Feedback thread

What kind of resourses are you talking about? I didn't talk about special resourses, just the normal ones (nuts/mins/energy). Having a base that cannot sustain it's only citizen doesn't sound like intended behavior.

Oh. Didn't get your point then. I was only refering to what you call special resources, not the "generic" nuts/mins/energy.
 
I noticed that bases you have captured and which are in resistance already influence your PV - even specialists and buildings "work" for that purpose. Now PV is not a real product like the other yields, but it is nonetheless somehow inconsistent. I captured the Gaian HQ at the coast with a swarm of Marines (no faction can beat the Hive in terms of creating a fearsome army in a few turns...), supported by some tanks (even with the amphibious penalty, the CD is considerable)...and that base alone made my overall PV per turn reach the break-even point...
 

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It's interesting that the PV is influenced by tiles around the city, but that are not under your direct control...

I've thought about this long and hard, and I think that green factions are screwed as of right now. The later green techs alone are impossibly expensive, and what can measly size 4-6 cities do, even with a whole bunch of them? Deirdre cannot even grow large cities unless she gets a bunch of vassals (since she cannot use free market) and have every happiness resource.

So to even the playing field against terraformers, what about making tech costs cheaper proportional to your PV? That way it'll allow pro-planet civs to actually research green techs to fight against hovertanks and dropships.
 
I tried doing a search and came up blank on this-

Did you change Aki-Zeta 5's name for some reason?
She's now called Luttrinel or some such.

Also, I don't know if the NL was nerfed with this last patch, but I lost 8-9 gunboats/foils within 5 mins of starting the game the other day. What's up with that? They were not beatable at any stack, just kept coming.
 
I wonder what determines how many Partisans appear in a revolting base...I have seen bases with nearly 20 in past games, but now that my capital revolted there was only 1 defending...?

Edit: I have to partly withdraw my former statement about Probe Teams now working - at least they do not work always. And I have no idea about what the condition is... :confused:

I have attached a save - the team near "Universitätsbasis" is not able to enter the base, while the two placed via WB (near "Urwald" and "Planetbibliothek") can.
However, that doesn't seem to be the deciding factor (I was able to steal a tech with a regularly built PT from Deidre earlier in that game) nor having OB or not seems to have an impact.
 

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As requested, a pic showing that
1. Yes, fungus can spread under a bunker (in fact it can spread virtually under any unit)
2. and no, a former is unable to chop it (the button is missing).

Which is very annoying because now I have to delete the bunker to prevent further spread of fungus.
attachment.php
 
It is possible to have fungus and native life pop up away from direct contact with fungus. In the same game as above, the bunker with fungus (or the sea tile just south of it) caused a "transmission" of such an event SE of the city south of New Jerusalem. This is actually quite a nice technique to cause spawns in other people's territory if you block it with your units. (If I didn't block the tile just 1SE of Haven City there would be a spawn there)
attachment.php
 
It is possible to have fungus and native life pop up away from direct contact with fungus. In the same game as above, the bunker with fungus (or the sea tile just south of it) caused a "transmission" of such an event SE of the city south of New Jerusalem. This is actually quite a nice technique to cause spawns in other people's territory if you block it with your units. (If I didn't block the tile just 1SE of Haven City there would be a spawn there)

It's because of the adjacent seafungus.
 
The Sea Fungus is one square away in that picture. (unless you're talking about the unit blocking the square next ot sea fungus, so it moves one square away.)
 
The Sea Fungus is one square away in that picture. (unless you're talking about the unit blocking the square next ot sea fungus, so it moves one square away.)

Indeed, I missunderstood the picture and thought it was about fungus spreading to the tiles with the arrows. But your point is likely what matters here - blocking tiles with units is not supposed to be a counter-measure vs. fungus and only moves the inevitable to another tile.
 
I have no use for pics. I need saves. You already provided one, but that one crashed while loading. As a consequence I believe Planetfall must have been installed wrong somehow.So please provide more info about your computer, operation system, UAC status, exact and full Beyond the Sword and Planetfall folder location.
 
