Download Thread

Taneda Santôka;8760982 said:
Well, sometimes, even if it's at a relative cost, deleting the custom DLL works... :p
Planetfall has quite a bit of DLL changes... I doubt the game would even start properly. :(

Cheers, LT.
 
Patch 12j 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 v12 file of Planetfall. It breaks savegames from the previous patch.



Changelog:

1. Datalinks text by Pickly.
2. New Hovertank graphics by Lord Tirian.
3. New Scout Patrol graphics by asioasioasio.
4. Updated flag graphics by Lord Tirian.
5. The Hovertank now requires Needlejet instead of Psionics.
6. The Longevity Vaccine now requires Retroviral Engineering instead of Cloning.
7. The Planetary Datalinks have been added as a project. They give the builder any tech known by three other teams.
8. Citizens' Defense Force secret project added: gives +25% defense in all bases and +50% domestic great general points.
9. Telepathic Matrix secret project added: removes anarchy for switching civics or religions.
10. A Naval Fortress special ability for Bunkers has been added. It increases range by 2, but decreases attack strength against land terrain by 75%.


Just (re)installed it this week: love the way it looks - and sounds! :goodjob:

:newyear:
 
Patch 12k 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 v12 file of Planetfall. It breaks savegames from the previous patch.



Changelog:

1. Datalinks text by Pickly.
2. German translation updated by Lord Tirian.
3. Psion unit graphics by Lord Tirian.
4. Altered leaderhead diplomacy values by Pfeffersack.
5. Locust unit graphics by Lord Tirian.
6. The Map of Planet has been added, by Lord Tirian.
7. Psion unit added at Psionics, an upgrade for the Hyperian unit. It uses Psi combat.
8. The Data Angels, Nautilus Pirates, Free Drones and Consciousness will be founded somewhere on Planet when someone researches respectively Holographics, Pressure Dome, Industrial Automation and Memetics. They are not yet playable by the human player.
9. Rebel bases will switch to Free Drone control when the base's occupation turns have passed.
10. You are not allowed to attack Rebel bases unless you are at war with the previous owner.
11. The Peacekeepers and Drones are given a unique building for the Genejack Factory - the Hab Complex - which has the same effects except for an additional +1 Happy.
12. The Police State civic now increases military production by 20% rather than increase espionage by 50%.
13. The Power civic now increases espionage by 50% rather than reducing war weariness.
14. Deirdre's diplomatic attitude towards a player is now influenced by that player's Planet Attitude.
15. The Maritime Control Center secret project has been added: it grants +1 energy on all Coast plots.
16. Social Psych can lead to Holographics.
17. Hive infantry gains 25% strength on/vs. Fallout.
18. The Mount Planet landmark has been added, by Lord Tirian.

 

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7. Psion unit added at Psionics, an upgrade for the Hyperian unit. It uses Psi combat.
There seems to be a little mix-up in the game... the Hyperian is using Psi combat now, whereas the Psion isn't.
Map of Planet, new factions... this is pretty much v13.
Totally! This patch is great! Fun to see all the factions in play! I need a bit to let this sink in (and see it in play)! :D

Cheers, LT.
 
Map of Planet, new factions... this is pretty much v13.

Pretty much yeah. There seem to be lots of people who never download patches, so I want to wait with uploading a v13 until this patch has been freed from any possible bugs.

There seems to be a little mix-up in the game... the Hyperian is using Psi combat now, whereas the Psion isn't.

Like this one.
 
Patch 12l 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 v12 file of Planetfall. It fixed the various bugs reported under patch k. It breaks savegames from the previous patch.

Planetfall is brought to you by
 
A patch m was uploaded which fixed a bug causing the AI to constantly build aquaformers. The patch doesn't break patch l saves.
 
Version 13 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 contains only feature fixes and other minor 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.

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



Changelog:

1. Datalinks text by Pickly.
2. There is now a visual distinction between many worked and unworked terrain improvements, by GeoModder.
3. The Rotor unit gains +40% attack versus the Walker unit.
4. The Psion unit can be transported on Isles of the Deep.
5. The Acolyte unit can be transported on Isles of the Deep (but as a consequence no longer on Submarines).
6. Feature Fix: Hive drones don't consume food.
7. Feature Fix: Concordat signatories gain free Great People points in each base. Amount = Flowering Counter / 20.
8. Feature Fix: the Telepathix Matrix removes anarchy. In addition it also reduces global war weariness by 50% and provides a global +1 Happy.
 

