Feedback thread

I ticked the options/checkbox labeled "Automated Formers Don't Construct Bunkers" and they keep doing... I almost have more bunkers's tiles than improvement's tiles :S
 
Is it intended that the Helium-3 ressource on sea can be harvested without building an improvement on it?

By the way, yesterday I had to build a well on a coastal-Helium3 tile. So I think it's not a common issue.
 
By the way, yesterday I had to build a well on a coastal-Helium3 tile. So I think it's not a common issue.

Do you mean a land or sea tile with "coastal"? I only refered to the latter with my problem...and even if I'm the only one with this issue and its working technically, I don't think the well improvement fits graphically for sea tiles.
 
I ticked the options/checkbox labeled "Automated Formers Don't Construct Bunkers" and they keep doing... I almost have more bunkers's tiles than improvement's tiles :S

That shouldn't be happening. Please attach a save of a turn just prior to an automated former starting to build a bunker.

Do you mean a land or sea tile with "coastal"? I only refered to the latter with my problem...and even if I'm the only one with this issue and its working technically, I don't think the well improvement fits graphically for sea tiles.

There was no improvement defined to enable Helium on water. This issue, and a similar problem with Radiotrophic Fungus has been fixed for the next patch.
 
Do you mean a land or sea tile with "coastal"? I only refered to the latter with my problem...and even if I'm the only one with this issue and its working technically, I don't think the well improvement fits graphically for sea tiles.

It was a sea tile (lighter blue). Now that I think about it I don't really know what the aquaformer was building... I saw it doing something and I had no Helium3 so I thought that was making a well. Anyway never mind, Maniac has talked ;) By the way maybe I was a bit rude, didn´t ment mate.

That shouldn't be happening. Please attach a save of a turn just prior to an automated former starting to build a bunker.

Got it. I'll keep an eye on them in my next game.
 
I been playing and I didn't had the formers building bunkers again... Before testing it I played TAM, so I don't know if the unload and reload of the mod may fixed it. Also the other time I was on a custom game, now I'm playing a normal one. Anyway I will test harder because it was f*****g annoying.

I have another issue that I don't know if it is a problem:
- My automated formers use to 'airlift' themselves to a sea base and stay there (when they arrive I have to automate them again). Probably they don't have anything better to do...
- The fifht (5) time that I automated them I tried something new. I moved a former out of the base and after automating it, it started to work properly.
- The 'airlift loop' has started again between two bases (one of them is a sea base again, I wonder if the former thinks that it's a aquaformer :D).
- Aquaformes do the same... and they're plenty of work to do.
I hope this is enough information to know what this 'thing' is.

Should I download the mod again?
 
Perhaps there's native life in the neighbourhood of those formers 'jumping plane'?
In vanilla Civ4, if the AI perceives a threat it stacks its workers in cities.
 
By the way maybe I was a bit rude, didn´t ment mate.

No, I didn't take your comment that way ;) I just asked you to specify to clear up the issue. Didn't think of the possibility that you refered just to being able to build (probably a mining plattform then) on that tile at all.
 
Perhaps there's native life in the neighbourhood of those formers 'jumping plane'?
There was natives 6-7 tiles away. Too far to be considered a threat...

I'm not able right now to upload the savedgame. Will do tonight probably.
 
Some feedback to FC development in 13i (after 200 played turns, Expansion Era start, Standard Size map)

I noticed that that FC starts out slightly higher (instead of 16-17 now 19-20). However, the natural rise thereafter was slower and came to an end at 25-26. After that major changes did only happen by Council or Concordat motions. Both resolutions were issued two times. The effect of releasing oxygen caused two times the FC to decrease by 1, while the Affinity Gen motion increased it two times by 3.
The PA of the factions in the year 2350 (sorted by score):

Yang +8,57
Morgan -2,53
Miriam -7,44
Luttinen(me) +0,14
Santiago +1,49
Domai -5,44
Lal -4,25
Zhakarov -2,45
Svensgaard +2,52
Roze +8,84
Deidre +6,61

So the Terraformer/Balanced/Hybrid distribution is 5:1:5. Worth to note is perhaps that 3 of the Hybrids are last in score (though the absolute score differences aren't that big and even "weak" factions have at least ahandlul well-developed bases)


My theory is still that fungus spread and FC development are affected by map size and further that 11 players on a standard size map shifts balance towards the Terraformers, while the same rules might lead to a completely different result on a bigger map (I also remember some earlier reports that players got eaten up by NL especially in huge map games on Marathon speed). I will try to verify that by playing a game on a huge map - I just wonder how close is the next patch and if I should wait for it?
 

