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Still have problems with the university but if it works in version 7 then the unique era activation will solve that problem.

The unique era only activates immediatelly after switching to the expansion era. So in the Arrival era of version 7, the University is without faction-specific farm buildings.

Now that I have you online, are the aliens (Usurpers/Caretakers) supposed to have farm->outposts->settlements->eden's too? Or will they gather their food in another way? Just asking because if they will gather food in another way (facilities for instance), there's no need for me to include xml for those.

They will also use terrain improvements. The Caretakers I would nudge towards using Greenhouses to get their food, but I wouldn't forbid them from building farms. So best to have art for their farms too I guess, especially since they might capture bases of factions which do use farms.
 
The unique era only activates immediatelly after switching to the expansion era. So in the Arrival era of version 7, the University is without faction-specific farm buildings.

So farms can be build in the Arrival Era? I thought farms were a tier 3 tech, so chances are even if tier 3 techs are still Arrival Era techs, by the time the first farm is constructed the University will have progressed to the second era.
But I'll look further into it. Must be some stupid reason it won't do it now. :mad:
 
Just want to express gratitude for the work you are doing, Smac was the best turn based strategy game of it's time, much due to the personalities of the leaders and the differences of the factions, and great background stories. I hope to get a similar experience from your mod :) Go man Go!
 
Version 7 of Planetfall has been released. There also already is a patch "a" fixing some bugs discovered after uploading the main file.

Changelog:

1. Psychic Terror promotion available for Native Life. Targets weakest unit in stack. Thanks to Kael.
2. Precision special ability available for Submarines. Targets weakest unit in stack.
3. Genejack Factory now costs 120 minerals.
4. Units on Highlands and Ridges are +20% stronger.
5. Religions give their bonus even when not the state religion.
6. Relgions give more varied boni. For example Voice of Planet gives a +1 Planet.
7. Religious "bonus facilities" removed.
8. Missionary and Ascetic now cost 60 minerals.
9. Six secret projects added: Unity CryoBay, Unity Hydroponics Bay, Unity Library, Unity Mining Laser, Unity Observation Bay & Unity Reactor.
10. Material Supplies can build these secret projects.
11. Being the first to circumnavigate the globe no longer gives +1 water movement.
12. Cruiser and Hovertank models fixed by The_Coyote.
13. Geothermal Spa and Ski Vacation resources removed.
14. APC special ability now correctly allows double movement on flat terrain.
15. Updated PlotLSystem by GeoModder.
16. Infantry unit added, available with Nuclear Physics.
17. Fission Reactor removed.
18. Uranium, Helium and Rubidium now provide health.
19. Fusion Plant renamed Nuclear Reactor. Provides +1 health with Uranium, Helium, Iridium and Rubidium.
20. High Pressure Containment and Quantum Mechanics techs removed.
21. Various unit/building tech prerequisite changes.
22. Maintenance Bay no longer gives an Engineer slot.
23. Hybrid Forest mineral production is only increased by +1 with the Hybrid ecology civic.
 
Patch v7c has been released. This patch needs to be installed on top of the version 7 main file.
It will break savegames from earlier patches.

1. The White Pines council has been disabled until I can implement it properly.
2. Unity Supplies won't show worker automation buttons anymore.
3. Native Life now gets +50% attack versus Hybrid Forest.
4. Plasma Thrower only gets +25% versus Infantry combattype.
5. Drop Trooper reduced to strength 5.
6. Mobile Infantry unit added. Drop Trooper and Marine upgrade to this unit.
7. Jungle can only occur on Lowlands.
8. Jungle no longer causes unhealthiness.
9. Only Native Life can be built in bases captured by barbarian Native Life.
10. Can't work or found bases on blockaded plots.
11. The original 7 factions start in close proximity of each other, unless the Scattered Landing Pods game option is selected.


Some background on that last point. Personally I like both exploration and wilderness areas that last well into the game on the one hand, and interaction with other factions and the possibility of early wars on the other hand. Because the default Civ4 starting position generator tries to place civs as far away from each other as possible and at equal distances, it only allows one of these at once. Either you play on a large map or with few factions, in which case you have uncolonized areas for a long time but little interaction with other factions, or you play on a smaller map overcrowded with civs, in which case randomly spawned barbarian activity quickly ceases (eg in Planetfall spawning spots on land quickly get cleared).

With the current change in starting position generator, all factions start concentrated on one half or one third of the map. So wilderness areas should remain longer on the other side of the map. At the same time you have earlier player interaction. An additional reason is that it leaves open space for the expansion factions (Angels, Pirates) to spawn, after I add those to the mod.

The new starting position code can sometimes place a faction on a relatively small island. Fixing that, or at least making the AI deal better with an archipelago starting position, will be for patch c.
 
Patch v7d has been released. This patch needs to be installed on top of the version 7 main file.
For a change, I don't think it will break savegames from the previous patch c.

Changelog:

1. Gamefont with new icons added, by .Teodosio.
2. Nerve Stapler special ability now requires Mind-Machine Interface.
3. Fungus growth rate varies with mapsize and # of players.
 
