Feedback thread

Thats intended - it is the civic he hates, so he cannot take it himself.
OK, thank you for the answer Pfeffersack but where can I find those kind of informations ?
I would like to know for the others civs.
:), I have a great time with the world of Planetfall, good job.
 
OK, I see where is the problem.
In the datalinks, the factions part, I have this "TXT_KEY_CIV_(the factions)_PEDIA", except for the UN Peacekeeping Forces for wich I have all the details, I don't understand.
I'm sorry for all my questions, maybe it is just me.
 
Is it just me, or are Information Networks and Polymorphic Software less valuable than the other level 1 and 2 techs?

I was thinking I could remove Polymorphic Software, and move its goodies to InfoNets, except Deep Radar which could go to Holographics.
 
Is it just me, or are Information Networks and Polymorphic Software less valuable than the other level 1 and 2 techs?

I was thinking I could remove Polymorphic Software, and move its goodies to InfoNets, except Deep Radar which could go to Holographics.

To me, it looks like Social Psych is the least valuable of the level 2 techs.
If you do remove PolySoft, I'd say move "reveals crystals" to Centauri Geology, move the "Unity Library" to Social Psych.
 
Hello Fanatics

I have a "litte" Problem with the Planetfall Mod. When i start a new game, the game crashes after i pushed the Turnbutton...????? Whats wrong?!?! :cry::cry:
Thats nerver happens with the old version....:sad::sad:

I have BtS 3.19

Windows xp

No Bug Mod

Planetfallmainfile works fine with version k...but with some modifikation - PRPBLEMS!

There is the save game....i dont know how to upload files in this forum.

http://civforum.de/showthread.php?p=3369213#post3369213
 
To me, it looks like Social Psych is the least valuable of the level 2 techs.
If you do remove PolySoft, I'd say move "reveals crystals" to Centauri Geology, move the "Unity Library" to Social Psych.
Same opinion here - Social Psych is a bit bad compared to the other tier 2 techs. PolySoft is actually alright, but InfoNets feels a bit underwhelming - the other tier 1 techs give you sea access, promos or improvements - that's a bit more valuable than a building, since in the early game, you're occupied with building some units anyway.

I'd rather see InfoNets and Social Psych improved a bit than PolySoft removed.

Feedback on the new patch (I'm about 300 turns into a game now, so maybe it's just the game):
  • New factions are cool, but I have the feeling that they're behind in techs compared to the other factions - perhaps give them a free tech at the start?
  • They also seem to spawn very fast - the AI likes to beeline to tier 3 techs, causing the human factions to pop up very early. I don't think it's right to have them that early, tier 4 (as with the Consciousness) just seems to fit a bit better.
  • Love Roze's diplomusic, Blade Runner! :D
  • Santiago's diplomusic... (I know it was added before) I've mixed feelings about it.
  • The Planetary Datalinks secret project is a bit lost on the "projects" page in the Pedia... is it somehow possible to make it a wonder, so it shows up with the rest?
  • I noticed the tech page in the pedia is much cleaner now, looks a lot better now! :goodjob:

Cheers, LT.
 
Is Lal supposed to get double votes for the Concordat Council, cuz Deidre doesn't have a chance even when she founds and follows VoP.
 
Same opinion here - Social Psych is a bit bad compared to the other tier 2 techs. PolySoft is actually alright, but InfoNets feels a bit underwhelming - the other tier 1 techs give you sea access, promos or improvements - that's a bit more valuable than a building, since in the early game, you're occupied with building some units anyway.

Yup I certainly agree with that too. I was thinking moving PolySoft's goodies to InfoNets might make that tech some more interesting. Re Social Psych, I've never been able to think of additional non-situational goodies. Hypnotic Trance would fit, but that would leave Archeology underpowered...

New factions are cool, but I have the feeling that they're behind in techs compared to the other factions - perhaps give them a free tech at the start?

I haven't played more than 100 turns, so I can't speak myself of their economic success or failure. I would assume though that if they fall behind in tech, it's because they have fewer bases and a smaller economy than the others. Giving them a free tech at the start won't solve that.

Perhaps some trait benefits making it easier to keep up techwise might give better results. Some thoughts:

- CyCon gets a tech four other factions have, plus gets double production speed for the Planetary Datalinks.
- Drone gets a random tech the former owner of a base they just liberated has.
- Pirates have a chance to get a tech the previous owner of a base they conquered has.
- For the Angels it would be in character to stay up to date by stealing techs with espionage. Though of course that would probably require a better AI...

They also seem to spawn very fast - the AI likes to beeline to tier 3 techs, causing the human factions to pop up very early. I don't think it's right to have them that early, tier 4 (as with the Consciousness) just seems to fit a bit better.

A consideration here is that the later they spawn, the smaller their economy will be compared to the original seven, and the quickere they will fall back techwise.

Love Roze's diplomusic, Blade Runner! :D

Data Angels = cyberpunk :nod:

Santiago's diplomusic... (I know it was added before) I've mixed feelings about it.

Alternative suggestions are welcome. :D

The Planetary Datalinks secret project is a bit lost on the "projects" page in the Pedia... is it somehow possible to make it a wonder, so it shows up with the rest?

Sure. But that would require adding SDK coding, making it a low priority (unless I need that code anyway for a Consciousness headquarters effect).

Is Lal supposed to get double votes for the Concordat Council, cuz Deidre doesn't have a chance even when she founds and follows VoP.

