The assert failures will end if you find that file.
Nah, the asserts are real AFAIK. Those most if not all of the current ones do not indicate a real bug, just something the game isn't expecting.
Is this mod fully armed and operational?
Nope.
When is it expected most of the crashes and bugs will be fixed?
The asserts can be prevented I assume by compiling a non-debug DLL. (Unless someone knows a way to distinguish between true and unnecessary asserts?)
Some bugs have been solved in the latest revision, but that isn't public.
The needlejet and workshop crash would require some heavy SDK effort. Not something I can do.
Most importantly of all, is there global warming and constant rising sea levels? Most hated part of SMAC was rising seas.
Not included, and personally I don't think it's worth including either, at least rising sea levels. Something like eg the land turning more polar due to nukes or solar shades could be cool.
Also, starting locations should have no peaks or deserts.
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This mod needs alot of work. The map generator doesn't balance terrain well, and there should be a way to turn rocky terrain into rolling.
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Should not need fresh water for farms.
The map/climate generator is the same as the usual Civ4 mapscripts. The Planetfall mapscript does not normalize starting positions though, in case that's what you noticed. This is an intentional choice. While unmodded Civ4 aims to make everyone's starting positions as equivalent as possible, my goal would be to have widely varying starting positions, but offer a good tech path and terrain improvement strategy for no matter you land. This goal hasn't been fully realized (some starting positions are definitely preferable over others), but there definitely isn't any starting position where you wouldn't be able to do anything decent to develop yourself.
For instance, if you're stuck on a peninsula cut off by a Peak, you can go to the seas. If you're stuck near lots of deserts, build Greenhouses and adopt the Enclosed Biosphere civic (effects not as desired, but now still a good civic for that situation). If you don't have fresh water, yet need extra food, again, build greenhouses, not farms (or aim for condensers who give fresh water, though this isn't early game tech).
Also, the start of the game is way too slow. Early worker techs are kinda pricy.
Hmm, I feel early tech costs are just right at the moment. But of course many factors affect tech costs, so it's hard to make a general statement. I play on small maps for instance. How about you?
I don't recall needing a tech to build solar panels in SMAC. Perhaps some techs could make solar panels more productive over time so they aren't overpowered at the start?
You mean solar collectors? Those are a lategame improvement. Windmills are available early on.
Roads not working right also kinda makes it impossible to test out more advanced parts of the game, since health and happy resources aren't being distributed properly.
How do you mean roads don't work right? They connect resources right from the start. You need the Reconnaissance tech to gain road movement speed boni though.
Is this game coded with C++? Coz I'm taking a C++ course at college in the fall. Maybe once I learn that I can give some more productive feedback as I really loved SMAC.
Civ4 SDK is coded with C++, yes. All SDK help is definitely appreciated.