I love SMAC, and would dearly love to play this mod, but filefront is failing and I cannot download it, an official torrent would be nice.
 
Apparently it was just a hiccup earlier today, after trying again it directed me to a different address and the download worked properly. I tried downloading on several different machines and they all failed, but now it works.

Disregard my earlier complaints, I guess.
 
Patch v7e has been released. This patch needs to be installed on top of the version 7 main file.
It will break savegames from earlier patches.

Changelog:

1. Mind Worm, Isle of the Deep and Aquaformer graphics added, by The_Coyote.
2. Updated Gamefont, by Teodosio.
3. Arrival era cityset, by JustATourist, GeoModder and woodelf.
4. Marine Lab graphic, by GeoModder.
5. Coastal Guard graphic, by snafusmith.
6. Starting Area Generator fixed.
7. Unity Supplies renamed to Supply Pod.
8. Autarky and Hybrid civic maintenance reduction reduced to -50%.
9. The Construct Bunker build order also adds a Mag Tube.
10. Mag Tubes can't be built on Ridges (except in combination with a Bunker).
11. Units can move between ridge<->lowland/water if there is a friendly bunker or base in the source or destination plot.
12. Dropship is now a naval unit, gets two movement points, ignores terrain/feature movement cost and gets double moves over water.
13. Unity Rover starts with a couple free promotions, providing in total +40% strength. Unity Rover strength reduced to 1.
14. Hidden Nationality units can only attack or be attacked by players whom the unit does not share open borders with.
15. Hidden Nationality promotions added in two varieties: "Irregular" for Submarines, "Wild" for Native Life.
16. Ranged Artillery combat has been added.
17. Edenism now gives +1 culture instead of +1 happiness. Missionary cost reduced to 40 hammers.
 
Patch v7f has been released. This patch needs to be installed on top of the version 7 main file.
It will break savegames from earlier patches.
Reason for this minor patch is the crash mentioned in point 4.

Changelog:

1. The Ruins landmark has been added. Graphics by GeoModder.
2. Edited Gamefont.tga, by Teodosio.
3. Helium resource visible from the start.
4. Fixed crash due to perimeter defenses in barbarian bases.
5. Unity Observation Bay will reveal Unity pods.
6. 'Stealth' special ability makes Submarine invisible while at full health.
7. 'Deep Radar' special ability allows you to see Stealth units.
8. 'Hidden' promotion makes Native Life invisible in fungus.
9. 'Resonadar' special ability allows you to see Hidden units.

Planetfall, or at least this patch, is brought to you by:

 
Patch v7g has been released. This patch needs to be installed on top of the version 7 main file.
It will break savegames from earlier patches.

Changelog:

1. Algae nif graphics, by Teodosio.
2. Edited gamefont, by Teodosio.
3. Mag Tube graphics, by The_J.
4. Various edited building graphics by GeoModder, including the Unity Observation Bay.
5. Unit Away Supply Costs have been removed.
6. Blockading units are always visible.
7. Pillaging makes the pillager visible for a turn.
8. Submarines can pillage.
9. Sealurks have inherent Stealth, that is, they are invisible when at full health.
10. Native Life spawns due to eco-damage (negative Planet) will be immobile for a turn.
11. Native Life spawns due to eco-damage can only spawn on fungus. So no fungus => no spawns.
12. Xenobiology required to work plots with fungus.
13. Defense Logistics re-added as the first tech of the Terraforming theme. Enables the 'Remove Fungus' build order and the Flamethrower unit.
14. Flamethrower now strength 2, cost 25, +25% vs the Infantry unit.
15. Soil Enrichment now has Defense Logistics instead of Ultraponics as a tech prerequisite.
16. Social Psych now a level 2 tech. Requires Defense Logistics.
17. Factionalism now has Social Psych instead of Secrets of the Human Brain as a tech prerequisite.
18. Secrets of the Human Brain renamed to Archeology. Prereqs: Xenobiology or Doctrine: Mobility.
19. Alien Artifact enabled by Archeology.
20. Peacekeeper starting tech is now Biogenetics.
21. Believer starting tech is now Defense Logistics.
22. Voice of Planet shrine now gives +1 Planet instead of +1 Credit per base with the Voice religion.
23. With Centauri Hydrology, units can (in non-enemy territory) move along rivers at a speed of 2 plots per turn. 3 plots per turn with Pressure Dome.
24. With Centauri Hydrology, land units can (in non-blockaded team territory) walk on water at a speed of 2 plots per turn. 3 plots per turn with Pressure Dome. Can't defend while on water.
25. Aquaformer has flat movement costs.
26. Plasma Thrower gets +30% attack versus mind worm and spore launcher.
27. Helion gets +35% attack versus mind worm and spore launcher.
 
Version 8 of Planetfall has been released. This will break savegames from the previous version.

