Planetfall

Patch v6e is available. This patch needs to be installed on top of the version 6 main file.
It will break savegames from earlier patches.
Please post save games of any persistent crashes you may encounter.

Changelog:

1. Most of Solvers/Dresdens unofficial patch 0.21 copied over.
2. Edited Gamefont icons, by Shakiko.
3. AI made aware of the XML tags added so far by Planetfall (except Planet-related stuff).
 
Just reged to say THANKS for your work! I see that it's hardly unfinished, but what u've done is really great. Alien lifeforms are beautiful :love:
Much respect!
 
good mod.
but I can not build the holy shrine of [hindu-symbol], because it seems it can only be built in the holy city of [islam-symbol]. :confused:
or is this already fixed with patch v6e? I haven't installed it yet due to an ongoing game.

please be gentle, this is my 1st post ever and english is a foreign language to me. thanks.
 
I looked at the XML to be sure. The shrines have the correct effect.
You might be confused by the buttons.
I have recently gained some limited button creation skills. I'll try to whip up some buttons for the Voice of Planet, Consciousness and Ascetic Virtues shrines.
No inspiration for buttons for the Manifest Destiny and Homo Superior shrines though.
 
I was away from the forums and this mod for a long time. Last time I played it I had panthers instead of mindworms. Now time has passed... And it looks beautiful! Grats on the hard work and thank you!
 
Actually there is still no native life art available.
The spore launcher and sealurk has a model, but no texture.
The other units still have no model.
The mind worm currently simply uses the final Boss enemy from Afterworld as graphics. I think those graphics could in fact be used as the final graphics for the Isle of the Deep (and perhaps mindworms, but then they'd look the same :hmm: ), but only if they get textures with more fitting colours.
 
Yeah, I saw isles of the Deep.
AI is pretty owned with Raging Barbarians even on Deity...

Can you explain in details how do psy attacks work?

And anyway the game is fun in current state and there's a good progress I see.
Maybe I'll come up with models (unanimated... For now I know how to model only and while I understand how to animate things I have no experience with it)...

P.S. Will something like this do the trick or you need something different (please specify)?
eikw1j.jpg
 
Patch v6f is available. This patch needs to be installed on top of the version 6 main file.
It will break savegames from earlier patches.
Please post save games of any persistent crashes you may encounter.

Changelog:

1. Maintenance Bay now provides one free Citizen specialist instead of a yield bonus.
2. Planet effects (free culture, native life XP) are now calculated on the player level (using the average of your cities' Planet values), instead of per city.
3. Units with Empath Song can now capture native lifeforms up to a certain limit, determined by your Planet attitude (see point 2).
4. More cityset art, by GeoModder and woodelf.
 
AI is pretty owned with Raging Barbarians even on Deity...

What map size do you play on? I'm thinking this may have an effect.

Can you explain in details how do psy attacks work?

If one of the participants in a combat is a psi unit, the combat is psi combat.

The base psi strength of the attacker is always three.
If the defender is of domain land, the defense psi strength is two. Otherwise it is three.

Then all the usual combat modifiers can be applied.

P.S. Will something like this do the trick or you need something different (please specify)?

Sorry, but I'd prefer the locust, IoD and mind worm to look like an actual boil/swarm instead of a few individual worms. So those units would mainly be a texture job, a blob similar to the Afterworld Entiry, with changing textures (or however it is done) when the unit moves or attacks.

The Fungal Tower could use a model though. Currently it's just a copy of the Spore Launcher. Would you be interested in doing that? Do you have SMAC, and thus have example art of how the Fungal Tower looks like?
 
I have SMAC but for now I have some problems with my 3dsMax install. Anyway if noone does it it will be ready in the end of the January.

Then all the usual combat modifiers can be applied.
By this do you mean that terrain conditions work? I mean, +25% defence on high terrain etc.? And do promotions like +10% str affect the combat?
 
Hey, what filetype does this game use? If it uses 3ds then presumably you could use sketchup for your modeling, right? I know it's not exactly the best for modeling high pixel count shooter chararacter models, but for turning out hundreds of (necessarily low pixel count) buildings and vehicles and soldiers? That's like its bread and butter :D What would your pixel counts be on something like the fungal tower anyway? Like what would you expect? I only found one pic of it (never played SMAC much, or even this mod, was just interested and noticed that post) and it's all curves but for as small of a size as it'd be in the game you could build it with a few simple lines.

Dunno. Like I said I just saw the post and was thinking of how perfect sketchup would be for modding something like civ IV. I think you have to run it through 3Ds max still to put it in the game (something to do w/ the compiling) but it'd be real easy to whip up in the first place.

Anyway, just my 2cents. Good luck with the mod, I was reading up some more on SMAC when I was looking for a pic of the fungal tower and if you bring civ IV's graphics to that it should rock :D
 
It uses NIFs, I export files in Civ4Nif format (there're special settings and plugin for it; in another case it doesn't work) and add effects via Niftools.

If I want to make something fast I use Wings3d, I have speed there because I've used it for a long time, and then I import and convert it via 3dsmax.
 
I have SMAC but for now I have some problems with my 3dsMax install. Anyway if noone does it it will be ready in the end of the January.

