Feedback thread

( i fixed the problem with editing the citiLsystem data - delate them and gave the buildings a 2x2 fieldpostion)

If you use this method, you 'fix' the size of the graphic. In other words, it won't grow when the city grows in size.
 
Now that the "offer council seat resolutions work", has anyone seen AIs civs following such an invitation? I haven't, the council in my finished 13e game wasn't entered by Domai or Luttinen, despite they got offered a seat. That's quite surpising as AIs normally always go for the member option.
 
Really like the addition of some smacx factions. In the couple of games I've played they've always ended up at the bottom of the pile though,would it be possible to give them a bit of a boost as they start later - an extra city or two for example?
 
If you use this method, you 'fix' the size of the graphic. In other words, it won't grow when the city grows in size.

:confused::confused:

Nonsins, i dont fix the size of the graphic...it grows with the cities...i can see it everey day if a city grows, that the building is still displayed! i fixed the place where the building will placed/displayed after it is build... thats all! 2 x 2 means that the building will placed in a cycle of to fields arround the center of the city!

On the other hand i dont know how i can fix the problem in the cityLsystem Data...the error happens in connection with 4 buildings, naval yard, air-blablabla, SolarPpowertransmitter...Deepseapipline...and one other building i dont remember yet!

Looks the weathercontroll realy like the shields from Next war mod???? As i see it in the screenshots??! Than i have to change it (weathercontroll) if i update my modifikation of the planetfallmod...
 
Looks we're talking next to eachother.

Are you talking about problems in Planetfall, or in your own mod?
 
Looks we're talking next to eachother.

Are you talking about problems in Planetfall, or in your own mod?

Also so langsam zweifel ich...wir rede nicht aneinander vorbei!!!! Die scheiß Wetterkontrolle und die Schilde sind beide aus dem Nextwarmod...basieren bzw sind die gleichen Gebäude! Ich habe gesagt das ich die gleichen Probleme mit diesen Gebäude hatte - klar soweit?!?! Haste das jetzt erfasst??? Aslo wo reden wir an aneinander vorbei bzw wo rede ich von meinen Mod?!? Der Originalmod und mein Mod benutzen ein und das selbe gebäude aus dem Nextwar mod - haben demzufolge das gleiche Problem, warscheinlich haben sie die Idee sogar geklaut diese grtafik einzubauen um optisch ein bischen mehr herzumachen, egal!!! Hätte ich bloß nicht meine Screenshots gepostet - scheiß geistiger Diebstahl!!! Und das verkaufen die noch als ihre idee und geben es zum download frei - schweinere!!! Sauerrei!!!
 
My English is way better then my German, Monaldino. ;)

But I didn't answer your last paragraph, that's true.
The weathercontrol is indeed the shield effect of the advanced arcology. I detached it from the NextWar model.

Hätte ich bloß nicht meine Screenshots gepostet - scheiß geistiger Diebstahl!!! Und das verkaufen die noch als ihre idee und geben es zum download frei - schweinere!!! Sauerrei!!!

What are you rambling here? Are you accusing Planetfall mod members from stealing your ideas or graphics or what? :shake:
 
What are you rambling here? Are you accusing Planetfall mod members from stealing your ideas or graphics or what? :shake:


Not the graphic...the idea...!!!
Since when is this kind of graphic integred in the planetfallmod?!? I follow the development of the planetfallmod since version 11. Since version 12m i do my onwn modificaton...so i know what is new and what not..

The new wether controllgraphic was installed months after i had upload my screenshots with the 3 differend kinds of of shields, new Units, the spacecrafts and so on. Im waiting for day to notice thats spaceships and other idears of my mod would bes stolen!

im accusing:confused::confused::confused: I do not...thats a fakt!!! And i c corroborateit. Whatever...it is unimportant what i think. :scan:

Do ya thing...:goodjob:
 
Since when is this kind of graphic integred in the planetfallmod?!? I follow the development of the planetfallmod since version 11. Since version 12m i do my onwn modificaton...so i know what is new and what not..

I think I attached it to version 13d.

The new wether controllgraphic was installed months after i had upload my screenshots with the 3 differend kinds of of shields, new Units, the spacecrafts and so on. Im waiting for day to notice thats spaceships and other idears of my mod would bes stolen!

