v10 feedback

Terraforming is a level 4 tech. If the problem is in the early game, then giving extra boni to the Terraforming civic won't help.

Terraforming happens fairly early in the game if you head straight for it. Magtubes happen a fair amount later then. Also, even if Terraformers got a +1 bonus to magtube speed, that's still slower than a dropship with movement upgrades (that you tend to get before magtubes).
I also feel that Fungal blooms should happen less in the early game, but that's a separate issue.
 
I'm afraid I don't know what could be your problem. :(
I don't get any new promotions when attacking that IoD.Could a third person please check what result they get? Do you have UAC/User Account Control enabled by any chance?

I loaded the save (Vista, UAC disabled) several times (because of the random seed enabled) and whenever I managed to kill the IoD I runned into the endless promotions - however, you have to end the turn. When you try to promote then regularly in the next turn, the experience stays for ever at 12/10, but you can take all promotions.
 
I loaded the save (Vista, UAC disabled) several times (because of the random seed enabled) and whenever I managed to kill the IoD I runned into the endless promotions - however, you have to end the turn. When you try to promote then regularly in the next turn, the experience stays for ever at 12/10, but you can take all promotions.
D'oh, forgot to end the turn! :blush:

But yeah, same observation here now - on a XP system.

Cheers, LT.
 
I know we can airlift formers now, but is it really intended to be able to do this from the start? It makes me wonder why I can't airlift anything else without gates, but formers are ok.
 
I loaded the save (Vista, UAC disabled) several times (because of the random seed enabled) and whenever I managed to kill the IoD I runned into the endless promotions - however, you have to end the turn. When you try to promote then regularly in the next turn, the experience stays for ever at 12/10, but you can take all promotions.

Maybe IoDs are too rare for this to have been noticed before?
 
Because of the new information that:
1) you have to end the turn, and
2) you don't receive all promotions automatically; rather you can pick them all for free,
I have figured out the cause lies with the special ability code. deadliver, I assume you upgraded that Carrier from a Submarine. The fact that Carriers get no free special ability and Submarines do, caused a problem. I have fixed that, and also given Carriers one free special ability slot.
 
Because of the new information that:
1) you have to end the turn, and
2) you don't receive all promotions automatically; rather you can pick them all for free,
I have figured out the cause lies with the special ability code. deadliver, I assume you upgraded that Carrier from a Submarine. The fact that Carriers get no free special ability and Submarines do, caused a problem. I have fixed that, and also given Carriers one free special ability slot.

LOL I am just glad you fixed the issue and I could be of help. I did upgrade the carrier from a sub in both instances of getting this bug.
 
Hi,

I installed the mod today for the first time, and it seems i have a problem nobody else seems to have. Screenshot attached..
I have no text in the whole mod. No menues no introduction text, no technology information or names.


Some information on my system:
running Civ BTS 3.19
Planetfall 10 (Patch c)
German Vista Ultimate 64bit (SP2)
 

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That's the problem. Planetfall isn't translated into German (and probably misses a German language tag) and hence it skips the entire language.

You can solve this problem by setting your CivIV's language to English.

(nebenbei: Ich hatte ähnliche Probleme (auch mit anderen Mods)... und spiele CivIV wegen der vielen Mods eigentlich auch nur noch auf Englisch)

Cheers, LT.
 
Yep .. it worked..
kk running my Civ in english now.. Thanks a lot for the fast help!!
 
In a game with Patch 10c:

Experienced again a strange situation. I ended my turn in 2265 and in the interturn, there was a native life spawn near my capital (no fungal bloom yet). As an adjacent tile outside of my territory had fungus, no problem so far. The base said that it could further block 8 fungal blooms (btw, it did say 8 as well at the end of 2265 and since the base had 413 culture and +5 p.T., there shouldn't be any increase in the block number as well). Ending another turn, a fungal bloom happened on the same tile crating new native life (a sealurk) - however, the base says still 8 blooms to block. Is such behaviour intended?

Save attached (end once to see native life spreading, another for the bloom), the tile is the one in violet circle:
 

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Explanation: Fungus gets automatically created the turn after a spawning spot is created on a plot.
But I'll make fungal bloom behaviour on sea the same as on land.
 
Explanation: Fungus gets automatically created the turn after a spawning spot is created on a plot.
But I'll make fungal bloom behaviour on sea the same as on land.

Ok, so there was actually never a fungal bloom to block and therefore the block number for the city stayed at 8? :confused: I didn't know about automatic fungus creation on the spawn tile, but what even confused me more were the two event notifications I got for my capital - in the first turn "native lifeforms detected" and then one turn later "fungal bloom".
 
Game with v10 Patch c):

- I don't understand why I can't attack the irregular sub near Morgan Industries in the attached save. I had a look in the older changelogs and I found the rule added in Patch 7e, that you cannot attack an irregular sub if you have an OB with it's owner. I can't tell, not even from the worldbuilder, who it belongs too, but even after cancelling all OBs in that save, I could not attack. I ended the turn - for it may be that the OB-cancellation will take a turn to work - but then the sub is gone, I cannot spot it even in the worldbuilder... :confused:

- Bunkers can accumulate experience when defending, but they cannot acquire any promotions for it.
 

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I'll check out the hidden nationality stuff. Guess how often I've already used that promotion. ;)

I intend to elaborate on bunkers, give them some special ability slots etc, but as so many stuff I don't know when I'll get to it.
 
I adopted the Consensus civic for the first time and I wonder where the announced benefit for the different religions shows up - I have Edenism as state Religion in that game (though there is only one base which has it actually - it is just to keep Miri close ;) ), so I thought that civic would help with happiness, if I have non-state religions everywhere. However I don't seem to get bonus for them...or is the bonus just the absense of the usual minus? Then the civic info is a bit misleading, IMHO.

The screenshot shows one of my bases where I would expect an extra +2 happiness for having HS and AV:
 

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The notes for patch d) said that it doesn't break savegames - I assume that applies for patch e) as well? Because when I tried to continue my game from patch c) and ended the turn the first times, the interturn took several minutes and I assumed that the some kind of endless loop has occured. I tried to break that with a lot of alt-tabbing and calling up the task-manager, then the game crashed - though I'm not sure if the crash is a result of the loop or of my alt-tabbing. Here is the save, maybe someone else can try if it works with patch e) :confused:
 

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The problem seems related to the Believers, but I don't have any ideas how to pinpoiny it further at the moment.

To clarify:
Did those endless turns start happening right after installing patch d/e?
Did you manage to get through several turns after all after applying patch d/e?
 
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