Feedback thread

I have only made a few but all of my probes have been DOA now that you mention it. Cross the borders and die. I haven't investigated into it though. Just said a cuss word and went on each time.
 
Apparently they're never invisible. Haven't investigated why yet.

Another bug no one has noticed yet is the AI won't build any negative planet-improvement anymore. Fixed in the meantime.
 
Another bug no one has noticed yet is the AI won't build any negative planet-improvement anymore. Fixed in the meantime.

Ah, that explains the strange green leaning it my current game. Only 6 out of 11 factions with a negative PA, 4 of them only between 0 and -1 and even Miriam with less then -3...
 
The offer council seat thingie had a bug. I have prepared a patch, but I again can't access the FTP...

At least accessing the latest-PF-patch-site and downloading v13b seems to work now again. Don't know if that can still mean that you can't upload.
 
There's a bug with fungus spreading under a bunker (which does happen) and formers cannot chop it unless you delete your bunker. (BTW, fungus should not be allowed to grow under bunkers)
 
This is currently kind of disabled by taking a millions turns on purpose - it is open whether this feature is kept in future.

Well, how is the option supposed to work? is there supposed to be a button or something?

I linked in another thread to the patch which brought faction-specific abilities - the Hive should be thought of having subterrain bases, so rocky terrain above is touched.
I think it is a fine unique ability, also I don't understand your connecting to the Power civic - beside I sea no flavor connecting, Power is already strong enough as it is, IMO.

Well I don't quite think of the Hive in this mod as being as much of an underground faction in this mod as in original AC. To me it seems like they are just, in general, crazily focused on base defense... and to me, the Power civic example has to do with the idea of a doctrine that focuses on military utility -- the main bonus of rocky base tiles being the +50% base defense -- something which Hive, through whatever social and military expertise, managed to do that other factions didn't. To me, that seems to be what Power is about...


I share that experience. I wonder if any one has ever reached that?

Who knows? Has anyone TRIED? I mean if you were playing on the lowest difficulty, and basically the only thing you were building was land bases, sea bases, culture, formers, fungus, and hybrid forests, and you were conquering everyone, and had turned off a lot of the conquering difficulties, than it MIGHT be possible... but it shouldnt be that hard!


Unless you do some very easy XML modding (Maniac explained which tag has to be changed in post #243 of this thread) yourself, not yet. Be warned though, there might be still issues left to be cleared - otherwise I'm sure Maniac would have already enabled them by default.

Anyone know what the issues might be? Also, when will the Prophet be enabled?? What will his bonus look like?
 
I had a thought about providing for a Alien tech that is unique to H'mnee. As part of "gravitronics" sp? enable a 'tensor field' that will allow for the creation of a gravity well. This would act much like an alien event horizon that would trap/swallow any unit in a 1 square radius. The idea is partly borrowed from an episode of Eureka, but I thought it might be a cool and unique addition to her game-play. She could trade it or it could be stolen tech.

BTW, what good is Space Elevator wonder if it is only active in 1 base? Seems like a waste of time for the current benefit imo.
 
Well, how is the option supposed to work? is there supposed to be a button or something?

I think there is a button if you have the SL selected and the tech requirement is fulfilled, but the transformation then simply does take forever and gets never completed. I has been a while that I was in that situation myself, though, so it is more a summary of what was reportet in the past by other players.


Well I don't quite think of the Hive in this mod as being as much of an underground faction in this mod as in original AC.

They are - think of the partially not pillage-able improvements. Also their leaning to Algae Culture and Biodomes and the isolationist behaviour have to do with this theme.


To me it seems like they are just, in general, crazily focused on base defense...

They get that bonus as well because their bases are supposed to be underground.
They are imagine as bee-hive-like constructs, the important parts of the base lying underground (if you look how the Hive bases were designed in SMAC, you see no real building, just a very flat kind of dome)


and to me, the Power civic example has to do with the idea of a doctrine that focuses on military utility -- the main bonus of rocky base tiles being the +50% base defense -- something which Hive, through whatever social and military expertise, managed to do that other factions didn't. To me, that seems to be what Power is about...

Yes, the Power civic is about military strength. But IMO, that doesn't mean that any military bonus fits. Personally, I find it hard to see a connection between emphasizing (military) strength in a society and building on rocky terrain. Ok, you can argue that people tolerate settling under worse conditions...but better trained units and more espionage effectiveness sound more credible for my taste. Also there might arise technical issues if someone leaves Power one day - the rocky base tiles would have to stay either rocky (opens up the dorr for exploits) or they get flattened (what would happen if the player goes back to Power?)
 
