mechaerik
Tuturuu!
Wait, so the riot event is NOT new? It seems odd to me, because i've never seen that event before and it occured to me twice in one game (not just a revolt, a riot that destroyed buildings and improvements).
I only see an intromovie when I start a new game, so it can not be the cause - at least not on my machine.
As far as the city limit the resource is collected, but still loose the extra food/shield/money provided by the other improvements.
Here is the copy of the game I had my early CtD. If I remember right I moved a scout into terrain that would damage me and the game crashed.
Looks like a fantastic game, however, I cant seem to get very far into the game before it crashes. With the recently released patch B, I did progress further, but still got a crash. Hopefully these problems can be resolved, as I am very anxious to play this mod
Wait, so the riot event is NOT new? It seems odd to me, because i've never seen that event before and it occured to me twice in one game (not just a revolt, a riot that destroyed buildings and improvements).
I don't think this is the cause - I mostly load the MOD using a directlink or even just by doubleclicking a safe file. I only see an intromovie when I start a new game, so it can not be the cause - at least not on my machine.
This is the only intromovie anyone sees, and the only one I am talking about. Im not trying to claim the odd random and unreproducable ctd you might get beyond turn 100 (i havn't had any my self tho) are caused by the movie. Only that if you ctd within 50 turns, and continue to ctd after loading saves of the same game, its caused some error related to the movie.
An other player said, that he saw both films with the full lenght, and didn't get any CtD in the whole game.
I don't know, how this fits to the observations here .
Hello again,
problem with units shown as groups: its difficult to gif you a list of units that are in too big groups, because thats an asthetic problem. someone could find it looks good an anotherone find it looks not good. pioneer-tank is in my opinion really extrem overgrowded. Also the satellites. Other units depends on your personal opinion. I mean tanks (for example Battle-Tank) and mechanized units should shown as single units, but thats only my opinion.
If it is possible i would be verry pleased, if you could gif a hint how to find your units in the different folders.
Both films as in the civ intro and the mod intro? or the mod intro and the nvidia add? Because the only time i have a prob is when the nvidia add pops after skipping the mod intro. The nvidia add should only show when first launching civ, never when starting a game/scenerio. Other mods such as Fall from Heaven 2 also have intro clips but when i skip them I see the normal civ intro rather then the nvidia add and the mod runs np. If this is because the mods dont replace a large amounts of the terrian gfx or how you have implemented your movie idk. (associated with the nvidia add, rather then an intro movie?)
It also possible this only affects machines without nvidia hardware.
The only big issue is how bad off is Earth in Mars Now! mod? Really bad? Not bad at all? Sort of like in SMAC where the UNS Unity got off the planet and then most of the factions nuke each other pretty good? Anyway, here is what I wrote:
From my military background, I've had some issues with how SMAC did their units. While I realize that the factions on Planet didn't start with much, by their own tech tree, they rapidly get advanced very quickly. Plus, much of the stuff dumped from the UNS Unity was designed to help the colonists build up Planet. So I think there needs to be a bit more of a gradual ramp up in lethality of units. I think this would mostly be the same for Mars Now! even with Earth potentially able to send periodic 'help packages' from time to time. Unlike classic Civ, the difference is everyone knows how to make most things, it's just building up the infrastructure to be able to do it.
One idea that has been bandied around in the Fury Road mod is to take a page from Fall From Heaven (FfH) in that units would automatically start to upgrade as certain techs become available. So instead of bronze, iron, mithril upgrades, the upgrades represent body armor, better ammo and maybe better training. Now this would work well with units that basically stay the same, just get newer weapons & armor but basically stay the same like infantry for example.
Recon Units - Recon units obviously scout terrain and the like. However, the big question is prior to any Mars colonization, you'd have satellites in place and probably be able to map things out pretty well. That goes against 'classic' Civ and not being able to see the map. However, knowing what the map looks like and being able to see what is currently there is different. So one might argue that at the beginning of the game you can 'see' the whole map in the sense of knowing the lay of the land, but you need recon elements to push back the fog of war.
* UAV: Your basic Predator drone (which there are graphics for) The military is already going to these for a lot of different recon uses. It is because of this I don't see a need for an upgrade for the mech scout, unless they later could become a police unit.
