Planetfall

Gots this after the "bts\tmp\sdk_bts\cvgamecoredll\cvcity.cpp
Line: 7973"

Code:
Assert Failed

File:  g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvcity.cpp
Line:  7974
Expression:  ((iNewValue * 100) / 100) >= 0
Message:  ((iNewValue * 100) / 100) expected to be >= 0


Assert Failed

File:  g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvcity.cpp
Line:  7977
Expression:  getYieldRate(eIndex) >= 0
Message:


Edit:
What's the difference between normal and hybrid forest?

You should have option for city to build power/science/.. so you don't have to build so many units when you don't have to.

Therminal borehole should have something negative. Now it's way too good, you will use it too much.

Use +% strength until you get the other thing to work. +1 = +50%, +2 = +100%, +3 = +150%, and so on.

Supply crawler, what does it do? The robotic mines takes over 2 billion turns to build.


Edit2: Never got any leviathan even though I researched the tech first.
Idea: Would be cool if there was a small chance xenophungous could start being burned like forest fires in FfH2 becuase the almost fill the hole globe in 300 turns.
 
W00t thanks for the further comments!

Gots this after the "bts\tmp\sdk_bts\cvgamecoredll\cvcity.cpp
Line: 7973"

Do you perhaps have a save of around the time you got this assert? (Hopefully you don't play on too large maps :scared: ) I have a suspicion about what's causing this, but I'd like to check it out.

What's the difference between normal and hybrid forest?

Hybrid Forest gives a positive Planet bonus. Basically a combination of the benefits of fungus and forest.

Therminal borehole should have something negative. Now it's way too good, you will use it too much.

In theory the downsides should be a Planet penalty (=> fungal blooms) and the fact that they take more time to construct, thus meaning it's a bigger loss if they're pillaged. Of course with native life and other factions' AI not really working yet, it's hard to tell if theory will work out right.

Supply crawler, what does it do? The robotic mines takes over 2 billion turns to build.

Ah I should fix that. :mischief: They also allow production-hurrying in other cities (unless that tag isn't working either - can't remember if I checked recently). I was also thinking about giving them the Medic promotion.

Edit2: Never got any leviathan even though I researched the tech first.

Thanks. Will check that out.

Idea: Would be cool if there was a small chance xenophungous could start being burned like forest fires in FfH2 becuase the almost fill the hole globe in 300 turns.

Yeah I was indeed thinking there could be some massive fungus-destroying measures later on. :D Will take some time before it can all be put in the mod though. Other thing is I'd prefer the Flowering Counter to have a minimal level before it can grow naturally into faction territory. And the growth level to depend on the Flowering Counter. Plus there should be some methods to reduce the Counter level, like building an Atmospheric Processor which terraforms the planet. In any case, later there should be methods to counter/prevent the effect you describe. Do you have a screenshot btw of the whole globe covered in fungus? :D
 
Here you have the latest save, but I have just recently built 50 or so formers to remove the fungus in my territory.
http://forums.civfanatics.com/uploads/69847/Zut_MY-2397.CivBeyondSwordSave


Sorry don't know now when that error happened.


Would be cool if it were like in orginal game that you could only build therminal boreholes (and condensors) every other tile.



Anyway I really like they way the terrain is changed with the 3 height levels. And I like the events that creates native life inside your border.
 
there could be a world project like the space race which would result in builidng of some big terraformer to remove the fungus from the planet? ive never played SMAC before so im not sure if this fits the theme.
 
Hmhm, so it would actually be the opposite winning condition of transcendence. Maybe you could even design a dualistic "fight" including alignments between those two camps:

transcendents vs. individualists.
 
^ I like that idea. Maybe use the religion mechanic late-game, one for the ones who want to remain human, one for the trancends. Need the 'religion' to build the components required for such a victory, but they cancel each other out. Maybe the corporation mechanic would be better. Or both, at the same time. have to be of the 'state religion' for the building, state religion allows building of one direction for the victory. Rebrand missionaries or exectives as some sort of technology pod.

The diplomatic bonuses/penalties should be HUGE, so there's a massive divide between the ones trancending and the ones who are building some sort of terraforming tool and preventing the flowering. It would be brilliant if the AI personalities could be programmed to want a specific type of that victory, like the Gaians wanting to trancend and the Morgans wanting to terraform. Imagine showdowns between the two sides, it'd be great.
 
Removing all (or at least 90%) of the fungus from the planet probably wouldn't spell out an automatic victory. However, having no fungus around would mean a few things. Like no fungal blooms and no planet-controlled native life. You could place as many boreholes as you can fit in your territory and not have to worry about a thing (besides maybe decreased health) until global warming comes around. And even that could be countered by solar shades and terraforming.

And now I've gotten the wild idea of Planet eventually using its mind worms and such to mind control human units, and use them against either their original home factions or a very close neighbor.

