Planetfall

Sorry, no.

Sure, it's your Mod after all.
But I'd really like to know why.

I don't care if you say "I don't like the Idea, because..." or "I havent got the time to implement such a change".

But "Sorry, no." is just frustrating.
I wouldn't care If I had suggested to increase material output of a mine by one or something similar small, but as you see, I've taken some time and did a brainstorm.
So please take the time and give me a answer why you don't like it, that's longer than 2 words.
 
I disagree with your basic premise that there needs to be a seperate weapon and armour category, that the current "base unit + special abilities" is not sufficient. So no point in replying to the rest of the post either.

Generally speaking, people who post concrete comments and suggestions on current Planetfall gameplay (such as, why not, mine output, or the stuff in the feedback thread) will get lengthier replies and I will more often agree with than people who propose some brand new and vague system. Such posts I will tend to just ignore.
 
Thank you for clarifying that.
As I said it was just a suggestion, that would fit in my opinion, but it's your MOD, and if you see that in another way - that's perfectly ok.

Besides - In my current game I experience an evil "spawning point" spam that can't be handled by the AIs. The Peacekeepers have already been eradicated by the Mindworms. Miriam and Santiago have both 2 Cities left.
 
Maniac I can't wait to play your Mod!! I rushed out today scoured the Las Vegas to find a copy of BtS :P It was the last copy in the city no kidding. I am a huge fan of the series, in fact I was beta tester for SMAC and SMACX. Sad they didn't listen to the testers about SMACX, though if you Mod the game you can balance it out and have a good time.

Thanks for doing this Mod man, I'm a hard core game addict, mainly turned based. :D
 
Besides - In my current game I experience an evil "spawning point" spam that can't be handled by the AIs. The Peacekeepers have already been eradicated by the Mindworms. Miriam and Santiago have both 2 Cities left.

Are those the spawning points generated at the start of the game, or a consequence of of fungal blooms? Anyway, someone else reported native life is much more managable after the latest patch (my experience too), so I'm kinda wondering what causes your experience. Do you have a save perhaps?

Maniac I can't wait to play your Mod!!

I noticed your post elsewhere.

'Civ4 Gold', is that the same as 'Civ4 Complete'? :confused: In any case, it is possible your Civ4 Gold version has a different folder structure than the one Planetfall automatically suggests to install to. In that case you will have to change the install folder to the same one the other BtS Mods (Final Frontier, Age of Ice...) are in.
 
Are those the spawning points generated at the start of the game, or a consequence of of fungal blooms? Anyway, someone else reported native life is much more managable after the latest patch (my experience too), so I'm kinda wondering what causes your experience. Do you have a save perhaps?

Yes, I have one. But that one doesn't show it very good anymore. I'll append it anyway.

They're the consequence of fungal blooms - thats why I was completely spared. The AI doesn't seem to understand that its terraforming is causing the trouble.

When opening the Worldbuilder, you see a bunch of barbarian cities to the southwest.
The Names suggest they were Lals once. His faction has been completely eradicated by the spawning native life.

In my (gaian) east there are loads of captured sporetowers. I got them all from freeing santiagos land, and I mostly used locusts and mindworms, which do not capture natives. So the towers are from my gravships and grave bringers which had empath song and assisted the attack.
As you can see all eastern land except the ridges on that continent is covered by fungus. About 4/5 of that land tiles had a spawning point. And it was kind of a task to clear this.

The hive, morgans and the university seem to do quite well, tho.
 

Attachments

This mod is hosted on Filefront. Is anyone going to put it somewhere else?

Version 8 is in the making. And perhaps the mod has now a big enough fanbase so CFC might allow Maniac a bigger upload space for it. He can always request this to one of the moderators. ;)
 
(I'm not advertising offering to help ;))

I would be happy create a mirror for your Mod! I did send a PM about hosting the file on my server. Do CFC and mine, I will list CFC Mirror too, love this site.

No registration needed to download, no lines, no speed throttling, 1mbs+ for certain zones of US, not sure outside the US. Let me know if I can cause I planned on it.

