Great idea to rename the spec ab to Launch Tubes!
Then how tactical nukes they differ from guided missiles?![]()
I don't find it hard to imagine an aircraft being mass-driver launched from a tube. But Perhaps it could be called Launch Rails instead? References to railguns. Railguns, coilguns, mass drivers - it's more or less the same thing. Would also work better for surface cruiser carriers, who don't need closable tubes like submarines do.
I'm not getting that error.
It's strange that you say you get it often instead of always. This looks to me like an error which you should, given the right conditions, always get. If you can pinpoint what these conditions are, I can have another look. But until then there's nothing I can do.
GeoModder said:And on TacNukes, IIRC they only affect the plot where they detonate. So if it is on top of a city you have decreased strength on defending units, with of course loss of population/facilities, but the adjacent plots don't have fallout damage.
Maniac said:Then how tactical nukes they differ from guided missiles?
Pfff.... you need to watch more BSG!Instead of Launch "Tubes", I recommend Launch Pods.
It's a bit hard to imagine a deployable aircraft in a tube, but a pod is more generic for that kind of purpose.
Yep, the full effect of nukes, just on a smaller scale - that makes them more useful for more "surgical" strikes (even on defence, as you can more easily target enemy SoD without too much damage to your own territory - and for some native infestations, I just wish I had that red button again!). Also, they can be put into subs, you don't need to be afraid of losing them when your cities get conquered. An additional reason to use them is that they have a 50% chance of evading SDI interception (of course, there's no SDI in Planetfall). Of course, sans the fallout, this could become the base for the thermobaric missile as well (seeing the possible uses).And on TacNukes, IIRC they only affect the plot where they detonate. So if it is on top of a city you have decreased strength on defending units, with of course loss of population/facilities, but the adjacent plots don't have fallout damage.
The error seems to occur only (and as far as I can tell always), if I access the Datalinks from the main menu.
My main concern with Nukes in Planetfall are the ecological consequences. There is no "terraform" effect like SMAC Planetbusters had it, instead fallout, which can be easily cleaned up...and eventually some kind of global warming effect - an effect which causes a simple conversion of any terrain type to desert in BtS. I wonder if it just works the same in Planetfall...and if others think as well that this could be improved somewhat?
I really wonder, if patch c) (or maybe v0.80 of Better AI) had a positive impact on the AIs understanding of a Green strategy
In the past I usually played either the Believers or the Gaians to test a terraformer or hybrid strategy. While doing some limited playtesting to see if my hybrid AI changes were working, I kinda noticed that for the other factions, only in a minority of the starting positions it's realistically possible to keep your Planet Attitude positive before you get more means to increase it (Biolabs, Empath Guilds). So I was wondering if perhaps I should let the HQ give +1 Planet Value to the base. That may be enough to make the AI more often follow a pro-Planet strategy.
Do other people also have this experience that a pro-Planet strategy rarely is the best choice?
Are you sure that only started happening under patch c? That it wasn't present under patch a or earlier versions? Because if it was present earlier as well, I think I may know the cause of this (Vista-exclusive) bug. If it's only been present since patch c, I don't have a clue.
If I were to change the ecological effects of nukes, I'd let it turn land into polar terrain. That way it has an interesting synergy with Enclosed Biosphere. Imagine Yang running Enclosed Biosphere and throwing nukes all over the place.
Though personally I never use nukes because of the diplomatic consequences. Doesn't everyone get pissed at you for using nukes?
Yeah, I actually made some changes in the hopes the AI could do a pro-Planet strategy.
I don't announce AI changes because:
1) half the time it turns out they're not working as intended, and I have to make some further changes
2) I can only do limited playtesting
3) if someone independently notices AI improvements, like now, it's a sign it's not just me imagining stuff
I'm very surprised at the effects though.
And also a bit perplexed at some of the numbers. How does Gaia and the Hive manage to get such large populations yet at the same time maintain a positive Planet Attitude?? Did they recently conquer some large bases from other factions? Also the high city maintenance costs of the Hive seem to indicate they're not running the Hybrid civic. So there's still stuff left to do. Ideally I'd like each game to have 2 or 3 factions running a pro-Planet/Hybrid strategy, 2 or 3 running a Terraformer strategy, and at most 1 or 2 running Enclosed Biosphere in the endgame. That way the stage can be set for a Transcendence Victory and epic endgame ecological wars.
