Planetfall

Found SMAC :) One of my dads friends has it. Never even suspected the guy for a gamer. He said he waster a few years with that one :)
Sadly no SMAX :( Is the expansion required for full experience?

Yes and no. SMAX has a lot of extra stuff that does make the game play better. For example, there are a more worker actions (like creating boreholes) and the like. Plus, the extra factions are nice. I love the Pirates.

The aliens are interesting, but most of the time I don't bother with them.
 
Version 7 of Planetfall has been released. There also already is a patch "a" fixing some bugs discovered after uploading the main file.

Changelog:

1. Psychic Terror promotion available for Native Life. Targets weakest unit in stack. Thanks to Kael.
2. Precision special ability available for Submarines. Targets weakest unit in stack.
3. Genejack Factory now costs 120 minerals.
4. Units on Highlands and Ridges are +20% stronger.
5. Religions give their bonus even when not the state religion.
6. Relgions give more varied boni. For example Voice of Planet gives a +1 Planet.
7. Religious "bonus facilities" removed.
8. Missionary and Ascetic now cost 60 minerals.
9. Six secret projects added: Unity CryoBay, Unity Hydroponics Bay, Unity Library, Unity Mining Laser, Unity Observation Bay & Unity Reactor.
10. Material Supplies can build these secret projects.
11. Being the first to circumnavigate the globe no longer gives +1 water movement.
12. Cruiser and Hovertank models fixed by The_Coyote.
13. Geothermal Spa and Ski Vacation resources removed.
14. APC special ability now correctly allows double movement on flat terrain.
15. Updated PlotLSystem by GeoModder.
16. Infantry unit added, available with Nuclear Physics.
17. Fission Reactor removed.
18. Uranium, Helium and Rubidium now provide health.
19. Fusion Plant renamed Nuclear Reactor. Provides +1 health with Uranium, Helium, Iridium and Rubidium.
20. High Pressure Containment and Quantum Mechanics techs removed.
21. Various unit/building tech prerequisite changes.
22. Maintenance Bay no longer gives an Engineer slot.
23. Hybrid Forest mineral production is only increased by +1 with the Hybrid ecology civic.
 
I finally got around to trying this mod and it feels really complete. Didn't notice any missing graphics or anything.

Whats left to be done? I the task list on the first page hasn't been updated in a while? Is it at the point of just bug fixes and minor adjustments to the gameplay or are there still major additions planned?
 
I finally got around to trying this mod and it feels really complete. Didn't notice any missing graphics or anything.

Whats left to be done? I the task list on the first page hasn't been updated in a while? Is it at the point of just bug fixes and minor adjustments to the gameplay or are there still major additions planned?

Don't know if I was doing something wrong while installing, but I've noticed a bunch of placeholder graphics and text. Many missing or wrong descriptions in the civilopedia, many sea creatures look like ships instead of native life, etc. Don't get me wrong, its a great mod, but I don't think its close to being complete.
 
Don't know if I was doing something wrong while installing, but I've noticed a bunch of placeholder graphics and text. Many missing or wrong descriptions in the civilopedia, many sea creatures look like ships instead of native life, etc. Don't get me wrong, its a great mod, but I don't think its close to being complete.

I just started playing, so thats probably why im not noticing this stuff. I don't read the civilopedia.
 
Hello all,
I have tried this mod and I like it a lot.
As requested by the founder on post #5, "Graphics Task List", I have edited the GameFont.tga file and modified the culture icon, inserting the one from Final Frontier.
If you think I did it correctly I could modify other icons too.
 
W00 thanks! I had already uploaded patch b when you made your post, but I'll include it in the next patch c. :)

If you think I did it correctly I could modify other icons too.

Thanks again. :D
What would currently be very useful are icons for the religions. They already have buttons, but the gamefont isn't changed yet, so this can cause confusion.

The four 'religions' that need an icon are: the Cybernetic Consciousness, Edenism, Homo Superior and the Voice of Planet (in that order in the gamefont).

I have attached the buttons for these religions to this post.

If bigger source material is more useful, an image for the CyCon and Voice can be found in the graphics task list. For Edenism I can probably too find back the source pic (can't find it right now :blush: ). Homo Superior uses the Zoroastrism button. No larger source available for that.

Shakiko said a month ago he'll do the religion icons. But that was a month ago. I'll mail him to ask if he has done any work on that, but most likely not, so do not hesitate to include these religion icons to the gamefont if you're interested. :goodjob:
 
Patch v7c has been released. This patch needs to be installed on top of the version 7 main file.
It will break savegames from earlier patches.