W00t!

By this do you mean that terrain conditions work? I mean, +25% defence on high terrain etc.? And do promotions like +10% str affect the combat?

Yes.
Highlands don't give a terrain defense bonus for anyone at the moment btw.
 
If one of the participants in a combat is a psi unit, the combat is psi combat.

The base psi strength of the attacker is always three.
If the defender is of domain land, the defense psi strength is two. Otherwise it is three.

Then all the usual combat modifiers can be applied.

Thats quite different to the original AC, where terrain doesn't matters for PSI fights. Is that on purpose or just because its code-wise to complicate to leave certain modifiers out? It can makes hunting native life difficult, because that 3-2 one land will often not be enough. OTOH it encourages turtling in rough terrain. I guess you don't receive a bonus when defending vs. native life in fungus, while they do, right? IMO, counting in terrain isn't very intuitive to the original concept of PSI combat, but maybe its healthy for balance and/or the AI.
 
Well, bonus in fungi plots still should be in. Because 1) Native life is closer to the planet there so it's intuitive that they're stronger; 2) A fighting in a huge field of fungi may really depress terrans so native life can get bonus defending there.
 
Is that on purpose or just because its code-wise to complicate to leave certain modifiers out?

Both. IMO it does kinda makes sense that tiny worms are harder to track down on rough terrain.

I guess you don't receive a bonus when defending vs. native life in fungus, while they do, right?

Everyone gets a bonus on fungus (if they're not <bNoDefensiveBonus>1). In SMAC you got a 50% defense bonus in fungus when defending against conventional, while the worms got a 50% attack bonus when attacking someone in fungus, and then you didn't get any defense bonus. It could be hard to make the feature bonus only apply against certain opponents (my own previous attempt to modify combat mechanics didn't work for some reason), and even more so, make the AI understand when ending your turn on fungus is smart, and when it isn't. Or at least it would probably slow the game down if the AI had to make that check for every plot during the movement path calculations.

Native life does get 50% attack vs. fungus though, so the feature's defense bonus cancels out against them.
 
Loaded Patch F and played a few rounds. I like the new Planet counter. I never thought of having a Chiron "Armageddon Counter" like FfH but that is a outstanding idea! I can see the Gaians busily trying to build things to reduce the counter to off-set races like the University which probably does things to upset Planet, to say nothing of Morgan.

Some thoughts:
1: Cliff and mountain terrains need to be a lot more visible. To often it's hard to realize that you are boxed in by cliffs and the mountains look enough like hills to be hard to tell the difference.

2. Speed: This mod seems to run very slowly for only having as many factions that it does. I'm running on a Large map and it still has a really long wait between turns.

3. Planetcritters: I've had Locusts (bears, oh my!) and other creatures attack my formers and aquaformers and I'm told they have been destroyed, but they never are.

4. Odd Monetary things: Every so often, there is like a massive drop in my gold intake for no apparent reason. In a few turns it seems to go away.

5. VoP Holy City: I can't build it and I think the reason is that in the Civlopedia it shows you need the "Islam" religion instead of the "Hindu" religion to build it. Since there is no "Islam" that's sort of hard especially since that doesn't make sense to begin with.

6. Planet Counter: Do you get waves of attacks at each 10 increment, sort of like the Armageddon Counter? Around 42 I got this massive wave of creatures for no apparent reason.

7. Planet +/-: How does this work? I'm playing the Gaians and have the VoP and building lots of Planet friendly buildings and still I'm at zero? What does Planet want from me, to due Her dishes and laundry too?

8: Religions. I have a problem with these as I really think in some respect AC did it better with their Civics showing a Civ's preference. Plus 'religion' is a poor term for what's going on. First off, the Hive would probably need the 'agnostic' trait and I can't see the Lord's Believers converting to anything but their own beliefs. Most of the other Civs (certainly the Peacekeepers) are probably a mix of people all with a mix of Earth's religions. So I would think that it would be better to ditch religions and put in corporations for now. Religions, I think need to be more 'cults' or like how the mod Fury Road had "Visions" - A way of looking at life on Planet that gains a following. Certainly this could be done via civic, but having it as a 'religion' would allow it to spread, and spread against you.
Off the top of my head (and the names just as well) they might look something like this:

Planet Love: Pretty much the idea that Planet needs to be protected and not just bull-dozed over.
Terraform It!: The idea that with Earth probably gone, Planet needs to be terraformed into Earth 2. A spin of off this is maybe some new techs that allow for the reintroduction of Earth resources when an area has been successfully terraformed. Needless to say, I'd think this would cause the Planet Counter to go nuts.
Brotherhood of Man: Sort of like the Pacifism civic, this Vision is that with Earth gone, it is just totally wrong that Mankind should be fighting on Planet. So Civ's with this theme would get penalties for war as well as perhaps bonuses in diplomacy and trade.
Crusade: Our way of life is the only way for Humanity to survive! Sort of like having the FfF/FF 'intolerant' trait. Sort of the flip of Brotherhood of Man; bonuses for war, but negatives for trade and the like.

Personally, I think all these themes (and which other more might be thought of) should come early in the game.
 
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