Planetfall

I downloaded the mod today, and I gotta say it's set in motion a veritable avalanche of SMAC nostalgia in me. :D

Like several people before me, I think the colour range as it is right now is not easy on the eye. Nevertheless, the red-purple landscape is obviously a must to recapture that SMAC feel. ;) I don't claim to have the end-all be-all solution, but perhaps the forests and jungles could be toned down to darker greens or browns that are less at odds with the fungal landscape. As things stand right now, Planet is entirely too green. :p

There seemed to be a distinct lack of hammers in the test game I played earlier -- constructing anything took me aeons, as only the base itself provided one measly hammer. Perhaps I just touched down on Planet in a particularly unlucky spot, though, and that skewed my perspective.

With the Beam/Kinetic/Missile promotions -- are you aiming for a Rock/Paper/Scissors model? I don't remember if that is how things were in SMAC (too, too long ago, and can't get it to run on the new machine, alas), but it seems a rather obvious choice and would open interesting tactical possibilities.
 
HOLY SMOKES

That's really awesome.

Thank you!!! Merry Christmas to all of us!
 
There are many good aspects to this mod, but I'd like to concentrate on several issues I have:

1) I really don't like the influence of other games being included. Mainly GalCiv2. If I wanted to play a GalCiv2 mod, I'd download one. I don't, yet it seems as though I have.
2) Who cares if every building isn't unique? Many of the buildings in SMAC were anything but unique. If you're going to ignore such major improvements as the Quantum Converter, simply on the grounds that it's too much like the other forge/factory buildings, maybe you should consider whether you really want to make a SMAC mod or whether you want to make your own original mod, without going to all the effort of replicating amazingly difficult SMAC features, such as the Unit Workshop, Random Research, 'fair' fungal blooms, teaching the AI how to use all the SMAC features, etc. I ask this in all seriousness, without malice: why are you making a SMAC mod? Is this what you truly desire?
3) Graphics are a decent start. Maybe a bit bright. Don't worry too much about the graphics, until the game is playable, though.
4) It's a children's creche, not a hatchery. This goes back to 2). Is this a SMAC mod or not? It sounds like you're "inspired by" SMAC, rather than making a faithful port to the Civ4 engine. That's fine. That's a good idea for a mod. It's just not the mod I would want to play. Yes, yes, I know: everyone will tell me to go play SMAC if I want a faithful port, but that's not the point. The point is that I'd like to play a SMAC mod. I still play the original, but Transcend is way too easy. It's like Noble or Prince in BtS. Besides, the original doesn't work so well on my modern computer. I'd like to take advantage of the better graphics, interfaces, and AI of Civ IV, but keep the majority of the game elements the same. Also, the AI in SMAC has no clue how to win the game. It's a joke playing against anyone but humans.

Maybe I can get over these issues and enjoy the mod, but -- as it stands now, as a first impression -- I feel that there's too much original content for me to enjoy this as a SMAC tribute.

Good luck with your mod, and I hope that it becomes popular. It might not be my cup of tea (yet?), but you can't please everyone, right?
 
Just wanted to stop by and show my support for this mod. If CIV4 came out with a good future expansion pack, I would purchase it in a second! ;) Keep up the good work because I will be back to check on you guys!
 
First of all I really want to thank you for doing this mod - since I played Civ4 the first tome, i had the thought that it wouldbe the perfect base for a SMAC comeback.
I gave this early version a try and really...despite all the graphic and gameplay placeholders it already captures the old SMAC feeling quite good. Beside what others have already mentioned, i have found two small issues:

- the unity supply unit you get in the beginning has to two "upgrade to former"-choices, which seem to be completly identical (I'm not reffring to the aqua-former-upgrade, which is present as well)
- highland tiles seem to be still impassable (likely a relict from the used terrain type from stock Civ4 Rules)

