Planetfall

Is this mod fully armed and operational? When is it expected most of the crashes and bugs will be fixed? Most importantly of all, is there global warming and constant rising sea levels? Most hated part of SMAC was rising seas.

Also, starting locations should have no peaks or deserts.
 
@Randomnerd10
Religion is in the mod already, but I had to stop playing before I got one or I would have ripped my own head off.

@Maniac
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. Also, the start of the game is way too slow. Early worker techs are kinda pricy. I don't recall needing a tech to build solar panels in SMAC. Should not need fresh water for farms. Perhaps some techs could make solar panels more productive over time so they aren't overpowered at the start?

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.

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.
 
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. :goodjob:
 
Well, when I connect a health bonus resource to my cities with a road, sometimes my cities don't get the bonus. Maybe I just have the tech to make the improvement, but not the tech to gather the resource? That's probably whats going on.

I play standard map. Maybe I'm just not building the right improvements and thats why techs come so slow. I'll give it another go today. Thanks you for no global warming. That was the worst part of SMAC. The sea would get higher and the AI always voted against solar shades.

Any way to terraform rocky down so I can build a city on it? Or just let people build cities on rocky?
 
Is it possible you're playing version 4 without any patches? In that version resources didn't have an inherent benefit.
Most resources indeed require a TechCityTrade, so that's also an explanation of your impressions. Eg you can build Field Labs right from the start on various resources, but need Bio-Engineering to connect Rare DNA resources.

Up to date version is 4c.

No ability to terraform rocky down. Just plan according to the lay of the land I'd say.
Creating a worker order to change terrain type would require lots of python code for little benefit.
Allowing cities to be built on Rocky would probably make it too beneficial - +50% defense.
 
You could have building a city remove the rockiness, just like building on forest or floodplain removes those features.
Me thinks too much mountains. CTD when I tried to edit out mountains.

Do you have a team working on this mod or is it just you? If its just you, you've done a great job for one person.

Idea: Rename McDonald's world wonder The Terran Gene Bank.
 
Very nice work Maniac.

I love the option to include the old SMAC sound files, gotta dig out my old disks. Visually, the game looks great so far and is a nice match to SMAC (excepting the bannanas and horses which i assume just aren't changed yet).

? - when do you plan on making it compatible with the latest BtS patch?

I second the desire to see mountains terraformed. I'd also like to see land bridges possible as well by building up terran. These were two of the coolest features of SMAC IMO. Another thing i'd really like to see is aquifiers to start rivers. SMAC was terrific in its terraforming options, ignoring that would be a shame. I know i'm not alone in thinking this as i've friends who love and miss SMAC for those very features.

Hope you keep up the great work! I wish i had some programming knowledge to help out.
 
You could have building a city remove the rockiness, just like building on forest or floodplain removes those features.

Great idea I'll put it on the to-do list. :goodjob:

Me thinks too much mountains. CTD when I tried to edit out mountains.

CtD is weird. With the latest public patch I don't get crashes with the worldbuilder. :hmm:

Anyway, you can change the mapscript to produce less peaks. Open Planetfall.py in the PublicMaps folders and go down a little to # Finetuning Constants. h_peaks is the value you're looking for. It would be nice to have some mapscript options to set the percentage of fungus, highlands, peaks etc, but alas that is currently beyond my skills.

Do you have a team working on this mod or is it just you? If its just you, you've done a great job for one person.

Several people have worked and are working on it (see credits.txt) but I have turned out to be the only constant during the whole development. :(

Idea: Rename McDonald's world wonder The Terran Gene Bank.

I was thinking it could be turned into a Corporation called Pets Incorporated or something. What do you think? :mischief:

(excepting the bannanas and horses which i assume just aren't changed yet).

Ideas for how resource buttons and map graphics should look like are welcome!

when do you plan on making it compatible with the latest BtS patch?

Working on it. Can't say a date.

