Planetfall

Actually I like the "old" feel of the original SMAC.

But this mod plays in a different way, it's expected because it uses many BTS concepts, and I like how I have a choice of different games in the same universe.

Yes it is much different than the original. I like the new feel a lot. After I played it for an hour I phoned my buddy who got me into these games and told him. He had his picture running through a huge big screen TV and couldn't see the game well. So he went out and bought a new monitor just for this mod. We've accepted that Alpha Centauri is locked in a vault never to be reopened again. This mod appears to be the closest we'll ever get to seeing it. Much love. :goodjob:
 
There are, I think, three things would would make this Planetfall MOD for us undying SMAC fans even better:

- Some sort of resurrection from the original SMAC of the workshop principle so you can mix and match specs for your troops and vehicles etc.

- Automatic rebasing of planes; I used to love watching them do that in the original. :)

- Automatic probe teams that go out and do espionage and other mischief without having them to be directed. I have to kick mine out of bed!

I promised Maniac I would never again mention how poor I think the psi defences are allowed, particularly to nautical units, so I won't mention that! ;)

Happy New Year to you all on both Terra and AC!
 
- Some sort of resurrection from the original SMAC of the workshop principle so you can mix and match specs for your troops and vehicles etc.
What part of the special ability system don't you like? :confused: I feel it gives you a lot of flexibility already.

Cheers, LT.
 
There are, I think, three things would would make this Planetfall MOD for us undying SMAC fans even better:

- Some sort of resurrection from the original SMAC of the workshop principle so you can mix and match specs for your troops and vehicles etc.

Like LT, I don't really understand what you mean. Are you missing certain special abilities? Then it would be best to point out which together with a suggestion how they could work within the engine of Civ4. If you miss the workshop feature itself... as I wrote in cursive, the scope of the Planetfall Mod is the Civ4 engine. It can be no 1:1 conversion and it is also not intended that way by Maniac (because then we wouldn't have many nice things from Civ4 as well). A SMAC workshop is impossible (see also the FAQ entry), biggest problem the AI not using it. So there is no gain bringing up such a general request again (BTW, the workshop was a great toy in SMAC, but OTOH had some serious balance issues...and I'm not sure if they could be resolved by just making some things costier or if they a just inherent design issues of the WS, which allows you to create "best units" all the time); also like LT pointed out, the promotion-style special ability system allows already nearly anything SMAX had. Automation routines fall in the same category...would require tons of work, if possible at all, for very limited gain (many players don't automate at all and would hate it if forced or ignore it, if it is optional) - I would prefer a better AI in regard to understanding the features of PF a lot over automation, given that ressources for development are always limited.

You can help Planetfall a lot more by bringing up specific requests (like a unit/SE choice/building/... you miss, together with an idea how to implement in PF), reporting bugs/AI issues or discussing some of the current topics in the subforum (ideas for implementing the SMAX factions for example).
 
You want something specific, Pfeffersack? K.

At least one thing I said in my earlier thread is IMHO reasonable. Why can't the probe teams be automated? Other military units in Planetfall can be automated and go looking for trouble so why can't the probe teams? There is no automated button for them. Just "stand around" or "go to sleep buttons" as far as I can see. Maybe you will say there is an option to move them to a specific enemy base and do a specific thing. But in SMAC you just let them loose. R U telling me that Civ IV BTS won't allow for that. I can't be bothered to tell my probe teams to go do a specific thing in a specific city. They should use their own initiative. Just as they would in real life, or real life as as applied to AC.

The same with the interceptors. K... you say the workshop is not duplicable, fair enough. But surely any unit in Civ IV can be automated if some can be? SMAC interceptors would move from base to base. Is there something about this that is not replicable in Civ IV BTS? And, since you accuse me of not being specific enough, mea maxima culpa, I have previously noted that the graphics for the Leviathan are wimpish for what it is supposed to represent. Oh... something else, I miss having formers which can defend themselves at least partially against the native fauna as I could in SMAC.

Live long and prosper.
 
