Planetfall

I'll try Pfeffersack. Where would I send the save?

What I can state immediately is that it is the Sea Lurks! They are murdering my naval units and acquaformers! :(

Live long and prosper.
 
I'll try Pfeffersack. Where would I send the save?
Attach it to a post - when you compose a message here, scroll down, there's a button "manage attachments". Click it to open a window that allows you to select your save and upload it. After the upload is complete, just post normally, it'll appear as part of your post.

Cheers, LT.
 
Just load up the saves here in the forum (answer my post in advanced mode, then look under "Additional Options", "Attach Files" and click "Manage Attachments". Then search for the save on your HD and click upload, wait until its done and send the post).

Edit: Crosspost...thats what you have from starting a post, leaving your computer and finishing it a few minutes later... :lol:
 
Please also attach a save of just prior to (just before ending the turn) losing an aquaformer.

Sealurks are no better at psi combat than Sealurks. They can be invisible of course. Are you aware the Deep Radar spec ab reveals them?
 
I will, thank you very much. But I think I will start a new game first.

Planetfall is still my all-time favourite after SMAC! :)

Live long and prosper.
 
Patch 11d for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. It breaks savegames started under previous patches or versions.



Changelog, or at least the highlights of it:

1. German translation provided by Lord Tirian.
2. The Ruins resource icon by Lord Tirian.
3. Fat Layer promotion button by Lord Tirian.
4. Native life combat promotion buttons by Lord Tirian.
5. Hologram Theatre building graphic by Lord Tirian.
6. Solar Collector improvement graphic by Lord Tirian.
7. Updated to Better AI 81g.
8. The Cybernetic Consciousness religion has been removed.
9. Cultural Victory removed.
10. With the Pholus Mutagen tech, native life can traverse fungus at triple instead of double the normal speed.
11. With Personality Transciption, in addition to city-based great people point accumulation, great people points get accumulated in a shared pool on player level.
12. Carriers become visible for a turn if an air unit in the carrier does a strike.
13. Headquarters provide +1 Planet Value to the base.
14. The culture slider now also gives +1 Planet in each base per 10% culture spending.
15. Centauri Preserve secret project added, available at Environmental Economics. Increases Planet Attitude by +1.
16. Mag Tubes can no longer be constructed on Rocky terrain. But are available earlier at Magnetic Acceleration.
17. Submarines can pick the Range special abilities. (But can do less damage than Cruisers)
18. New Scavenger special ability allows units to gain the special abilities of defeated units.
19. Fat Layer promotion for the Sealurk has been added: can see invisible units and move under Icepacks.
20. Space Elevator factional project added.
21. The Chopper, Gravship, Rover and Hovertank unitcombattypes have been merged into the Cavalry unitcombattype.
22. The Foil and Submarine unitcombattypes have been merged into the Boat unitcombattype.
23. The Flamethrower, Plasma Thrower and Helion have been given their own Flamethrower unitcombattype.
24. Only Flamethrowers can pick the Plasma Shard special ability.
25. Flamethrowers can't pick the Anti-Tank and Empath Song special abilities.
26. Transport Foils have been renamed Cargo Foils.
27. Transports Cruisers have been renamed Transports.
28. Transports now belong to the Boat unitcombattype.
29. Dropships now belong to the Cavalry unitcombattype.
30. Planet Buster units now require Helium instead of Iridium.
31. Xenobiology leads to Bio-Engineering. Information Networks no longer does.
32. I give up. Upper half of the tech tree features many changes. Too many to list. See the F6 screen.

 
Wow, can't believe I never noticed this mod... woo hoo!
 
Your recent upload bumped the thread to the top, and he happened to pass by while your thread was still the most recent, so visible on the main forum page? ;)
 
Patch 11e for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. It doesn't break savegames from patch d.

Just a couple corrections:

1. The Scavenger special ability should now only grant special abilities instead of (incorrectly) any applicable promotions the opponent had.
2. The Space Elevator is only buildable around the equator.

 
Patch 11f for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v11 file of Planetfall. It doesn't break savegames from patch d or e.



Changelog:

1. Supercollider building graphic, by asioasioasio.
2. Button for the Genite unit.
3. Fixed a typo in the XML for the Photon Wall special ability.

 
I am a bit confused about the purpose of the "solar power transmitter" which is initially advertised as being good for the economy (additional power, right?) but, in my game at least, that is the latest MOD, turns out when it is built to be about the ability to shoot down an aircraft and which appears only to have the commands, skip turn, sleep or auto-destruct!

Live long and prosper.
 
A-ha! As I suspected, someone dropped a line in an Excel sheet! :)

No matter. Once again, many thanks, Maniac et al, for Planetfall, for otherwise we would have waited in vain from Firaxis for an update to SMAC!

Live long and prosper.
 
Now I could have missed something here, but in case I haven't...

Probe teams. :)

Evidently, I can send them to "sleep". But what I really need is to send them to sleep until automatically they wake up if there is a cover op against a city which they would then seek to foil.

Of course, ideally, what I would like is for them to become independently active as they were in SMAC!

Just a suggestion for Maniac and the other geniuses who are developing this game. :)

Live long and prosper.
 
Now I could have missed something here, but in case I haven't...

Probe teams. :)

Evidently, I can send them to "sleep". But what I really need is to send them to sleep until automatically they wake up if there is a cover op against a city which they would then seek to foil.

Of course, ideally, what I would like is for them to become independently active as they were in SMAC!

Just a suggestion for Maniac and the other geniuses who are developing this game. :)

Live long and prosper.

Not sure if I have understand your request, but a "sleeping" spy only sleeps in terms of the interface (gets not in the unit cycle) - gameplaywise, they are always employed in counter-espionage duties (plays out in a higher chance that enemy probe teams fail with their missions and/or get cought, when one of your own spies is present on a tile nearby the target)
 
What I really mean is that I want to forget about the probe teams until needed. I may have missed something, as I say, but I seem to have to push the "wait til next turn button" each time with them. If there is something that will stop me having to do that and they will stay active and vigilant in some way, do please tell.

Live long and prosper.
 
What I really mean is that I want to forget about the probe teams until needed. I may have missed something, as I say, but I seem to have to push the "wait til next turn button" each time with them. If there is something that will stop me having to do that and they will stay active and vigilant in some way, do please tell.

Live long and prosper.

As I explained, just use the 'sleep command' - they will still do there duty on counterespionage. There is no gain from letting them skip their turns over and over.

Of course, counterespionage can be further improved by letting a spy do a counterespionage operation vs. a faction you expect to spy on you. You have to enter their territory to make it possible, choose then this mission like any other active one and if you suceed, any espionage from this opponent costs him doubled ESP for the next 10 turns.
And doing active spy missions is the only situation, where you should not put the spy to sleep - here you can skip turns after reaching the target tile, until you reach the maximum dicount after 5 turns, then strike for the cheapest mission prises...of yourse their is every turn the danger that you could get cought by your opponent.
 
What I really mean is that I want to forget about the probe teams until needed. I may have missed something, as I say, but I seem to have to push the "wait til next turn button" each time with them. If there is something that will stop me having to do that and they will stay active and vigilant in some way, do please tell.
Yep, the spy system isn't the SMAC one where enemy probe teams are visible, it's the BtS one: Enemy spies are always invisible and your spies will have a chance to catch them by their presence automatically. If you want to know more, read up on the BtS espionage system. :)

Cheers, LT.
 
Useful information, Pfeffersack, many thanks. Until this reply, I just thought that if you sent spies to sleep they just slept! :)
 
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