Planetfall

Woops link to the patch fixed.

The Planetfall main file and patch are hosted on Apolyton. I figure the least I can do is give some "advertising" in return. The main file goes through the CFC download database first to get an idea of the number of downloads.

Personally I don't particularly want to be on CFC. I'd prefer you all posted here instead. ;) You'll make DanQ happier by giving some extra traffic to his site.

Maybe the reason Apolyton doesn't get much traffic is simply that most civfans are at CFC? (And the reason for that may just be that CFC has many, many more files and it's quite userfriendly. Personally I used to visit Apolyton, but these days I don't anymore, because CFC is just the largest fansite out there, so it's just more practical.);)
 
Hi,
I just downloaded the v4 and v4a mod and patch earlier this week. There were a few assert bugs that caused the game to crash that I haven't noticed anyone mentioning. I am running Windows Vista, which made it next to impossible to find out the actual text involved with the bug when it crashed (the computer simply froze up, and I had to crt-alt-dlt to be able to get function back, noticing that the program that there were two programs running, the assert failed program and the civ 4 program). The assert failed instance happened in two separate instances; once, with the patch installed, when any civilization converts to the Lord's Conclave. I tried it myself once, and the after I hit convert the sound effects for the revolution went out and the screen froze up. Next, I was working in worldbuilder trying to create a training situation for me a better learn the mod (basically, all civs 1/3 developed in various ways, etc.), this time using the unpatched version of the game to test if this would perhaps get rid of the religion bug, and when I edited one of the University's cities, I think renamed to Einstein Base (by adding a factory), the assert failed again. Personally, I think that this is just a isolated incident (something that wouldn't have happened with the patch, and that the conversion crash being fixed would probably make the game extremely playable). I hope that I can be helpful in the future!

1stcontact2035
 
In comparison to the original SMAC, how complete is this mod looking?

Also, will the civ's/features of alien crossfire be worked into it down the track?
 
right now a lot of the necessary graphics and whatnot are implemented, as well as tech tree (though it is by no means final), and basic structure. However, there is no text besides the occasional filler. A lot to go, but a lot has been done already.
 
I tried this mod yesterday. Thank you for revalidating my purchase of the Civ4 line.

The only reason I bought the game was because of the SMAC mod that was in progress. When that seemed to stop, I gave up and moved on to other games.

I've played Civ since game one. The rest of the game is "been near enough to here to have already done all this ad nauseum". The SMAC was my all time fav game. Thanks for bringing it back to life.

This mod completion is worth waiting for.

I downloaded it and played a bit with it yesterday... actually, I reinstalled Civ4 and expansions just to give this mod a try.

It is beutiful. The graphics are top notch. The game play catches all the necessary components that made SMAC such a joy to spend endless hours in playing.

I very very much look forward to this mod's completion, and if I wasn't a total and complete tard on all things code/tech, I'd be pitching in full time to help out.
 
Thank you again for putting all this work into making this Mod.

Just wanted to give you praise and applause.
 
Might as well toss in my ovation: keep working on this guys, it's a beauty. Firaxis not making an AC2 is a travesty, and you're all picking up the slack.
 
Planetfall Version 4 Patch b

Changelog:

Spoiler :
1. You now can build Condensers under the Enclosed Biosphere civic. Won't do you much good under Enclosed, but allows you to prepare for a switch out of this civic.
2. Accuracy promotion requires Information Networks.
3. Gaian starting tech changed to Biogenetics.
4. Peacekeeper starting tech changed to Information Networks.
5. University starting tech changed to Renewable Energy.
6. Nuclear Plants obsolete with Fusion Power.
7. Doctrine: Initiative renamed Doctrine: Flexibility. (I can't stop associating the word 'Initiative' with Cruisers...)
8. Rover upgrades to Hovertank.
9. Upgrading a unit costs two gold per production.
10. The Lord's Conclave spread factor reduced.
11. You can plant Kelp without destroying already present terrain improvements.
12. Academy re-added.
13. Subspace Generator victory prototype added.
14. Skunkworks added. More or less Civ4's Ironworks.
15. Terrains some resources appear on changed.
16. Terran Fauna and Fungicide resources added.
17. Guerilla and Deep Radar promotions added.
18. Empathy civic removed; Similar Consensus civic added.
19. Chopper and Gravship get +2 XP from Aerospace Complex instead of Command Center.
20. Command Center no longer reduces production speed of land units.
21. Formers and Aquaformers attacked by barbarians aren't destroyed but are temporarily turned into immobile "Damaged (Aqua)Formers".
22. Temporary: Great Doctor gives three food.
23. Temporary: Sealurk isn't invisible. Has high withdrawal chance instead.
24. Temporary: Subs can see other subs.
25. Plan B: because the unit workshop isn't working, most special abilities have also been turned into promotions.


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
  • a button maker
  • a gamefont.tga graphics artist
 
I just wanted to say thanks for making this mod, and keep up the good work.

I played it a few minutes ago and it was pretty fun, I wont go as far as saying its as good as SMAC yet ;) but its getting there.
 
Planetfall Patch c for Version 4

Changelog:

1. Kelp graphics by GarretSidzaka added.
2. The HomoSup bonus building gives +35% Great People points instead of +2 Infantry XP. (Let's not confuse Nietzsche with Nazism)
3. Unity Former removed. Serves no purpose now that Formers have no tech requirement.
4. Fungal Towers can appear from a Unity Pod.
5. Researching Stable Neutronium should now give a Leviathan.
6. Algae resource buttons by FK2006 added.
7. Hybrid Forest graphics by GarretSidzaka added.
8. Some promotions now require the Special Ability Slot #1/2 promotions, which built units can get for free from certain base facilities.
9. Barbarian spawned Isles of the Deep will start with a mind worm in the cargo hold.

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
 
Starting a game in the classical era caused a CtD since it tries the following when it adds techs:

Code:
		if iTechType == CvUtil.findInfoTypeNum(gc.getTechInfo,gc.getNumTechInfos(),"TECH_STABLE_NEUTRONIUM"):
			gc.getPlayer(iPlayer).initUnit(iLeviathan, pCapitalCity.getX(), pCapitalCity.getY(), UnitAITypes.UNITAI_ATTACK, DirectionTypes.NO_DIRECTION)

You may want to have it check to make sure the player has a capital first (also makes me think it may ctd when the barbs get it since they dont have a capital).
 
Thanks will do.
The tech is a repeatedly researchable "future tech", so the problem probably can only occur when sekecting an era other than ancient.
 
Hey! This is a great idea! Considering Firaxis is not going to produce a SMAC II. (They may be willing to provide some kind of helpful info or tools/assistance, if possible, as a really good Mod will likely bring dedicated SMAC players to Civ IV + Add-ons.)

Does anyone know why this is? Alpha Centauri was the highest PC Gamer game for years with a 98% rating that only got tied a year ago or so by a game that escapes my aged memory cells?

Is it because of the whole fight between the developers Brian and Sid? Sheesh, you'd think for the fans (and the money) they'd bury the hatchet.
 
Yesterday I finally managed to complete a game of Planetfall. As Yang, it turned out. (I've started many before, but none I got around to completing.)

Having native life units cost both food and minerals was clever (or at least more realistic), although this didn't change how I'd seek their use over everything else as soon as I have the technology necessary.

I generally find it so very much to my advantage to get a boat in the water as soon as I can, to collect all the sea pods and collect prizes ranging from bonus credits to more sea units with which to scout out Planet's oceans. And the AI don't seem to take advantage of this at all. This leaves me with the circumnavigation bonus, a lot of extra energy credits, and a dozen or so gunships and transports. If using the unity supply, this can be done before researching Doctrine: Flexibility.

I've also found farms so essential that I build them wherever I can, because now they increase in power as they're used. I can get ridiculous amounts of food from what they grow into, so I may quickly build formers and mind worms, or alternatively get more people, particularly specialists. I rather think the creators of normal Civ4 had a better idea with the growing terrain feature going to something that improves monetary wealth.