The Mod is sweet, very nice job you and the team, especially how you made the terrain, it isn't exact but much better in many ways. I had to stop playing because I didn't install SMAC yet to get the sound files. Missing sounds was to weird for me, the ones there with Morgan with Italian language was a hoot. haha

I have to admit though, I forgot how to play the game. I got my butt handed to me. :)

Be cool to add in more Races though, if possible without it crashing or any of the memory allocation issues I have once in a while.
 
They're the consequence of fungal blooms - thats why I was completely spared. The AI doesn't seem to understand that its terraforming is causing the trouble.

Thanks for the save. It's kinda strange. You have two settings which I already assumed, before seeing your save, you'd have, and which I believe hurt the AI's chances against native life:

1) Scattering Landing Pods
2) Huge maps

Regarding (1), if the AIs start near to each other, they can all cover each other's back against native life in a way.

Reason why I assume huge maps are a problem is because in the early game the percentage of land under faction control is lower than on smaller maps. Thus there's more room for native life to spawn. However what I find strange about your experience is that is not random native life spawns which have caused some factions' demise, but rather their own terraforming. Map size shouldn't have an influence on that as far as I can see.

Anyway, improving the AI for removing fungus is certainly on the to-do list. So if that's the main reason for your experience, the issue should be solved eventually.

However, I am of the opinion it is impossible to create a game which is balanced on a whole variety of settings. I design the mod for a standard map size with the Scattered Landing Pods option turned off. Playing other settings is "at your own risk", so to speak. So if your settings are the reason for your native life experience, I would recommend playing on Standard map size without Scattered Landing Pods.
 
Is anyone having problems with the Planetfall G MOD falling over? :(

I have started a new game with it and it fell over on the first turn. I chose a large map (my processor is an Athlon 2200, my memory is one Gig) and I am wondering if I just chose a big map is just too big. I may say that I was on game turn 122 of an old game with the latest MOD, ignoring the warning about a break-save, when that fell over. Alright, I thought; I was warned. Serves me right. But I am a bit worried that starting a new game it falls over! Has anyone else had a problem with the latest MOD?

I do wish some one would sort out the problem with the original SMAC in big games so I could go back to that! :(

Live long and prosper.
 
Version 8 of Planetfall has been released. This will break savegames from the previous version.

Changelog:

1. Edited gamefont, by Teodosio.
2. Edited native life texture, by The_Coyote.
3. Locust of Chiron and Spore Launcher graphics, by The_Coyote.
4. Building graphics added, by GeoModder and JustATourist.
5. A 'fungal bloom' event on sea only creates a spawning spot and some units. Only the turn after Sea Fungus is created, if the spawning spot is still there. => benefit for fast reaction.
6. Edenism now gives +2 culture.
7. Sealurk starts with the 'Walk with Planet' promotion.
8. Marine Lab provides one extra energy.
9. Changed borehole yields a little. See Datalinks.
10. The Dropship has double movement speed on all water, including plots with features (sea fungus, ice, kelp).
11. Dropship doesn't gain extra speed from magtubes anymore.
12. Organic Fuels tech renamed to Biofuel.
 
It is fine if it breaks mine last game, I was losing horribly. Today I installed Alpha Centauri, praying it would work on my Vista. Low & behold it worked. I spent the last 5 hours playing as the green tree hugger. :lol:

I had to play it again to play your Mod, get sounds. Now I am hooked all over again, after all the hours I put into the game playing, beta testing, I'm back! I love Alien Crossfire so much better though, I made a kick ass faction for the game some place.

One thing I miss not in your mod is the designing of the ships. :) Oh I have a python and xml room mate if we need a hand with anything, oh yeah he is an artist too. Animation or still images, expert with PS. Let me know he wants to keep practicing his skills. :goodjob:

I started a huge map with no issues at all, though I have a kick ass gaming rig :p probably why.

I will have a game report in a few hours Maniac :D I just finished installing v8, adding all sounds and voices so its not so creepy playing with missing sounds for the game I love so much. I'd give you a manly kind of hug if I could for making this awesome Mod. Thanks a lot man!!
 
dbl post please delete o.0
 
This mod is great. Better than the original, in many ways, since it has a better interface.
However, I just encountered a Barbarian mind worm. Maybe something like this somewhere in the text is needed.