Attachments

Hi again: I had to format the pc, so it will take some days to have it like it was... Just to let you guys know I´m not fleeing :lol:

>> Edited: I just reinstaled the mod and I'm shocked :S
Civ4ScreenShot0000.jpg
 
:s it must be in english!! :d
 
The PA of the factions in the year 2350 (sorted by score):

Seems like at least Planet Attitudes are going in the right direction.

My theory is still that fungus spread and FC development are affected by map size

For clarity, what is the effect of map size on fungus spread? In any case, codewise fungus does grow at a speed dependent on map size. Not dependent on number of factions though.

I just wonder how close is the next patch and if I should wait for it?

Nope. The current patch seems to be free of gamebreaking bugs, so I'll just take the time to add some new features at leisure and/or play a game myself.
 
Wait, fungus growth speed outside borders is affected both by map size and the number of factions ever alive.
 
For clarity, what is the effect of map size on fungus spread? In any case, codewise fungus does grow at a speed dependent on map size. Not dependent on number of factions though.

Given the same number of factions (11), a larger map means more space for everyone.
Much more - even with the different default number of players a huge map offers more space per player then a standard one and here number players is constant. 11 for a standard map is more then 50% above the default number. That means that on a standard map things get soon close, very close - and things as base maintenance aren't us troublesome, if you can't get the normal number of bases anyway. So expansion is fast - including contact to other players and tech trading (ok, less of an issue in PF, as close starting positions are default, but I still think it might affect the "away starters" a bit).
On a huge map with 11 players the expansion phase take longers, the "wilderness" is bigger in terms of size and longer present. Moreover, NL is probably more threatening and hinder the expansion of the factions. Wilderness in Planetfall equals uncontrolled fungus growth within the game rules.
Territory owned by factions is different. Roughly 50% of them will remove fungus where they found it. The other 50% will not destory fungus and will do things helping FC over the course of the game - however, most of that stuff is rather mid to late game. In the end they might achive the last steps to achieving Planetmind, but how steep the way towards this is, depends on unsettled land. Even if fungus grows slower on a bigger maps - it has just more already inhabited tiles, more free room and time to do so. The crucial thing is reaching those tresholds at 40, 60 and 80. On a standard map the natural grow peters out long before 40, usually somewhere between 25 and 35. I imagine this will be different on a huge map and could lead to an extend period of natural growth.


Maniac said:
Nope. The current patch seems to be free of gamebreaking bugs, so I'll just take the time to add some new features at leisure and/or play a game myself.

I will run a huge map test then and report my findings.
 
Hello!

A friend of mine recently discovered Planetfall and decided to get me into it. It won me over pretty fast! However, we're both of the opinion that the game would benefit from some polish (flavor, descriptions). We're willing to put in some intensive work to do that, but the Task List thread is pretty sparse, and we'd need some more information on how to contribute since we want to coordinate our efforts. How can we best go about doing that?
 
>> Edited: I just reinstaled the mod and I'm shocked :S

Could you please put this image between spoilers (or remove it as its purpose has been served), as it disrupts the thread layout (the width)?

A friend of mine recently discovered Planetfall and decided to get me into it. It won me over pretty fast! However, we're both of the opinion that the game would benefit from some polish (flavor, descriptions). We're willing to put in some intensive work to do that, but the Task List thread is pretty sparse, and we'd need some more information on how to contribute since we want to coordinate our efforts. How can we best go about doing that?

Hi! I always welcome help, however I'm not sure what you want to know.

Do you need to know how the Civ4 XML functions, in what files you need to put text for it to appear in game etcetera?

Or, considering you mention the Task List is sparse, do you want me to tell you where flavour and descriptions is still needed? That I would consider strange, since you're the one who has spotted the need for more flavour and descriptions in some places.

In any case, Pickly has already added descriptions for many but not all things (eg not for improvements) in the past, but is no longer doing so at the present time. So there is no need to coordinate with anyone. Assuming you already know how the XML works, just attach any modified files to a forum post here, and I'll include them in the next patch.
 
In any case, Pickly has already added descriptions for many but not all things (eg not for improvements) in the past, but is no longer doing so at the present time. So there is no need to coordinate with anyone. Assuming you already know how the XML works, just attach any modified files to a forum post here, and I'll include them in the next patch.

Great, this was what I was looking for - I'm used to projects with issue trackers, so I wasn't sure if you had one. Thanks :)
 
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