I second the desire to see mountains terraformed. I'd also like to see land bridges possible as well by building up terran. These were two of the coolest features of SMAC IMO. Another thing i'd really like to see is aquifiers to start rivers. SMAC was terrific in its terraforming options, ignoring that would be a shame. I know i'm not alone in thinking this as i've friends who love and miss SMAC for those very features.

I'm afraid those probably wouldn't be possible without some SDK coding. :(

Though in the case of Planetfall I'm not sure these terraforming options would add to gameplay - rather it could detract from it. It increases strategy if certain 'resources' such as rivers/fresh water or highlands/fungus free zones are a scarce commodity, and if you have to work with the lay of the land instead of being able to adapt everything without limitations.
 
Be warned, I haven't the time today to read the whole thread, so I just skimmed it. If some of the points I make have been made ad nauseam, my apologies.

I just downloaded it for the first time, and the civilopedia looks...well...sketchy. My knowledge of programming is abysmal, but I am a good writer. Any chance I can assist with that? My time is limited, but not THAT limited. For instance (since the Lord's Conclave is obviously NOT Christianity):

After arriving on Planet, the more spiritually-inclined colonists became increasingly worried about the spiritual futures of their fellows. The frontier spirit on Earth had always seemed to include a certain moral laxity that these concerned citizens-many of whom had been spiritual leaders on Earth-found so repulsive that they resolved to end it before sin ever appeared on the surface of Planet. Already, attendance at services was low and obviously seedy sectors developed within months of the establishment of the first seven bases.

To this end, a small assembly of pastors, priests, imams, rabbis, monks, and other people of faith met to discuss the role of religion on humanity's first extrasolar colony. After some time, they came to agree that the only way to combat public immorality on Planet was to unite the faiths in a common organization with a common purpose and cease fighting one another over theology. To this end, they founded the Lord's Conclave, a confederation of loosely-associated congregations with only a few points of theology in common, such as the unity of God and a common moral code of laws.

Over time, the Conclave (which had been dominated by Christians from the beginning) became a religion unto itself, as the networks between the congregations tightened. Though still fundamentally syncretic, the Lord's Conclave has become the most powerful voice of religious traditionalism on Planet, with a strong monotheistic Unitarian theology based on elements of Christian, Muslim, and Jewish thought, a moral code resembling Dharmic precepts and a quasi-presbyterian polity.​

I thought of that in about ten minutes. If I had more time, I could come up with better.

Also, IIRC, SMAC was notable in that it was the first Civ-style game that had leaders with explicit differences, so I'm wondering about the current absence of that in Planetfall. At the very least we could implement them as simple Civ4 traits, or perhaps as they were in the original game.
 
Just noting that this has turned out to be pretty good. I am continuing my lurking on this thread. :)
 

That's some cool writing. :D Though I don't really agree with it. :scared: Of course there's few precise info available about the Believer religion, so everyone can imagine their own version from the little that we do know.

We can probably assume that Sister Miriam is some brand of Protestantism. Thus it would be reasonable to assume that the Lord's Conclave is similar to that as well.

I do like the idea that the Lord's Conclave is a merger of several Earth religions btw. I had thought of this myself as well. I've always found it a bit weird or at least unrealistic that there wasn't any mention of Islam or Hinduism for instance in SMAC. It would be unlikely that not a single Muslim or Hindu was aboard the Unity. Making the Conclave a merger of several monotheistic religions would solve this issue.

As a possible counterargument one could argue that the universe of SMAC involves an Earth destroyed by conflicts, to the point of nuclear wars. Therefore one could say in this universe it's very unlikely the major world religions such as Christianity and Islam could get along well - in fact religious conflicts could have been one of the triggers of Earth's destruction.

As a counter-counterargument one could say Miriam was part of a minority movement on Earth who sought to bring closer the Monotheistic religions (XP, Islam, Judaism), to prevent further religious conflicts. In addition, such a consensus figure would have been more likely to be appointed as the Unity's Chief Chaplain.

