v6 feedback

woodelf

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Bear with me since I haven't played any versions in a while, but here are my preliminary comments: (played on quick)

The Great:

1 - The terrain looks fantastic. Great work.
2 - The tech tree flows well, techs too cheap though?
3 - It feels SMAC-ish, which is good

The Questions:

1 - Why does every city get a hospital building graphic?
2 - Can you bump up the mindworm frequency?
3 - Where are the Morganite and Spartan citysets?

Do you have a list of missing buttons because they would really help out the atmosphere of the entire mod. I'm sure someone with experience could whip them up quickly.
 
FAQ responses. ;)

1) That's the graphic representation of the governor's office except for the Peacekeepers and University of Planet which I already worked on.
3) I still need to include, just like I still need to refine the Hive, Believer -and Gaian cityset. Besides, what kind of cityset did Maniac want for the Morganites now? Yours or Garret's?
 
2 - The tech tree flows well, techs too cheap though?

Really? I think it's kinda just right at the moment. It's faster than FfH of course, which I assume you might be more familiar with, but it's slower than vanilla Civ for instance.

That's for the early game at least. Later in the game it may indeed become too fast, but the endgame is hardly developed enough for me to already have a strong opinion on the issue there.

3 - It feels SMAC-ish, which is good

I sure hope it feels somewhat SMACish. :scared:

2 - Can you bump up the mindworm frequency?

Mind worm frequency kinda depends on all kinds of different game settings of course. Kinda hard to say much without knowing your game details. Do you mean random native life spawning btw.

Anyway, in the future I'd like fungal towers to spawn native life.

Do you have a list of missing buttons because they would really help out the atmosphere of the entire mod. I'm sure someone with experience could whip them up quickly.

If you do know someone interested, please do tell. I'm kinda bad at finding people. We don't have any dds artists at the moment.

As for buttons, a lot would need to have their mipmaps fixed.

Also, for instance, most resources could use a button. They're just using a vanilla resource button.

3) I still need to include, just like I still need to refine the Hive, Believer -and Gaian cityset. Besides, what kind of cityset did Maniac want for the Morganites now? Yours or Garret's?

I'd prefer GarretSidzaka's set for the cyberpunk look. But as said, I think the models of the woodelf morganic cityset can be used for other factions, if they get a different texture.
 
Really? I think it's kinda just right at the moment. It's faster than FfH of course, which I assume you might be more familiar with, but it's slower than vanilla Civ for instance.

That's for the early game at least. Later in the game it may indeed become too fast, but the endgame is hardly developed enough for me to already have a strong opinion on the issue there.

I do play quick so that might be it. It does seem like there are too many choices at times, but that's a Civ4 thing with and/or tags.

I sure hope it feels somewhat SMACish. :scared:

Yep, that's a high compliment!

Mind worm frequency kinda depends on all kinds of different game settings of course. Kinda hard to say much without knowing your game details. Do you mean random native life spawning btw.

Anyway, in the future I'd like fungal towers to spawn native life.

I mean just walking along or even staying in your cities. I saw 1 mind worm in 150 turns. A couple of fungal towers (one in the sea :eek:), but only the 1 regular mind worm with 3 scouts autoexploring. Seems low.

If you do know someone interested, please do tell. I'm kinda bad at finding people. We don't have any dds artists at the moment.

As for buttons, a lot would need to have their mipmaps fixed.

Also, for instance, most resources could use a button. They're just using a vanilla resource button.

I'll look into it. I've never made one, but if I can I will since they add a lot.
 
I forgot that I have made buttons before for SotM, but I just took pics/images from the net and cropped them to the right size. Is that was you want or do you need homemade ones (which my artistic abilities prohibit me from doing)?
 
I mean just walking along or even staying in your cities. I saw 1 mind worm in 150 turns. A couple of fungal towers (one in the sea :eek:), but only the 1 regular mind worm with 3 scouts autoexploring. Seems low.

Two causes I can think of:
1) Random Native Life can't enter territory before the Flowering Counter reaches 30. With most units in the start having animal ai instead of attack ai, this rule may not be necesary anymore though.
2) Fungal Towers take up spots which could go to mobile native life units instead. I'd like to have a seperate function for fungal tower and mobile barbarian spawning to prevent this. I'll need to give some more thought on how to do it first though.

I forgot that I have made buttons before for SotM, but I just took pics/images from the net and cropped them to the right size. Is that was you want or do you need homemade ones (which my artistic abilities prohibit me from doing)?

What you can do, would already be a great help. I'll get back to you about this.
 
Woodelf, in the game I played (114 turns) I had enough native life popups to keep me busy. Mind worms didn't happen often but IoD, sealurks and that artillery thingie kept creeping up on me.
 
Really? I was under the impression it was internal. I should have posted this in the public area then.
 
It's not too late for that. :mischief:

Edit: Hey, where have my forum modding powers gone to?? :mad:

Edit2: Oh, it seems I can only move/copy/close threads started by myself.
 
Some feedback: I noticed gold and silver appear on the map before a tech is discovered which states that it is necesary to reveal those resources?
 
That tech (Industrial Base IIRC?) is necessary to ENABLE the resources. Without the tech, you don't get the happiness, can't trade them etc.
 
Okay, finished my 3rd game running v6, so I think I can provide a few comments:

- Right now it feels like the tech is coming too fast in the middle and endgame, especially once you can also trade it. I think mostly its due to having access to alot (6 or even more?!) different buildings boosting your science output by 25%.
Combine that with having windmills right from the start and the power of solar collectors later on (6+ energy) and it really piles up even when you don't focus on research in that city.

