Feedback thread

The main question here is if you want the FF capital shipyard be used as naval yard or that it doesn't really matter if it is this graphic or another properly futuristic-looking graphic.

Is there no other option? Does no one know how to find the cause of the Naval Yard problem?


Regarding the AI being hesitant to switch: AIs only consider switching civics every 25 turns. So if the AI just changed civics before getting an invitation, it might take a while before they become a Member.
 
Is there no other option? Does no one know how to find the cause of the Naval Yard problem?

I gave it another try, and decreasing the actual scale of the capital shipyard model (in the nif itself) causes the weathercontrol effect to decrease in size. It doesn't matter how high we put the scale attribute of the navalyard in xml, that doesn't change the size of the weathercontrol effect ingame.

Now I need to finetune what scale is best versus size of the weather effect. It seems at least one faction (the Morgans) will need a differently scaled capitalshipyard nif.

In the screenshot I decreased the size of the capitalshipyard nif to 0.25 (in nifskope). It's a big bit to my taste, but I just wanted to show you there's a solution.
I *think* the problem with the nif is the worldbound scale (what I do is changing the local scale of the model itself). I can't adjust this worldbound scale parameter in sceneviewer, and have no idea if I can let it show in nifskope.

So, is the size of the effect to your liking here? Bit smaller?
 

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So, is the size of the effect to your liking here? Bit smaller?

I agree it should be a bit smaller than in that screenshot.

If I recall correctly RocknD's screenshots, didn't the size of the Weather Control vary widely based on unknown factors? Won't the weather effect still vary widely?
 
I agree it should be a bit smaller than in that screenshot.

If I recall correctly RocknD's screenshots, didn't the size of the Weather Control vary widely based on unknown factors? Won't the weather effect still vary widely?

I made an attempt to fix that in my latest upload in the private forum. If you feel the weather dome above the gaian base is still too big, I think a scale between 2 and 3 in the citylsystem will look much better in your eyes. :)
 
Observation with v13 , patch f) - the new Hydrothermal Vent ressource can appear on land (also it shares the graphic with Helium-3, but that's probably a placeholder issue):


Edit: Nevermind, probably intended. I first understood wrong what it should represent (black smoker), also thought that it should be a pure water ressource for balance reasons.
 

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1) Something I noticed already a while ago...is there are an intension behind why the now called Datajack on-map-unit hasn't an "infiltrate enemy city" option, like it is present for the BTS Great spy? In case this is just an oversight...I found that with adding the line

<iEspionagePoints></iEspionagePoints>

Together with the desire one-time-gain in ESP in the UnitInfo.xml this could be solved. Personally, I think the Datajack is still suffering a bit from having one option less compared to the other Great People, even if it can now discover techs. The BTS value of 3000 might be bit much, but I think 1000 wouldn't be.

2) Regarding the AI-underused goverment option of Fundamentalism, I experimented by giving this an AI weight. If used with care (= weight set at 1), you can get the AIs to using Fundamentalism more often without making it the only option (any higher values quickly lead to this). In my current testgame (~80 turns played, expnsion start) 5 AIs run Fundi, 4 PS and 1 Demo. I see this as an improvement (the PS leaning is probably coming from the higher AI unit production in that game because of my other changes); also because the choices make sense (Factions with one strong religion going for Fundi). The only thing I don't understand is that even AIs with no religion yet go for it. Overall that goverment column is tricky...Fundamentalism and Democracy both depend on religion, but in an opposite way. While Fundi prevents more then one religion spreading in your empire, Democracy gives an incentive to do so. This leads to the situation that a transition from one to another rarely makes sense and that whatever a civ takes first of both will be the better option for that faction in the long run as well. So if one of the both is stronger in the early game there is a problem...
 
I was just reading a post asking about the differences between SMAC and Planetfall, and it seems as though some of the things missed most about SMAC are:
- secret project movies - Fortunately already under development
- Unit Workshop - as far as i understand there is nothing that can be done on this front
- advanced terraforming options - this is what i was pondering.

one of the things i liked most about SMAC was the ability to raise and lower the landscape.

I was just wondering, since i know nothing about programming, would it be possible to enable a version of this that would work with texture replacement?

that is, could you lower a sea square and make it a trench, or raise a flat into a hill, or a hill into a mountain?

i don't know if this is at all doable, but i reckon it could make for a really nice tweak to planetfall if it could be done.

