIRC, in SMAC you could turn off the voiceover by going somewhere else in the gamescreen. In Planetfall, the voiceovers keeps playing...
Oh, and the SMAC tech voiceovers are for sure working IF you have them copied to the appropriate folder in the mod. Just override the existing 'ding' mp3's with the SMAC ones.

Pfeffersack
Sep 11, 2009, 03:12 PM
I can understand possibly not wanting to infringe on firaxis by including that,, but most other mods have had no problems with using licensed music. Corporations will rarely care enough about nonprofit fan-made mods..

There is also the possibility that you don't want to cost firaxis sales, and that having the original game be required, makes more sales for them. However, this simply doesn't work. It's firaxis' own fault for not manufacturing it anymore, or doing some sort of rerelease. Alpha Centaurii is pretty difficult to get ahold of legitimately, and almost impossible to get ahold of in a way that will benefit firaxis. Generally if you can buy it these days, it'll be on ebay or somesuch, and it's not firaxis who'll get your money.


EA holds the SMAC rights and they are known for their strict dealing with copyright and license issues (a few years ago they forced the German company Ascaron to withdraw then initial pressing of Anstoss 4, a soccer managment simulation, just because a few of the fantasy players used were to similar to real ones, for which they owned the license...) The last thing I would like to see is Maniac and Planetfall getting into such troubles.

Maniac
Sep 12, 2009, 05:57 AM
If you don't actually have them, I can upload all the files somewhere

Feel free to do so. I'll even thank you in big letters for uploading them. :)

WarKirby
Sep 12, 2009, 06:41 AM
Feel free to do so. I'll even thank you in big letters for uploading them. :)

Here you go. The fx and voice folders. I think it includes SMAX sounds too

http://www.mediafire.com/download.php?w2xzh1n1iai

I want my big letters in rainbow colors, please.

Maniac
Sep 12, 2009, 02:10 PM
I want my big letters in rainbow colors, please.

Done!