Planetfall

Boy, I give this thing a try, get some comments ready, and you put a patch down in the meantime. :)

I'll confine myself to a couple of admittedly minor things:

Memetics is emphatically not what Social Psych was in Alpha Centauri. The original concept was that the data of the complete fragmentation of the crew provided new insights into how cultures and behaviors are formed in high-pressure situations. As far as I can tell, Memetics has to do with the genetic or biological source of such things while Social Psych concentrated on the results.

I don't see external Ski Vacations or Spas being a happiness-inducing thing on a world that could conceivably lay eggs in your brain at any moment. More like a punishment.

McDonald's, as well, seems a little out of place. Whenever a facility or project made reference to earth in the original game, the source was usually not a specific commercial identity.

A more serious issue is crippling starts. My last start, my city literally could not grow past size one until I had cleared all the surrounding tiles of jungle and fungus. There's way too much unhealthiness in the early part of the game, and it seems an unnecessary grind.

It also seems to me that a Field Lab shouldn't be giving a city food -- if anything, it take food to support the people who have to be out there.

Since it seems like faction-specific abilities are still open, may I suggest the Gaians get a health bonus per fungus square to reflect their original +1 Food in Fungus squares?

In all, though, it seems very promising. I especially like the idea of using food to grow native units. Must go patch. :)
 
Now this is great!

Even I get lots of crashes (with patch E - will try F now) this is very promising.
I loved SMAC and SMACAX and would really love to have it back as a Civ4BtS Mod.

I'd really love to help, but I can't do SDK or anthing - the only thing I could do is som GFX.

If you can use me, don't be afraid to send a PM.
 
Moderate Bug -- my Formers seem to be able to build Field Labs even though I haven't got Xenobiology, which claims to be the unlocking technology. One of those two can't be right. :)

Style/Feel note. The Gaian "Civic" gives bonus happiness with Forests -- but in SMAC, the Gaians actually had happiness problems because of negative Police Rating. I still think a little bonus Health per fungus is more in keeping with their feel in the original game.
 
Memetics is emphatically not what Social Psych was in Alpha Centauri. The original concept was that the data of the complete fragmentation of the crew provided new insights into how cultures and behaviors are formed in high-pressure situations. As far as I can tell, Memetics has to do with the genetic or biological source of such things while Social Psych concentrated on the results.

Reason why the tech is called Memetics is because IMO Memetics leading to a computers tech (PolySoft) makes more sense than Social Psych leading to computers techs.

I don't see external Ski Vacations or Spas being a happiness-inducing thing on a world that could conceivably lay eggs in your brain at any moment. More like a punishment.

I completely agree. However there's a gameplay need for happiness resources. So they'll only go out after you've thought of sufficient other happiness (re)sources to act as a replacement. :D

McDonald's, as well, seems a little out of place. Whenever a facility or project made reference to earth in the original game, the source was usually not a specific commercial identity.

I just put it in as a silly joke. :p Will probably be taken out when secret projects and corporations get some more attention.

A more serious issue is crippling starts. My last start, my city literally could not grow past size one until I had cleared all the surrounding tiles of jungle and fungus. There's way too much unhealthiness in the early part of the game, and it seems an unnecessary grind.

Yeah there's indeed some work there. There's some stuff planned which should help this (monsoon jungle only occurs in a couple clusters, not along the whole equator -- biolab reduces feature unhealth -- enclosed biosphere civic removes feature health and unhealth completely), but it requires a mapscripter and SDKer.

It also seems to me that a Field Lab shouldn't be giving a city food -- if anything, it take food to support the people who have to be out there.

Gameplay demands that the terrain improvement connecting some bonus gives some cool yields.

Moderate Bug -- my Formers seem to be able to build Field Labs even though I haven't got Xenobiology, which claims to be the unlocking technology. One of those two can't be right. :)

They're supposed to be buildable from the start without requiring a tech. Don't know why the game feels the need to claim some tech as a requirement - it's probably Xenobiology though because that's the last tech mentioned in techinfos.

Since it seems like faction-specific abilities are still open, may I suggest the Gaians get a health bonus per fungus square to reflect their original +1 Food in Fungus squares?

Style/Feel note. The Gaian "Civic" gives bonus happiness with Forests -- but in SMAC, the Gaians actually had happiness problems because of negative Police Rating. I still think a little bonus Health per fungus is more in keeping with their feel in the original game.

I'd kinda like the Gaians and Cult to be in Planetfall as they were in SMAniaC: the Cult has synergy with fungus, while the Gaians more have synergy with forest and in Planetfall hybrid forest. Cult are planet purists and think bad about terran ecology, while the Gaians are about combining the two ecologies to live in harmony. How exactly that should be achieved is of course still an open question.
 
The Gaian's +1 to food in Fungus represented their faction's focus on adapting to Planet's life and integrating their own. Their efficiency is nicely translated into a free specialist, but their original negative police rating contraindicates a faction specialty of happiness.
 
I completely agree. However there's a gameplay need for happiness resources. So they'll only go out after you've thought of sufficient other happiness (re)sources to act as a replacement.

Instead of the spas, go with Endorphin Wells. A planet-size brain has to be making "feel-good" chemicals somewhere.
 
Never been so excited about a mod before!
Great work guys, even though I haven't seen it yet.

Mixing Civ4 features with smac's unbeatable feel might result in the best game ever.
Don't lose momentum!!! ;)
 
Hey! This is a great idea! Considering Firaxis is not going to produce a SMAC II. (They may be willing to provide some kind of helpful info or tools/assistance, if possible, as a really good Mod will likely bring dedicated SMAC players to Civ IV + Add-ons.)

The screenshot in the first post is breathtaking as it is the realization of what many have wanted for awhile: an updated SMAC that can be Moded!

I offer what help I can. However, I'll download and play it now and see how it's coming.
 
The Gaian's +1 to food in Fungus represented their faction's focus on adapting to Planet's life and integrating their own. Their efficiency is nicely translated into a free specialist, but their original negative police rating contraindicates a faction specialty of happiness.

Oddly, war will do that, reduce happiness. (And policing reduces war weariness, so...)
 
Personally I think current research speed is too fast. I can research faster than I can build the stuff/base facilities I research. Should the cost of techs be increased a little? What do you guys think?
 
Personally I think current research speed is too fast. I can research faster than I can build the stuff/base facilities I research. Should the cost of techs be increased a little? What do you guys think?

Certainly. Research in Alpha Centauri is quite slow, I seem to remember, and that was one of the good features about it (I was happy with each advance discovered and it didn't really seem to speed up over time). So that's a "yea".;)
 
Personally I think current research speed is too fast. I can research faster than I can build the stuff/base facilities I research. Should the cost of techs be increased a little? What do you guys think?
I once modded Alpha Centauri so that research rates were cut to 1/10 their standard level, although I also multiplied production costs of facilities by around... five? I also multiplied all the start and end years by ten each. It was a number of years ago that I did this. The main idea was to make units (and wars) much faster by comparison without dealing with lightning-speed swarms.

Nowadays, having research quite that slow as a standard seems like it was a bit excessive. But I'm cool with research of Planetfall taking more turns... as long as there's still enough time to get everything before Mandatory Retirement (if there is any in Planetfall).
 
How far along is this mod? Any ETA? I am not a modder myself, so the task list on the first page doesn't really give me an indication of how much work is left.

Looks great so far though, really looking forward to this mod.
 
Patience, noxxle--big mods like this always take a long time, and too much desperation in mid-development about completion can be damaging to the wills of those involved in the project.
 
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