Planetfall

Ran into a problem that the un peacekeppers could not build maglines after researching them. First time playing this so not sure if this is normal or not. Did notice that the my former would build these lines outside my boundary though. Was playing on the second level..Chiefton??

Also if this has been reported sorry about repost. Also running the latest level with the patch also.
 
I just signed up to the Forums to say thank you for making such a great Mod. It's one of those things that I take some time off, and always come back to it. It's just so addicting, plus on a snow day what else is there to do :P

So thanks Maniac & Planetfall Team, you make a gamer very happy.

EDIT: Does anyone know the bottleneck in late-game Civ4? I think it's the Proc but I'm not sure.
 
This is a totally amazing mod, and I highly recommend it to all fans of SMAC. The graphics are wonderful, the mechanics are sound, and the special ability function for units is really, really good. I’ve played mods where specific structures are required for some units and I never really like it. The specialty ability mechanic in Planetfall, which rewards classifications of units built in bases w/ specific buildings, hits a great sweet spot between rewarding military infrastructure and allowing all bases to build any unit.

I do have a few comments about my experience:

1.) It was way easy. Far, far easier than any non-mod Civ IV game I’ve played.
2.) Spawning SMAX factions may require a little tweaking. For example, when the Pirates spawned, they did not have the necessary technology for sea colony pods; I think they should have that knowledge from the start. In addition, most of the SMAX factions spawned near existing factions which ensured their quick demise.
3.) The Planetary Council may need a bit more documentation on the Civopedia. I built the darn thing, but was the only member until I forced my vassal to join. I would have assumed other factions would have joined immediately as well.
4.) My faction, the Spartans, didn’t seem to start in isolation, in contrast to the faction description. Also, Colonel Santiago is listed as having the rank lieutenant, which is a little strange (although this might be supported by existing SMAC documentation).
5.) Espionage may need a little tweaking too. Thanks to settling a data jack as my first great person, I was able to obtain a considerable espionage lead over my rivals throughout the game. Nine turns out of ten I was able to see all other factions’ research goals and I was usually able to see inside nearly all factions’ cities most of the time. This w/o using the espionage slider or probe teams at all, although I did settle other data jacks.

I suspect that the easy of the game may have something to do with my settings (Noble, standard map, standard speed). I suspect that if I had enlarged the map I might have had a tougher time rolling over the other factions.

I also ran into an issue w/ the game crashing whenever I attempted to use an air (needlejet / missle, not chopper) unit for an attack or recon. I suspect this is probably more closely related to my antiquated hardware than anything else.

**In reviewing the change log for the most recent patch and other posts, it seems likely that my copy was unpatched (I don’t remember cloning vats giving a boost to infantry production, for example). It is possible that some of my concerns may have addressed in patches. I am particularly hopeful that I will be able to use air units in my next game.
 
It's not so very easy on those games where your base gets eaten by mindworms on turn 13.

I've noticed some easiness for several mods, maybe its because the AI is made less cheesy compared to BtS.

Good mod, btw. Brings some cool new aspects to the game - aside from graphics and techs.
 
The native life is far, far more powerful than in SMAC, IMHO, and the earth units less resistant against it. :(

Still, it is a greattt game! :)
 
Is there an easy way of increasing the number of spaces for renaming city names; for instance, instead of The Hague, I would like to name one of my Peacekeeper cities, The International Court at the Hague?

Live long and prosper.
 
There is graphic bug in unique dunes terrain. It cause sometime a complete hang of my computer with black screen and stuttering sounds. Maybe it is my graphic card fault, but maybe not.
 
New patch added, now to see how it checks out!
PS are we still filling in civilopedia articles? Last time I played it was still a little bare. . .
 
Development has been stopped, but it hasn't moved on to Civ5. I'm not doing any modding at all at the moment.

You can find the modified cpp "source code" files in the CvGameCoreDLL folder within the Planetfall folder.
 
Hi, I have a bug (I think), which prevents me from adopting democracy, while I had planetary networks (IIRC, the tech needed for democracy anyway) researched long time ago.