If you miss the workshop feature itself... as I wrote in cursive, the scope of the Planetfall Mod is the Civ4 engine. It can be no 1:1 conversion and it is also not intended that way by Maniac (because then we wouldn't have many nice things from Civ4 as well). A SMAC workshop is impossible (see also the FAQ entry), biggest problem the AI not using it. So there is no gain bringing up such a general request again (BTW, the workshop was a great toy in SMAC, but OTOH had some serious balance issues...and I'm not sure if they could be resolved by just making some things costier or if they a just inherent design issues of the WS, which allows you to create "best units" all the time); also like LT pointed out, the promotion-style special ability system allows already nearly anything SMAX had. Automation routines fall in the same category...would require tons of work, if possible at all, for very limited gain (many players don't automate at all and would hate it if forced or ignore it, if it is optional) - I would prefer a better AI in regard to understanding the features of PF a lot over automation, given that ressources for development are always limited. You can help Planetfall a lot more by bringing up specific requests (like a unit/SE choice/building/... you miss, together with an idea how to implement in PF), reporting bugs/AI issues or discussing some of the current topics in the subforum (ideas for implementing the SMAX factions for example).

I also miss the workshop as the great toy of SMAC.
From the explanation above (quote) I understand the Civ4 engine wo'nt permit it.
Is that really the last word?

Still I would encourage thinking about the idea of getting outside the boundary's of the playfield. It could upheavel Civ4 as a whole. (to Civ5 :lol: )
For many MOD's ( and ModMods ) it would be a great help to construct something of general software to (temporarely) get besides the engine and then return with some changed parameters.
I have no knowledge about how tightly closed (impermeable) the engine is, but surely you guys know about the input/output model... It cannot be limited to keystrokes and mousemovements only, I guess.

There must be some Leonardo amongst you to solve this ! :science::science:

Just trying to give it a kick, like an old motorbike ..... sometimes it works, maybe it is too hard and it is broken forever .... and we sadley :sad: have to accept that this really is the last frontier of Civ4 itself.

Thanks for all great MODs.
Best greetings and good health to you all !
Viator

-------Added Januari 12-------
For the sake of the discussion I have opened a thread called "System More Open" in the Ideas & Suggestions Forum.
Link: http://forums.civfanatics.com/showthread.php?t=349613
 
I have been lurking here for about a year, following the progress of Planetfall, and I'd like to thank Maniac for all his work, I was over at Apolyton, that's where I found a mention of this, that's why I'm here and it's the only reason I bought Civ IV Complete. I still run the original under Linux (I own a copy of the Loki Games Edition), again, thank you Maniac and keep up the good work.
 
Patch 12k 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 v12 file of Planetfall. It breaks savegames from the previous patch.



Changelog:

1. Datalinks text by Pickly.
2. German translation updated by Lord Tirian.
3. Psion unit graphics by Lord Tirian.
4. Altered leaderhead diplomacy values by Pfeffersack.
5. Locust unit graphics by Lord Tirian.
6. The Map of Planet has been added, by Lord Tirian.
7. Psion unit added at Psionics, an upgrade for the Hyperian unit. It uses Psi combat.
8. The Data Angels, Nautilus Pirates, Free Drones and Consciousness will be founded somewhere on Planet when someone researches respectively Holographics, Pressure Dome, Industrial Automation and Memetics. They are not yet playable by the human player.
9. Rebel bases will switch to Free Drone control when the base's occupation turns have passed.
10. You are not allowed to attack Rebel bases unless you are at war with the previous owner.
11. The Peacekeepers and Drones are given a unique building for the Genejack Factory - the Hab Complex - which has the same effects except for an additional +1 Happy.
12. The Police State civic now increases military production by 20% rather than increase espionage by 50%.
13. The Power civic now increases espionage by 50% rather than reducing war weariness.
14. Deirdre's diplomatic attitude towards a player is now influenced by that player's Planet Attitude.
15. The Maritime Control Center secret project has been added: it grants +1 energy on all Coast plots.
16. Social Psych can lead to Holographics.
17. Hive infantry gains 25% strength on/vs. Fallout.
18. The Mount Planet landmark has been added, by Lord Tirian.

 
When following the link to patch 12k, I get a 'file not found'.

EDIT after trying it for a while, the link finally did work :)
 
Many thanks, Maniac, for the latest update.