* Probe Team: (This applies to SMAC/Planetfall - don't know the status of spy/probe teams in the Mars Now! With the development of UAV's mid-game, it might be that your scout units could be upgraded to Probe teams.
* Snipers: Another idea from the FfH mod is instead of having assassins, you could have sniper units. These would be units that can bypass the normal defenses and attack the weakest unit in a stack. Again scout/LRRP units might have the choice of upgrading to these or Probe teams.
* Police/MP: Obviously it's nice to have a 'garrison' unit. Plus they are nice to help control newly conquered cities.
* SAM infantry: I don't think you should bother. By the time you have to worry about jets, you have the tech to make SAM vehicles. I mean lugging around a SA-7 is no fun; better to have them on a vehicle.
One thing that make MBT's 'better' in Mars Now! is that with gravity being lighter, everything could be armored with heavier armor and thus you'd need heavier weapons to penetrate the armor. However, even with that, the problem is weapons that penetrate armor, even thick armor is currently a lot cheaper than building those vehicles so it's generally cheaper to build more lighter skinned vehicles and use speed and maneuver to avoid damage instead of trying to take it.
Mechanized Units - Wheeled units should get some sort of road movement bonus. However, they should be restricted from certain terrain w/o roads.
However, regardless of whether they carry infantry or not, I would think that a wheeled vehicle like the Russian BTR, the American Stryker or the German Fuchs would be the initial 'armored' unit for the different factions.
* Infantry Fighting Vehicles(IFV): Depending on whether or not having infantry being carried by land units works or not, the next vehicle would be the Infantry Fighting Vehicle. Pretty much the difference between an APC and A IFV is one has Anti-tank type weapons and is designed to support the troops it carries in combat. APC's just haul the guys and stay out of the way for the most part.
* Hover-tanks: Initial unit using the new armor and contra-grav tech. As listed above, they would be initial expensive as well as cost a lot to maintain, but that could come down in time.
* Ogres/Bolos: Even today, we're moving away from manned vehicles so what better system than AI's programmed to fight for us. They're big, bad and hard to stop! That and they should have the ability to attack multiple times a turn to show that their computer brain is able to do many things at once. All Hail the glory to the Dinochrome Brigade!
* Mecha: Personally I think mechs are cool...but a stupid military unit. For the most part, I think you're better off with a hover-tank since they are harder to see. I mean a walking 100 ton mech is sort of hard to miss. However, the neural-interlink that enables the operator to 'wear' the mech like a giant suit of power-armor might make them a better weapon than a bunch of guys in a vehicle.
Air Units - One thing that is going to affect air units in Mars Now! is that Mars has a lot less atmospheric pressure than Earth and thus helicopters probably wouldn't work without HUGE rotors and planes will need some big wings. So until some sort of contra-grav is created, you really wouldn't see a lot of combat aircraft because they couldn't be fast enough to dodge missiles like they can on Earth. Sure you could build Zeppelin type airships which would work well in the low pressure atmosphere, but with missile technology, they'd be to easy to shoot down. So I would think it would be awhile till the tech would be good enough to create combat jets that could take work effectively in Mar's thin atmosphere. (Depending if Mars Now! ends up having more of an atmosphere through terraforming, this could change)
Some other ideas to think about is orbital weapons platforms and other orbital weapons like Project THOR as showcased in Larry Niven's novel Footfall which basically was simple kinetic weapons that could be dropped from orbit.
Biological or gas weapons would be useless since everyone is already in environmental suits.
Thank you The J!
But when the suites are penetrated...
Actually, biological agents or gas released into habitation domes would be quite effective.
Maybe thats because the MOD is developed in german.
Great work there. Will check it out ASAP.
EDIT: Auto-installer creates a new Civ4\BtS\Mods folder structure instead of installing to existing Sid Meier's Civ4\BtS\Mods if unchecked.
Damn, i included the original TechInfos.xml from BtS .
Here's the file, which has to be replaced.
For all people without the ability to do this, here's the .exe
I've read through this thread - and the MOD sounds and looks amazing.
I'm sorry if this has been, I must have missed it - but I can't seem to start a new game with a random map. Is that on purpose?