Conflict on Chiron

Status
Not open for further replies.
...but that's not my fault.

LOL. Never said it was, mate. Just wanted to make you aware of it.

The new link worked. Thank yas for the assist! I do enjoy Maniac's Planetfall Mod so I'm very curious what this one will be like. I will let ya know as soon as I can complete a full game of it.

Peace!
 
Wanted to try the mod, cannot start it.

installed the coc 2.0 first
update contents extracted into the same dir
renamed directory to Conflict on Chiron 2.1
I get:
"Load Error
GFC Error: failed to initialize the primary control theme"

The only thing that's different from your installation description is the Civ4 base directory, which is not C:\Program Files for me.
 
renamed directory to Conflict on Chiron 2.1

Have you renamed the directory to "Conflict on Chiron 2.1" or "Conflict on Chiron v2.1"
??? In the first one the "v" is missing... I hope this was the misstake.

Cant imagine that another directory path produced this error.

This Error is significant for a wrong modfoldername...or you have make somthing wrong with the update...


If it does not work, try first if the mod will start without update...
 
Hm yes, the folder had the correct name, i.e. ending in v2.1.

I first tried the 2.0 alone and then reinstalled the 2.1 update on top of it again, this time it worked for whatever reason. Maybe something was missing the first time.
 
I attempted to get your Update II but everytime the website would try to load, it would either crash and refuse to open, or I would get spammed with virus warnings.

Is there an alternate way to get this update?
Will verson 2.0 play without it?

Just in case anyone else has problems, it appears to be a case of Gamefront and IE not playing nice with one another. I had similar problems with other files, and had to use Firefox whenever I tried to download anything from Gamefront. The rapidshare site works fine, but unfortunately is slower than gamefront.
 
Monaldinio,

Just completed one full game of your mod. Looks good so far. Won by domination so I didnt get the full tech tree.

One thing I did notice though, I was playing the game with the intent of Terraforming it; clearing all fungus etc. When I got the Planetary Council, I was opting to release Oxygen into the atmosphere hence reducing the Flowering Counter. I had also managed to capture the Concordant (sp?) to try to stop the flowering counter from rising.

No matter how much I did the Oxygen through the Planetary Council, the flowering counter continued to rise and rise quickly and it never dropped when I did the Oxygen votes through the Council. I am wondering if this function is increasing the flowering counter instead of decreasing it. Any way for you to check?

Also, is there something else that drives the flowering counter to increase? I dont remember from the old Alpha Centauri games nor do I remember reading anything in the Civilopedia files about what else causes it to rise.

Just an observation!
 
Monaldinio,

Just completed one full game of your mod. Looks good so far. Won by domination so I didnt get the full tech tree.

One thing I did notice though, I was playing the game with the intent of Terraforming it; clearing all fungus etc. When I got the Planetary Council, I was opting to release Oxygen into the atmosphere hence reducing the Flowering Counter. I had also managed to capture the Concordant (sp?) to try to stop the flowering counter from rising.

No matter how much I did the Oxygen through the Planetary Council, the flowering counter continued to rise and rise quickly and it never dropped when I did the Oxygen votes through the Council. I am wondering if this function is increasing the flowering counter instead of decreasing it. Any way for you to check?

If the pollution is too high of all factions, sometimes it does not matter if you enrich the atmosphere with Oxygen, the effect of pollution is not compensated.
Solution: Destroy the biggest polluters.
But i would change this effect a bit , we'll see...
Next Update will come soon...i'm working on it.
Maby i show some Screenshots in the next days, whats the next update includes.

Sorry that it took me so long to answer.

AND thanks for your report.

Also, is there something else that drives the flowering counter to increase? I dont remember from the old Alpha Centauri games nor do I remember reading anything in the Civilopedia files about what else causes it to rise.

Edit: If a Transcendend is born, the counter rises , as well as pollution.
 
...after the logical Orbital Level...the visual one...
First try...
 

Attachments

  • NextLevel.jpg
    NextLevel.jpg
    310.2 KB · Views: 213
Sup mate,

I was wondering. Is there a way start a game with one of the expansion races. I've tried three games to try out the Nautilius Pirates. No matter who I started the game with, the civ that I left behind would always break out to a huge lead and I also could not capitalize on finding the unity pods.

In other games I have played, the expansion factions never really get going. They may get to three of four cities before they come vassals or destroyed completely.

I would like to start a game as the pirates and, as in custom games, to put the other factions into play. I would like to see how the other factions play when they get an equal opportunity to expand.

Is it possible to set something like this up?

Also, is there a way to disable the "re-blacking" of the map when a unit leaves the area. I have exploring the same area five times over to find a settlement site.
 
I was wondering. Is there a way start a game with one of the expansion races. I've tried three games to try out the Nautilius Pirates. No matter who I started the game with, the civ that I left behind would always break out to a huge lead and I also could not capitalize on finding the unity pods.

I dont understand teh question, sorry!:rolleyes:

I would like to start a game as the pirates and, as in custom games, to put the other factions into play. I would like to see how the other factions play when they get an equal opportunity to expand.Is it possible to set something like this up?

You have a "Manual" in the Downloadfolder how you can play one of the Expansion Faction like the Pirates...
You can also start with so many expasion faction in your game as you will...
 
I dont understand teh question, sorry!

Heh. I suppose I was not too clear. I started a game with the intention of switching to the Nautilus Pirates. Since I cant start with them on turn 1, I initiated the game with the University. I played them and did a direct line to the Aquaculture Tech so the Pirates would spawn.

Once they spawned, I switched to them and continued playing. They were extremely slow to develop and it was complicated by the advanced forms of native life lurking around. Meanwhile, the University was skyrocketing ahead of everyone. I did work the Pirates into a second place position, but it was a distant second place and I was barely hanging on with all the native life form attacks.