Well, here's the save.
I have windows 7, 3.19, and can play a full game without crashing with the latest patch (d), whatever UAC is (I have the original disk but don't use it anymore since 3.19),
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Planetfall v13
which was installed with only the installers and nothing is changed manually.
 
Well, here's the save.
I have windows 7, 3.19, and can play a full game without crashing with the latest patch (d), whatever UAC is (I have the original disk but don't use it anymore since 3.19),
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Planetfall v13
which was installed with only the installers and nothing is changed manually.

UAC is short for "User Account Control", a OS security setting for Vista (and Windows 7, too AFAIK). Having it enabled (as it is by default) while playing causes many of the more sophisticated CIv4 mods not to work properly. Running the game with administrator rights is often necessary as well.

I tested your save (BTW, I have to confess that I have never manged it to get to -12 PA in my games :eek: ). I can load it fine and ending the turn indeed causes a fungus spawn under a bunker (the other issue with a spread away from existing fungus is because of the tile blocking you tried, as explained above). I also could replicate that a former isn't able to clean that under-bunker-fungus (near "Neues Jerusalem"):
 

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If it weren't for the Pholus Mutagen I would have been -15 or so. Deirdre was blind to my intentions (I was still having positive PV when I had plenty of mines and farms):D

Speaking of which, is it possible to split the Pholus Mutagen range up so that one can use 2 cities to capture the most of it for PV purposes?
 
Edit: I have to partly withdraw my former statement about Probe Teams now working - at least they do not work always. And I have no idea about what the condition is... :confused:

Visible units cannot share a tile with enemy units. The probe team near University Base has been made visible by the UoP probe team in University Base.

Well, here's the save.

Thanks. Should be fixed in the next patch.
 
Visible units cannot share a tile with enemy units. The probe team near University Base has been made visible by the UoP probe team in University Base.

Thanks for the explanation :)

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Two issues I originally posted in the download thread (as questions regarding the changelog), just in case they didn't get noticed:

3. The Hive can hurry Genejack Factories with population.

Is it intended that I'm able to rush all buildings as Yang under v13 patch d)? :confused:


19. The Spartans and the four human SMAX factions must be, by a council motion, offered a seat on the Planetary Council before they can switch to the Member civic.

Are there any other requirements needed to be me to be able to do that (e.g. a certain tech, all others are member)? I have built the PC in my current game, I'm the one who selects the resolutions to vote about, I have contact to all 4 expansion factions and they don't vote yet...but I never get those invitation resolutions?
 
Is it intended that I'm able to rush all buildings as Yang under v13 patch d)? :confused:

Should have been fixed too for the next patch.

Are there any other requirements needed to be me to be able to do that (e.g. a certain tech, all others are member)?

Does the Council have three members? If that's not it, perhaps you can attach a save of a turn just prior to being able to vote. Will make it easier to figure out the cause.
 
Does the Council have three members? If that's not it, perhaps you can attach a save of a turn just prior to being able to vote. Will make it easier to figure out the cause.

Actually all 6 possible factions w/o invitations are member at the point of the following save - hit end turn and you will be prompted to choose a resolution, but no invite proposal shows up.
 

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I noticed that the Flowering Counter isn't too dynamic... unless the human player really pushes, it tends to stay rather static. Now, keeping it low isn't a problem - I have the feeling that pushing it higher *is* a problem. I think a way of addressing that might be adding some extra ways of influencing the FC (in both directions):

  • The population count of Hybrid societies should add to the FC in some manner (meaning contra-Hybrids immediately get a way of lowering it - conquer these puny fungus-lovers!)
  • Let fungal blooms add to the FC permanently, it *is* representing the Planet progressing towards its awakening in a certain way - that also means Terraformers *must* keep fungus in check to avoid the fungal blooms (and perhaps invade neighbours with fungus close to borders)
  • Let condensers and communes decrease/increase the FC - they're naturally limited by the 1-tile distance rule and fit lore-wise as well.
  • Planetbuster impacts should directly impact the FC and lower it permanently. That way, they actually earn the name "planetbuster"! :D (interestingly, that would also mean that anti-Planet factions should try to vote against the non-proliferation... what's driving the decision now?)

Cheers, LT.
 
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