Futuristic Mod: Pentagenesis for Conquests

@Neomega

I've been off the Civ3 modding scene lately and haven't had the time to check this out yet. Looks great.

My questions is related to the modpack library. Pentagenesis is clearly a mod deserving of "recommended" stamp, but I feel reluctant giving it if there are major bugs left in the mod. Are there any?
 
Drift said:
@Neomega

I've been off the Civ3 modding scene lately and haven't had the time to check this out yet. Looks great.

My questions is related to the modpack library. Pentagenesis is clearly a mod deserving of "recommended" stamp, but I feel reluctant giving it if there are major bugs left in the mod. Are there any?

Two governments are broken. Not game crashing, but gives a clear late-game disadvantage to being clone or cyborg. On post #3 is a complete list of known bugs.
 
So I've been playing this mod off and on for a couple of weeks now, and I generally like it, although it's hard to play.

I notice some of the factions don't have unique units. Does this mean they will get them in a later patch?

I seem to like playing the Teknomaji. I don't know what it is. Maybe I just like playing the mage role. :)
 
subbss said:
I guess maybe you missed my posts Neomega... do you want a mirror host for your mod?
http://forums.civfanatics.com/showpost.php?p=2286348&postcount=100


Sure, I don't mind... what else is needed?

So I've been playing this mod off and on for a couple of weeks now, and I generally like it, although it's hard to play.

It is. Not only did I attempt to optimize it for AI use, but there are no "cows" to have a great start location with, and many resources appear much later in the game, than normal civ, including luxuries. I think at first glance many will believe it to be imbalanced, but actual play will reveal it's challenging nature.

Things like untradable techs force research.

Some helpful things are flatlands (desert, plains, tundra grassland) naturally have 1 commerce, allthough buildings are "broke down and reassembled" for wierd combos like factories, which increase production by 25% and luxury output by 50%", so old strategies for the regular game just are not as effective.

I notice some of the factions don't have unique units. Does this mean they will get them in a later patch?

I seem to like playing the Teknomaji. I don't know what it is. Maybe I just like playing the mage role.

Yes. The teknomaji were a last minute addition, because it is a relatively new leaderhead. Thier UU will be a fairly inexpensive army that can hold 2 foot units, with the army unit appearing as a cloaked figure. It may need to be spawned form a unique building.
 
I imported Rhye's Earth Map 134x140 into Pentagenesis, making no other modifications, and played as Teracon, which started out basically in the location of Paris. I started getting all these blue cities, and more and more of my cities (only) started turning blue.

Also, when Omega Weapon units enslave other units to produce further Omega Weapon units, the enslaved units are immobile and useless.

Also, for some reason Power Drones were immobile, even though they don't look like they should be in the editor, though I found I could put them in armys and then move them.
 

Attachments

  • bluecity.JPG
    bluecity.JPG
    128.1 KB · Views: 554
Tholish said:
I imported Rhye's Earth Map 134x140 into Pentagenesis, making no other modifications, and played as Teracon, which started out basically in the location of Paris. I started getting all these blue cities, and more and more of my cities (only) started turning blue.

Those are the fortifications/walls

Also, when Omega Weapon units enslave other units to produce further Omega Weapon units, the enslaved units are immobile and useless.

The Chrono Weapons are unknown nationality, and invisible. They are like mines. They have no maintenance. They represent attacks by future travelling autocyon. The Omega weapon requires a autocyon-specific resource, transcyon which is why the Omega Weapon is called a secret weapon. You could concievably get it at the very beginning of the game, if lucky.

Also, for some reason Power Drones were immobile, even though they don't look like they should be in the editor, though I found I could put them in armys and then move them.

Doh, I am on my new computer, so I can't check the bug at the moment. I'll put it in the bugs section once it's verified.
 
Hi folks, mod looks really good appart from the ugly colour set (to my taste anyway) how could i change this myself - is it easy?
 
Tholish said:
Aha, sort of landmines. And I thought they were useless. Here's a saved game with the power drones--at least some in armys and some about to be completed the next turn. Maybe next I'll play it on other world maps--mars, venus, the moon. Since the tech tree is supposed to be reconquest of old tech, maybe scenarios of previous eras, prior to Sona Prime, would be possible. Maybe I should have just put the older civs on the Earth map.
http://www.civfanatics.net/uploads8/Xymax_of_the_Teracon_Corporation,_Q_III,_2639_EY.SAV

I downloaded the save game and wondered about a bit... I am going to post a screenshot in the screnshots section from it soon.

...The powerdrones worked fine, however. They flew around all over the place.
 
