Feedback thread

Great, this was what I was looking for - I'm used to projects with issue trackers, so I wasn't sure if you had one. Thanks :)

This is pickly here: I was planning on doing some editing to the datalinks descriptions, though it's become one of those constant procrastination things that I never actually get around to doing.

I'll be interested in seeing what you come up with though. The thread with all the original files and some arguments/explanations is here.
 
Pickly:

Thanks for the link, I will give it a read.

What I was planning to do was make a Google Docs spreadsheet, rate the descriptions from A to F, and keep track of why I gave them those ratings. I'd then start rewriting, beginning from the worst sections, with the intent of making everything is at least passable (let's say, a C).

My friend is to be a second rater, but I can make room for a third if you'd like to take part in that process.

What other projects have you participated to?

I've been involved with Dungeon Crawl Stone Soup to varying degrees for a few years. I'm not a developer or programmer on that project, but I have done a lot of testing, feedback, and suggestions.
 
How do I spread the corporations? There is no unit to build. Do I have a bug to not have any way to spread it?
 
They don't spread with units. To get them in a city, you build a building instead. (The corporations in here are pretty much city improvements that provide extra food, energy, etc. for resources.)
 
I have a CTD autosave here.

The game crashed in MY2133 (quite early thus) when it switched between units.
Patch 13i, small map.
 
It is possible to become winner of the concordate election, if the result is actually a tie - here this lead even to the situation that Lal took over from Deidre. If a tie should mean at all that a new chairman has been elected, then it should lead to the former staying in power. Of course that doesn't solve the case this happens in the very first election and therefore, I would suggest to repeat the election in text meeting, until there is a majority decision.
 

Attachments

  • concordatevoteresult.jpg
    concordatevoteresult.jpg
    19.1 KB · Views: 93
Again, I have to attach a save prior to a game freeze. Small map, patch 13j. The game froze, and when I alttabbed out of it I had a windows popup about 'this program crashed'.
The freeze seems to happen when a native isle of the deep destroyed a patrolboat of mine. However a few turns earlier another patrolboat could be destroyed by a IoD without problem.

Unrelated to the crash, it seems the SMACX leaders still don't have intro diplotext (see picture)?
 

Attachments

  • DomaiGeenDiplotekst.jpg
    DomaiGeenDiplotekst.jpg
    55.8 KB · Views: 107
I"m currently in an immortal/huge/raging barbs game and ... some things are good, some are suboptimal imho...

First, the good things. There is a lot of work put into the mod and overall it is really great!

Things I noticed and I don't much like...

1. the game is very easy. On immortal I expected the AI to take quite some advance on me before I catch up with my skill. I'm 3x stronger than my neighbors... I believe it is because the AI have trouble developing efficiently its base. For example I see it build not that much improvement and it focus too much on windmill. If you automate your formers, you see the same trend, windmill everywhere. Perhaps it is because they add +2 energy compared to say +1 food for a farm, so the AI just check that, 2 > 1, so lets do a windmill. In any case, check what the AI does, it is really spamming too much windmill and not enough food producing improvements.

2. despite being in raging mind worms mode, things are very calm... The MW are rare and almost never penetrate into my border. Quite a different experience from SMAC. And no, my neighbors are far, so they are not screening me from MW onslaughts.

3. I miss an option to indicate I want more fungus. Fungus everywhere please!!

4. What's the point in greenhouse? Farms are better, 99% of the time.

5. Artillery units. Why they can't bombard or have at least a decent retreat %? The way they are, it reminds me of Civ4 vanilla, I feel they can be more fun to play. I miss a bombard button. The suicide attack to do collateral damage way is not very appealing imho.

6. magtube prevented in rocky except if you build a bunker: why this hassle. This is superfluous for me. Also magtube only giving 1/2 .... it is really too low imho.

7. APC ability... why it does not add +1 move? Because an infantry in APC will not move faster in magtube than a foot infantry, but rovers will move faster. I don't like much the way they are implemented.

8. Obsoleting flamethrowers when you get plasmathrowers... NO! For psy combat, I only need the cheapest unit, as in SMAC, where you would have infantry without gun nor armor but good at psy attack. Here you can't do that really, as the cheaper unit is obsolated.

Well, that's all for now. I'm a old SMAC fan, having played the game at the highest diff on huge maps... There are things in the mod which are VERY GOOD. Some are still not done but can be done... and some are done in such way I don't much like.

It is all 'in my humble opinion'. Again, you did well, but you can do even better.
 
4. What's the point in greenhouse? Farms are better, 99% of the time.

5. Artillery units. Why they can't bombard or have at least a decent retreat %? The way they are, it reminds me of Civ4 vanilla, I feel they can be more fun to play. I miss a bombard button. The suicide attack to do collateral damage way is not very appealing imho.

