Feedback thread

I'd like to rename the Infantry unit to avoid confusion with the unitcombattype. Any ideas or preferences? Laser Squad is an option, but for some reason I'm not so fond of it.
 
They don't seem to use lasers. Perhaps a more generic Combat Platoon, to represent the first real combat unit in Planetfall? Besides, a squad in military terms is about the smallest combat unit with on average 10 soldiers. Seems a bit small to represent a whole unit.

Something else. Could you check if you have the marinelab_worked.nif and believer_lot.nif in your assets/art/cities folder (you might need to unpack the .fpk)? I compared with v12 and both these files are not in v13 on my end.
 
Animated leaderheads are the way of the future. ;)
Think of when you upgrade your computer. :D
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).
They don't seem to use lasers. Perhaps a more generic Combat Platoon, to represent the first real combat unit in Planetfall?
I like the term Platoon, but not sure about "combat". Perhaps "Beam Platoon"? That way it's also less laser-specific - since it's sitting at Nuclear Physics - and could refer to quite a range of energy weapons (like masers, particle beams etc.). If you do rename them, I think the names should be consistent, i.e. if there's a "Scout Patrol" -> "Beam Platoon", the next unit should also be a squad/platoon/troop etc.

EDIT: Of course, it's possible to make them shoot lasers or beams or whatever, shouldn't be too hard. I also think they could generally use a do-over, especially the weapon... perhaps I'm going to tackle them when I have time again.

Cheers, LT.
 
Would it be possible to include some data about the non playable factions in the Pedia?
Because at this point I have no idea who they are and what they want. All I know is that they are from some expansion to SMAC that I newer acquired.
 
Besides, a squad in military terms is about the smallest combat unit with on average 10 soldiers. Seems a bit small to represent a whole unit.

For the record, I used Squad because that word is one of the common terms used in SMAC for infantry unit names. For instance Impact Squad. In fact that sounds even cooler than Laser Squad.

Also for the record, during ACDG3 we Spartans came to the conclusion, based on the low human population, the usual percentage of the population in the military, and the amount of units one usually builds, to consider an infantry unit in SMAC was about 100 people. That's Company size. Unfortunately that word doesn't sound as cool as Squad or Platoon.

Something else. Could you check if you have the marinelab_worked.nif and believer_lot.nif in your assets/art/cities folder (you might need to unpack the .fpk)? I compared with v12 and both these files are not in v13 on my end.

Woops. I accidentally threw believer_lot.nif out of the PAK when cleaning out the old Believer cityset file. The file just seemed empty at that time, and I didn't know what it was for, so I figured it was some old derelict. I have found back the file in a PAK v12 archive. It'll be in the next patch.

I don't have marinelab_worked.nif though. Could you please attach it?

EDIT: Of course, it's possible to make them shoot lasers or beams or whatever, shouldn't be too hard. I also think they could generally use a do-over, especially the weapon... perhaps I'm going to tackle them when I have time again.

For the record, the NextWar cyborg is unused now. That could be used for the Infantry.

Would it be possible to include some data about the non playable factions in the Pedia?
Because at this point I have no idea who they are and what they want. All I know is that they are from some expansion to SMAC that I newer acquired.

All relevant info can be found in the leader trait info box.
 
For the record, I used Squad because that word is one of the common terms used in SMAC for infantry unit names. For instance Impact Squad. In fact that sounds even cooler than Laser Squad.

Also for the record, during ACDG3 we Spartans came to the conclusion, based on the low human population, the usual percentage of the population in the military, and the amount of units one usually builds, to consider an infantry unit in SMAC was about 100 people. That's Company size. Unfortunately that word doesn't sound as cool as Squad or Platoon.

Yeah, for SMAC(X) it made sense to work on company level because of how that game depicts population numbers. Unfortunately, Civ4 uses a logarithmic increase everytime a population adds in a base. :(

But here's another proposal: Shredder Platoon. IIRC, shredder pistols were a weapon used on the Unity. You could use 'Impact' for a later unit or extra-promoted infantry unit.