Personally I like this view more than the one you give: that the merger between different religions happened after Planetfall. My explanation would also fit better with the fact that the Believers already always start the game with the Conclave religion. (Well, after a few turns...)

(I'd say the Eastern religions got turned into the 'Ascetic Virtues' religion included in Planetfall. Yeah, that religions currently appears way too late in the game to be useful, but the current tech tree isn't supposed to be final.)


Also, IIRC, SMAC was notable in that it was the first Civ-style game that had leaders with explicit differences, so I'm wondering about the current absence of that in Planetfall. At the very least we could implement them as simple Civ4 traits, or perhaps as they were in the original game.

Ideas to make the factions more distinct are welcome. :D
 
I just played Planetfall through 49 turns with no problem. This is after I uninstalled Vista SP1 release 2 and reinstalled SP1 v.2 re-rerelease. SP1 v.2 released about mid April this year was extremely buggy; Windows had to pull it and fix it to re-release the SP1 from what I hear. I don't know (and doubt) if this is the cause of the assert fails, but at least for me, switching out from the buggy release 2 Vista SP1 to the corrected version seems to have helped a whole heck of a lot.

1stcontact2035
 
Pets Inc? The whole point of pets is that you don't eat them!
 
HI there folks, wanted to try out this really fantastic mod, however, whenever I try to start a Planetfall-game, it CtD´s when "loading graphics".

What happens here?
 
It hasn't been updated for version 3.17 yet, that might be why it crashes for you.

I think bananas for food bonus are fine as they are; it looks alot like the original food graphic from SMAC.
 
Just started playing and wanted to send out a big Thanks!! :D I've been waiting for a SMAC 2 ever since I played the first one and since Firaxis doesn't seem too keen on the idea, I'm glad some fans have started it up instead.

I have to agree that the biggest lacking so far is leader/faction traits. I realize it's got to be tough to choose, since both SMAC and Civ IV have different ways of doing it: do you combine or pick one over the other system? My vote would be some sort of combination. It would be a lot more work, but multiple leaders for each faction would be a great way to combine the two games into a very neat hybrid. Maybe the faction choice would give building bonuses (i.e. Spartan barracks, University network node, Believer Rec commons, etc.) and the leader would provide the standard array of Civ IV traits (i.e. Aggressive and Organized Santiago, Spiritual and Imperialistic Godwinson, Expansive and Organized Skye, etc.)

I really like the religion idea and how you've combined some of the expansion aspects (Cybernetic Consciousness) into the game. Seems to be a good way to incorporate the "Future Society" civic instead of as an actual civic.

Keep up the awesome work dude, this is turning into a fantastic mod! :goodjob:
 
I have to agree that the biggest lacking so far is leader/faction traits.

I'm hoping that we'll someday have multiple leaders for each faction. I mean obviously Deidre was a "Walk the Planet" type but playing AC, from the tech comments you realize that they ended up wiping out the Spartans of all people so someone on the Gaian team has some military smarts. So it might be nice to have a choice of different leaders.

Plus, the 'Pirates' might have the basic Agg/Exp but also have a Exp/Fin or something to show more of a mercantile leader.
 
Planetfall version 5 is now available for download. It is compatible with Beyond the Swotd patch 3.17.

It is mandatory that you delete any previous Planetfall folders before installing this version. If you don't, you'll no doubt get lots of error messages.

It is of little use to post a changelog (and I don't have one). As I am now the only active SDK coder for Planetfall, I had to reconstruct the Planetfall DLL from scratch, and remove all unused code or unfinished code I didn't understand. As a consequence a lot of files have been removed.

The biggest thing which has been removed is the unit workshop. I've added a couple combat units to compensate, but I'll need to give it some more thought for something more balanced. Suggestions for combat units are welcome. Crash or bug reports are also welcome. I'm sure there must be a few, this being the first 3.17 release.
 
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