At areas of land where I can't build farms, I instead generally litter the terrain with hybrid forests. They give +1 each of nutrients, minerals, and energy from the start, while greenhouses and normal forests tend to be missing one of these. I can also then increase the food content with tree farms. So, yeah... not a whole lot of strategic thought there.

I don't know whether I'm missing something (I doubt it), but it's also getting me to question the usefulness of the Enclosed civic (for which I still think the gameplay description is too complicated). A lot of terrain features suddenly stop producing food, and greenhouses at up to two nutrients each don't produce the surplus necessary to promote specialists. I always end up not bothering with it at all and beelining to Centauri Meditation for the Hybrid civic instead. (Due to my tendency to want to found the Voice of Planet religion and build hybrid forests, I generally want that tech early anyway.)

After hearing the mention of how the Enclosed civic is supposed to promote the use of specialists and greenhouses, I do have an idea of what that civic could say...
+2 food per specialist, +4 food per greenhouse, -50% food total.
So specialists would consume (2-2/2)=1 nutrient each instead of 2, the greenhouses would provide a surplus of (6/2-2)=1 nutrient each instead of 0, and the nutrient output of other stuff would basically drop. If this civic still doesn't provide worthwhile against hybrid or baseline, it may have to also gain +1 free specialist.

Now for how I actually won the game... For the record, this was just Warlord difficulty.
Zakharov, Santiago, Lal, and Deidre all asked to become my vassals during peacetime, and I accepted all of their offers. A few turns after I built the Planetary Council Headquarters, I found that I had so many votes from myself and my vassals that they exceeded the amount needed to win diplomatic victory. I decided to give it a try. And sure enough, I won the game a few turns later. As for why four faction leaders asked to become vassals, my guess is they saw that I was high on the power chart (likely due to my fleet) and decided to seek protection.

It may be noted that toward the end of the game I received a declaration of war from my next door neighbor Miriam. She sent in two units that took away two of my formers and positioned those units very close to a city that had only two defenders. Rather worried about losing the city, I started rush-buying a few Locusts of Chiron, only to find that the strength scores of the two defenders were already higher than those of the two invading units. I was half way across the tech tree and only with gatling lasers, but apparently, Miriam didn't even bother with anything beyond pulse units, and she wasn't even relying on psi units to back up the idea of me sending better conventional weapons. Still, the LoCs did provide some excellent long-range strikes against one of the Believer bases, which fell into my hands by the end of the game. I had yet to get around to conquering the rest of her faction.

Speaking of Believers, seeing some in Planetfall is pretty cool. Additionally, placing Conclave Christianity with Memetics was a clever move. :3

I've seen some cool things with this game (resources, religions, Planet spreading culture, sea pods) and I'd rather not see it hit with lots of unbalanced strategy. (Psi units, exploring the sea at the beginning, maximize food in the field, the Hybrid civic, and a tendency to ignore tech advances like Industrial Base.)

In addition to all that, I've spent a long time thinking something's been missing from the Planetfall mod. Only now have I come to realize that a lot of exciting bits are what's missing.

In Civ4, I always felt like I was in a race to do something that was just over the horizon. For example, beelining toward a myriad of advances because I want to either have the best units or grab a certain wonder or religion or get a free tech or great person for being the first researcher. Even if that's not there, things like courthouses and marketplaces and lumbermills were things to look forward to because they provided a strong and noticeable benefit when they came available.

With Planetfall, going after stronger types of units loses its thrill because you get a bunch of Mind Worms and VW's and you're basically done.
With wonders, there's the issue of there being not enough. Yes, I know this is still in production. I kinda feel like I should work on adding more of these.
With buildings, either their effect is too small to gain my notice (recycling tanks) or it simply grants an ability toward something I might not want anyway (using a network node to make a citizen into a librarian). The buildings that increase health I tend to seek out a lot, though, if only due to them being necessary more readily than anything else. It kinda makes me wish those doctors provided +4 health each, so that the total health they'd provide would more than make up for their own food and health cost.