I don't know if it was the case, but possibly it was related to popping the tech out of a pod. This is just a wild guess about what might be the cause.

This bug sucks, but the mod is really great :) Thank you !
 
Has Planetfall found a way to increase the amount you can have available in the Treasury above 5,000 credits, from which other Civ IV mods, such as the one I play alongside Planetfall, Star Trek, could benefit? There is some speculation that this limit is hardwired into the basic Civ IV game.

Live long and prosper.
 
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Version 15 of Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This new version will break save games from previous versions.

Don't forget to reapply the SMAC fx and voices folder, and the movie files. A new version creates a new mod folder after all.

Basically it just creates one single package of v14 and its patches. Two other minor things:

1. Added some strategy texts for the civics.
2. Fixed some bug with Concordat resolution defiances - I don't remember what it was because I fixed it over seven months ago...
 
In the FAQ you link to a site where you can purchase a boxed version of SMAC in order to get the sound assets.
You can now also buy it as a digital download from GOG
http://www.gog.com/en/gamecard/sid_meiers_alpha_centauri/
Which is cheaper, available right away via download, and DRM free. Just though it is worth linking to.

Also you point out that people should use WinRAR to extra the rar files. that is one option, but winrar costs money. You can use 7zip
http://www.7-zip.org/
Which is free and open source and just as effective in extracting rar files.
 
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Version 16 of Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This new version will break save games from previous versions.

Don't forget to reapply the SMAC fx and voices folder, and the movie files. A new version creates a new mod folder after all.



Changelog:

Spoiler :
1. Cult cityset added, by Lord Tirian.
2. New Unity Rover and Rover graphics added, by Lord Tirian.
3. Size of the Angel Expansion+ era HQ has been reduced. Thanks to GeoModder for the heads-up.
4. The Ice feature provides freshwater to adjacent bases.
 
Oh my god, that Cult cityset is so beautiful and perfect! And that rover, wow! :wow:

That is really, really good. I am really impressed Lord Tirian. Way to go!
 
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Labour Day patch!

Patch 16a 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 v16 file of Planetfall. Patch a breaks games started under the patchless version v16.



Changelog:

1. Female Navy Seal by SaibotLieh used for the Spectre spec ab version of the Marine.
2. Drop Trooper graphics changed to the Female Sci-Fi Marine by SaibotLieh. The old graphics now serve as the Light spec ab version of the Drop Trooper.
3. Female Sci-Fi Spec Ops unit by SaibotLieh used as the Anti-Personnel, Guerilla and Spectre spec ab version of the Drop Trooper.
4. The Subsea Trunkline now provides an Engineer specialist slot.
5. One of the Consciousness starting techs changed from Social Psych to Renewable Energy.
6. The Consciousness suffer 25% less negative Planet from population, this time for real. That part of the trait wasn't working.
7. The Pirate Sea Colony Pod is now a military unit like all other colony pods. This means it will get a production bonus from Police State, as intended.
8. The Pirates can now also gain research from pillaging a base.
9. The Planetary Council wonder provides +100% great people points in its base.
10. AAA Tracking offers +50% strength versus Missile units.
11. The Resonadar promotion has been renamed Neural Amplifier and now requires Morale III.
12. The map generator function for resource quantity placement now takes into account starting era and the Expansion Factions game option.
13. Size of military on the demographics info tab reduced by a factor of 10.
14. With the goal of making espionage less of a public affair:
14a. The cost of gaining passive espionage effects on a target player are now dependent on the target's overall espionage points accumulated throughout the game rather than dependent on espionage spending accumulated by the target against the player who wants to gain infiltration.
14b. Espionage mission cost for spy against target depends on the relative overall espionage points accumulated rather than spending vs each other. This was already implemented a while ago, but not yet mentioned in patch notes.
14c. You can only find out how many espionage points another player has invested against you, if you gain the "see research project" passive espionage effect.
15. Bug fix: stealth units no longer become permanently visible after having pillaged a plot.
16. Bug fix to the Transcendence Concordat motion.
 

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