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But one thing is thoughtful , the hybridforist generated a +1 bonus of food! Would it not be better +2?!?!? :confused::mischief:

A nother cause is a graphik problem, if you build the BUILDING_NAVAL_YARD_SEA, SUBSEA_TRUNKLINE_SEA and AEROSPACE_COMPLEX_SEA in a Seacolony...the Colony changed the position on the map...looks queer.

The Ai builds also filed improvement not realy intelligent and "environment-friendly". They build many bunkes...and on sea areas only boreholes and minigplatforms...rarely kelpfarms and tidal plant, no hybritforest...

And some units, like the behmoth, hovertank, helion, pentrator and mobile infantry are a little bit to big, compared to other units and improvements...looks not so nice. On the other hand, the SeaBase is to small...

i think this size would be okey...

http://forums.civfanatics.com/showthread.php?t=319811&page=4

#74 No. 5
 
3. Type 3 (your city to any tile in your domain, i.e. no need for a city as the endpoint), can only build 2

That's why I said you can only build 2 (or even make it a national wonder and really expensive) and it's only in your domain, i.e. not just to any part of the map.
Or how about just to bunkers?
If you make this building require different techs than drop ships if wouldn't really be redundant.
 
That's why I said you can only build 2 (or even make it a national wonder and really expensive) and it's only in your domain, i.e. not just to any part of the map.
Or how about just to bunkers?
If you make this building require different techs than drop ships if wouldn't really be redundant.


Mhmmm...:scan:

...however i think dropships and cargofoils would be unnecessary if the gate ahce these ability. (and it's only in your domain) But thats debatable...:crazyeye:
 
IF I can find a method that doesn't slow down the game massively due to unit AI calculations, and IF I can teach the AI to use drops effectively, I was actually thinking that I could allow Mobile Infantry to drop anywhere on the map you already have a unit. This would not make Dropships, air units or artillery useless because you'd still need to get a unit in place to allow the Mobile Infantry to drop on, and you'd still have synergy from allowing artillery and air units to bombard base defenses.
 
The situation:

I unloaded a probe team from a submarine on an island which is completely surrounded by packice to open a Unity Pod. To my dismay it popped a Unity Rover. Next turn, I tried to load the probe back on the sub to discover to my further dismay that it would not enter the plot where the sub was.

Now, my question is if it is possible to code things so that probes/great people/missionaries can enter a ship on what is normally an impassable plot for them?
 

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Can anyone of you tell me what python tag should I use to acces the players planet value?
The one in the top right.

I want to change it by -1 for each planet buster that explodes.
 
Is it intended that the Living Refinery facility in some cases takes nutrients away?

In the attached save my HQ base (I'm playing as the Morgans) suddenly has a dozen nutrients less when this facility is finished, but another (much smaller) base doesn't have the same issue when the LR is completed.

Save attached.
 

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Animated leaderheads are cool, but to make them work, I think they must have a consistent style (animated/non-animated mix would be a no-no) and shouldn't be as exaggerated as some of the CivIV leaderheads. I think it could be possible, for example, Ekmek's Kossuth is very, very good and not very goofy.

But to pull it off, you'd need somebody as good as Ekmek who does all leaderheads. Since there's a leaderhead total of at least 12 right now (all sans Cha Dawn and the two aliens are rather similar so they could pass with a retexture), I don't think that could be done on pure request basis. You'd need somebody who really wants to do that and has the skills to pull that off (I, for one, don't have'em).

Well, I've been following this mod for a while, and enjoyed what I've played of it.

Right now I'm busy making a new version of my own mod (which is requiring a lot of new units and XML coding), but after that I was thinking about starting a series of new leaderheads. Also, I'm working on an LH experimenting with a non-human character, so I could tackle the two progenitors if needed.

So, if you'll have me, I could try my hand at a SMAC series of characters. Now, it will take quite a while to do them all, but I think I have enough free time to commit to it.

There's a link to my gallery in my sig.
 
If I might say something. I know that my word meens nothing really but I think a picture is far preferable to the silly, goofy, cartoonish leaderheads that are the only other option.

No mater what sort of artist someone is the CIV engine just won't let you make a leaderhead that does not look like it escaped from a cartoon.

And even if you did, unless you create custom animations they are going to be slapping, melting down and doing all the other things that CIV leaders do.
I just hate how they make world leaders act like idiotic spoiled children.
 
You definitely have talent, cfkane. That's for sure.
Just a warning, SMAC people take their "universe" pretty seriously. It could be that you get more negative comments on your work then anticipated at first. Especially with characters like Deirdre, Yang and Zakharov to name the more popular ones among SMAC fans.
 
The presumed code change to let Material Supplies instabuild Unity Bays under construction didn't work unfortunately. No idea why.

Now, my question is if it is possible to code things so that probes/great people/missionaries can enter a ship on what is normally an impassable plot for them?

I'll see what I can do.

Can anyone of you tell me what python tag should I use to acces the players planet value?
The one in the top right.

I want to change it by -1 for each planet buster that explodes.

Alas, it is not possible to change the Planet Attitude in python. Adding python hooks takes time, so I've only added the ones I need.

Is it intended that the Living Refinery facility in some cases takes nutrients away?