I don't have marinelab_worked.nif though. Could you please attach it?

I just checked, and it seems I still have trouble with the 'animation'. I'll have to work more on it.

The Believer farm-->eden xml is done and tested, as is an arrival era farm-->eden continuation (not that a faction can have an Eden before hitting the Expansion era ;) ). Do you want the files for that or do you prefer until I finish the other factions? For the other factions I only need the PlotLSystem file. Graphics would be included in this first attachment.
 
Has anyone ever seen a base switch to Drone control after revolt? I haven't...instead I whitnessed a base turning to native control, but spawning partisans. I tried to create a save of the turn before, which makes then revolt then happen, but failed. So for the moment I have only a picture and a save from after the revolt. But perhaps that is enough to say if something goes here wrong at all. If so, I will try to reproduce such behaviour.
 

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I have a few times now, and once close enough so I could combat the partisans.
I think it's intended coding.
 
I have a few times now, and once close enough so I could combat the partisans.
I think it's intended coding.

Ok, after reading the change of the last big patch I think I have understand - if the resistance time has passed and the base isn't under the control of a faction again, it will become a Drone's base. Makes sense, but on high difficulty levels and in the late game this makes it quite unlikey that the Drones will get a base. The one in the sample save above goes one two turns later back to Morgan (after Zhak won an interstellar gate victory a turn before, BTW - turn 267 is a new AI record for me).

Edit: Also it seems that those Partisans use PSI-combat - I'm not sure if that's really an advantage for them. They should probably better get some free special abilities/promotions suited for defeding a city or just some free moral promotions.
 
@Pffersack
"How big was the base at that point? Anyone can capture it is 3 or less."
(Apologies, I was a little sickly this w.e.)

It was a 6 and stayed that way til I took it back. I also happened with a 14 size base.
A few questions to go with this one, now:

-Are there no Planet Busters in the game? I've been unable to build one even with Rubidium and Uranium.
_Are there no Thunderbolts in the game? Same results as above with all techs.
-If formers are imvisable inside their borders, why do natives know exactly where they are even from outside the zone? They make a beeline each time.
-At least we should be able to kill them with several shots of bunkers, solar, gravity or air units. IMO the psi is way over balanced in this regard.
-Can only "city attack" add-on units reduce city defenses? (other than air,etc.)
-Is there no ZOC? (zone of control)
 
-Are there no Planet Busters in the game? I've been unable to build one even with Rubidium and Uranium.

You need Helium-3.


_Are there no Thunderbolts in the game? Same results as above with all techs.

No idea on this. If you have researched kyrogenetic and the didn't show up, then something might be wrong.


-Can only "city attack" add-on units reduce city defenses? (other than air,etc.)

Artillery and Cruiser units get a city bombardment command (in case of the Tank) or get a better at it (the others), when you choose Accuracy as special ability. The Spartans can used Commando-promoted units as well; for other factions only boats can get the ability (if Irregular has been choosen before)


-Is there no ZOC? (zone of control)

No, since they aren't part of Civ4 (and so far no need was detected to add them for PF)
 
Yeah, for SMAC(X) it made sense to work on company level because of how that game depicts population numbers. Unfortunately, Civ4 uses a logarithmic increase everytime a population adds in a base. :(

That can be changed in GlobalDefines.xml as far as I know.

The Believer farm-->eden xml is done and tested, as is an arrival era farm-->eden continuation (not that a faction can have an Eden before hitting the Expansion era ;) ). Do you want the files for that or do you prefer until I finish the other factions? For the other factions I only need the PlotLSystem file. Graphics would be included in this first attachment.

It's the same to me - I don't intend to release a patch anytime soon,.