Assuming the Transcendence victory condition hasn't been disabled, Transcendence should always be possible. However, it should suddenly take a whole lot more work. If there is not enough fungus, people would have to upload or transfer their minds to other things. Like a heavily connected, worldwide system of incredibly powerful computers that were designed and built by strong AI using the best matter-editing tools available in the game. In other words, imagine the Matrix, except voluntary (under most civics), safer, and not made to fool people into thinking they're living on Earth at the turn of the 21st century. The extra work is that you'd have to construct this system all over the place, and add in all the details of asserting dominance when being the first to complete the Transcendence sequence to this system. This could probably be expressed in the game through increasing the prices of the Voice of Planet and Ascent to Transcendence. And maybe have Digital Sentience be a prerequisite to Transcendence as I would have it be, anyway.
 
All interesting and good food for thought for the future. Still, please realize we're focusing on getting the baseline functionality. At some level, adding a victory condition will have a huge impact on the gameplay and thus is somewhat of a foundation building block. That said, this "feels" to me like something that should properly wait until after we have the basic stuff working.

Wodan
 
So, what are the things we're waiting for? I'd guess some more graphics and the unit workshop (or a precursor), for starters. Would adding more facilities and projects and retooling the tech tree and some of the terrain features be included in here? And maybe some quotes for the tech advances? (We could use the ones from normal Civ4 until we start recording in our own.)
 
Yeah pretty much. There are a whole slew of little details to take care of.

Wodan
 
I suppose if I could get my hands on a program that can edit DDS files (and that I can figure out how to use), I might be able to fill some gaps for the icons of the tech advances and buildings.
Spoiler :

I have noticed Unified Field Theory isn't in the Planetfall tech tree right now, but I thought I'd show an example of the sort of custom look of the icons I had in mind. Also, the color choice was determined through UFT's mix of mostly the conquer and discover priorities.

I may also need to figure out the dimensions that images like that one will need to be resized to. ^^;
 
We're still not sure if we want beveled icons based on the original or new illustrated ones (like your example). In any event, we've got it covered... I'd much rather have your help with something that we don't have covered or is a much bigger job thus could use more people on it. ;) Can you do 3D modeling? :D What about python?

Wodan
 
I have no experience with python. And for 3d modeling, the best I can do is submit some coordinates that would go to... nothing. Because I have only one 3d modeling program and it won't show me how to type coordinates into it. In other words, I don't have the means to complete what we're looking for, and I'd be surprised if I got those means before someone else does. (Isn't The_Reckoning already working on 3d modeling, anyway?)
 
I have no experience with python. And for 3d modeling, the best I can do is submit some coordinates that would go to... nothing. Because I have only one 3d modeling program and it won't show me how to type coordinates into it. In other words, I don't have the means to complete what we're looking for, and I'd be surprised if I got those means before someone else does. (Isn't The_Reckoning already working on 3d modeling, anyway?)
This is a "much bigger job that could use more hands on it". Not that I have any problem with any of our modelers, including Reckoning.

Wodan
 
What you guys mentioned regarding terraformers versus transcendentalists is indeed more or less what I'd like to reach. A polarization between and - if the Flowering Counter reaches high levels - a big showdown between the pro-Planet and anti-Planet factions. This is what I meant when I said Planet should have more teeth than it had in SMAC, where you could run what was by all possible roleplay definitions an ecologically disruptive playstyle without Planetmind giving any actual gameplay problems. The trick is in finding some way to do this without it becoming a game of whack-a-mole, as some people have commented fungal blooms currently are.

At the moment I don't think religions are the way to reach this polarization though. The problem is, while pro-Planet easily lends itself to a religion, anti-Planet doesn't. Can you consider the Hive or Believers individualists? So "transcendents vs. individualists" doesn't really work.

I was thinking of creating a civic category called "Ecology" containing three options (besides the default one), which would have a large effect on diplomatic relations (the higher the Flowering Counter, the bigger the effect would become).

1) Hybrid: the pro-Planet option. Should have some synergy with fungus, and with having many small bases

2) Terraformation: eradicate Planet, and replace it with a terran ecology. This civic should favour building condensers, boreholes...

3) A third "neutral" option. Not sure what to call it. Basically you'd chose to not interact with Chiron's native ecology at all, and neither try to impose a terran ecology. Rather all people would live concentrated indoors in bases. All food production would happen in greenhouses. No contact with the outside. Something like Biosphere 2. This could have interaction with a specialist economy. You wouldn't be able to build farms, forests, condensers, fungus etc.

The trick is in trying to make the AI realize the importance of this civic category.
 
Thanks for the save! I'll check it out.

Would be cool if it were like in orginal game that you could only build therminal boreholes (and condensors) every other tile.

Not possible in Civ4 AFAIK without extra XML tags. Though perhaps they could only be made buildable on rocky terrain?
Currently though they're only buildable on Lowlands. So with a good mapscripts and a good implementation of native life (which should be more abundant in the lowlands) hopefully being able to maintain boreholes on lowlands will be something of an achievement by itself.
 
Yes I know it's not possible on default, someone has program it.

BtW I just remembered that in the save I added one super leviathan last turn because I wanted to see it.
 
BtW I just remembered that in the save I added one super leviathan last turn because I wanted to see it.

Ah yes lol I was wondering about that. Anyway, as you can see, not much to see yet. It was supposed to be a superstrong unit due to having neutronium for armour, but that isn't working now due to the +combat strength with promotions not working.
 
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