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If I may make a contribution. Wealth seems to me to be about a society where, to quote the SMAC description of Morgan Industries, "creature comforts are at a premium". On Planet, that's quite difficult, and the consequence for Morgan was a lower population limit.

The effect of Wealth increasing health would be for that civic to increase the population limit, given that health is a dominant limiting factor at the moment. That may not be an outcome that is appropriate in the "creature comforts" paradigm. However, if viewed in the "taking measures to improve society's welfare above all other goals" paradigm, a health bonus does make sense.

However, at the moment, the effect of the Wealth civic would be to allow its users to enjoy a larger base size than their rivals.
 
Not sure how it will play out (obviously), but it sounds good on paper.

I like how the beaker bonus for scientists in knowledge encourages you to run more scientists, meaning you'll produce more scientist GPPs, making great scientists more common among faction running knowledge, it's a nice synergy.

I also like taking away the science bonus from Free Market avoids making Free Market + Knowledge the "best" science combination.

Also, with the new wealth being very builder-oriented, it looks like a more viable and interesting choice (and since it's in the same category as knowledge, it makes knowledge less of a "must" option for builder-style players like me).
If I may make a contribution. Wealth seems to me to be about a society where, to quote the SMAC description of Morgan Industries, "creature comforts are at a premium". On Planet, that's quite difficult, and the consequence for Morgan was a lower population limit.
Don't forget that the small base size thing is a bit of a shtick for the Hybrids in Planetfall, which makes more sense, I think (less people = less impact on planet); Wealth represents, as I read it now, a focus on materialism, a very "Western" lifestyle as well, including our huge cities and long life expectancy (think of cities like New York, London etc. - they strike me a very "Morgan-ish").

Cheers, LT.
 
I'd say that Wealth should increase happiness, not health.
A drone that doesn't work can have same effect on base growth as unhealthiness: the drone doesn't contribute to production (food for instance), and unhealthiness takes away food from the source so to speak.
 
That's basically what drafting and slavery already does. You can see a pop as the equivalent of how much food it cost to get it. While the pop being removed from the city doesn't make sense roleplaywise if you're cloning *new* people, since there's so little difference in actual gameplay consequences, I don't think it's worth coding new mechanics just for this.

You have a point. I guess what I really mean, is that drafting is too expensive, in gameplay terms. I'd say losing a WHOLE population point should require drafting multiple units. afaik, as it works now you sacrifice a minimum of 1 pop, and often several.

Using the food meter provides a way to scale it down a bit. So it would only decrease the population if you don't have enough stored food to do the draft (or simply prevent the draft at all)

Also, just a minor aesthetic thing. Could you change the "Draft" button in the city screen to say "Clone" instead. If it's a graphical button I'll happily redo it for you.


If I may make a contribution. Wealth seems to me to be about a society where, to quote the SMAC description of Morgan Industries, "creature comforts are at a premium". On Planet, that's quite difficult, and the consequence for Morgan was a lower population limit.

The effect of Wealth increasing health would be for that civic to increase the population limit, given that health is a dominant limiting factor at the moment. That may not be an outcome that is appropriate in the "creature comforts" paradigm. However, if viewed in the "taking measures to improve society's welfare above all other goals" paradigm, a health bonus does make sense.

However, at the moment, the effect of the Wealth civic would be to allow its users to enjoy a larger base size than their rivals.


I think this is a good point to consider. I reckon wealth should give better, not bigger cities. How about bonuses to production AND gold income, but...
Make the people consume more food. Their lavish, gluttonous lifestyle uses up more resources. So it's something of an antithesis to an eco friendly strategy. Maybe it should have negative effects on your planet attitude too? But increased food consumption, plus bonuses to the city, would necessarily limit the size of your cities, yet still making them better. 2.5 food consumed per citizen. FFH has the xml for this in the "sacrifice the weak" civic which you could borrow

For free Market, I'd love it to be as meaningful as it was in SMAC. Maybe it would be possible to make running the free market civic have exactly the same effect as the financial trait in BTS - that is, +1 commerce on tiles which provide 2. That's a very powerful effect, and perhaps ought to be balanced by more war weariness. That combination would make it almost an exact clone of SMAC's free market SE choice, but I don't think that's necessarily a bad thing.
 
Patch 12d for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v12 file of Planetfall. It breaks savegames from previous versions and patches.

Please post interesting screenshots of your games in this thread.



Changelog:

1. Updated to Better AI 82 by jdog5000.
2. German translation updated by Lord Tirian.
3. New Heal button by Slvynn.
4. The Affinity Gene and the Pholus Mutagen have switched positions in the tech tree.
5. Personality Transcription is now a level 8 instead of 9 tech, enabled by the Affinity Gene or Mind-Machine Interface.
6. The Commune improvement is now enabled by the Transcendence tech.
7. The Sea Commune improvement is now enabled by the Pholus Mutagen tech.
8. The Planetmind promotion is now enabled by the Affinity Gene.
9. The native Empath Song promotion provides +25% combat strength versus other natives, rather than a general +25% psi attack bonus.
10. Cryogenics leads to Antimatter.
11. The first faction to research Pressure Dome gets a free Sea Colony Pod.
12. Morgan can hurry unit production with credits.
13. There is no longer a 50% increase in cost when hurrying production without any minerals accumumated yet.
14. Bases with Cloning Vats can draft units. You can draft Genites (1 pop), InVitros (2 pops), and Cyborgs (3 pops). Drafting causes one unhappy citizen for ten turns. You can only draft in unblockaded bases which are at least 50% of your culture.
15. Drafted units will start with normal instead of halved experience. Instead they will start with the Light special ability (provided they were eligible to get any special abilities at all). Exception: Spartan conscripts will get the usual expected # of special ability slots.
16. The Planned civic gives +10% nutrient instead of mineral production.
17. The Wealth civic now gives +15% building production speed and +1 Health.
18. The Free Market civic now gives +1 trade route per base and 1 happy per 10% credit slider spending.
19. The Knowledge civic now gives +1 science per specialist in addition to its previous effects.

 

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You have a point. I guess what I really mean, is that drafting is too expensive, in gameplay terms.

Err what I can say? You're wrong. The value of drafting depends heavily on how fast one can regrow a pop, but 40 hammers for instance (genite cost) is IMO almost always more valuable than 20 food (assuming a size 10 base with creche and cloning vats).

Also, just a minor aesthetic thing. Could you change the "Draft" button in the city screen to say "Clone" instead. If it's a graphical button I'll happily redo it for you.

That would be cool. But I have no idea what would need to be done to change it. Perhaps Lord Tirian knows?

I think this is a good point to consider. I reckon wealth should give better, not bigger cities. How about bonuses to production AND gold income, but...
Make the people consume more food.

That would lead to smaller bases, which is the pro-Planet theme.

[quote[For free Market, I'd love it to be as meaningful as it was in SMAC. Maybe it would be possible to make running the free market civic have exactly the same effect as the financial trait in BTS - that is, +1 commerce on tiles which provide 2.[/QUOTE]

That would make Free Market the windmill/naval civic. That's not desired IMO.
 
That would be cool. But I have no idea what would need to be done to change it. Perhaps Lord Tirian knows?
Heh, was just working on the button a couple of days ago! ;)

The text on the button is defined by TXT_KEY_DRAFT (and it's translated in other languages as well). Of course, a purely graphic button would also be possible, but that would require a symbol that makes it clear what it does.

Cheers, LT.
 
Oh god, I was away for some time and you've made a new version and lots of patches already!

3. The McDonalds secret project has been renamed to The Longevity Vaccine, and provides a resource of the same name.
Thank you very much! This really sounded silly.

Gaians now don't have Uber-hybrid forests they had (+1 happiness was quite a lot), but the new council/concordat thing seems to be nice and something we needed. I will post my feedback after I play a game.
 
Patch 12f for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v12 file of Planetfall. It does not break savegames from patch 'd', but it breaks savegames from versions and patches older than that.

Please post interesting screenshots of your games in this thread.



Changelog:

1. Improved interface, by Lord Tirian.
2. German translation updated by Lord Tirian.
3. New Assembly Hall building graphic by unknown CivCraft guy and Lord Tirian.
4. New main menu by Lord Tirian.
5. Switching to the Member civic never causes anarchy.
6. The popup to switch to the Member civic now shows up as intended when the Planetary Council is built.
7. Vanguard units can pick the Plasma Shard special ability.

 

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They work fine but it looked like "patch" leads to main download and "main" leads to patch... However I checked now and they are OK. I must've been very sleepy when I downloaded it, sorry :P.
 
Patch 12g for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v12 file of Planetfall. It does not break savegames from patch d or f, but it breaks savegames from versions and patches older than that.



This is a bugfix patch. It also adds the following gameplay change:

1. You can only capture other factions' bases captured by barbarians/native life if a) the population is smaller than three or b) you're at war with the previous owner.
2. Bases captured by native life will now gradually decrease in population. Native life will spawn in the base while there are humans left to feed on, meaning if the population is higher than 1.

 

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Downloaded mod and patch, installed on BTS.
Game tries to run and crashes.
BTS starts normally, but crashes trying to load the Planetfall mod.:rolleyes:

Can you help please?

PS FTTH2 runs ok.
 

I'm afraid I have no idea what you did wrong.

The usual suspects would be not having BtS patch 3.19 installed, or UAC problems if you're running Vista, but since you say FfH2 works ok, that can't be it. I assume you are talking about the latest version and patch of Fall from Heaven II?
 
I'm afraid I have no idea what you did wrong.

The usual suspects would be not having BtS patch 3.19 installed, or UAC problems if you're running Vista, but since you say FfH2 works ok, that can't be it. I assume you are talking about the latest version and patch of Fall from Heaven II?

nope, it happened to be 3.17 and previous version of FTTH2.
Installed 3.19 everything works fine. Thanks for help!
 
Patch 12h for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v12 file of Planetfall. It does not break savegames from patch d or later, but it breaks savegames from versions and patches older than that.



This is a bugfix patch. It also adds the following graphical changes:

1. New Believer cityset, by Lord Tirian.
2. New Colony Pod and Sea Colony Pod graphics by Lord Tirian.

 

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