Thats why I am looking to be able to start a game on Turn 1 with the pirates. I did read your "Manual" but that only seemed to apply to the manifold (alien) factions. I will check it out and follow it to see if it will work for all factions.

Hope this helps you out some!
 
Thats why I am looking to be able to start a game on Turn 1 with the pirates. I did read your "Manual" but that only seemed to apply to the manifold (alien) factions. I will check it out and follow it to see if it will work for all factions.

No, it works with all expansios factions...just try it.

Once they spawned, I switched to them and continued playing. They were extremely slow to develop and it was complicated by the advanced forms of native life lurking around. Meanwhile, the University was skyrocketing ahead of everyone. I did work the Pirates into a second place position, but it was a distant second place and I was barely hanging on with all the native life form attacks.

I know the problem, i hope i can hadle it with another benefit for the pirates.
But thanks a lot for marking this problem! :thumbsup:
 
Hi - first of all, this mod is my current favorite. ^_^ Very well designed.

Second, I'm having an odd problem with Planet blockades - when a Isle Of The Deep finds a unity pod and sits on top of it, it sets up a blockade. All fine and good. But if I kill it, the blockade doesn't go away - which ends up causing those tiles to be completely useless if I set a city up next to them (which I have). The blockade never ends...

Game conditions: playing as Pirates (started as University), Large map/Normal speed, regenerated the map a few times at game start.

Thoughts?
 

Attachments

...and new Factions...


...time to...release...the new update...


Apologies to those who have tried to download the Mod/Update at Filefront/Gamefront, these links no longer work.
The download links on Rapidshare working fine.


ChangeLog

Spoiler :


Diplo music

(Drones) +

(Quarians) +


Fog of war

> Revised +

> adds Fog of War to Conflict on Chiron Concepts +

> adds Help text to the techs, which neutralize the fog of war, +


Wonder Movies Films

> Empath guild to Dawn of Planet +

> Cloudbase Academy to Air Force Academy +

> AI Entity +


New Wonder

> AI-pyramid +


Anarchy length change (3 turns) +

Wonder Dawn of Planet no longer founded the Cult +

adds "strategy" entries for governments +

Resources reduced +


Yang

> Cityset revised +


Dairdre

> +1 Food with Gaian Biolab on hybrid forest +


Aliens

> Always at war with each other +

> Free building PSI + GATE

> Another UB +

> +20% Production +

> +20% On food +

> HQ

> +1 Free specialist per base +

> +2 Food +

> +2 + Production

> +2 Energy +

> Trait

> Free promotion antipersonnel (+25% vs. Infantry, +25% vs. flamethrower) +


> Usurpers

> +100% Great General rating +

> Caretakers

> +25% Great General rating +


Consciousness

> starts with Renewable Eniergien instead of Social Psych +


Spartan

> UU - Skjold


Awakening (Awoken) -> quarians

> Farm Buildings revised +

> Network node in HQ (with tech network node) +

> UU (MLRS) +

> Trait

> +2 Research in all bases +

> +10% Culture in all bases +

> 1/10 of the production value as energy, In case of destroying enemy units +

> -50% experience for promotions points necessary +


Angels

> 1 free great spy at start +

> Farm Buildings revised +


Pirates

> Nautilus Academy +

> +5 + Culture

> 10% + Research

> Orca

> Requires Fluid Dynamics +

> Manta

> requires Doktrien Initiative +

> requires Nautils Shipyard +


> Trait Pirates

> 50% faster prod. of Barracuda +

Hunter +

Submarine +

Sea Coloney Pod +

Transporter +

Aqua Former +

Gun Foil +

Cargo Foil +


Morgan

> New CitySet +

> UB

> Morgan Pharmaceutics +

> Morgan Entertainment +

> Unique Bonus

> Morning Entertaiment +

> Morgan Pharmaceutics +


Swarm

> + New CitySet

> New Diplo Music +

> Starts with an extra Former +

> Starts no longer orbital +

> UU

> Fedaykin - Tech Cloning) +

> Spawning no longer orbital

> UB - Incubator +

> Unique local Resource +

> Swarm pheromone +

> Bloodblust (transport) +

> +50% prod. Fedaykin +


New Faction

> Miranda Lawson - Cerberus +

> UU

> Hind

> Trait

> +1 + Research +

> +1 Espionage +

> +75% espionage defens +

> +25% War discontent for enemies +


Naval academy

> Only in coastal cities buildable +


Park

> +1 health instead +1 Happy +


Meat greenhouse

> +1 Pollution +


Punishment Spehre

> +50% prod. costs +


Chiron Monolith

> +3 Culture +


Ranged units

> AI Ranged revised


Shield

> Remove Adv Shield Graphic +

> Remove Deflector Graphic +


Small translations +


Chiron Monolith

> 1x1 +


Jungle

> Jungele bug fixed +

> no longer +1 Energy with Photonics +

> Plantable with Chiron appreciation +


Themo Missile

> Unit Category Missle +

> AAA tracking +50% against missile units. +


Missiles

> Promotion opportunity Barange I +

> Promotion opportunity Nanocells +


Resonadar transport

> Was renamed to Neural Amplifier +

> Needed morale III +


Reskined Units

> Rotor Unit for Nano Metal Armour +


Unity Bays

> Can only Be built in the Arrival age +


Psi Gate

> +25% prod. costs +


Nanobot Plant

> -30% Maintenance +


Data Angels

> Free Promotion ECM +


Sensor Tower

> Can not pillage +

> No maintenance +
 

Attachments

  • Civ4ScreenShot0485.JPG
    Civ4ScreenShot0485.JPG
    251.7 KB · Views: 160
Status
Not open for further replies.
Back
Top Bottom