View Full Version : Download Thread
Maniac Dec 07, 2007, 06:10 PM Version 4
Requires Civilization IV: Beyond the Sword patch 3.17
Downloads
Mod: Planetfall v5 (http://forums.civfanatics.com/downloads.php?do=file&id=7712)
Patch: patch "c" (http://planetfall.apolyton.net/Planetfall_v5c.exe)
***
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.
***
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: 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
Maniac Dec 07, 2007, 06:11 PM Better post a download thread here too I guess.
Sticky?
Maniac Feb 01, 2008, 09:01 PM New version uploaded.
troyDoogle7 Feb 08, 2008, 09:32 AM HI Mania, can you point us to a place where we can see whats changed in the update?
Maniac Feb 09, 2008, 08:51 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, 06:13 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, 07:46 PM That link doesn't seem to work.
Maniac Feb 28, 2008, 08:25 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, 11:49 AM 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, 08:08 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, 02:56 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, 05:09 AM There's planetfall.apolyton.net
Do you know how to make websites?
The_Reckoning Apr 02, 2008, 07:40 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, 08:09 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, 08:25 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, 10:36 PM 20. Chopper can't reveal map.
What does this exactly mean?
Well, yay for v4 anyway.
Maniac Apr 07, 2008, 05:26 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, 05:42 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, 05:49 PM I'll reduce chopper movement to three, but give a free +2 moves bonus with Nanominiaturization.
Tsed Apr 26, 2008, 06:26 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, 10:15 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, 10:49 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, 01:52 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, 06:44 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, 09:55 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, 07:01 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, 03:36 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, 12:43 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, 08:23 PM Does anyone else have download problems?
The Beard May 23, 2008, 08:27 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, 11:27 AM 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, 09:15 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, 12:08 PM Cool mod! Quick question: what does the flowering counter do?
rocklikeafool May 31, 2008, 08:45 PM I'm wonderin that too.
Maniac May 31, 2008, 09:08 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, 09:17 AM Ok. Cool. Wat is the other planned stuff?
Maniac Jun 01, 2008, 06:16 PM The Flowering Counter (http://forums.civfanatics.com/showthread.php?t=277158)
rocklikeafool Jun 01, 2008, 07:30 PM Some of it's rather confusin but I think I mostly unnerstand the Flowerin Counter.
Popcornlord Jun 02, 2008, 05:38 AM Yeah, me to. Thanks.
WingedPaladin Jun 05, 2008, 02:42 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, 03:48 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, 02:48 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, 06:52 AM Ah seems that the problem which was preventing me from connecting to the FTP also prevented you from downloading.
rocklikeafool Jun 20, 2008, 04:45 PM LOL! It happens sometimes. I can't even always log into civfanatics.
JosEPh_II Jun 22, 2008, 08:00 PM How is Planetfall reacting to the new 3.17 Official patch?
JosEPh
rocklikeafool Jun 24, 2008, 01:41 PM Works fine for me. I'm usin BTS with the 3.17 patch.
Maniac Jun 24, 2008, 06:10 PM Works fine for me.
That's weird. Are you sure you're patched to 317?
rocklikeafool Jun 25, 2008, 11:17 AM Yes, have been for several months.
Maniac Jun 25, 2008, 10:31 PM 3.17 has only been out for a couple days.
rocklikeafool Jun 25, 2008, 11:22 PM 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, 12:31 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, 12:45 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 26, 2008, 11:08 PM 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, 11:49 AM And thanks for the link, but I still have my Alpha Centauri CD! =D
You lucky bastard. :(
Maniac Jun 27, 2008, 06:58 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, 05:13 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, 02:45 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, 03:22 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, 09:19 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, 12:40 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, 03:20 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, 08:38 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, 03:18 PM Patch v5a (http://planetfall.apolyton.net/Planetfall_v5a.exe) released. It contains a new DLL to fix a crash.
cfkane Aug 12, 2008, 09:06 PM Just downloaded it and started a game. For some reason the HUD display is gone.
Maniac Aug 13, 2008, 08:28 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, 08:59 AM I didn't delete the old version. I guess that's my problem right there.
Maniac Aug 13, 2008, 05:59 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, 07:33 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, 05:22 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, 05:36 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, 06:32 PM Yes.
...
Err I mean first install the big file, version 5, and then install patch c over it.
JEELEN Aug 24, 2008, 10:17 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, 01:00 PM I find Standard or the one below it work best. Anything more than that is a bad idea IMO.
Maniac Aug 24, 2008, 11:09 PM :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, 06:32 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, 12:00 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, 01:53 PM http://www.joystiq.com/2008/06/10/ea-nobody-better-suited-to-do-alpha-centauri-ii-than-meier/
JosEPh_II Sep 02, 2008, 06:49 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, 07:05 PM I forgot to update the url in post 69...
Please redownload for the correct patch c.
Ahriman Sep 03, 2008, 07:45 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, 06:22 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, 06:47 AM Especially since the ocean also counts as another continent/area.
Ahriman Sep 04, 2008, 06:52 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, 05:11 AM Downloaded the new version: nice! Keep it up.:goodjob:
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