1. The White Pines council has been disabled until I can implement it properly.
2. Unity Supplies won't show worker automation buttons anymore.
3. Native Life now gets +50% attack versus Hybrid Forest.
4. Plasma Thrower only gets +25% versus Infantry combattype.
5. Drop Trooper reduced to strength 5.
6. Mobile Infantry unit added. Drop Trooper and Marine upgrade to this unit.
7. Jungle can only occur on Lowlands.
8. Jungle no longer causes unhealthiness.
9. Only Native Life can be built in bases captured by barbarian Native Life.
10. Can't work or found bases on blockaded plots.
11. The original 7 factions start in close proximity of each other, unless the Scattered Landing Pods game option is selected.


Some background on that last point. Personally I like both exploration and wilderness areas that last well into the game on the one hand, and interaction with other factions and the possibility of early wars on the other hand. Because the default Civ4 starting position generator tries to place civs as far away from each other as possible and at equal distances, it only allows one of these at once. Either you play on a large map or with few factions, in which case you have uncolonized areas for a long time but little interaction with other factions, or you play on a smaller map overcrowded with civs, in which case randomly spawned barbarian activity quickly ceases (eg in Planetfall spawning spots on land quickly get cleared).

With the current change in starting position generator, all factions start concentrated on one half or one third of the map. So wilderness areas should remain longer on the other side of the map. At the same time you have earlier player interaction. An additional reason is that it leaves open space for the expansion factions (Angels, Pirates) to spawn, after I add those to the mod.

The new starting position code can sometimes place a faction on a relatively small island. Fixing that, or at least making the AI deal better with an archipelago starting position, will be for patch c.
 
So basically all that's left is putting in some graphics for the current placeholders?
 
So basically all that's left is putting in some graphics for the current placeholders?

There is more...just to name a few things...more competent AI, adding SMAX factions, balance (especially in terms of native life). Nonetheless, I enjoy every new version and patch for this mod - it is just the closest thing to Alpha Centauri 2 (which is sadly not in sight) you can get.
 
Well, guys, don't give up!
I'm impatient too see a "final" version :)

Many thanx for the passionate work.
 
Hello Maniac, I have modified the gamefont files adding all the religions, the half-bitten apple, and a new icon for credits - that in SMAC are, actually, stored energy, so I used a concept that I hope you will like. I suppose a professional could make better icons, but they are not too ugly :p

I could help with other things if you need, I really like this mod so I'm glad to contribute.

Just a question: is it just me or is the mod really slow during AI turns? After I click the "end turn" button, 20-30 seconds pass before the new turn begins. This is considerably slower than standard BtS, Final Frontier and Fall from Heaven II (all using the same map-size). Thanks!
 
Hello Maniac, I have modified the gamefont files adding all the religions

Thanks! :) The gamefont_75 does not include the religion icons though. Are you aware of this?

Side-note: a 75% version of the Homo Superior/Zoroastrism icon can be found in Civ4/Mods/Greek World/Assets/res/Fonts/Gamefont.tga. I assume copying that over to the Planetfall gamefont could save some time.

Edit: How come your gamefonts are four times less the size than the ones included in standard Civ4? Is there no quality loss or something?

a new icon for credits - that in SMAC are, actually, stored energy, so I used a concept that I hope you will like.

Is that this battery icon? :D

I could help with other things if you need, I really like this mod so I'm glad to contribute.

Thanks! What are your skills? Can you create/edit other graphic stuff besides gamefont.tga?

As far as gamefont is concerned, there are the religions icons for gamefont75. Eventually we'll also need new gamefont icons for most resources. Trouble is I don't have any ideas right now how many of the bonus resource buttons/icons should look. Any suggestions?
Do you think the Algae and Ur/He/Iridium/Rubidium are ok as final buttons? If so, these could be included in the gamefont. The place where they need to be put can be found in the XML files. I can elaborate more on that if you're interested.

Just a question: is it just me or is the mod really slow during AI turns? After I click the "end turn" button, 20-30 seconds pass before the new turn begins. This is considerably slower than standard BtS, Final Frontier and Fall from Heaven II (all using the same map-size). Thanks!

While the mod is slower than standard BtS, it is MUCH faster for me than FfH. :confused: You're not the first to say the mod is slow. But the first who says it's even slower than FfH. Not sure what could be the cause. I can't really pinpoint any feature which I think would take extraordinary amounts of processor time (or whatever computer resource is causing the bottleneck in speed). But little over half a year ago I had never written a line of C++ before, so I'm not exactly an expert in identifying resource-consuming code...

What mapsize do you play on btw? And on what gameturn and gamespeed do you get a 20/30 second wait?
 