Changelog:

1. Edited gamefont, by Teodosio.
2. Edited native life texture, by The_Coyote.
3. Locust of Chiron and Spore Launcher graphics, by The_Coyote.
4. Building graphics added, by GeoModder and JustATourist.
5. A 'fungal bloom' event on sea only creates a spawning spot and some units. Only the turn after Sea Fungus is created, if the spawning spot is still there. => benefit for fast reaction.
6. Edenism now gives +2 culture.
7. Sealurk starts with the 'Walk with Planet' promotion.
8. Marine Lab provides one extra energy.
9. Changed borehole yields a little. See Datalinks.
10. The Dropship has double movement speed on all water, including plots with features (sea fungus, ice, kelp).
11. Dropship doesn't gain extra speed from magtubes anymore.
12. Organic Fuels tech renamed to Biofuel.
 
Patch v8a has been released. This will break savegames from the previous version.

Changelog:

1. Reorganized building graphics, by GeoModder.
2. Psi icon added to gamefont, by Teodosio.
3. The Unity Reactor secret project gives +100% credits instead of acting as a government center.
4. Voice of Planet shrine should work correctly now.
5. Players can remove fungus in their vassal's territory.
6. Police State civic now adds free unit support equal to 75% of your population.
7. Enclosed Biosphere civic only increases Tidal Harness energy production by +1.
8. Terraforming civic increases Former speed by 75% and farm upgrade speed by 150%.
9. Bioreactor facility gives +1 energy to Ice.
10. Unity Pods can't spawn Mind Worms or IoDs anymore. Fungal Towers still possible.
11. Rover unit strength increased to 2; cost decreased to 25 minerals.
12. Sea Fungus can't naturally grow on Lakes. It can only be planted.
13. Pillaging makes the pillager visible for a turn. This time for real.
14. Water plots now also count in score and victory calculations.
15. Domination victory now requires control of a percentage of all owned plots, not of all map plots.

 
Patch v8b has been released. This patch will break games started under the previous patch.

Changelog:

1. Updated Colony Pod, Unity Rover and Acolyte art, by Deon.
2. Creator unit graphic by Refar.
3. Spawning Spots can't exist adjacent to each other.
4. The Ocean terrain type starts the game free of fungus.
5. Isle of the Deep can only carry Mind Worms and Spore Launchers.
6. Gravship unit can't board on transports.
7. Shelf terrain can now extend further into the sea.
8. All water plots adjacent to land are now Coast, which provides one nutrient and two energy.
9. Coastal Guard and Unity Foil units can only move on Coast terrain.

 
Patch v8c has been released. This patch will break games started under the previous patch.

Changelog:

1. Empath specialist button added, by Buster's Uncle.
2. Lots of building buttons, by Teodosio.
3. Spawning Spots can't exist adjacent to each other. This time for real.
4. A 'new' Research process has been added. It converts one mineral into one science beaker.
5. Stockpile Energy now converts one mineral into two credits. However it can only be used to pay base and unit maintenance costs.
6. Every special ability a unit has now increases unit maintenance costs by more or less half a credit. The exact number varies with the difficulty level.
7. Inflation has been removed.
8. The Hovertank can move across Cliffs (that is, between Ridges and Lowlands/Water).

For more background on the changes re inflation & maintenance costs, read this thread.

 
Patch v8d has been released. This patch will break games started under the previous patch.

Please check out this poll asking what I should next on in Planetfall development: Better AI or add the SMAC ambience sound and diplomacy dialogue?

Changelog:

1. Lots of building buttons, by Teodosio.
2. Plasma Thrower graphics added, by mechaerik.
3. New gamefont icons, by Teodosio.
4. Helium-3 graphic added, by Teodosio.
5. New Rover unit graphics added, a combination of woodelf, keldath, C.Roland and The_J assets and efforts.
6. Hybrid Forests contribute three times as much to the Flowering Counter as Fungus.
7. Hybrid Forests now provide +.50 Health, +1.50 Planet, but no inherent minerals.
8. The Bioreactor building lets Fungus produce +1 energy.
9. Alien Artifact resource now provides +1 happiness.
10. Jet Pack special ability has been renamed to Amphibious Pods.
11. Amphibious units can travel over water at six plots per turn.
12. Amphibious units can profit from the river movement bonus even when switching riversides.
13. The AI should no longer excessively value the Librarian specialist.
14. The Hybrid civic again gives -100% number of bases maintenance, but also gets a -2 Health penalty.
15. The Autarky civic again gives -100% distance maintenance.
16. The Consensus civic now allow you to maintain a state religion, but the state religion won't provide you extra happiness.
17. InVitro infantry unit added. Available with Cloning.
18. The Gaians no longer get +1 happy for each Forest.
19. The AAA Tracking special ability can now correctly be chosen.
20. Units which get "better Unity Pod results" now get extra credits from popping pods.
21. Modified native life spawning rates.

 
Is there any documentation to this mod to help a new user? I've looked here in these forums and in the mod directories, but I haven't found anything to help learn to play the mod.

I'd love to try this out and provide feedback, but there's way too much going on to just intuit what all of the changes are.
 
Have you read the couple hints added to the hints section?

Myself I never have any trouble figuring out a new game or mod, so it's hard for me to know what might not be so obvious. If you can tell on what you want documentation, I can include some hints or so about it.
 
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