I just want to say that however I push for refinements to mimic the old SMAC I really appreciate your MODs, which I am playing all the time! :)

Live long and prosper.
 
while I enjoy Planetfall alot I would like to see either a parachute or amphibian special ability for colony pod.

requisite techlevel would probably be kinematics.

also would be fine if getting the special ability required the base having a certain building or even national wonder
 
Patch 12l 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 v12 file of Planetfall. It fixed the various bugs reported under patch k. It breaks savegames from the previous patch.

Planetfall is brought to you by
 
Just upgraded to civ 4, and discovered this mod.

I have to say, I am continually disappointed by the lack of a alpha centuari 2. I feel like the civ story isn't complete without AC. (admittedly, I always go for space victory. I guess if you just bomb the other factions into submission its not as necessary)

Looking at it, this mod appears to be the most awesome thing ever. I can't wait to try it out. Maniac you're my hero.

Casually looking over the thread it looks like you're set graphically, but is there a need for additional models for units/citites/terraforming projects/whateverthebuggerelse?
 
Thanks for the good work. Can I ask though,
1. Why can't I breed native life forms after all techs for them?
a. Is it my psi or FC (just learned that one)?
b. How do I raise it?
c. Where is it on the city screen?

2. Can I change out music for city screen with the one playing on "funky Morgan music"? It's just too frenetic for me when I'm trying to concentrate.

3. I made a beeline for planetary datalinks with my first load of random (Yang), but it seems like I am still lagging behind in tech/units/abilities. I can't remember from SMAC/AC, do 3 factions actually have to have the tech for me to acquire it?

Thanks for all the hard work in putting this out, it is appreciated.
 
Thanks for the good work. Can I ask though,
1. Why can't I breed native life forms after all techs for them?
a. Is it my psi or FC (just learned that one)?
b. How do I raise it?
c. Where is it on the city screen?.

You need to have 100 positive points of PSI potential stored to maintain one PSI unit - means you need to have 200, if you have already have one and you like to try to train or capture another one. The PSI potential is generated by excess planet value generated from your bases. It comes mainly from allowing Fungus/Hybrid Forest in the radii of your bases, employing Empaths, avoiding polluting improvements or certain ressources.
It hasn't to do anything with the FC.

You find the value both in the base screen and on the main map in the left upper corner - just hoover over the Red/Green heart. The last number in the pop up is your current PSI potential which you have accumulated over the course of the game - it might be negative, which means no training or capturing native life.
 
Thanks Pf, I just read your post 977 and was coming back here to edit when I saw you'd already replied.

I've only been playing Civ IV since the week after Christmas, so I still am learning although I have played SMAC/AC for a while 10 years ago or so.

Again, does PD require 3 factions possessing tech (not researching it) for me to acquire it?
 
hey, first post here, the mod made me join :)

The mod seems very well done, and thanks very much for making it! You've done an excellent job bringing to life one of the most loved civ games, and it's very impressive indeed. My only concern is that it seems to run slow..very slow. It's not at all surprising to see the game take 2-3 minutes to simulate a turn. Civ IV usually only takes a few seconds, maybe 10 seconds later in the game.

Is there anyway to fix this?

Also, the technology "Ecological Engineering" says that it "enables Enrich atmosphere with oxygen - decrease flowering count" - how do you actually start enriching the atmosphere?
 
Again, does PD require 3 factions possessing tech (not researching it) for me to acquire it?

That's what it says on the box. :)

It's not at all surprising to see the game take 2-3 minutes to simulate a turn.

I don't share this experience, and I have a crappy computer. Neither do other people experience this problem, unless everybody neglected to tell me something important like that (it has happened before). While Planetfall because of its extra features runs a little slower than vanilla, it isn't *that* significant, and it still runs much smoother for me than Fall from Heaven or Legends of Revolution or whatever other mod you could possibly pick. So I'm afraid I wouldn't know what's causing the behaviour you experience.

Also, the technology "Ecological Engineering" says that it "enables Enrich atmosphere with oxygen - decrease flowering count" - how do you actually start enriching the atmosphere?

It's a Planetary Council motion.
 
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