On number 4: Greenhouses are useful if you want some food from polar or completely dry areas. (If you are surrounded by this type of terrain, biodomes + greenhouses is the main way of getting food). They also produce no negative planet rating, while farms do (especially when they develop to edens)

On 5: there are a couple of special abilities available at Air power and cybernetics (I think), that allow ranged bombardment.
 
What sort of magical place is this? There are people, and activity and updates, oh my!

Before finding this, I found a thread at another civ forum, describing this project as dead and abandoned, and I feared the worst. There was a rumor that a pod escaped the devastation and the project might be revived elsewhere, but I feared that in transit, factions might have developed that would tear the project apart. I don't know if that happened or not, but this place looks a lot like transcendence happened long ago.
 
What sort of magical place is this? There are people, and activity and updates, oh my!

Before finding this, I found a thread at another civ forum, describing this project as dead and abandoned, and I feared the worst.

On what evil site did you read that? :eek: Unless you're refering to the dead and deceased C4AC, which Planetfall is not related to.

Well, on the other hand, it is not motivating for me to post my feedbacks and not get an answer from the chief modder, so I'll have to suppose he has moved to others things and Planetfall version is the last to be expected.

I'm not a social guy. Plus I'm not fond of people who have no mod design experience themselves, saying "you did well, but you can do even better." after playing half a game. :p

1. the game is very easy. On immortal I expected the AI to take quite some advance on me before I catch up with my skill. I'm 3x stronger than my neighbors... I believe it is because the AI have trouble developing efficiently its base. For example I see it build not that much improvement and it focus too much on windmill.

I don't experience this myself. :confused: The AI builds varied terrain improvements in my games, including farms. Some factions may avoid farms, but that's probably because they're following a pro-Planet strategy. Point 4 seems to indicate you're not aware of the significance/existence of Planet.

For the record, huge maps and aggressive barbarians may be a combination which is especially detremental to the AI. I'd suggest playing on a standard map and without Scattered Landing Pods.

2. despite being in raging mind worms mode, things are very calm... The MW are rare and almost never penetrate into my border. Quite a different experience from SMAC. And no, my neighbors are far, so they are not screening me from MW onslaughts.

Other people say native life activity is too high.

3. I miss an option to indicate I want more fungus. Fungus everywhere please!!

Alas, my attempts to understand mapscripts have failed.

5. Artillery units. Why they can't bombard or have at least a decent retreat %? The way they are, it reminds me of Civ4 vanilla, I feel they can be more fun to play. I miss a bombard button. The suicide attack to do collateral damage way is not very appealing imho.

Depending on what you mean with Bombard, you need the Accuracy or Range special ability.

6. magtube prevented in rocky except if you build a bunker: why this hassle. This is superfluous for me. Also magtube only giving 1/2 .... it is really too low imho.

The goal is to make terrain more important in combat. That's impossible if you can zip de facto instantly from one place to any other. Civ5's 1 unit per tile and ZoC would be better to achieve this goal, but alas, I'm restricted by Civ4's design and AI.

7. APC ability... why it does not add +1 move? Because an infantry in APC will not move faster in magtube than a foot infantry, but rovers will move faster. I don't like much the way they are implemented.

I don't want APCs to have double movement on flat polar terrain.

8. Obsoleting flamethrowers when you get plasmathrowers... NO! For psy combat, I only need the cheapest unit, as in SMAC, where you would have infantry without gun nor armor but good at psy attack. Here you can't do that really, as the cheaper unit is obsolated.

The AI wouldn't understand it needs to build and use the cheap units to attack native life. At least the more costly units are also better against native life. Eg Hyperians come with Empath Song for free, and can pick Plasma Shard as their special ability.
 
On what evil site did you read that? :eek: Unless you're refering to the dead and deceased C4AC, which Planetfall is not related to.

No clue. I was googling around after reading a random unsourced forum comment that there was some sort of SMAC mod for Civ 4. I found a thread that did have a maniac posting in it. Whatever the project was, the others were saying it died as soon as they gave it a sub forum, and you (I think) were talking about CFC had a better forum for a mod project anyway, so then I googled some more and found this!

Vorpal+5 said:
Well, on the other hand, it is not motivating for me to post my feedbacks and not get an answer from the chief modder, so I'll have to suppose he has moved to others things and Planetfall version is the last to be expected.

What aren't you motivated to do exactly? I have some great books on tape that could be helpful. ;)
 
I welcome bug reports from anyone, feedback from newcomers on what new game mechanics could use some more explanation, and feedback on game balance from Emperor+ players with some games in their belt, but yeah: for the rest the game is in fact pretty much finished and "working as intended". As a consequence I'm not really interested in threads like this one for example, which would rewrite the whole civics system.
 
Back
Top Bottom