v10 feedback

Do you still get random crashes?

How aggressive is the AI?

I've never got crashes with Planetfall. I'm currently at 300+ turns and the AI is mildy aggressive (but I'm at 2nd easiest level, as I want to play through a game without getting swamped by Native life).

Another question though: I really dig the Carrier unit - would it be possible to use this as a space unit for MOO2Civ?:confused: (I don't know the maker, but it looks way cool!)
 
I've never got crashes with Planetfall.

Thanks for being the first to answer that question. :D

Another question though: I really dig the Carrier unit - would it be possible to use this as a space unit for MOO2Civ?:confused: (I don't know the maker, but it looks way cool!)

I guess so. It's a water unit with part of the model placed under the horizontal 'waterline' axis, but IIRC Final Frontier did something so this wasn't a problem.(?)

http://forums.civfanatics.com/showthread.php?t=322227
 
I'm unable to run v10; on trying to load the mod I get (briefly) the BTS load screen, and then a Windows message saying Civ 4: BTS has stopped working (=CTD).

I had no problems running Planetfall v8.

I installed the main v10 file and then the patch b (did I need to try to find both patches a and b and install them both?).
I have tried deleting the files and reinstalling (though not yet tried re-downloading).
I am running Vista (64bit).
I have not updated to BTS 3.19.
Other mods still run fine.

Anyone else get this, or know of a fix?

*edit*
Now looks from the download thread like patch b requires BTS3.19?
I'm leery of installing this as it will presumably break all my other mods....
 
Yeah, you'll need 3.19 to run patch b.
You could always just install v10, without any patch. The current main v10 upload already has patch a included, so it should work on 3.17 without any problems.
 
Two observations with v10 Patch b:

- For me the new drop trooper unit appears as red blob on the map.

- Except for Polymorphic Software (enabling Democratic), no tech which enables a civic has a link to this civic in the Datalinks
 
The drop troopers should be fixed if you redownload and reapply patch b.

The civic bug has been fixed for the next patch.
 
Ok, some feedback for v10a since I just finished a game.

1. Gravity Lens obsoletes needlejets and keeps promotions when upgrading to them, but new ones don't get any free XP, and can't spend earned XP.
2. Cloudbases don't get free XP. (And I'm guessing they can't spend earned XP)
3. Range ability is available to Drop ships but doesn't seem to have any use. Behemoths as well.
4. Can xenofungus with a Lab on it upgrade to Hybrid Forest? I never saw it happen.
5. "Green Nanonics" tech isn't on the F6 screen?
6. Gravships can't take fuelcells or other movement increasing ability.
7. Dimensional Gate builds double with Dimensional Gate. :)
8. Magtubes can't be built on ridges, but if build a bunker there you'll get a magtube. I don't see a reason to deny ridge magtubes. Surely at that tech level, the building of shouldn't be a big deal. It doesn't seem overpowered to me either, but rather a nice reward for investing in infrastructure.
9. Solar Power Transmitter building -- I couldn't build it, even with Solar Collectors.
10. Does ECM have any purpose yet? If not, maybe it should be disabled until then.

And some ideas.

a. Release to wild -- gift native units (in neutral territory) to barbarians.
b. Sea forts.
c. "No ability" special ability to give the chance to keep down maintenance costs.
d. Superformer special ability.
e. Gravship formers to get those pesky lakes.
f. A way to get 2 specials on more of the later units.

PS. I am seriously loving this mod. I haven't played FfH in a couple weeks! :goodjob:

PPS. I didn't have a single crash while playing v10a.
 
Thanks for your report. I'll check those issues out.

Some remarks:

6. Gravships can't take fuelcells or other movement increasing ability.

This is working as intended at the moment.

7. Dimensional Gate builds double with Dimensional Gate. :)

There's a Dimensional Gate building and resource. Not sure what I'll do or if I'll do something with the resource though...

8. Magtubes can't be built on ridges, but if build a bunker there you'll get a magtube. I don't see a reason to deny ridge magtubes.

It's for graphical reasons. You can't move from ridges to lowlands (unless there's a bunker on either plot), so it looks confusing to have magtubes running from a ridge to a lowland.

a. Release to wild -- gift native units (in neutral territory) to barbarians.