Ok, after reading the change of the last big patch I think I have understand - if the resistance time has passed and the base isn't under the control of a faction again, it will become a Drone's base. Makes sense, but on high difficulty levels and in the late game this makes it quite unlikey that the Drones will get a base. The one in the sample save above goes one two turns later back to Morgan (after Zhak won an interstellar gate victory a turn before, BTW - turn 267 is a new AI record for me).

All subject to change of course. The trick of course is finding some balance so that it is neither too hard or too easy to keep a base. More riots are better for the Drones, but reduce performance by all the other AIs, and could become whack-a-mole for the human player if it happens too frequently.

-If formers are imvisable inside their borders, why do natives know exactly where they are even from outside the zone? They make a beeline each time.

Only aquaformers are invisible. And they're only invisible on unblockaded territory.
 
That can be changed in GlobalDefines.xml as far as I know.

The only thing I find are the METHOD_EXPONENTIAL and METHOD_LINMAP tags, but those define how the city grows graphically, not the population number.
 
Thanks for the help, I am just trying to provide feedback and learn PF.
To that end,
-My aquaformers always get damaged when in their territory when native life spawns.
_I never have a chance to blast them even when I do a Penetrator recon with ''Deep trench"? added on. They just pop up and waste them like they know exactly where they are.
_And I can't do > 50% damage to them, after the fact. Again psi too powerful in this respect.
- Have had Helium since early game, no PB still. (Going on turn 500)
- How to fix T-bolts? My air units need a bolster. Got PD early, too. [NB-It dawned on me that my Penetrator line made T-bolts obsolete and with PD, I never had a chance to build any]
- I've gotten city defenses reduced to zero by psions, in vitros and other ground troops.

If I should provide a ss of any of this, I will. I'll figure out how and post if need be.
 
All relevant info can be found in the leader trait info box.

I still wish there was some info on them. :(


PS. If someone could just link me to any wiki or source that I can get the info from without buying the expansion please do.
 
Can I suggest this as diplomacy music for the cybernetic consciousness?

(It's the Ix diplomacy music for Dune Wars, but does seem that it could fit here as well.)
 

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I just thought of a couple more things to add to feedback: (playing 12m)

-If I've ordered a Penetrator to "Intercept" will it never intercept a LOC (air unit)? Again seems unbalanced to psi.
-I am beginning to get a better understanding that PF is purposely not
SMAC/X and runs on an Civ engine and actions such as:

_redeem buildings for energy when enemy takeover becomes eminent is not possible.
_As would be espi bribes, colony pods allowing base growth or deleting a unit to recap energy.

Again, aplogies, I've not found these in my searches and if I'm going over already tilled ground just tell me to STFU.
 
I noticed that you are allowed to pre-buy the Unity Modul SPs when using the advanced start mode. Beside that this can be considered as an exploit (don't think the AI will do it and even if, the human players get the choice first), some don't work properly then (the Cyromodul causes no +2 increase in population and you don't get a free tech from the Unity Bibliothek)
 
-My aquaformers always get damaged when in their territory when native life spawns.

Native life spawns from fungal blooms tend to start blockades. Aquaformers are not invisible on blockaded plots. Are you sure your aquaformers are not attacked while on blockaded plots?

- Have had Helium since early game, no PB still. (Going on turn 500)

You also need to have built the Supercollider, and the Planetary Council can't have forbidden construction of nukes.

I've gotten city defenses reduced to zero by psions, in vitros and other ground troops.

Are you playing the Spartans?

Can I suggest this as diplomacy music for the cybernetic consciousness?

(It's the Ix diplomacy music for Dune Wars, but does seem that it could fit here as well.)

Yeah I had also been thinking of that. Since someone else has thought of it too, I guess I'll add it. :D

-If I've ordered a Penetrator to "Intercept" will it never intercept a LOC (air unit)? Again seems unbalanced to psi.

Locusts are technically land units, just like choppers.

I noticed that you are allowed to pre-buy the Unity Modul SPs when using the advanced start mode.

IIRC those could be disabled in an Expansion era start with the MaxEra tag. Are there other projects not working besides the two you mentioned?
 
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