I had no idea you have a mod of your own. So it's pretty hard to take out material from it then.

im accusing:confused::confused::confused: I do not...thats a fakt!!! And i c corroborateit. Whatever...it is unimportant what i think. :scan:

Well, then it's a fact that at least two people (you and me both) came up separately with the idea of detaching the shield effect from that NextWar arcology.
Seriously, whenever I upload things created by others to Maniac for inclusion in the mod, I tell him. It's his choice what source he uses in the Planetfall credits.
 
Well, then it's a fact that at least two people (you and me both) came up separately with the idea of detaching the shield effect from that NextWar arcology.
Seriously, whenever I upload things created by others to Maniac for inclusion in the mod, I tell him. It's his choice what source he uses in the Planetfall credits.

I can understand you! And you and the other guy do a good job...because i follow your mod processing...and its realy good. But in some cases you can go further...
But i understand that you have the idea of "be in he borders of the smac".

Okey - i think its enouth grumping from my person. Thats a feedbackthread here. :sad::mischief::blush:
 
The only thing this file does atm is linking the Naval Yard to another graphic which doesn't make the weather control so huge. ;)

So i guess, you also don't know, what in the graphics makes the shield so incredibly huge?
I ask, because i have the same problem in my mod, and "fixed" it in Monaldinios way.
 
Where do you regulate what feature types native life can spawn on?
Also, where do you set what types of features are cleared by the teraformer civic?
I added a new form of fungus and I want it to spawn worms like the normal one but be clearable only manually.
Well, you can't blame me for asking. :(
 
Civs get annoyed at me for 'preventing the flowering' after I propose this motion at the council, even though some of them voted for it and are fervent terraforming edenists!
 
Man I dislike beating a dead horse- but I've been all through this, 3-4 times.

Now consider how many times I've had to answer questions of people who can't get the game to function because they did something wrong. :p

I don't know what's your problem. If you could attach a save illustrating the problem, I could have a look. However the last time you did that, that save crashed for everybody else. However apparently now Pfeffersack can open saves you attached. So perhaps you uploaded a save for an outdated patch last time. You could always try uploading another save using the latest patch which illustrates the nuke problem.

In short- Fungus removes Field Lab, but Field Lab does not remove Fungus. Which boils down to a waste of time (at least in my opinion).

Is there a reason for this?

Limitations to the code for planting features.

Where do you regulate what feature types native life can spawn on?

FeatureNatives in XML.

Also, where do you set what types of features are cleared by the teraformer civic?

The ::doRemoveFungus function (or something called close to that) in the SDK.

The only solution I have atm is to link the Naval_Yard and Naval_Yard_Sea references in Civ4CityLSystem to the vanilla modernharbor.nif.

I linked the Weather Control to the Atmospheric Processor graphic instead.
 
I linked the Weather Control to the Atmospheric Processor graphic instead.

You want to keep the shield dome effect for something else?
If you still prefer to use the dome effect as something (weather control or a future facility), I have a graphic with quays on which I could plant faction-specific 'houses' from their cityset to make faction-unique graphics for their naval yard. Just sayin'. :)
 
Now that the "offer council seat resolutions work", has anyone seen AIs civs following such an invitation? I haven't, the council in my finished 13e game wasn't entered by Domai or Luttinen, despite they got offered a seat. That's quite surpising as AIs normally always go for the member option.

Can't see any problem in the code alas. A save of after a succesful invitation or even better just before an invitation is offered would be useful.
 
It can't be used if it causes problems with the Naval Yard.

It causes problems only if the FF capital shipyard graphic is used, not with other graphics like the modernharbor, or things I could whip up. For instance, the trunkline graphic doesn't cause the dome effect to expand to a huge size.
The main question here is if you want the FF capital shipyard be used as naval yard or that it doesn't really matter if it is this graphic or another properly futuristic-looking graphic.
 
Can't see any problem in the code alas. A save of after a succesful invitation or even better just before an invitation is offered would be useful.

Must have been pure bad luck in that game that no one used the invitation. In my current game this is different, though I still think that the AIs a rather hesitating to become members - a behaviour I can't see a good reason for or pattern in. Becoming Member costs you no anarchy, so the only "cost" involved is losing potential plunder when capturing a base. However, there seems to be no connection between an AI having an ongoing war and not following the invitation nor do AIs seem to ever leave the council again, when entering a war (not necessarily bad, as this costs an anarchy turn and being not in the council during war increases chances that the council members declare collective war on you)
 
Back
Top Bottom