Planetfall

Temporary or permanent.

It's an intended feature of the Enclosed Biosphere civic. Can't really implement everything as I'd wish at the moment, but the basic idea behind this civic is that you don't suffer the negative consequences of bad terrain, but neither can you profit from good terrain. A civic to be used if you start in arid or polar terrain.

Edit: Did you fix any exception?

I don't/can't fix anything SDK related. Ellestar does that. ;) Unfortunately he has (temporarily?) lost interest in Planetfall in favour of Space Empires V, so Planetfall will slow down to a crawl unless some new modders get interested in Planetfall. :(

When planetfall.apolyton.net works again, I'll upload a patch e with unit designs in UnitInfos for trance infantry and nerve stapler infantry. Then at least those special abilities can be used. But for the rest I'm afraid this means that for now special abilities can't be used, and you're limited to using the already present chassis+weapon designs. :(
 
It's an intended feature of the Enclosed Biosphere civic. Can't really implement everything as I'd wish at the moment, but the basic idea behind this civic is that you don't suffer the negative consequences of bad terrain, but neither can you profit from good terrain. A civic to be used if you start in arid or polar terrain.



I don't/can't fix anything SDK related. Ellestar does that. ;) Unfortunately he has (temporarily?) lost interest in Planetfall in favour of Space Empires V, so Planetfall will slow down to a crawl unless some new modders get interested in Planetfall. :(

When planetfall.apolyton.net works again, I'll upload a patch e with unit designs in UnitInfos for trance infantry and nerve stapler infantry. Then at least those special abilities can be used. But for the rest I'm afraid this means that for now special abilities can't be used, and you're limited to using the already present chassis+weapon designs. :(
I'm sure many of us would jump the bandwagon for that if we had the skills necessary. Me, I'm not even close.

By the way, thanks for providing the latest patch! ^^
 
Feedback time!

I like the new terrain attitude civic category (or however you want to call it). I kinda wish there was a simpler way to state all that, like "May not use terrain improvements of Category X, +2 energy per terrain improvement of category Y."

I couldn't help but notice that the earliest building to increase experience points of land units requires Neural Grafting. Was that done on purpose? When facing mind worms and the like, this can be serious for factions that aren't running Power or Fundamentalist.

Resources are fun. :D

Finally, a majority (or rather, 100%) of the tiles actually yield something without having to rely on terrain improvements or Organic Fuels. ^^

And Terraformers no longer have any sort of prerequisite. :D

When scaling up the tech tree, I came to realize that there is a whole lot of opportunity for trading technology with other factions, if they're willing and able.

Using psi units still seems like a loaded strategy in the game. At least that's still how I plan to deal with the first faction to declare war on me.

I once managed to get an aquaformer to scale a glacier-covered hill... that wasn't occupied by a city.

And finally, the game seems to like to crash when I try to tell one of my cities to breed an isle of the deep.
 
I was at the end of a turn when the game hung up. I don't have a save (I don't know how to give you one). When I went to the desktop, I saw the following:
Spoiler :
Assert Failed

File: g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvselectiongroupai.cpp
Line: 168
Expression: false
Message:
 
Ambidexter:

If you still have autosave play until there .... if you Alt -Tab and click "ignore once" the necessary times you can pass through that error and save next turn ( most likely the error will repeat in the next turn ....)
 
Patch 3e for Planetfall is now available for download.

A not all-inclusive changelog:

Version 3 Patch e:

1. Roads now take 2.6 turns to build.
2. Monolith gives +1 energy.
3. Free Trade civic gives +1 science per specialist.
4. Doctor specialist GPP gives Great Doctor...
5. Some malfunctional python code fixed.
6. Temporary: all infantry can provide military happiness.


Planetfall is brought to you by:




Don't forget that we're always looking for help with Planetfall.

The mod could for instance at this point very much use:

  • SDKers
  • a graphics coordinator who understands how Afterworld unit graphics work
  • a mapscripter


***

The patch does not break savegames, but you will get an assert due to change to military happiness. Just Ignore Always.