Oh, BTW i'm glad you included the hydrothermal vents now, that was one of my favourite land marks, i'm glad it's back :)
 
I can confirm that there is something wrong with victory conditions in v13g - whoever builds the Planetary Council wins the game via "Transcendence victory"

Attached is a save from the turn before, just hit turn end...

Edit: I also encountered a sound issue. The message "enemy activity detected" has an echo and plays whenever the diplo window with another leader is opened (SMAX sounds are installed).
 

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The council civic options also seem a bit goofed, with the planetary council civc saying it needs a high flowering counter and positive planet value, which I'm guessing are supposed to be the requirements for transcendent civic instead.

how exactly is the victory supposed to work, by the way? The council civic description gives the "war against trancendents" effect, and your own description has the flowering counter reaching 100 with a positive planet value, but are there any more details about how everything works?
 
Edit: I also encountered a sound issue. The message "enemy activity detected" has an echo and plays whenever the diplo window with another leader is opened (SMAX sounds are installed).

I cannot confirm this finding. :confused: Did it start for you only under patch g?

how exactly is the victory supposed to work, by the way?

I added a pedia page under Planetfall Concepts.
 
I added a pedia page under Planetfall Concepts.

Doesn't seem to be there at the moment (At least on my computer). Both the larger "planetfall concepts" screen (that has the "flowering counter", "beginner's guide", etc. pages in it), and the panetfall concepts page itself (the one that asks people to help with it) are missing something about this.

(hopefully the download wasn't goofed)

Edit: I hadn't actually downloaded patch h when writing this. I'll check it and see if everything's there in that patch.

Edit 2: The text XML is in patch I, so all of this is a moot point now. (Now to see how this victory develops.)
 
Planetfall has certainly gone a long way since the last time I checked. Starting playing last week and really enjoying, while trying to fiddle with the mod in attempt to fix or improve.

To help deal with the slow, WW1 style attrition against mindworms and in general, attempting to revamp the units and promotions to get more flexibility, along with adjusting the techs accordingly. Then later thinking of changing the eras...

So ya, awesome and look forward to further improvements. :)

-mellian
 
Woah man THAT IS A MOD!

I just played my first game and is quite overwhelming because:
- I never heard about anything like this... is it a book? movie?
- When I reached the capability of trainning 'Sea Settler Pod' (or however is called ;]) the game won a lot of complexity... I am able to build stuff on any coastal-sea tile... dude... I need a powerful navy to preserve that built stuff.
- I felt a bit compressed... I think that is because I used to play FFH2 the last few months (on Erebus maps), so I forgot the 'rushing early times' pushing the foes borders.
- A thought: I saw a Landspeeder and a Chimera (warhammer 40k vehicles) in a screenshot... they aren't in the WorldBuilder... Does anyone know about any w40k mod?

Sorry about my stange english, I hope it's enough clear to mean what I meant.
 
Woah man THAT IS A MOD!

I just played my first game and is quite overwhelming because:
- I never heard about anything like this... is it a book? movie?
It's based on an older civ-style game, also by Firaxis, Sid Meier's Alpha Centauri, though it's mainly a remake of the story and atmosphere than the exact game mechanics.
- I felt a bit compressed... I think that is because I used to play FFH2 the last few months (on Erebus maps), so I forgot the 'rushing early times' pushing the foes borders.
On purpose! The starting factions (apart from the Hive and Spartans) are placed closer together to encourage early conflict. If you don't like it, fire up a custom game and enable the option "scattered landing pods". If you do so, all start positions are spread evenly over the map, just as in base CivIV.
- A thought: I saw a Landspeeder and a Chimera (warhammer 40k vehicles) in a screenshot... they aren't in the WorldBuilder... Does anyone know about any w40k mod?
These are models used for certain special abilities. Try siege tanks or mass drivers with the range I or accuracy special ability.

Cheers, LT.
 
This mod is deeper than I thought. OMG I been half of the game trying to kill the coastal spore towers... Planet wild life spawning all around me... I felt like a true spartan lol. Yeah this is a challenge... Thanks lads!
 
There is at least a Warhammer mod (no expert in the Warhammer universe, so don't know if it is "40k" as well):

http://forums.civfanatics.com/forumdisplay.php?f=232

It's easy: If looks medieval is Warhammer Fantasy, if looks like sci-fi it's Warhammer 40000.

Coming back to the threat, my final feedback is AWESOME. The games are well balanced and I fear to go to war with other factions (for example) as much as founding bases near fungus tiles. You guys made a nice feeling of 'planetfall' on a hostile and strange world.
 
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