On top of that trade routes also add to energy in Civ4, so thats alot of "free science", too.

So I'd propose to
- either change trade routes to give pure gold (of course you can set your science slider higher, if you get more gold, but at least you wouldn't get +200% like you do from all those buildings)
- remove at least half of those +XX research buildings. +100% (or 200 with supercollider) really is enough. No need to delete those, but how about giving a fixed number of beakers instead of percentages ?
- perhaps also drop the energy production of windmills and solar collectors (and water tiles thingies) by 1 ? prolly not windmills, as this would just net them +1 in the beginning, but perhaps remove the bonus you can get at a later tech ?

An indirect change could be to reimplement the ability to finish production by spending credits - at least this would give a reason to accumulate gold (and thus having lower research)

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Whats great is the low health of every city.
Finally helath bonuses are really important (or running docter specialists)
Huge Thumbs up for this !

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A minor nuisance so far: Is there a way to get another Icon for Planetvalue ?
Playing this mod since version 4.x, but I am still switching city health with Planetvalue in the city all the time - especially when a holding tells me to give +1 "health" I never know where that adds to....
*looks to woodelf or any other art-genius*

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The upgrade system is messed up, but I think you mentioned somewhere that you are already aware of that.
Just want to add another thing.
If I get free exp for an unit (and thus normally gaining 1 level, being able to choose 1 promotion) and also already have the ability to choose special designs, I am just allowed to chose the first special design, but lose all picks for promotions to to leveling up. It's like I did not level up at all.


Hopefully this can help abit - but I guess you won't need any balancing claims right now, sadly I can't help with coding all those features =(

But keep up the good work and thanks for igniting the smac-fever again
 
- Right now it feels like the tech is coming too fast in the middle and endgame, especially once you can also trade it. I think mostly its due to having access to alot (6 or even more?!) different buildings boosting your science output by 25%.

There's only one building available which increases science percentage output right now: the Research Hospital. Did you give yourself the Planetary Archives tech perhaps??


Re Planet icon, unfortunately there's no one around who can edit the gamefont.tga.
 
Well, I've only played one unfinished game of 6c (up to 2301) so far.
I play noble, epic speed (because I suck, and don't focus all that much on military.)

Anyways, at epic speed noble...
- The tech speed seems good to me, though I can't speak for the end game.
However, because I'm a Network Node/Research Hospital whore, I tend to have the tech lead, obviously. Although that might only be because I play "noble."
But hey, you've gotta know how losers fare as well!

- The Mind Worm/Fungal Tower/Spore Launcher spawning certainly seems healthy to me!
In previous 6b games, any AI marine base was bound to fall to the "barbarian state," and they'd routinely lose other land based cities.
In the 6c game I've played so far, Santiago lost Sparta Command to barbs... and when I... °cough° liberated °cough° New Jerusalem, I has to deal with 8 Fungal Towers, 1 Spore Launcher and 3 Mind Worms surrounding it (date: 2258).
In my 6b games, by roughly 2300 or so, barb spawning usually forced me to have a minimum of 3 defensive units per city + 1 artillery unit per city just to deal with spawnings.
For players who, like me, aren't inclined to devote all they've got to the military, I'd typically not bother with wars or conquest by that point, since repelling spawnings keeps you so busy.
(In fact, I haven't finished a game since constantly fending off new spawnings ends up irritating me too much.)

Another note... In 6b, roads enabled me to dispatch of spawnings quickly.
In 6c, it's another story.
Thankfully, in the one game I played, I only had to deal with a single spore launcher.
No roads almost assuredly means you'll be bombarded before attacking the Sp.L., which will make getting rid of them that much more difficult.
Also, an absence of roads means you can pretty much forget about chasing bears around... I mean Locusts. Just hope it ends a turn next to one of your bases before it destroys too many improvements (or possibly dies attacking one of yer wandering units).

Out of curiosity, does the "raging barbarians" option, if selected in a custom game, increase the spawning frequency?
If so, then you'd be able to have a setting that pleases "builders," and one that'll keep the action oriented warmongers happy as well.
;)



Oh, and, really, I think it might be time to fix the 1st contact diplomacy text.
It still says AI_DIPLO_FIRST_CONTACT_LEADER_PRAVIN_LAL, for example.


Otherwise, the mod's coming along great.

But... I admit it... I really would have loved to play with the Alien Crossfire Leaders/Factions as well.
 
There's only one building available which increases science percentage output right now: the Research Hospital. Did you give yourself the Planetary Archives tech perhaps??

Ugh, when reinstalling the mod from scratch instead of updating over alot of (modded) files those buildings are gone - so it was my error :blush: Please forget everything above about the techs >_<

Re Planet icon, unfortunately there's no one around who can edit the gamefont.tga.
Is there any special stuff you need to look out for when editing those icons stored in gamefont.tga and gamefont75.tga ? *noobish*
If yes, can you point me to a FAQ dealing with this file ? (and send me the preferred Icons for good/bad planetvalue)
If not, send the Icons right away, if you got some :)



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More minor bugs/stuff I found (see attached zip for screenshots):
pic 00: Tech tree graphiclaly messed up
pic 01: techtree kinda confusing, perhaps there is a way to ease reading this section of the tree ?
pic 02: pink blurb
pic 03: Hovertank Grafics ingame abit messed up.
 
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