Knowing me, it should be no news that there's a handful of things I'd like changed if it means I have to make those changes myself. It'd help if I knew where to start, though. Hopefully I'll think of something soon. (It might also help if I knew how to get the SDK working.)

Yeah, I realize I should be a lot more appreciative than this. After all, many of you put a lot of work into this mod for our benefit. So, thanks. ^^ I could still go for trying to make improvements... somewhere.
 
Does anyone know why this is? Alpha Centauri was the highest PC Gamer game for years with a 98% rating that only got tied a year ago or so by a game that escapes my aged memory cells?

Is it because of the whole fight between the developers Brian and Sid? Sheesh, you'd think for the fans (and the money) they'd bury the hatchet.

Its because EA owns the rights to SMAC, not Firaxis.
 
Down with EA's claim to SMAC!
 
Downloaded Planetfall and the latest patch today and started playing as I've been waiting for a mod like this for years.

However, had two CTD. First very early in the game playing as Gaians.

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:

Then played as Morgan and got much farther before:
Assert Failed

File: g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvarea.cpp
Line: 644
Expression: getPower(eIndex) >= 0
Message:

What I don't understand is that while I have a G drive (it's my external) I only use it for storage or games I don't play often enough. All my Civ stuff is only main hard drive so I'm not sure why the game is trying to find this drive. I don't even have a C:\games directory. My Civ is under the 'standard' C:\program files\Firaxis etcetera
 

I completely agree with (about) everything you say. The problems you mention with Planetfall however are I believe not a shortcoming in design, but me not yet having the tools to implement the intended design. They require SDK changes, which I cannot do.

I generally find it so very much to my advantage to get a boat in the water as soon as I can, to collect all the sea pods and collect prizes ranging from bonus credits to more sea units with which to scout out Planet's oceans. And the AI don't seem to take advantage of this at all. This leaves me with the circumnavigation bonus, a lot of extra energy credits, and a dozen or so gunships and transports. If using the unity supply, this can be done before researching Doctrine: Flexibility.

A possible balancing solution seems obvious: let more IoDs spawn, so foils can pop less unity pods before getting wacked.

Problem with more IoDs is however that in the early game sea terrain improvements would quickly get pillaged, making building and using aquaformers pointless. Therefore I think there should be a Flowering Counter level (say 25 or 30) under which native life cannot move into factional borders, giving players some breathing room in the start.

Until that is available, I'm wary of increasing native life spawn rates.

I've also found farms so essential that I build them wherever I can, because now they increase in power as they're used. I can get ridiculous amounts of food from what they grow into, so I may quickly build formers and mind worms, or alternatively get more people, particularly specialists. I rather think the creators of normal Civ4 had a better idea with the growing terrain feature going to something that improves monetary wealth.

Farms currently aren't working as intended. I'd like them to have two downsides to balance the immense value of farms:

1) Farms give a Planet penalty to the base that's working the tile. The improvements the farm upgrades to get bigger penalties. Unfortunately the XML tag which should do this, isn't working.

2) The speed of farms upgrading should depend on the Flowering Counter. The lower the Counter, the faster they upgrade. If the Counter is above 50, Farms wouldn't upgrade at all, except for Terraformers - that civic gives +100% upgrade speed. As keeping the Counter low should be somewhat of an uphill battle, it would take effort to reap the full rewards of farms.

At areas of land where I can't build farms, I instead generally litter the terrain with hybrid forests. They give +1 each of nutrients, minerals, and energy from the start, while greenhouses and normal forests tend to be missing one of these. I can also then increase the food content with tree farms. So, yeah... not a whole lot of strategic thought there.

I'll limit planting Hybrid Forests to the Hybrid Ecology civic. Under the Terraformed civic they automatically turn back into normal forests, but I guess that process goes too slowly. (And under the Enclosed Biosphere civic you can't build them at all.)

