Download Thread

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.
 
Ahh, understood. Thanks.

Agreed, good call, intercontinental maintenance penalties don't really make sense in a world with needlejets, teleportation gates and planetary databanks.
 
Enjoyed trying out the UN and University factions (still playing the latter). BTW, any plans on including the extra factions from the expansion?
 
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:
 
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...
 
Patch v5f is available. This patch needs to be installed on top of the version 5 main file.
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:

 
Patch f uploaded, which fixes a bug introduced in patch e. I just updated the download link in the post above this one.
 
so is there a special version of TechInfos.xml for voice quotes ? Almost all techs point to tech_ding hence no quote :(

bug: nevermind
 
I gather you have found the FAQ?

***

Patch v5g is available. This patch needs to be installed on top of the version 5 main file.
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:

 
Patch v5i is available. This patch needs to be installed on top of the version 5 main file.
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:

 
Planetfall version 6 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.
 
Planetfall version 6 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?
 
Hmm, it appears I made an administrative mistake, and your modifications somehow didn't get included in the public download. :scared:
 
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.
 
Patch v6a is available. This patch needs to be installed on top of the version 6 main file.
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.
 
Patch v6b is available. This patch needs to be installed on top of the version 6 main file.
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.
 
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