Maniac
Apolyton Sage
For those too shy to start a thread themselves
Just started a v7a game as Morgan Industries after not having played for several versions, so this might be a dumb question, but does the "Unity Observation Bay" really give you the whole world map? It doesn't cost much more than a colony pod on the first turn of the game. Seems like kind of a low cost for such a big early advantage.
OK I have 2 unity foils. One I upgraded from one of those mobile supply pod things, the other I got directly from a unity pod. The unity foil that I upgraded from the mobile supply pod can be ordered to "build improvements (automated)", while the other cannot. Is this a bug or am I missing something?
1. For some reason I cannot remove Fungus with my Formers anymore...
2. Also the material supply you start the game with seem to be no longer able to rush one of the Unity wonders - the option just does not appear.
3. The UN Cyrobay can heavily backfire in the early game
4. I played with the new close starting positions and one annoying thing is the AI's passiveness vs. spawning points in their sea territories.
5. My biggest issue at the moment is still the Flowering Counter and the amounts of natives life
6. Purely cosmetic and likely an relict from introducing the Nerve Staplers promotion - there are the City Garrison II and III promotions, but there is no CG I promotion.
I cannot replicate these findings. Do you have a screenshot or save?
I did find a problem with the build-order-widget-health/planet-change-help-text though.
Edit: I'm surprised this widget bug doesn't crash the game.
Do you have Windows Vista perhaps? AFAIK Vista is less able to handle crappy code.
You are confusing the Unity Supplies and the Material Supplies. Unless the source of the confusion are the graphics, I'm not sure how this could be solved.
What map size are these experiences on?
Yes, I'm running Vista. I reproduced the error by starting as new game as Deidre, using the unity supplies for a former and moving it then on fungus tile (see screenshot at the end and the attched save)
Ah, ok. Perhaps switching the names could lessen the confusion..."Unity supplies" from (unity) pods allowing to build "Unity wonders" and having material supplies to be converted into formers etc. is IMO the better naming.
Do tell whether the problem persists in patch d.
I concur, that combination is so strong that I never use it out of shame. Maybe their maintenance bonus could be limited to -50% instead of -100%?I experimented a bit with the civics and I think the combination of Autarky and Hybrid is too strong, as it entirely kills any city maintenance
If I were you I would try to re-install the whole Civilization IV.I've got a problem with installing Planetfall (and some other mods, too)
If I were you I would try to re-install the whole Civilization IV.
The counter started at 23 and climbed almost linearly (+1 every 7-11 years) to 40 in 2247 - so far no difference to how it was before.Then the increase suddenly slowed greatly, no clear idea why
.It definitely better then before, especially if I take in account that this game suffered a bit from the start position generator. I choosed "Scattered Landing Pods" (Map had Low Sea Level) and the generator placed most factions on islands. Worst case were the Gaians, which ended up on a 1-tile-island(!) and got stuck there forever
(guess the generator choosed the island because there were 5 energy boni around).
I experimented a bit with the civics and I think the combination of Autarky and Hybrid is too strong
I think all leaders should value right/wrong civics as much as right/wrong religion - Civ4 destinction between religious leaders and political ones just does not fit here (as religions in Planetfall are more like "values").
I've got a problem with installing Planetfall (and some other mods, too):
There are no fonts in the game at all.
A second issue is with the genejack factory. It provides +2 to citizens, making them more productive that engineers! Perhaps the bonus could be decreased to +1 ?
Finally, the +2 bonus for the Homo Superior value doesn't seem to work.
I get a CTD when I try moving the Dropship.
I just upgraded the Dropship on the eastern side of my empire from a transport foil; as soon as I try moving it into a tile with other units (eg the city to the SE with the Formers in it), I get a CTD.
I also find the way that native life pops up and instantly destroys upgraded farms that took many many turns to mature very annoying. I wish that the natives popped up, but only converted the tile to fungus on the turn after, if I didn't eliminate them all in a single turn.
Other pet-hates; overall moisture level is a bit low.
Also; I hate that you can't build greenhouses in high food production areas; I can't think of any logical reason for this.
Also; the dropship should have some promotion that makes it ignore terrain costs (flying promotion?). Its lame that it can only fly over fungus one square at a time.
Units should be ale to scale ridges->lowlands and vice versa if both tiles have magtubes constructed. Its bizarre to see the road connecting the tiles, but to still be unable to move between them.
I hate these ridges that block off continents - given the long/thin nature of the mapscript, very often a continent is blocked by a ridge going all the way across, forcing you to use naval units to move around the ridgeline.
Any suggestion to what the maintenance reduction should be reduced? -50% like Teodosio suggests? Something else?
Works fine with me. Do you have a save?
I like the thought, but converting a plot on the turn after would probably require some spell or so. I need to think about the implementation.
Don't naval fungal bloom spawns already start with zero movement points though?
It's the same as vanillla Civ
Why not build farms?
I think I'll rather make it impossible to build magtubes on ridges.
You can also use choppers/hovertanks/gravships, dropships, drop troops if you want to invade.
Any suggestion to what the maintenance reduction should be reduced? -50% like Teodosio suggests? Something else?
50% is probably a good starting point. But these bonuses are huge. Particularly because inflation seems very high in this mod,
It doesn't seem to work at least if Homo superior isn't your state religion - which is intended.
a) Vanilla civ has a LOT more bonus food resources - wheat, sheep, deer, cows, pigs, rice, corn, flood plains. Planetfall has much less in the way of these, basic nutrients are only a 2 food bonus, and many of the bonuses require significant tech to reveal.
But check out, for eg, the start positions of the Gaians and University in the save I attached above. Gaians are in the middle of 0 food arid area (Civ will never start you in the middle of an empty desert - or if it does, its in flood plains tiles), and the University is in the middle of the arctic.
Farms have a higher tech requirement, require fresh water, and have a negative planet modifier.
I find its really not fun to have so many limitations
I don't mind having to use transports when launching an invasion, but the micromanagement of having to use transport units to get around within my own empire. I want to move a missionary to one of my cities; I have to use transports. I want to build some defenders and then move them to to my city; I have to use transports.
Maybe make it so that you can move ridge<->lowlands if it is within your cultural borders?
And similarly, maybe make terrain within your cultural borders reduce the terrain movement costs by -1, so even without roads (or late-game magtubes) its still easier for you to move around your borders than it is for your enemy.
And so that it doesn't take forever for your infantry to march around inside your empire.
Another point; the human player willing to micromanage can get massive mobility with dropships