Planetfall

I tried to play "green" as well: her job is not easy, really not easy... ;)
A good trick is to build "alibi-bases" to compensate the big dirty ones...
My "green Bonus" fell so fast from 3 to 1 when my cities got bigger because in early game you can only use one "Empath-Specialist"...
 
Maybe, Maniac et al, will reinstall or some one can advise me how to install, the voice "Please don't go, the drones need you, they look up to you", when you logoff from the game. I always got a kick out of that. He had kindly done that before recently, but unfortuntely it was in the MOD which had that bug and it hasn't been included in the Mods which replaced that one.

Live long and prosper.
 
At the risk of appearing "peevish", as Geomodder accuses me of...

I am thoroughly confused by the switch from Solar Power Transmitter to Gravity Lens. I did look at the online manual but it didn't help. Do you upgrade, at your discretion, from a Solar Power Transmitter, providing energy, to what simply becomes a weapon. Or does it, upgraded, do both together? I notice that as a Gravity Lens, you have only the options, apart from killing it, of sending it to sleep or skipping a turn with it? I have sent mine to sleep. Will they make up when the time is right?

I feel on surer ground here and that I shall have some general support. The previous Leviathan graphic was a sturdy quasi-WWI "landtank", and reminded me of the Warhammer models. All well and good. :) But the new Leviathan graphic makes it look nothing more than a souped-up Unity Rover. That can't be right? :(

Nevertheless, I say again, that with each new MOD there is more and more glorious "eye candy"; thank you, Maniac et al.

Live long and prosper.
 
I tried to play "green" as well: her job is not easy, really not easy... ;)
A good trick is to build "alibi-bases" to compensate the big dirty ones...
My "green Bonus" fell so fast from 3 to 1 when my cities got bigger because in early game you can only use one "Empath-Specialist"...

Many bases are one element in a full hybrid strategy, but they shouln't be needed to compensate anything - to reach really high PV, you have to leave mines, farms and the other polluters aside, need to run Hybrid (everything else will cause the population grow to big) - it comes with a health penalty, helping limit the base grow. "Playing green" is a bit counter-intuitive, when you are new at it - it just the opposite of what civ is usually about (grow,grow,grow) and small bases/less production compared to terraformers are intended. Of course no one stops you from running a kind of balanced strategy (maximizing production, as long as you can stay slightly in the greens), but it isn't easy - whenever I tried it in the past, I mostly landed as Terraformer in the end ;)


Cmcastl said:
Maybe, Maniac et al, will reinstall or some one can advise me how to install, the voice "Please don't go, the drones need you, they look up to you", when you logoff from the game. I always got a kick out of that. He had kindly done that before recently, but unfortuntely it was in the MOD which had that bug and it hasn't been included in the Mods which replaced that one.

Live long and prosper.

In this thread there is a link to the complete voice/sound files, maybe adding them to Planetfall can help you (post #249):

http://forums.civfanatics.com/showthread.php?p=8449451#post8449451


Cmcastl said:
I am thoroughly confused by the switch from Solar Power Transmitter to Gravity Lens. I did look at the online manual but it didn't help. Do you upgrade, at your discretion, from a Solar Power Transmitter, providing energy, to what simply becomes a weapon. Or does it, upgraded, do both together? I notice that as a Gravity Lens, you have only the options, apart from killing it, of sending it to sleep or skipping a turn with it? I have sent mine to sleep. Will they make up when the time is right?

The confusing thing might be that a Solar Power Transmitter is in fact two things - a building (causing the +2 for solar collectors) and a stationary defnse unit. The latter can be upgraded later to give more punch, the former will just stay and still give the collector bonus in this case.
 
Many bases are one element in a full hybrid strategy, but they shouln't be needed to compensate anything - to reach really high PV, you have to leave mines, farms and the other polluters aside..... but it isn't easy - whenever I tried it in the past, I mostly landed as Terraformer in the end ;)

Ask my neighbors (they hate green Leaders)...they hate...me... :lol: :
Without mines they probably would have overun me, anybody has to build my Units...and that as fast as possible ;)

But that challenge is why I love this game more than Civ... so interesting parameters!