WEll, the one kind of drone (i forgot which) dosent move, i can airlift it and paradrop it, but it doesnt move. Also, why is the Itelligece agency delayed for so long? ANd as for the lack of navel units, i went for most of the game up till now with no navy (execpt for one destoyer thatr i disbandend), its just odd to have so many units in some catagories(e infantry) and few in the aquatic area.
 
Admiral Armada said:
WEll, the one kind of drone (i forgot which) dosent move, i can airlift it and paradrop it, but it doesnt move. Also, why is the Itelligece agency delayed for so long? ANd as for the lack of navel units, i went for most of the game up till now with no navy (execpt for one destoyer thatr i disbandend), its just odd to have so many units in some catagories(e infantry) and few in the aquatic area.

I'll have to find which one.

The intelligence agency comes in the third age.... unless you are automon and have automon souls, then you can build it as soon as possible. Does that seem too late? I don't know, I rarely use espionage in my games.

There are probably only a dozen ships, mostly being because futuristic ships aren't made very often, and I only made three specifically for this mod. Three more subs come from Bebros X-com mod. The naval game has surface and subsurface ships. Surface ships can "enslave" transports.

I am just starting to learn to use Blender.... perhaps a rail gun anti-aircraft surface ship will be my first project.
 
I'd welcome earlier access to Espionage, because I tend to use it quite heavily in my games. On the other hand, I do like the idea of an alternate route (automaton and the souls) to getting it earlier... except that you have to be automaton, of course, and currently I am not.

Noticed three Wonders keeping their old names... The Pentagon, the Hoover Dam, and one other I can't recall off the top of my head. Also, I don't mind a sparse civilopedia for backstory, but I came across a few city improvements that have nothing in the 'pedia at all, so I've no idea whatsoever what they do or if theyr'e worth building.

I'm really enjoying the blue million of strategic resources, though. Finally managed to secure some silicon and was pleased to see more units become available to me. Having so many units tied to a specific resource, and with seemingly quite a number of such resources, I imagine it's gonna make for good replay.

If I'm not mistaken, though, I was able to build destroyers without access to oil, which the 'pedia says is a prerequisite. Not flagged in the editor?

There's some work to be done to round out this mod, but that shouldn't stop anyone from playing it- it's very, very good even as it is.
 
Pogue Mahone said:
Noticed three Wonders keeping their old names... The Pentagon, the Hoover Dam, and one other I can't recall off the top of my head. Also, I don't mind a sparse civilopedia for backstory, but I came across a few city improvements that have nothing in the 'pedia at all, so I've no idea whatsoever what they do or if theyr'e worth building.

If it doesn't say anything, it must be a pure culture generator. Also some wonders require anarchy and 10 armies in the editor... that means they cannot be built. In PTW, deleting improvements was a big no-no

If I'm not mistaken, though, I was able to build destroyers without access to oil, which the 'pedia says is a prerequisite. Not flagged in the editor?

I think if you want to know required resources, the boxes at the bottom indicating required resources are the most realistic information, becaus ethey never lie. I probably pulled oil as a prerequisiste, to allow earlier ship building.


There's some work to be done to round out this mod, but that shouldn't stop anyone from playing it- it's very, very good even as it is.

thanks. :) Work will be done again, but I am taking a pretty hefty break, setting up my new computer, and playing some games.... haven't done any of these for years!
 
Neomega said:
I am just starting to learn to use Blender.... perhaps a rail gun anti-aircraft surface ship will be my first project.


That would be nice to see in the game. I have only been able to play once and then only for a short time since my computer is in multiple peices right now. :D
 
THe intelligence agency comes in the middle of the final era...dosent it? And ythe non-moving drone is one of the OMega or power ones. And there is only a handfull of ships, less than ten i belive.
 
Admiral Armada said:
THe intelligence agency comes in the middle of the final era...dosent it? And ythe non-moving drone is one of the OMega or power ones. And there is only a handfull of ships, less than ten i belive.

You are right, the intelligence agency comes in very late.... not sure why I did that, must have been an oversight.... :( I didn't mean to put it that late.

I still can't find the immobile drones though.

There are 12 ships:
lasership
supertransport
cruiser
triton (UU)
baracuda
manta
+frigate (clone unit)*
+destroyer*
+privateer frigate (ronin)*
+transport
+carrier
+submarine

The ones with +'s use civIII unit graphics, the italicized ones use the same graphics (civ III destroyer). The naval aspect definitely needs work... especially since, if given a good bombard range, I have seen the AI utilize bombarding ships pretty well. There were literally hundreds more things I wanted to do.... but just couldn't.

railship10-31-04.jpg

very early look at me making a ship in blender

Of the things I wish I could have got in were a massive sea base, with only 1 Movement point, a bombarding submarine, and a plasma battleship, as well as the rail anti-air ship.
 
Back
Top Bottom