Why would you want to do that? Also, there's a hidden nationality promotion called "Wild" for native life.

b. Sea forts.

I think I'll let building a Perimeter Defense automatically give a fort in that base. So then you could consider a base itself a fort.

c. "No ability" special ability to give the chance to keep down maintenance costs.

On the to-do list.

d. Superformer special ability.

I don't think adding promotions for former units will add to the fun of the game.

e. Gravship formers to get those pesky lakes.

The AI wouldn't understand such a unit, and I don't feel like writing code just for that. If the lake isn't too far from the coast, you could consider building a Bunker to act as a canal.

A way to get 2 specials on more of the later units.

As you may have noticed with the Gravity Lens & Cloudbase etc, the endgame isn't as developed or polished as the early and midgame. I'll gradually improve on such issues.

PS. I am seriously loving this mod. I haven't played FfH in a couple weeks! :goodjob:

How did you discover Planetfall btw, and what made you decide to try it out? (marketing question ;))

PPS. I didn't have a single crash while playing v10a.

Great! :D
 
When I look at the combat preview when I'm about to attack native life, I never see a penalty/bonus as my average planet value says I should get. Either the bonus/penalty doesn't exist, or its just not getting reported in the combat odds.
 
7. Dimensional Gate builds double with Dimensional Gate. :)
There's a Dimensional Gate building and resource. Not sure what I'll do or if I'll do something with the resource though...

Aw, I never saw that in v10a. Sneaky dimensional gates. :) Maybe rename the resource to Dimensional Vortex or the like.

8. Magtubes can't be built on ridges, but if build a bunker there you'll get a magtube. I don't see a reason to deny ridge magtubes. Surely at that tech level, the building of shouldn't be a big deal. It doesn't seem overpowered to me either, but rather a nice reward for investing in infrastructure.
It's for graphical reasons. You can't move from ridges to lowlands (unless there's a bunker on either plot), so it looks confusing to have magtubes running from a ridge to a lowland.

How about allowing movement from ridge to lowland via magtube?

a. Release to wild -- gift native units (in neutral territory) to barbarians.
Why would you want to do that? Also, there's a hidden nationality promotion called "Wild" for native life.

The Wild and Irregular promotions weren't working for me. I could take them, but I couldn't attack or pillage friends without declaring war.

b. Sea forts.
I think I'll let building a Perimeter Defense automatically give a fort in that base. So then you could consider a base itself a fort.

I was thinking more for border defense. Sealurks and Isles are much more mobile than their land counterparts, and more difficult to defeat.

How did you discover Planetfall btw, and what made you decide to try it out? (marketing question ;))

You posted in the FfH forums and I saw it in your sig.
 
I like the choppers, any chance they will get a cargo space?
 
I also have had problems with the Irregular promotion (haven't tried the HN promotion for lifeforms yet) not allowing me to attack. I also had the Submerged promotion.

In another instance I received every promotion in the game for my carrier after I killed a sealurk
 
Perhaps instead of No special ability, you could have "clean" units like in SMAC that don't require maintenance?

That's the plan.

When I look at the combat preview when I'm about to attack native life, I never see a penalty/bonus as my average planet value says I should get. Either the bonus/penalty doesn't exist, or its just not getting reported in the combat odds.

Interface oversight. I'll see what I can do.

I like the choppers, any chance they will get a cargo space?

Nope. The AI doesn't understand land transports.

Here is a save from v10b, which shows a seafight between me and Deidre...and it ends with me capturing one of her IoDs. Shouldn't this be only the case vs. "wild" native lifeforms?

I was wondering when someone would notice. :mischief:

I've been wondering what to do with this. I was thinking to, of course, disallow the capturing of the native life of Planet-friendly faction, but still allow it for the native life of factions with a negative Planet Attitude.

I also have had problems with the Irregular promotion (haven't tried the HN promotion for lifeforms yet) not allowing me to attack. I also had the Submerged promotion.

Some time ago I've changed the hidden nationality rules, so that you can only attack factions you don't have open borders with. I just find it annoying to see AIs who are my best friends attack me with their privateers. So I did it to protect the AI against itself.
I'll change the promotion's help text to explain this.

In another instance I received every promotion in the game for my carrier after I killed a sealurk

I cannot replicate this. If you encounter it again and have a save of shortly before it happened, it would be welcome!
 
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