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Hi .... mainly wanted to say thanks.

I've been playing this mod since about Christmas time. Which obviously means I like it. :)

So .... THANK YOU!
 
Guys, this mod has improved leaps and bounds since I last played it. I love the fact that this mod is seeing progress. I personally get a little tired of Fantasy but the Sci-Fi market rarely gets proper love and attention unfortunately. But you guys are giving me a great alternative to playing FfH for a break from civ. Plus the game looks great and completely unique. Mondo Kudos.
 
Patch 13b 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 v13 file of Planetfall. It breaks savegames from the previous patch.



Changelog:

Spoiler :
1. Updated to Better AI 84, by jdog5000.
2. The modern female scientist model by SaibotLieh is now used for the Great Doctor.
3. Datalinks text by Pickly.
4. Lead from Behind modcomp added.
5. Genejack Factories cost 33% less for the Hive.
6. The Consciousness gains any tech acquired by at least 4 known factions.
7. Aki Luttinen's favourite civic is now Planned.
8. The Free Drones gain -10% Great People points.
9. Free Drone drones produce one less mineral.
10. Domai's favourite civic is now Wealth.
11. If a base revolts to the Drones, they gain a tech known by the original owner of the base.
12. The Pirates gain some research points when pillaging an improvement or capturing a base of a faction that has techs they don't.
13. The Democratic civic now removes non-state religion unhappiness. It no longer provides extra happiness to the largest bases.
14. The Consensus civic has been removed.
15. The Fundamentalist civic lets state religions provide double their usual effect. +2 instead of +1 Planet for instance.
16. The (Sea) Colony Pod is now considered a military unit, meaning its production cost will be affected by the Police State and Wealth civics.
17. The Wealth civic now provides an additional +10% building production speed, for a total of +25%.
18. There is no longer a diplomatic penalty between those who use the Terraformer and Hybrid civics. Rather relations will sour between those who vote for the Council motions that increase or decrease the Flowering Counter.
19. The Spartans and the four human SMAX factions must be, by a council motion, offered a seat on the Planetary Council before they can switch to the Member civic.
20. There is a limit on how many Probe Teams you can control. You can always control one, but for every additional one above that you need to have accumulated 1000 espionage points over the course of the game.
21. Probe Teams can see other Probe Teams.
22. Spies can no longer be caught for just walking in rival territory.
23. Psion combat strength is also affected by players' Planet Attitudes.
24. The Voice of Toliman secret project has been added at Personality Transcription. It increases Planet Attitude by or sets it at +1, whichever is most beneficial.
25. Supply Trawler units can be gained from Unity Pods. They're a naval version of Material Supplies.
26. The Commune and Sea Commune improvements no longer enable any resources.
27. Researching Information Networks creates a free Network Node in the Headquarters.
28. The Planetmind promotion allows units on the plot to heal +10% extra per turn.
29. The Longevity Vaccine provides +3 Great Doctor GP points, and provides +1 Doctor specialist slot.
30. The Planetary Datalinks have been turned into a wonder instead of a project. It now also provides +3 Hacker points and +1 Librarian specialist slot.
31. Let's just say: Upper half of the tech tree changed. See F6.


 

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Don't worry. New players, who these screenshots are primarily aimed at, won't notice. :mischief:

Because of the recent posting of lots of screenshots, I now have 44 screenshots fit for patch announcement. :crazyeye: The oldest I have in reserve is from 29 Nov.
 
I noticed an undocumented change to the building "Weather Control" (also new name), which seems to work now corporation-style.


16. The (Sea) Colony Pod is now considered a military unit, meaning its production cost will be affected by the Police State and Wealth civics.

I remember that SCPs could get special abilities/promotions in the past - maybe that could be brought back (for fitting ones like Hypnotic Trance or Deep Radar)? I think it would compensate just a bit for the fact that on sea NL is a lot faster.


18. There is no longer a diplomatic penalty between those who use the Terraformer and Hybrid civics. Rather relations will sour between those who vote
for the Council motions that increase or decrease the Flowering Counter.