Regarding the issue Powerslave rised of "how close should this mod to SMAC (or SMAX, which I hope will come into as well)?"...my answer would be : "As close as technical possible and as SMAC/SMAX was balanced/fun" So I would try to stay as close as possible to SMAC for a moment and abstain from adding infuence from other games.Only if something isn't possible technically (or at least not without too big effort - I fear a true unit workshop will fall in this category) or imbalanced in SMAC, another solution should be found and likely other similar games will be a great ressource. Everything else should be taken from the original - this solves a lot of problems "like what should do tech X and building y" naturally.If something reveals as imbalanced in the Civ4 engine, it might be still changed in the future.As for things like "buildings doing the same", I'm with Powerslave - I prefer to have multiple production boosters instead of new affects which weren't in SMAC.Beside my desire to play something as close to SMAC as possible, I also think that it will confuse many old SMAc veterans to have unexpectet building effects.Of course, an exception should be made if the buildings proof to be overpowered this way in Civ4s world - but even then I would rather limit there effects instead of completely changing them.
 
I, too, am in firm agreement with Powerslave. I long to play a faithful remake of SMAC, seeing how none of my computers will run the real thing, and I think the closer it is to the original, the better.

That said, I hope you people will fare better than the last group that tried this. Cheers!
 
Hmm, this issue was destined to come up. ;)

Personally I consider Planetfall a true SMAC mod. However it's rather obvious many people disagree with me :D so I should clarify what I mean with that.

I find the essence of SMAC its story. Of course that's once again vague, so a further clarification: the essence of SMAC are seven factions with their own particular ideology landing on an alien world. That world turns out to have a native life species and fungus connected in a Planetmind which is gradually moving towards consciousness, involving psionics, Transcendence etc. That's the core, the theme to which I'm rather conservative.

The specifics may differ though IMO. Whether or not there's a building called Quantum Converter or Children's Creche I find completely irrelevant. Is SMAC no longer SMAC because it doesn't have a Quantum Converter? :confused: And regarding the Hatchery, personally I imagine that as fitting image for Yang's society for instance. It fits in the film noir feeling of SMAC. (Though for the record I plan to rename the Hatchery back to Children's Creche.)

Other example: the Planetfall tech tree preserves the same themes the SMAC tech tree had: genetics, cybernetics, AI, psionics, resonance, nanonics, centauri techs, ecology, space, you name it. The big picture in other words. The specifics are all different of course. Eg personally I don't give a damn if Gene Splicing is a level 3 or 5 tech. Also those tech themes I named, and in fact all stuff included in SMAC itself, is not unique to SMAC. They are common themes present in all science fiction. So for example resemblances to GalCiv2 or other stuff is inevitable, purely accidental or in the eye of the beholder. All depends on your perspective. I never played GalCiv2 for instance.

While I'm conservative concerning the core story, I'd be willing to change everything regarding the gameplay. In imagining the current contents of Planetfall, I have not thought like this: "SMAC has these technologies and base facilities. Now let's make a civ4 mod making sure those specific objects are all represented in the mod!" Rather my idea was like this: SMAC has this story and these general themes. Now let's try to make some good gameplay according to these general themes and story. If a specific SMAC name fits for a gameplay concept/object useful for Planetfall, definitely use it!! If not, invent something yourself. Shortness of names is also an issue though. So if a long SMAC name is available, but a short and simple one is also available, the short one might be preferable. I'm thinking here of calling a tech Nanites instead of Industrial Nanorobotics, or a base facility Assembly Hall instead of Robotic Assembly Plant (name too long to fit in the interface).

Anyway, summary: I feel I'm 'faithful' and 'true' to SMAC. It's just that I seem to have a broader picture of what being true to SMAC is than most. It's all in the eye of the beholder. I'm not forcing anyone else to view this mod as a SMAC mod. It's called Planetfall instead for a reason. If you would enjoy this mod better by seeing it as a completely new and independent game, well by all means do so! Enjoy it for what it is; don't look at it for what it is not and will never be (at least, according to you individually).
 
- the unity supply unit you get in the beginning has to two "upgrade to former"-choices, which seem to be completly identical (I'm not reffring to the aqua-former-upgrade, which is present as well)
- highland tiles seem to be still impassable (likely a relict from the used terrain type from stock Civ4 Rules)

Reason for the two former upgrades is because I'd prefer the Unity Supplies to be able to upgrade to a former without you having Industrial Base. Thus I had to add a new former unit identical to the former, except it didn't require any tech.