With Morgan I had a great Industry-Empire but in the middle of the game about - 4000 Points against the planet (the planet hated me...), and a -3 attitude.
Aggressive Mindworms were able even to raid a well protected city.
Now as Deidre I succeeded to achieve all the "green milestones": Voice of the planet, suitable "Wonders" and buildings,... and it is a total different but very intersting feeling and game, especially to use the Attitude-Bonus to enlarge your territory faster than the others and to use Nature as Weapon :splat:
But "compensating cities" I can suggest: a little city in the middle of Xenofungus: + 6 bonus.
So your capital is allowed to tolerate some...sins :nya:...eh...mines :)
Modern earth governments think about similar strategies... ;)
 
Patch 11k 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. It breaks savegames from previous versions or patches other than patch j. But I wouldn't recommend using the new patch in patch j games where hybrid forests are already present. Weird stuff might happen.

Changelog:

1. German translation updated by Lord Tirian.
2. Building buttons by Lord Tirian.
3. Hybrid Forests only provide +1.25 instead of +1.5 Planet.
4. Fixes the crash reported by Pfeffersack.

 
Pfeffersack, thanks for your reply, but do I then put my Solar Transmitters to sleep and they will still provide energy to the city and be ready for defence?

Live long and prosper.
 
Pfeffersack, thanks for your reply, but do I then put my Solar Transmitters to sleep and they will still provide energy to the city

Yes - because as I explained above it is not the unit which gives the boost, but the building. And what you put to sleep is just the unit...or did you ever manage to set a building to sleep? :lol: ;)


and be ready for defence?

The SPT/GL unit serves two military purposes:
1. You can use it for manual active bombardment
2. It can intercept attacking planes

The sleep command has the effect of taking out the unit out of the cycle in regard to 1) - so you will have to remember having it, if there is an enemy approaching you and you would like to bombard it...then you have to wake it and order the bombardment as final step. Skipping turn would only save the first two steps, bomardment must be still ordered manually.

For 2), things lay different - I always send my SPT or GL to sleep and they still intercept incoming planes.

Maybe adding a "sentry" command for them could make things easier regarding 1)
 
Many thanks, Pfeffersack, but I had to be sure! I worry about sending my units/buildings to sleep. What if they are not morning units/buildings? :)

Incidentally, I notice that quite often now my SEA cities recommend I build a LAND former. I am doing this but is this right; do they really want a LAND former rather than a SEA former?

Live long and prosper.
 
Incidentally, I notice that quite often now my SEA cities recommend I build a LAND former. I am doing this but is this right; do they really want a LAND former rather than a SEA former?

Ignore building recommendations better, especially in this case - the logic for them was programmed for BtS (and even there, those suggestions were often far away from an optimal choice) and not touched for PF. So I doubt the game knows here that there is a second kind of "woker unit" at all and what is the difference between both - so just the first, "normal" one gets recommended. Unless you have nearby land tiles, you will have nothing to do for a former in a seabase.
 
I am a bit confused at what causes Planetmind to form. I'm playing a game as Gaian and I'm doing great in the sense that I have a 6 Planet modifier which is the highest I've ever gotten. Yet the rest of the factions are building all sorts of anti-Planet stuff yet the Planetmind rating is only 24! The Peacekeepers right next door have around 8 farms I can see and lots of mines for the Hive. When I play like that, Planet comes in and kicks my ass! So why is the Planetcounter so low?

Plus, if I've a 6, and other factions have a much lower rating, how come Planet still likes to attack me? I'd figure I'd be really low on the Planet's targeting list.
 
Are you attacked by "wild and free ones" or by units that arised in your territoy ("big bloom"...) ?
My "greens" had the impression that they live (compared with the Morgans I played before) the life of Space Hippies :jesus:, long an prospering in peace and harmony...
In the territory of my neighbors I could watch raging the difference...:)
 
I am a bit confused at what causes Planetmind to form. I'm playing a game as Gaian and I'm doing great in the sense that I have a 6 Planet modifier which is the highest I've ever gotten. Yet the rest of the factions are building all sorts of anti-Planet stuff yet the Planetmind rating is only 24! The Peacekeepers right next door have around 8 farms I can see and lots of mines for the Hive. When I play like that, Planet comes in and kicks my ass! So why is the Planetcounter so low?

Plus, if I've a 6, and other factions have a much lower rating, how come Planet still likes to attack me? I'd figure I'd be really low on the Planet's targeting list.

