Feedback thread

Thanks for the saves. The plots are blockaded twice for some reason, so even after the blockading unit is destroyed, one level of blockade still remain. The origin of the double blockade must lay further in the past however. I noticed that all SMAX factions suffer from this problem, so I'm guessing this must be a problem originating from when the factions are first founded. If someone could post a save just prior to a SMAX faction being founded, this would speed up when I'll be able to look into this problem further.
 
Do you want this mod translated into a Japanese version? If so I would be happy to give it a go.
 
This is an excellent mod. Probably the best I've played on Civ 4 yet. Having a little trouble though, as the Data Angels. Whenever I save my game and pick it up later, my save starts, not as the Data Angels, but as the Faction I started off with to research Holographics. I have to leave my game running for the entire time it takes me to complete it if I want to play as the expansion factions, unless one of you can propose a better workaround?
 
Awesome mod. I've enjoyed it for years and the newest version has made an already awesome mod even better! =D

I'm just posting to check up on the blockade issue. I'm running into the same problem when I switch to one of the expansion Civs. The blockades remain even after all the Planet creatures have been killed. It's quite a debilitating bug that has rendered the expansion factions unplayable if they happen to spawn anywhere near planet creatures.
 
Hey guys. Range2 art style should be same as Range1 art.
 
Very nice mod!

There is a bug in the hints section of the datalinks: A txt_key_hint_92 is missing. And things get a bit repetitive when you scroll down.
Is it intended that you cannot raze cities you conquered? Is there any way of getting rid of those bases?
 
Is it intended that you cannot raze cities you conquered? Is there any way of getting rid of those bases?

I'm pretty sure it's intended, but you can choose the "Allow Base Razing" option in a custom game. I usually enable base razing because I cannot stand AI base placement.
 
I'm pretty sure it's intended, but you can choose the "Allow Base Razing" option in a custom game. I usually enable base razing because I cannot stand AI base placement.

Yes, that does make sense. If I am not mistaken in the old smac you had to give units a special modul to raze bases.

However, AI city placement is traditionally abysmal and hard to tolerate. Maybe it is part of the AI's strategm to freeze the human player out of the game?

There are two other AI behaviors I am not particularly fond of:

The AI sends wave after wave of units against my bases but seldom uses siege tanks to reduce entrenchment.

Then, AI turns drag on and on, because it has to move its entire fleet piecemeal in and out of base with no apparent goal. This is also true for planatery lifeforms: Isles of the Deep are endlessly moving back and forth.
 
However, AI city placement is traditionally abysmal and hard to tolerate. Maybe it is part of the AI's strategm to freeze the human player out of the game?

I see no problems with AI base placements. Besides, everyone has their own personal opinion about what is best city placement. You can't even get two humans to agree on what are the best city locations. Also keep in mind that what may be a good location for one faction may not to be for another, because of the Biodomed civic for instance. In addition even marginal terrain can be put to good use with stuff like condensers, boreholes and solar collectors, so IMO there is no such thing as a "bad city location" in Planetfall.

Then, AI turns drag on and on, because it has to move its entire fleet piecemeal in and out of base with no apparent goal. This is also true for planatery lifeforms: Isles of the Deep are endlessly moving back and forth.

Many native IoDs move around randomly by design. Moving around randomly takes little processing power, so that's no cause of turn times.

Over there, on rpg.net, one of the members has a thread with an University Playthrough and he's starting a Peacekeeper Playthrough now, might be interesting to read through... and has many pretty screenshots! :)

Thanks, very cool! :D

Any chance to see the Aliens factions in this mod, or it is for a potential Civ5 adaptation?

I doubt it.
 
Am I the only one here who aren't happy with the way the Cult of Planet are implemented in this game?

While I understand that the whole "civilization founded by wonder" is conceptually neat and rather innovative I think it sorta limits the role the Cult of Planet can possibly play and have some counter-fluff-wise implications.

What I don't like is that Cha Dawn is always going to be the trusty attack dog of another faction (most likely the Gaians) due to being an unbreakable team with the wonder-builder.

Fluff-wise I always thought the Cult of Planet was a loose cannon. A band of dangerous radicals who answered only to their prophet and (presumably) the Planetmind and quite willing to turn on fellow greens if they are not radical enough.

I think the Cult of Planet would be better off if it was founded the same way as the other expansion factions. This would leave them free to play more possible roles in the diplomatic landscape.Perhaps an even more fluffy (if technically possible) idea would be if the Cult of Planet founding was triggered by the Flowering Counter reaching a certain number.
 
Thanks for this great mod! I just finished my first Gaian playthrough and really liked how you captured the treehugger feeling ;)

One thing I missed was those small story interludes they had in the original SMAC. I really liked the story back when I played SMAC, and wouldn't mind reading that stuff again. Any chance the story is put into the mod?

A small bug I noticed: The "actual" yields of a nanoreplicator (which are displayed as a mouseover in the list of buildings you can create in your base) are way too high. It always says that it yields like +650 or +812 production, while actually it is +7 afair.
If you need a savegame, I can upload it. But as it is working correctly after building the nanoreplicator, I guess fixing this minor issue isn't exactly top priority.



@Lord Tirian: Hope you read this, I can't find the private messaging function in this forum :confused: You wrote that you had modded the tech tree a bit. Would you mind uploading the file? I would really like to try it out, as I think the AI is not playing too clever, research-wise.
 
@Lord Tirian: Hope you read this, I can't find the private messaging function in this forum :confused: You wrote that you had modded the tech tree a bit. Would you mind uploading the file? I would really like to try it out, as I think the AI is not playing too clever, research-wise.
Re: PMs, you need to have a certain amount of posts and/or have to be registered for a certain amount of time, I think... it's just disabled for new posters to prevent spammers from PMing spam messages around, that should sort itself out soon. :)

I'm afraid my files are horribly out of date, since I haven't touched Planetfall (or CivIV/V) for the last couple of months... - not to mention that it was a work in progress anyway. If I ever get working on that again, I'll try to remember and post it, but no promises. :(

Cheers, LT.
 
Hey guys. Just played this mod for the first time and I must say you did a pretty good job in transferring the spirit of the original game to the Civ4 universe (the SMAC sound and movie files help a great deal of course). Well done!

I have a question though. Where are the Mag Tubes? The Beginner's Guide in the Civilopedia mentions them, the Magnetic Propulsion technology claims it enables them, Formers are described as being able to build them, yet when I researched Magnetic Propulsion I had no such option. And then I discovered that there is no Civilopedia entry for the Mag Tubes themselves. Am I missing something? Were the Mag Tubes dropped in a previous version or is it a bug?

EDIT: Gaaah, ignore the question! I just realised you can only build them in certain types of terrain.
 
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