Intended. Pfeffersack's experience is that Deirdre always dominates the Concordat, hence I'd say at the moment your experience can of course occasionally occur, but that it is statistically insignificant, no part of a general trend.
 
Ok, but FYI it has happened in every one of the 5 games I've played (to completion) since the Concordat was added. Unless I was Deirdre, but that shouldn't really count cuz as Deirdre I am usually in double digits for Planet rating and the AI never gets that high.
 
Hypnotic Trance would fit, but that would leave Archeology underpowered...
I think Archeology is good enough... I know (thanks to your "How to design a tech tree") that you don't like techs that have the main advantage of being a prerequisite, but in this case, I think it works. Archeology is the only way to Centauri Meditation and Empathy and both techs are essential if you want to follow a Hybrid strategy. Or tweak the number of monoliths on the map - I always thought they're a bit sparse - if they're a bit more common (or found a little more often in unity pods), then archeology would get better as well.
Perhaps some trait benefits making it easier to keep up techwise might give better results. Some thoughts:
Uh-oh, not sure whether I like the idea. It may work out fine (in fact, I think better HQs could compensate a bit for missing out on the unity wonders), but... I'm afraid that extra traits (sort of a deliberate "overpowering") can be tricky to balance - for example when somebody wants to make a scenario where all factions start at the same time, that would give them a huge edge. Especially because that's fairly time-dependent. Another idea might be giving them some things to jumpstart their economy (and that would only apply to the way they spawn in the game now):
  • Start with a free great person (Hacker for Roze, Engineer for Domai, General for Svensgaard, Scientist for Aki), it also sort of represents the founder of the new faction.
  • Start with a free colony pod - that way they can at least get hold of another base quickly (Quick question: do they start with the free supplies like the main factions? Instead of the extra colony pod, they could get extra supplies, after all they're not just salvaging stuff from their crashed pod, they probably stole/brought a lot from their former living place).
  • Start at least with the tech that founds them - the founding techs make them appear, so it only makes sense to have them start with it, it's also nice to have it to trade with other civs (or be threatened to give it up), meaning they can establish some diplomatic connections early.

Cheers, LT.
 
Hi folks,
please find attached two savegames. One before I moved out an infantry out of my headquarter, one thereafter, where this infantry's graphic morphs into three tanks.
Cheers
welicious
PS: It's really great to have those additional factions now...
 

Attachments

Hi folks,
please find attached two savegames. One before I moved out an infantry out of my headquarter, one thereafter, where this infantry's graphic morphs into three tanks.
Cheers
welicious
PS: It's really great to have those additional factions now...
It's not a bug, it's a feature!

You chose the APC special ability (armoured personnel carrier) for your infantry, meaning they *have* little tanks to sit in and drive around hence the graphic changes! :D

Cheers, LT.
 
FYI, the same happens when you give an infantry the 'ice' promotion. It changes in a polar-camouflage seal with ski's on his backpack. And a transport with the "+1 transportload" promotion. :D
 
i just figured out where to use the old hovertank gfx. :b:

Or tweak the number of monoliths on the map - I always thought they're a bit sparse

I always have this feeling myself, but they're just as common as the other resources - even more so because of unity pods.

Uh-oh, not sure whether I like the idea. It may work out fine (in fact, I think better HQs could compensate a bit for missing out on the unity wonders), but... I'm afraid that extra traits (sort of a deliberate "overpowering") can be tricky to balance - for example when somebody wants to make a scenario where all factions start at the same time, that would give them a huge edge.

I don't want to give them traits either which would make them more powerful with an equal start. However I don't think those ideas I mentioned are overpowered, as they are completely useless when the faction in question has the tech lead. They're only useful when you're behind.

Start with a free great person (Hacker for Roze, Engineer for Domai, General for Svensgaard, Scientist for Aki), it also sort of represents the founder of the new faction.

Sounds cool. I'll include it in the next big content patch.

(Quick question: do they start with the free supplies like the main factions?

They do. They also get any tech at least two other factions have.

Start at least with the tech that founds them - the founding techs make them appear, so it only makes sense to have them start with it, it's also nice to have it to trade with other civs (or be threatened to give it up), meaning they can establish some diplomatic connections early.

I have deliberately not done this. I don't want to risk a situation where you research the Pressure Dome because you want to found the Ascetic Virtues, the Pirates start with that tech as well and as a consequence beat you to Algaculture. Same with the Angels and Homo Superior.
 
Ok, but FYI it has happened in every one of the 5 games I've played (to completion) since the Concordat was added. Unless I was Deirdre, but that shouldn't really count cuz as Deirdre I am usually in double digits for Planet rating and the AI never gets that high.

I wish just one of my games since the concordate got added would have played out that way...in fact I cannot remember a single concordate vote where Deidre alone did not have the absolute majority of votes. Now that you mention Lal however, I have to say that my AI Lal rarely goes the green route at all. Santiago and strangely Morgan are most likely to go green beside Deidre. OTOH, Deidre often has between 6 and 12 votes, while the other green-followers almost never get beyond 3-4, so I doubt that Lal going green in my games would change the balance of power in the concordate.

The only possible explanation I have for such different experiences is the difficulty level (Immortal for me).


@ spawning date of the new factions

Haven't played with the new patch yet (but looking really forward to it after having read the changelog ;) ), so just a general question...is the idea of tying their appearence to other things then techs (like first drone revolt, first espionage mission of a certain kind,...) ruled out? It would be probably even less controllable that way, but could add a lot of variance in their performance.
 
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