Could you please upload a save? I'd like to have a look at the base sizes, terrain improvements, base facilities, unit composition... Gaia and the Hive are using.
Maniac said:In the past I usually played either the Believers or the Gaians to test a terraformer or hybrid strategy. While doing some limited playtesting to see if my hybrid AI changes were working, I kinda noticed that for the other factions, only in a minority of the starting positions it's realistically possible to keep your Planet Attitude positive before you get more means to increase it (Biolabs, Empath Guilds). So I was wondering if perhaps I should let the HQ give +1 Planet Value to the base. That may be enough to make the AI more often follow a pro-Planet strategy.
Do other people also have this experience that a pro-Planet strategy rarely is the best choice?
Maniac said:Anyone interested in a succesion game after I release the next patch by the way? Could be an interesting way to see what strategies people use.
No, I didn't notice this before...I always browse the Datalinks after a new patch before starting the game, so I guess I would have noticed it
I have attached three saves from different stages of the game. Yang might have captured a base recently in the war vs. Santiago (though there was no notification in the log), but Deidre didn't wage any wars. I noticed at least two settled down transcends for here, she has Monolith and Nexus access and of course founded the VoP...she constantly switches between EB and Hybrid
Is it intended that an aquaformer in damaged state on a seafungus tile prevents other aquaformers on that tile from removing fungus?
Hey, I finally got around to finish this - a relatively complete translation into German.
Yeah, currently, they are only static models, nobody has made animations for them so far...1) Am I correct in suggesting that some animations are missing from the game? I'm talking about rovers in particular. Their battles look quite silly now - just staring at each other until one of them blows up.![]()
Once you get to Nanites, you can switch civics (that's, AFAIK, a temporary solution) that will allow you hurrying with energy. The hive can whip slavery-style - but that's their special thing.3) I have not yet figured a way to hurry production. Why hurrying with money is not enabled by default? I amassed heaps of energy through early exploration and bullied my neighbours for credits, seriously hurting my diplomatic relations, only to discover that there is no way of spending my wealth.![]()
That's on purpose to get some early tension - in the game options (custom game), you can select "scattered landing pods" to get the standard civ distances in the game.8) Is there some parameter that determines how far apart are the starting locations? It's too crowded in my games - even on a huge map the factions are placed very close to each other.
2) Is early war possible? With units of strenght 3 available early and not that cheap techcosts for Plasma troopers/Dropships I assume that rushes are out of the question. Still, I thought that Santiago would have an upper hand in combat, like free promotions or something. Loosing to Morgan is sooo inappropriate.![]()
5) The maintainance bay is supposed to provide 1 free citizen, right? I'm asking because it doesn't.
6) Are the Spore Launchers different from Mindworms? How?
7) In my current game I have a city which has a Spore launcher (within it's radius) sitting on top of the Fungal tower. The Spore launcher doesn't move. What is it waiting for?
I am well aware of that, and no, it doesn't. Unless I am missing something here.Yes it does. A citizen is a type of specialist, not a point of population.
So I'm assuming they can't kill a unit (is this true for non-combat units?). Combat in Civ IV is not something I am used to. I've seen SL attack my rovers numerous times but either of them had always withdrawn from combat. Do SL withdraw when they have dealt their share of damage?Spore launchers are artillery type units, meaning they can only damage a unit to 50% when they attack.
2) Is early war possible? With units of strenght 3 available early and not that cheap techcosts for Plasma troopers/Dropships I assume that rushes are out of the question.
3) I have not yet figured a way to hurry production. Why hurrying with money is not enabled by default? I amassed heaps of energy through early exploration and bullied my neighbours for credits, seriously hurting my diplomatic relations, only to discover that there is no way of spending my wealth.![]()
4) I have spotted tens of IoDs in this game but I haven't seen a single Mindworm or a Spore launcher. In another game I'm playing now the native life on land is a frightening sight, I haven't seen such numbers in SMAC until the lategame. What determines the amount of Planetlife on the map?
6) Are the Spore Launchers different from Mindworms? How?
7) In my current game I have a city which has a Spore launcher (within it's radius) sitting on top of the Fungal tower. The Spore launcher doesn't move. What is it waiting for?
9) What do barbarians... er, I mean wildlife... do with the cities they capture?
And what does some percentage on Native Life citizens upon re-capturing the city mean?
10) It seems to me that my first battles with wildlife always leave me unscratched. Is that the intent, or am I just incredibly lucky?