Planetfall

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.


Planetfall is brought to you by:

 
I'm not a fan of hard counters à la default Civ4 +50% or +100% where A *always* beats B always beats C always beats A... I want my Spartan high morale troops to have a good fighting chance against worms, no matter what weapon they use. Even if cheap units and expensive units are just as strong against native life, by using cheap units you'll lose less minerals if you takes losses, so you'll have won an economic victory, making them an effective counter.



I lost you. :dizzy:

At the start of the game, it should be where any unit you have should be able to defend your cities against the kinds of native life coming after you. However, at the same time, there should be a difference between the kinds of mind worms (and other native life) to pop up at the start era and the kind to show up in the last era. If mind worms can't defeat the best units in the game, their use will fade in the mid-game. Alternatively, if the same mind worm with the same cost and no upgrade or lifecycle transition will have roughly 50% odds against both gun infantry and singularity deathspheres, then I think they're either too expensive in one era or not expensive enough in another of both. My idea has been to make multiple kinds of each native life unit, one for each lifecycle stage, and the better units becoming available later in the game. But that thought seems to have been largely ignored so far. And I wouldn't be surprised if it's because no one else likes the idea.

The main problem I see right now is that the way the game is set up, the most expensive units are simply not worth getting, simply because enough mind worms and isles of the deep and spore launchers (the kind that can be researched at the early/mid game) can always do their job at a lower cost. Even against units specialized against native life. Combine this with how the tech tree is set up, and suddenly a lot of tech advances are no longer worth seeking in any game. I suppose one could make the anti-psi category units become better and better against mind worms and the like, but that would probably make mind worms nearly useless during invasions against anyone who thinks to build them.

A should not always defeat B should not always defeat C should not always defeat A. Maybe close in cases where they have the same numbers and health. Especially in cases where it's, say, Tank vs. Spearman. But suppose A has a 3 to 2 advantage over B. One A may be able to defeat one B a vast majority of the time, but still get hurt, enough so that a second B should have a decent chance of finishing off A. If each category was harmless to another category, then invading bases would have to be done before the enemy could build one of each category. At some point paper will have to mummify scissors, scissors will have to chop down rock, and/or rock will have to tear through paper.
 
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.


Planetfall is brought to you by:


Thanks. ^^ Although now every time I contact another faction, the game crashes with two separate assert failures followed by an extra message saying the program will close. Or at least that's what happened the two times I've tested the patch so far.
 
Will be fixed in patch c. Can't say for sure when that will be though. Tuesday perhaps.

In the meantime, perhaps you can try deleting the Planetfall/Assets/Python/Screens/CvCivicsScreen.py file. Haven't tested it, but I think that might stop the crashes.

Oh yeah, building an IoD also gives a crash now. Will also be fixed in next patch.
 
great looking mod tough really love it i may be tempted to re-install smac on my vista machin just for the fun of it
 
And you can hear some SMAC tech quotes that way. See readme.txt in the Planetfall folder.

***

Looks like I was overly cautious about predicting patch c. It's already here:

http://planetfall.apolyton.net/Planetfall_v3c.exe

Besides crash fixes and other minor stuff, updated faction base graphics have been included, and fungus now only expands in your territory at Flowering Counter level 40.
 
Fungus can expand in two ways:
1) natural growth, like forests
2) fungal blooms

I was referring to natural growth. Fungal blooms can happen at any counter level.
 
Is the flowering counter that number displayed rather large between the wealth amount and the tech research bar? It was at 32 when I first saw a fungal bloom.
This one is a global counter. Right now it's affected by % spread of fungus and IIRC by some improvements like Borehole and Condenser. It gives a combat bonus to a native life units and affects fungus spread (highlands on 60, faction land on 40 i think, plot info popup gives that information about a plot).

Fungal Bloom % chance is equal to a negative planet value of a city (in a city screen). IIRC only population increases it right now so it's hard to get a big values. Certain improvements should increase it too but it's not designed yet.
 
This one is a global counter. Right now it's affected by % spread of fungus and IIRC by some improvements like Borehole and Condenser. It gives a combat bonus to a native life units and affects fungus spread (highlands on 60, faction land on 40 i think, plot info popup gives that information about a plot).

Fungal Bloom % chance is equal to a negative planet value of a city (in a city screen). IIRC only population increases it right now so it's hard to get a big values. Certain improvements should increase it too but it's not designed yet.
Fungus can expand in two ways:
1) natural growth, like forests
2) fungal blooms

I was referring to natural growth. Fungal blooms can happen at any counter level.
Nice things to know. ^^
 
thanx for the patch heck i rei8nstalled smac too just for kicks .. i tell you the gui is far betetr on civ4 bts than the old smac gui
 
I'm getting this every IBT ( normally 3 or 4 times and growing ). Using patch "c":
Spoiler for big image :
fail.jpg

Save below
 

Attachments

im getting crashes still too with patch c first time it was i used a needlejet to atatck a barbarian
 
Back
Top Bottom