I'll check out the matter and try to fix it. I suspect it's because of "competing corporations". I wondered when someone would finally notice this issue. :mischief:

So, if you'll have me, I could try my hand at a SMAC series of characters. Now, it will take quite a while to do them all, but I think I have enough free time to commit to it.

Thanks for the offer, but I don't like 3D leaderheads for the reasons PPQ mentioned.
 
Dam... there goes the fun part of the PB idea...
You did not happen to release the DLL source did you?
 
You can find it in the Planetfall v13/CvGameCoreDLL folder. If you add python hooks yourselves and provide the modified files, I'd be glad to include them in the 'official' game.
 
I'll check out the matter and try to fix it. I suspect it's because of "competing corporations". I wondered when someone would finally notice this issue. :mischief:

Well, call me a nerd then. :p
The HQ base definitely has alot of so-called corporations. But their described benefits didn't seem to contradict each other?
 
Well, call me a nerd then. :p
The HQ base definitely has alot of so-called corporations. But their described benefits didn't seem to contradict each other?

A lot of them do. The only you can savely combine with any other is the Temple of Planet - 3 others alone consume Methan Ice, so they compete (even if you don't have Methan Ice, it is just the fact that they could comsume it both) and can only be combined with the Nanoreplikator.

I have attached an excel sheet showing the ressource consumption of the PF "corporations" in comparison

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I have played now 100 turn into a game with Svensgaard myself...to sum up, it is harder to play him. As Domai I was score leader soon, as Svensgaard I stayed in the latter half on the scoreboard, at best climbing in the middle.

I think his problem is really the slow start. Later - after he has Pressure Dome, Algae Culture and Doctrine Initiative - things settle and you can get your economy going.But w/o Doctrine Initiative any production just takes too long. Food is less of a problem - PF seas offer tons of ressource, but they mainly give food and energy. So you get quickly growing and unhappy bases, which produce slow. You can't put the food into specialists, because you lack the slots and you can't go for Sea Colony Pods really without being able to protect them (which isn't easy on sea, which are even dealier then the lands)

I invested a lot of my "points" in the AS setup into getting Pressure Dome (leaving only points for a 2nd bas and some units/improvements/buildings), then I went for Algae Culture, soon (2153) realizing that Doctrine Initiative is even more important. Until I acquired it in 2179, my economy laid almost down.
I'm not sure if the Svensgaard AI realizes the improtance of those techs. But even if, they will still "fall in a hole" right after the start of the game compared to the others...and those early turns matter. I would recommend giving Svensgaard Pressure Dome for free as well. Thats nothing which will make him overpowered later, but will allow him to either prebuy Doctrine Initiative or invest the points for it something else (e.g. more bases, Biolabs...for a Green Strategy)

On the other hand it is too tempting for the Pirates to settle on land - the question is just "Why not?" Ok, you gain terrain boni on sea tiles - but it is also not impossible to get at least a few tiles of those terrains into the radius of a coastal base. And a land base has a lot of advantages...IoD and Lurks cannot conquer it and you can improve the land with techs you already have. I think this could be countered by introducing a combined health/happiness penalty for each land tile inside the city radius. The penalty should depend on the number of tiles (so that you don't get a huge penalty for just having one tile), the number of citizien in the base and the nationality of them (it doesn't make sense that people of a land city captured by Svensgaard suddenly become angry about living on land!)

Here a two saves and a screenshot from this game (not sure if eveyone can use the saves, as I modified a file to make Svensgaard playable):
 

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You can find it in the Planetfall v13/CvGameCoreDLL folder. If you add python hooks yourselves and provide the modified files, I'd be glad to include them in the 'official' game.

Since SMAC-style PBs are an often requested feature and PPQ_Purple has now coded them...I wonder if would be possible to allow them optional in PF by creating a checkbox in the game setup (disabled by default of course and not officially recommended, like seperated starting positions)? It would be another checkbox more, but there would be still not nearly as many as FFH has (which is quite popular despite...or because of it?), so I don't see a problem with an option more.
 
Just a short reply:

(which is quite popular despite...or because of it?), so I don't see a problem with an option more.
:)

But my modification should work with all versions and I will always keep the original 1 file only modification up on the page. I also plan to update the original 1 filer so that people can only use that one if they dislike the rest of my ideas.
 
A lot of them do. The only you can savely combine with any other is the Temple of Planet - all other consume Methan Ice, so they compete (even if you don't have Methan Ice, it is just the fact that they could comsume it both)

I have attached an excel sheet showing the ressource consumption of the PF "corporations" in comparison

Unfortunately I don't have excel, so I can't read the file in its proper format.
Sounds to me like it needs to be included in the Datalinks.
 
I am bored so I thought I did this.
Now you can see it in the proper format.
 

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Unfortunately I don't have excel, so I can't read the file in its proper format.
Sounds to me like it needs to be included in the Datalinks.

Open Office should display it as well (that's actually the program I used for creating it, because I have no excel as well and I'm not sure if excel-users can open the format used by the OO calculator) and its available for free.

The info is actually in the Datalinks - for each corporation the icons for the consumed ressource (including the infos which compete). But of course the big picture is missing - so if it is possible to include such a table (or at least a text roughly keeping the layout) in the Datalinks, why not? It would be also useful for planning which ressources to trade for/away and which to keep.
 
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