Hmm, that will push the tensions probably somewhat back, but let's see how it plays out. I wonder if the "Expell Hybrids from council" motion shouldn't fall also under that rule?


19. The Spartans and the four human SMAX factions must be, by a council motion, offered a seat on the Planetary Council before they can switch to the Member civic.

I really like that idea :goodjob: More meaningful council resolutions are always a good thing.


20. There is a limit on how many Probe Teams you can control. You can always control one, but for every additional one above that you need to have
accumulated 1000 espionage points over the course of the game.

This might give the Angels a needed edge. We just need to be careful that we don't kill espionage for the other AIs (= they need to know about this restriction). Is there somehow a way to see how much ESP the AIs have accumlated (e.g. via debug menu)? Also it would be probably good to note that somehow
in the datalinks (Probe Team entry)


24. The Voice of Toliman secret project has been added at Personality Transcription. It increases Planet Attitude by or sets it at +1, whichever is most beneficial.

It also gives +25% to Great people birth rate.


26. The Commune and Sea Commune improvements no longer enable any resources.

Reading the datalinks, it seem that this change both affects the ability to harvest ressources (which I understand, as it creates choice between boosting PV and harvesting ressources with a Marine Lab) and the one to discover new ressources, which is currently discussed - that seems to have vanished completely. What's the reason for this?


Edit: I also wonder if the building "Xenoempathy Dome" was added...I can't remember having seen it before and the last changelogs also don't mention its addition...
 
I remember that SCPs could get special abilities/promotions in the past - maybe that could be brought back (for fitting ones like Hypnotic Trance or Deep Radar)? I think it would compensate just a bit for the fact that on sea NL is a lot faster.

That was removed because I don't want non-Biodomed factions to give their sea CPs invisibility promotions and the ability to move under Icepacks.

I wonder if the "Expell Hybrids from council" motion shouldn't fall also under that rule?

I'll have a low priority look at it.

This might give the Angels a needed edge. We just need to be careful that we don't kill espionage for the other AIs (= they need to know about this restriction).

What special AI code do you think is needed?

Is there somehow a way to see how much ESP the AIs have accumlated (e.g. via debug menu)?
Not that I know of.

Reading the datalinks, it seem that this change both affects the ability to harvest ressources (which I understand, as it creates choice between boosting PV and harvesting ressources with a Marine Lab) and the one to discover new ressources, which is currently discussed - that seems to have vanished completely. What's the reason for this?

That was done before the recent discussion, because of interface reasons. I didn't like that the tooltip for those resources kept saying "research Transcendence, build commune" while you could simply build a field lab there.

Edit: I also wonder if the building "Xenoempathy Dome" was added...I can't remember having seen it before and the last changelogs also don't mention its addition...

Yeah, that kinda all falls under the "see F6" comment. :-s If I had to list every single change, it would have become a 100+ point changelog.
 
Is there somehow a way to see how much ESP the AIs have accumlated (e.g. via debug menu)? Also it would be probably good to note that somehow in the datalinks (Probe Team entry).

You can add the totals up in the Foreign Advisor/Relations screen. Tedious, but it's the only way I know at present.
 
That was removed because I don't want non-Biodomed factions to give their sea CPs invisibility promotions and the ability to move under Icepacks.

I understand, though I think -if possible- allowing just some non-problematic and realistic promotions would create some interesting choices and help with sea expansion.


What special AI code do you think is needed?

Ok, taking in account that excess probe teams (= you have already built them and then use up too much of your stored ESP) probably don't vanish and that spies can no longer be cought on the way to their target at all [correct assumption or does 21) mean that there is now a chance to neutralize a Probe Team when spotting it with your own? Or is "spotting" purely an informational gain, for whatever it helps?), it may not be such a huge issue as I though in the first moment.
 
Ok, taking in account that excess probe teams (= you have already built them and then use up too much of your stored ESP) probably don't vanish and that spies can no longer be cought on the way to their target at all [correct assumption or does 21) mean that there is now a chance to neutralize a Probe Team when spotting it with your own? Or is "spotting" purely an informational gain, for whatever it helps?), it may not be such a huge issue as I though in the first moment.

AFAIK the AI never took into account in the first place spies can get lost in enemy territory. I have added some code which should hopefully prevent them moving into areas where they can be seen now. If they're seen, they should indeed be killable by any military unit.
 
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