Highland tiles being impassable seems weird. :confused: Perhaps you're thinking of the Peak terrain? Anyway, a non-issue. The rolling terrains and the peak plottype as passable terrain will disappear in the next version (so only two elevation levels besides impassable peaks). This was suggested by Rubin who also would prefer a mod closer to SMAC btw. ;)



Regarding several people saying research is too slow, or production speed is too high or too low (both have been said). Are you taking into account whether you're first researching mines, farms or windmills? Have you considered other sources of minerals like eg specialists? Anyway, I just slapped some random costs on buildings and techs, so they're of course likely to change. Any suggestions by how much a percentage to decrease tech costs?
 
While I'm conservative concerning the core story, I'd be willing to change everything regarding the gameplay. In imagining the current contents of Planetfall, I have not thought like this: "SMAC has these technologies and base facilities. Now let's make a civ4 mod making sure those specific objects are all represented in the mod!" Rather my idea was like this: SMAC has this story and these general themes. Now let's try to make some good gameplay according to these general themes and story.

I think this is the point of contention for people like Powerslave and Pfeffersack though. Alpha Centauri is what it is because of it's gameplay and its story. By saying you have no intent to preserve the gamelplay you're throwing out half the reason to play SMAC. No one can tell you what to do with your mod, but I think most SMAC fans are not going to be on board with the idea of game that just has thematic similarities with Alpha Centauri.
 
I think this is the point of contention for people like Powerslave and Pfeffersack though. Alpha Centauri is what it is because of it's gameplay and its story. By saying you have no intent to preserve the gamelplay you're throwing out half the reason to play SMAC. No one can tell you what to do with your mod, but I think most SMAC fans are not going to be on board with the idea of game that just has thematic similarities with Alpha Centauri.
Yes, i agree with others too. Since this mod doesn't have any playable gameplay itself (and as Maniac said, he doesn't know how to make it playable), i don't understand why not to make it as close to SMAC/SMAX as possible as a first step. It makes sense to make something on our own only when we have a core gameplay. Without it, there is no game and mod is unplayable.

Maybe SMAC gameplay is too linear with known best tech paths etc., but it's better than nothing at all.
 
Reason for the two former upgrades is because I'd prefer the Unity Supplies to be able to upgrade to a former without you having Industrial Base. Thus I had to add a new former unit identical to the former, except it didn't require any tech.

Ah, ok that makes sense.


Highland tiles being impassable seems weird. :confused: Perhaps you're thinking of the Peak terrain? Anyway, a non-issue. The rolling terrains and the peak plottype as passable terrain will disappear in the next version (so only two elevation levels besides impassable peaks). This was suggested by Rubin who also would prefer a mod closer to SMAC btw. ;)

I'm referring to the impassable peaks of Civ4 - tiles with those graphics are currently impassable in Planetfall. I was confused, since IIRC there was no completly impassable terrain in SMAC. Also, I don't understand why a model with two elevation levels and peaks is closer to SMAC - SMAC had elevation measured in meters from 0-3000+, so there were indeed 4 elevation levels in 1000m increments (relevant for solar collector output).



For the overall discussion of closeness to SMAC - it is probably just different expectations. IMO, original SMAC/SMAX biggest weaknesses are the AI and some great imbalancies (e.g. certain units like chopters are to cheap, some cheap tricks with ecology, tech or base traiding etc.) - so my ideal sequel or mod would mainly deal with those problems, while not changing too much about the gamplay.Plus the close it is to SMAC the stronger is the feeling to play SMAC (which is in fact what I would like to do again, but the issues I mentioned above spoil my fun, there more I have fallen in love with Civ4 great AI). Surely, other influences can improve and enrich the game in some areas (e.g. I could imagine to have Great People in a SMAC mod, despite they were not part of original SMAC), but I think that should be handled rather restrictive and probably the last part to do (so it would be perhaps even possible to offer two versions of the mod...a conversion as close as possible and something called "+", which adds all the things which fit nicely in the theme). But of course it is your mod...so it is just my wish and two cents on this :)
 
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