There's a bug with fungus spreading under a bunker (which does happen) and formers cannot chop it unless you delete your bunker. (BTW, fungus should not be allowed to grow under bunkers)

I have never ever seen that. So: Save (of just before the fungal bloom), or it didn't happen. ;)


By the way, is it everyone's opinion that the Planetary Datalinks are overpowered? I could move them a bit higher up the tech tree to Mind/Machine Interface.
 
Oh! Here's a question -- why can't any faction, on discovering a tech that has a religion associated with it, get an acolyte or whatever for that religion?? That would help spread the religions, which seem relatively hard to spread in this mod...
 
I have thought about doing something like that for the Hive and Pirates, because open borders are required in Planetfall for religion spreading and those two factions don't like signing open borders. However in general I don't share your observation that religion is hard to spread in this mod, so I definitely don't see the need to make this a general thing.
 
Have you been able to easily get any religion to the spartans, when they are WAYYYY over yonder? it seems to take forever...
 
When you hit return, the bunker that is SE of Planetary Archives will have fungus spread to it, and if you WB a former to try to clear it, the option isn't there. (I was trying to build a colony to clear the remaining sea tiles of fungus but that bunker-fungus tile was nidus for subsequent regrowth all around the area) :mad:
 
The Planetary Datalinks are just right. It takes a human player to have the foresight to beeline to it (usually just beating Morgan to it) and not research the other useful techs that are cheaper, and any later it'll be impossible to catch up in terms of science at higher levels. I would, however, make it a prerequisite to have a network node in the city to be able to build it (I've often not done so and it's illogical).
 
The latest patch should really be called version 14. The changes in the tech tree are really game-changing. I beelined to Singularity mechanics but couldn't build dimensional gates yet which took yet another 4 techs. The good thing was that a measly material supply (which can be built after singularity mechanics) was able to build the Subspace Generator in 1 turn! :D(This is probably not desirable, and maybe the wonder should be a project to disallow this)

And thanks for nerfing the native spawn rate. It was finally manageable with hunters and choppers.

And please, PLEASE don't make the Planetary Datalinks any later--I played Immortal and would not have been able to win without it.
 
You should be seeing a reduction in negative Planet for the AIs even after the bug is fixed.

I tried a game under 13c) with AS (Expansion Era, 11 players from the beginning on) and this wasn't the case - except "evergreen" Deidre and me, none of the other 9 factions has a positive PA after 30 turns (Morgan was closest with -0.50, Miri being worst has almost -6). I suspect that the special setup of an AS and how the AI handles it doesn't well mix with a Green strategy. While I tend to spam bases in the AS mode (3 as absolute minium, often up to 5) and being very selective about other things (I prefer formers, fast exploration units and certain buildings over culture radius, addiotnal population and generally well equipped and defended bases), the AI seems to follow the pattern of standard BTS (1-2 bases, pop up to 4-5, many improvements - especially farms).

I don't know if it is possible, but some AI should already consider a green route in the AS setup (maybe depending on thier starting position?) Beside more bases and less "development", they should e.g. set a Biolab in each of their bases. I did that for me and started already with +3 PA.

I have attached two saves, one right at the start of the game (consulting the WB is very insightful) and one roughly after 30 turns.

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I also noticed a graphical issue with Marine Labs on certain sea ressources - they are seemingly invisible on Planet Pearls and Fungizides (first thought of a problem with Roze, but their is no problem on Brilliance):
 

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When you hit return, the bunker that is SE of Planetary Archives will have fungus spread to it, and if you WB a former to try to clear it, the option isn't there. (I was trying to build a colony to clear the remaining sea tiles of fungus but that bunker-fungus tile was nidus for subsequent regrowth all around the area) :mad:

That game crashes when I try to load it. :hmm: Was that game started under patch b or c? If it is, perhaps you're having the same problem as RocknD (whatever that problem might be).

I tried a game under 13c) with AS (Expansion Era, 11 players from the beginning on) and this wasn't the case - except "evergreen" Deidre and me, none of the other 9 factions has a positive PA

To clarify, when I said that AIs should tend to have a less negative Planet Attitude, I didn't mean there would be more with a positive. Anyway, the issue you describe is unrelated and because of advanced starts. Given this, I'd suggest to stop using Advanced Start. I have changed EraInfos now so that factions should start with two colony pods then. That should give at least some boost to development speed.

I also noticed a graphical issue with Marine Labs on certain sea ressources - they are seemingly invisible on Planet Pearls and Fungizides (first thought of a problem with Roze, but their is no problem on Brilliance):

Is there a connection to whether the plots are worked or not?
 
That game crashes when I try to load it. Was that game started under patch b or c? If it is, perhaps you're having the same problem as RocknD (whatever that problem might be).
Well of course it was patch b (since c just came out yesterday)! :D
 
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