I don't know whether I'm missing something (I doubt it), but it's also getting me to question the usefulness of the Enclosed civic (for which I still think the gameplay description is too complicated). A lot of terrain features suddenly stop producing food, and greenhouses at up to two nutrients each don't produce the surplus necessary to promote specialists. I always end up not bothering with it at all and beelining to Centauri Meditation for the Hybrid civic instead. (Due to my tendency to want to found the Voice of Planet religion and build hybrid forests, I generally want that tech early anyway.)

Again a case of not yet having the required tools. Instead of that long list of food penalties, I'd instead prefer to let the Enclosed Biosphere civic give +1 nutrient on Flat Arid and Flat Polar terrain.

I had a game though where I started on a peninsula cut off from the main continent by some Peaks. So instead I turned to the water and switched to the Enclosed Biosphere civic. The civic gives +1 energy to windmills, so together with Kelp Farms that gave me 3-0-2 on Shelfs. It was awesome! (Well, until a barbarian army of IoDs I was unprepared for suddenly appeared and pillaged all the windmills in sight :mad: :blush: )

After hearing the mention of how the Enclosed civic is supposed to promote the use of specialists and greenhouses, I do have an idea of what that civic could say...
+2 food per specialist, +4 food per greenhouse, -50% food total.
So specialists would consume (2-2/2)=1 nutrient each instead of 2, the greenhouses would provide a surplus of (6/2-2)=1 nutrient each instead of 0, and the nutrient output of other stuff would basically drop. If this civic still doesn't provide worthwhile against hybrid or baseline, it may have to also gain +1 free specialist.

Sounds even more complicated than what's currently implemented. :p +1 food for specialists sounds interesting though.

For the record, what I was thinking of to create a synergy between enclosed biosphere and specialists involves crawlers. These units would be able to create robotic variants of certain terrain improvements like greenhouses, mines and windmills (but not farms, forests or condensers which can't be built anyway under enclosed biosphere). Working these robotic terrain improvements would give a free specialist in the working base.

Unfortunately there is no tag yet which only gives a free specialist when the plot is worked. And giving the free specialist even when the plot isn't worked would be overpowered. So I'm holding off with implementing this.

Zakharov, Santiago, Lal, and Deidre all asked to become my vassals during peacetime, and I accepted all of their offers. A few turns after I built the Planetary Council Headquarters, I found that I had so many votes from myself and my vassals that they exceeded the amount needed to win diplomatic victory. I decided to give it a try. And sure enough, I won the game a few turns later. As for why four faction leaders asked to become vassals, my guess is they saw that I was high on the power chart (likely due to my fleet) and decided to seek protection.

I had that too once. The reason is probably that <VassalRefuseAttitudeThreshold> is set to NONE for all leaders. Call it laziness when updating Planetfall from vanilla to BtS. Setting the tag to ATTITUDE_PLEASED or something should fix this I think.

Btw, if you want to help with Planetfall despite not being able to do SDK yet, this is a possibility: figuring out fitting diplomacy values for the leaderheads. Currentl they're all copies of Washington.

I was half way across the tech tree and only with gatling lasers, but apparently, Miriam didn't even bother with anything beyond pulse units

Unfortunately, the AI doesn't use the workshop, and doesn't use anything but the most basic weapons.
Because of this I'm planning to switch to a non-workshop unit system instead, but it requires some new XML tags in PromotionInfos to work properly. An SDK matter.

(using a network node to make a citizen into a librarian)

Yeah I too find Librarians useless. But that's because I find the BtS espionage system in general boring and useless. I have some vague ideas to improve it, but it's low priority considering all the other things that require attention.

Yeah, I realize I should be a lot more appreciative than this.

Well, your experiences are appreciated, and I agree with about everything you say. It's just that this mod is still very much a work in progress, so don't yet have too high expectations of it. ;)

Anyway, perhaps upping your difficulty level to Emperor or something could still provide some challenge/fun for you in the meantime?
 
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