<TEXT>
<Tag>TXT_KEY_CIV_BARBARIAN_DESC</Tag>
<English>Planet</English>
</TEXT>

<TEXT>
<Tag>TXT_KEY_CIV_BARBARIAN_SHORT_DESC</Tag>
<English>Native Life Forms</English>
</TEXT>

<TEXT>
<Tag>TXT_KEY_CIV_BARBARIAN_ADJECTIVE</Tag>
<English>Native</English>
</TEXT>
 
Oh I have a python and xml room mate if we need a hand with anything, oh yeah he is an artist too. Animation or still images, expert with PS. Let me know he wants to keep practicing his skills. :goodjob:

There's a graphics task list available here. Any help with that is always welcome.

However, I just encountered a Barbarian mind worm. Maybe something like this somewhere in the text is needed.

The problem is, later in Planetfall development you should see some Rebel units running around, owned by the barbarian civ. So then you'd have the problem of seeing 'Native' Rebels.
I don't really know a perfect solution. :(
 
Mmm, perhaps replace the word "barbarian" by the word "rogue"?

Rogue mindworms, rogue IoD's, rogue colonists...
I'd say the word can be used for native life too since the planet is not exactly at war at all times with the Unity factions. It's only "rogue" flora/fauna that attacks them when a certain treshold is reached, be it a nearby unit or excessive pollution.
 
Version 8 of Planetfall has been released. This will break savegames from the previous version.

Changelog:

1. Edited gamefont, by Teodosio.
2. Edited native life texture, by The_Coyote.
3. Locust of Chiron and Spore Launcher graphics, by The_Coyote.
4. Building graphics added, by GeoModder and JustATourist.
5. A 'fungal bloom' event on sea only creates a spawning spot and some units. Only the turn after Sea Fungus is created, if the spawning spot is still there. => benefit for fast reaction.
6. Edenism now gives +2 culture.
7. Sealurk starts with the 'Walk with Planet' promotion.
8. Marine Lab provides one extra energy.
9. Changed borehole yields a little. See Datalinks.
10. The Dropship has double movement speed on all water, including plots with features (sea fungus, ice, kelp).
11. Dropship doesn't gain extra speed from magtubes anymore.
12. Organic Fuels tech renamed to Biofuel.

Good job. :thumbsup: (Though your New/updated files entry is missing a DL link).
 
I am not getting any decent sounds from the sea based mind worms, forgot name damn. The sounds don't sound at all like the old ones in SMAC. I love the idea of updated everything, but those sounds the mind worms make, spore launchers need work. I don't think there would be a problem if you could include at least those sounds with the Mod.

I found a SMACfx sound enhancement file, I should have it available for download tonight sometime, in case you dont have it. Supposely alll improved sounds came out 2007 from Firaxis.

I stumbled across it looking for a copy of my Faction, The Farmers - Jack Herer the leader. Apolyton deleted it and so did this site, can't find the thread I put the link on. HD died on me lost all my Mods I made for SMAC. :(
 
Mmm, perhaps replace the word "barbarian" by the word "rogue"?

That wouldn't fit if a faction is at peace with native life - a possible idea in case you get a high planet attitude. :D But it isn't that big a deal to me. If you guys are ok with "Rogue", I can make that change.

Good job. :thumbsup: (Though your New/updated files entry is missing a DL link).

That's because an exact link would be out of date by the time the monthly "new civ4 files" thread is made.

I am not getting any decent sounds from the sea based mind worms, forgot name damn. The sounds don't sound at all like the old ones in SMAC. I love the idea of updated everything, but those sounds the mind worms make, spore launchers need work. I don't think there would be a problem if you could include at least those sounds with the Mod.

The problem is I don't really know what sounds to use for those units.

The train sound is the same as in SMAC. That SMAC sound could also be made the selection sound. But what to do for the AudioRunSounds, ActionSounds, attack sounds etc?

I found a SMACfx sound enhancement file, I should have it available for download tonight sometime, in case you dont have it. Supposely alll improved sounds came out 2007 from Firaxis.

Not sure what you mean. Did you find some fitting sounds other than those included in SMAC? Would be great to hear them.
 
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