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

Cheers, LT.
Planetfall has quite a bit of DLL changes... I doubt the game would even start properly.Taneda Santôka;8760982 said:Well, sometimes, even if it's at a relative cost, deleting the custom DLL works...![]()
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%.
![]()
There seems to be a little mix-up in the game... the Hyperian is using Psi combat now, whereas the Psion isn't.7. Psion unit added at Psionics, an upgrade for the Hyperian unit. It uses Psi combat.
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)!Map of Planet, new factions... this is pretty much v13.
Map of Planet, new factions... this is pretty much v13.
There seems to be a little mix-up in the game... the Hyperian is using Psi combat now, whereas the Psion isn't.
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.
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.
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.
26. The Commune and Sea Commune improvements no longer enable any resources.
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.
I wonder if the "Expell Hybrids from council" motion shouldn't fall also under that rule?
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)?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).
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.
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.