I am also curious to know what gameturn you are at when getting 30 second turn times? Also, how many civs are you playing with?

These turn times aren't nearly as bad as some other turn based games. after about 50 turns in space empires V, if you are playing with about 10 empires, it takes many minutes to process a turn. It can take 20+ minutes by turn 100. Compare with Galciv2, where even after 100s of turns it is almost instantaneous.
 
Thanks! :) The gamefont_75 does not include the religion icons though. Are you aware of this?
Yes you're right, I will modify that too as soon as possible.

Edit: How come your gamefonts are four times less the size than the ones included in standard Civ4? Is there no quality loss or something?
I had noticed that, the same happens in some mods, for example in Final Frontier. I suspect it is some strange format issue. As for the quality, they seem equal at naked eye... Try to compare the images, tell me your opinion!

You catched me :p
Do you like the idea? Stored energy == battery!

Thanks! What are your skills? Can you create/edit other graphic stuff besides gamefont.tga?
I am not an artist but I can do some minor editing to images. I can edit XML files too, maybe some help with the Civilopedia...?

Eventually we'll also need new gamefont icons for most resources. Trouble is I don't have any ideas right now how many of the bonus resource buttons/icons should look. Any suggestions?
Do you think the Algae and Ur/He/Iridium/Rubidium are ok as final buttons? If so, these could be included in the gamefont. The place where they need to be put can be found in the XML files. I can elaborate more on that if you're interested.
I think the buttons are allright! The 3D models for the algae would be needed... why don't you use the "cyan algae" model for the other algae too, changing the color?
How may I help about resources? I must specify that I never did 3D models editing.

What mapsize do you play on btw? And on what gameturn and gamespeed do you get a 20/30 second wait?
I was playing Gaian, normal speed, 4 opponents, "small" map, about turn 200. Now I have started another game, if that happens again I will be more specific.
 
Yes you're right, I will modify that too as soon as possible.

Thanks!

I had noticed that, the same happens in some mods, for example in Final Frontier. I suspect it is some strange format issue. As for the quality, they seem equal at naked eye... Try to compare the images, tell me your opinion!

Final Frontier has the usual larger gamefont size with me. :confused: Anyway, I tried resaving the gamefonts myself using GIMP, and there was an option to use compression. With that option turned off, I get the usual larger gamefont size.
I have no idea what's the effect of using compression. Perhaps it takes a little while longer for the game to load the required icon? :confused: Whatever the reason, I guess I'll include the gamefont saved using the same size as Firaxis. If we don't know the reason for something, I guess we might as well follow the example of those before us.

Do you like the idea? Stored energy == battery!

I like it! :)

I think the buttons are allright! The 3D models for the algae would be needed... why don't you use the "cyan algae" model for the other algae too, changing the color?
How may I help about resources? I must specify that I never did 3D models editing.

I don't understand. I was talking about the icons in gamefont, not the nif models in case that's what you mean. Why do you need a 3D model? What 3D model?

I was playing Gaian, normal speed, 4 opponents, "small" map, about turn 200. Now I have started another game, if that happens again I will be more specific.

Very strange, especially on such a small map size. In case you encounter it again, do attach a save! It could be interesting to compare our AI turn length. I only have 1.3 GHz. So normally there shouldn't be many people still out there for whom Civ4 runs slower than for me. :D
 
Patch v7d has been released. This patch needs to be installed on top of the version 7 main file.
For a change, I don't think it will break savegames from the previous patch c.

Changelog:

1. Gamefont with new icons added, by .Teodosio.
2. Nerve Stapler special ability now requires Mind-Machine Interface.
3. Fungus growth rate varies with mapsize and # of players.
 
Final Frontier has the usual larger gamefont size with me. :confused: Anyway, I tried resaving the gamefonts myself using GIMP, and there was an option to use compression. With that option turned off, I get the usual larger gamefont size.
I didn't notice that! Ok, now I have completed the religions icons, and I have saved them without using compression, getting the standard file size. I will post them in a dedicated thread in the Planetfall forum in order to avoid confusion.
I don't understand. I was talking about the icons in gamefont, not the nif models in case that's what you mean. Why do you need a 3D model? What 3D model?
Sorry I was not clear! I mean that an issue now with the "algae" resources is that their models for the game map are missing! For example, I see horses in the map where red and brown algae should be! So my suggestion was that perhaps the "cyan algae" model could be used for all of them, changing color.
Meanwhile I will work on the gamefont.
 
I just installed the mod and launch the game.
Seems that many texts all around are missing, from game options to technologies, diplomacy screens and civilopedia.
Wrong folder or else? I put it in /Mods along with every other mods I installed :confused:
 
Back
Top Bottom