There is no direction connection between the Planet Values (=PV) of the different factions and the Flowering Counter (=FC; "planetmind" is BTW the term for a native life promotion giving a combat bonus depending on the FC)

The FC is just a measure for how many (sea)fungus, hybrid forest, (sea) commune and spawning spot tiles are on the map - the more, the merrier. Of course, what the different factions to in terms of using their land has an impact, because it increases or reduces a number of that tiles. But again, there is not strict relationship between the two - e.g. a faction could remove most fungus inside its territory, but could still get by heavy use of Empaths and/or small bases a positive PV while decreasing the FC. Not common and strategically questionable, but possible.

For the FC development it is indeed true, that you can clearly see how many AI "fight" on your side with or versus the planet. Sometimes the counter in my games rises up to around 25, then begins to decrease after a stable period again. In other games, the increase slows but never stops. In that case, it often takes up speed again when the first hybrid forests appear and when it passes 40/60/80/90 it can enter new territories - causing even more increase.

Polluters causing fungal blooms at the borders is intended (you can force this even by planting fungus at your border on purpose, then your neighbour will suffer from constant blooms) and the mindworms have no strict target, so the roam into your land as well. You have to view that as a gift...just capture the mindworms/sporelaunchers (you have combat bonus vs. them, also you should have enough PSI-Potential when running a sucessful green economy all the time) and strike at those Terraformers, if you have enough. Sometimes you need to go to war to help the planet ;)
 
At what level of difficulty you normally play PF ?

Emperor for most of the time, though my current and the last two games are/were only Monarch, as one of the inclusions of Better AI made things considerably harder. But somehow the AI seems to struggle again now -it appears they have more trouble with native life since patch j) or maybe it is just me exploiting Zhak's new ability- so I will probably return to Emperor again.
 
Yes, normally it is hard enough, they research very fast and the first "wonders", you have to choose wisely which ones you want to build because the Ki is fast and hungry ,too
And last game three fractions together declared war to me :assimilate:
"Good move" I thought first, but normaly comes here the point for me where it is becoming easier: War seems to be a good option for the human player :viking:...they were not very successful, using the same weapon-level as me, my territory is now a lot bigger ;)
Perhaps it was a trap...they want to see if I can pay for so many cities :lol:
 
But somehow the AI seems to struggle again now -it appears they have more trouble with native life since patch j) or maybe it is just me exploiting Zhak's new ability- so I will probably return to Emperor again.

No AI changes worth mentioning were done in that patch. :dunno:
 
Version 12 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 mostly merely contains cosmetic name changes compared to the latest patch. The idea is to upload a main file of which I can be reasonably sure it doesn't have any bugs.

Please post interesting screenshots of your games in this thread.

Don't forget to reapply the SMAC fx and voices folder. A new version creates a new mod folder after all.



Changelog:

1. The Research Hospital building now provides one Scientist instead of one Doctor specialist slot.
2. The Research Hospital building no longer requires an Infirmary in the base.
3. The McDonalds secret project has been renamed to The Longevity Vaccine, and provides a resource of the same name.
4. The Rejuvenation Tanks building provides +1 Health with the Longevity Vaccine resource.
5. The Citizen specialist has been renamed to Technician.
6. The Recycling Tanks building has been renamed to Arcology.
7. The Planet Pearls resource is now enabled rather than revealed by Field Modulation.
8. The Degenerate Neutronium tech has been renamed to Superstring Theory.
9. The Dimensional Gate building is now enabled by Superstring Theory.
10. The Stable Neutronium tech has been renamed to Neutronium.
11. The Amphibious Pods special ability gives +50% strength versus naval units.
12. The combat strength bonus promotions for conventional units have been renamed to Morale I to IX.
13. The combat strength bonus promotions for native life units have been renamed to Lifecycle I to IX.
14. The Spartan promotion has been renamed to Commando and can be picked by Irregular units.
15. Forest no longer produces +1 energy with Atmospherics.
16. Hybrid Forest produces one less energy.
17. Forest Camouflage special ability (I) and promotions (II & III) added.
18. Gaian land units gain +50% psi defense.
19. Gaian Infantry and Vanguard units start with the Walk with Planet and Forest Camouflage II & III promotions.
20. The Walker unit starts with the Forest Camouflage III promotion.
21. The Walker unit gains +25% attack strength vs. Xenofungus.

 
Just downloaded version 12 of the MOD (twice) and when I run it, I got a message that the installer is "corrupted or incomplete" both times. :sad:

Anyone else getting this?

I'm running Vista 64-bit if that makes a difference.
 
I get the impression it is still v11 we are downloading.
It is dated august 04...
Maybe you uploaded the older verson, maybe they did not delete the older version or something like that?
 
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