Assert Failed

File: g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvcity.cpp
Line: 6397
Expression: getMilitaryHappinessUnits() >= 0
Message:

----------------------------------------------------------
 
I like the new terrain attitude civic category (or however you want to call it). I kinda wish there was a simpler way to state all that, like "May not use terrain improvements of Category X, +2 energy per terrain improvement of category Y."

Me too. ;)

I couldn't help but notice that the earliest building to increase experience points of land units requires Neural Grafting. Was that done on purpose? When facing mind worms and the like, this can be serious for factions that aren't running Power or Fundamentalist.

I kinda don't like buildings that give experience points. A strategy game should be about making interesting choices, and building an XP building isn't one. It's always better to have your units built with more XP. Only difference XP buildings make is in the early game where there might be other priorities first. But after that it's a boring repetitive no-brainer. After there's the possibility to change the maximum limit of special abilities for a unit through techs (like Neural Grafting did in SMAC), I'd like to remove the XP building effects entirely.

This does make the other sources of XP more valuable of course. XP through combat, civics, great generals, faction inherent bonus... A secret project and factional project (national wonder) which adds XP could be added too.

I once managed to get an aquaformer to scale a glacier-covered hill... that wasn't occupied by a city.

I guess there was a Field Lab on that plot? An unintended side-effect of using the <bActsAsCity> XML tag.

And finally, the game seems to like to crash when I try to tell one of
my cities to breed an isle of the deep.

Could you please try again with patch e? I fixed some typo in ArtDefines, which may be the cause. In any case, I'm not getting a crash.

Keep getting an unexplained CTD here.

I'll add a link to your save to the bug list, but it's not something I can fix. :(

I was at the end of a turn when the game hung up. I don't have a save (I don't know how to give you one).

Where lies the problem? Don't you know to which folder the game is saved, how to attach the save to this forum...?
 
I kinda don't like buildings that give experience points. A strategy game should be about making interesting choices, and building an XP building isn't one. It's always better to have your units built with more XP. Only difference XP buildings make is in the early game where there might be other priorities first. But after that it's a boring repetitive no-brainer. After there's the possibility to change the maximum limit of special abilities for a unit through techs (like Neural Grafting did in SMAC), I'd like to remove the XP building effects entirely.

This does make the other sources of XP more valuable of course. XP through combat, civics, great generals, faction inherent bonus... A secret project and factional project (national wonder) which adds XP could be added too.
I guess that makes sense.
I guess there was a Field Lab on that plot? An unintended side-effect of using the <bActsAsCity> XML tag.
Yes, actually. o.o
Could you please try again with patch e? I fixed some typo in ArtDefines, which may be the cause. In any case, I'm not getting a crash.
Well, as long as I get through both assert failures before trying to return to the game, things work out alright. Thanks.

And thanks for the new patch. ^^
 
I kinda don't like buildings that give experience points. A strategy game should be about making interesting choices, and building an XP building isn't one. It's always better to have your units built with more XP. Only difference XP buildings make is in the early game where there might be other priorities first. But after that it's a boring repetitive no-brainer. After there's the possibility to change the maximum limit of special abilities for a unit through techs (like Neural Grafting did in SMAC), I'd like to remove the XP building effects entirely.

This does make the other sources of XP more valuable of course. XP through combat, civics, great generals, faction inherent bonus... A secret project and factional project (national wonder) which adds XP could be added too.

I used to not like that you got a veteran unit from building Barracks (way back when), whereas ofcourse "veteran" means experienced through combat.

Anyway, I think it's about time I gave this one a whirl, as I really liked Alpha Centauri. (Haven't tried it out yet on account of it being patched all the time...):mischief:
 
Hi,

Great job on the mod! I'd love to help with it's creation but I'm afraid all I can offer is playtesting. :(

A few questions however:

1.) How does one build robotic mines? I've researched the tech for it but there is no worker button or hotkey to build them.

2.) Do great doctors add planet rating or health to a city when settled? They have the icon for it but there seems to be no bonus.

Here's a save with a CTD on the end of turn. I selected 'ignore always' for some assert failures during the game. Not sure how that may have affected things.

Anyway, keep up the good work!

- Roll
 

Attachments

Now that I think about it, it would still help for units to be able to get access to hypnotic trance without XP, if the only means of XP are from civics or combat or whatnot. Would adding special ability promotions like that be workable for units in the workshop?

There's Hypnotic Trance and Plasma Shard as special ablities. Though due to problems with the unit workshop you can't use Plasma Shard at the moment. Hypnotic Trance works though.

1.) How does one build robotic mines? I've researched the tech for it but there is no worker button or hotkey to build them.

Supply crawlers build them.

2.) Do great doctors add planet rating or health to a city when settled? They have the icon for it but there seems to be no bonus.

Health. We could use someone to add planet icons to gamefont.tga ;)

Edit: Hmm yeah, the Great Doctor doesn't give any health. :hmm:
 
Why do you consider this necessary, considering that you can get hypnotic trance as a special ability? (Well currently only on gun infantry, but intention with a fully functional unit workshop is to have available for about all chassis & weapons of course)

For next patch I'll give the Command Center +2 XP but -10% military production btw.
 
I'm sorry... ETA on Planet. (I tried Planetfall out a little while ago and it really reminded me of Alpha Centauri - until I noticed a Workboat passing by...):mischief:
 
Just D/l'd the Mod and Patch last night. Wow! :thumbsup:

Now I've got to rack the ol' memory banks on which research paths are the best again. ;)

I'm way behind the rest of the AI in this 1st game. Just a wee bit of trouble with :health: . And I only have 2 cities after 176 turns. :p Sister Miriam Godwinson sends her regards. :lol:

JosEPh :D
 
Patch 3f for Planetfall is now available for download.

Version 3 Patch f:

1. Upgrading costs 2 credits per mineral.
2. Helium gives +1 energy.
3. Centauri Preserve can connect Monolith resource.
4. Roads only give a movement bonus with Reconnaissance researched. Mass Driver increases it to 1/3. Mag Tube requires Gravitonics and Rubidium resource.
5. Hydro Plant gives +1 health and no longer +2 energy.
6. Command Center now gives +2 XP for land units but reduces military production by 10% (also for land).
7. Energy Nexus becomes Factional Project/National Wonder.
8. Native life units can be produced with nutrients (like colony pods and formers).
9. Units automatically gain morale promotions (disciplined, hardened...) upon levelling up, starting from level 3.
10. Readded some default Civ4 promotions.
11. Some promotions require the Combat promotion. This promotion can be gained through winning a battle, being Spartan, or building the unit in a base with a Virtual World.
12. Cruiser requires Naval Yard to be buildable. Naval Yard no longer gives XP, but it does give a trade route.
13. Changed base defense bonus through culture.
14. New happiness resource added: Resonance Cluster.
15. Iridium and Rubidium resources added.
16. Antimatter Reactor and Singularity Reactor base facilities added.
17. Planet Buster requires Antimatter Reactor and Iridium.
18. Fungal Tower spawns more often.
19. Added some unit construction sounds.
20. Command Nexus secret project added.
21. Treaded chassis now requires Industrial Base.
22. Missile weapons give -1 movement point to the unit.
23. Tech tree changes
24. Forest provides no energy (only a mineral) and takes somewhat less time to build.
25. Religions added.
26. Uranium/Helium/Rubidium boost some units' production speed.
27. Temporary: Needlejets removed as they're causing crashes


Planetfall is brought to you by:




Don't forget that we're always looking for help with Planetfall.

The mod could for instance at this point very much use:

  • SDKers
  • a graphics coordinator who understands how Afterworld unit graphics work
  • a mapscripter
 
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