v8 feedback

Since I am uploading my save game I will report a small issue I am having since v7. I find in every campaign that I can easily outspend tha AI in espionage. In the espionage screen I see that I can perform missions against my enemies at an average 70% of the cost, and all of this happens before the espionage slider is unlocked and without any purposeful act on my part.
This is a problem because I can see my enemies' territories and often the inside of their cities without effort. I think the issue is due to the "Network Node" being a very early building that allows a Librarian citizen, providing +4 esp points. I always use "auto manage citizens" in my cities that places a Librarian as soon as the network node is built. This at long generates a number of "Hackers" great persons that I settle in my cities, further increasing my espionage points production.
Can I suggest to unlock the espionage slider earlier in the game to enable the AI to keep up? At "Polymorphic Software" for example? :p

I have the same experience in my games...usually I have espionage costs between 65% and 80% soon...just by settling the frequently appearing hackers. IIRC, Maniac supposed that the Governors logic is somehow broken in regard to employing "Spy Specialists" and he is right...the good new is that this bug is said to be fixed in the newest version (v0.70) of the "Better AI" mod (second bold issues under "Espionage AI" in the first post inside the spoiler):

http://forums.civfanatics.com/showthread.php?t=319673

I'm not sure if I would take the hassle and force Librarians manually in the way the governor currently does, so including this fix in Planetfall might work in favor of the AI (which somehow does not seem to value Network Nodes as much, which is think is the only resonable explanation for the discrepancy)
 
Just wondering, are there plans to make planetbusters behave like in SMAC, i.e. turn land into sea?

No.

I have a constant crash in my campaign! :sad:
The save game is attached. After I click "end turn" the game crashes. I have tried it three times, one of them after rebooting my pc.

I'm not getting a crash.
Could a third person please check if they're getting one?
I've clicked end turn and attached the beginning of MY 2365 to this post. Perhaps the crash won't happen anymore for you in future turns either. :confused:
For your information, Planetary Archives finished production - I set it to stockpile energy. And your deal for White Algae with Yang got cancelled. No idea why.

I always use "auto manage citizens" in my cities that places a Librarian as soon as the network node is built.

You use lots of librarians, so you're #1 in espionage. I don't see a problem there. The problem is with the AI valuing of the librarian specialist. I'll look if I can find the solution in Better AI. Won't be for the next patch though.
 
I'm not getting a crash.
Could a third person please check if they're getting one?
I've clicked end turn and attached the beginning of MY 2365 to this post. Perhaps the crash won't happen anymore for you in future turns either. :confused:
For your information, Planetary Archives finished production - I set it to stockpile energy. And your deal for White Algae with Yang got cancelled. No idea why.

I tested the save Teodosio loaded up and I don't experienced a crash after ending the turn as well.
 
Thank you people for having tried my savegame. It still crashes here, perhaps there is a problem with my installation. If it happens again I will let you know. In any case I had already started a new campaign and I will start a new one with the latest patch. :p

About the excess of espionage spending: I have noticed in my games that this is due in good part to great persons "Hackers" that I settle in my cities. I get several of them in my games since the "Network Nodes" are built very soon and the AI assigns a lot of Librarian specialist.
A possibile solution to avoid settling the Hackers: is it possible to make some technologies researchable by them? It this were the case I would rather use the Hackers GP to bulb technologies than settle them, and this would greatly reduce my espionage spending.
What do you think?
 
Here jdog5000 explains how the spy specialist fix works (post #5):

Thanks! :)

A possibile solution to avoid settling the Hackers: is it possible to make some technologies researchable by them?

Reviewing what techs what great people give is indeed err somewhere on my to do list. Can't tell when I'll get to it though.
In any case, Hackers will then be able to research Discover-themed techs.
 
Planetfall has had a small review.

Do you guys share his experiences? If so, do you have any ideas on how to improve on these issues?

For the record, using SMAC's leader dialogue in diplomacy is on the to-do list, though it would certainly speed things up if someone offered to move all the dialogue into XML files.
 
It's his opinion. Me, I'm just happy to see the old leaders portraits, putter around with formers and transform the face of Planet.

He's got a point though. Psi combat doesn't happen nearly enough...not without fungal blooms, anyway.

I think I'll stop there. I don't really share his opinion much. It's hard to transfer those things like music and movies to Planetfall without violating copyright (and bulking up the download size). Diplomacy text would help, but I think this guy would be aided by the perspective that this mod is still a work in progress...albeit with a solid gameplay mechanic. In fact, half the reason I don't play it much anymore is because it's still pretty far from completion.

Don't sweat it that much. Though, I may take a look at the diplo text someday...and I have a few ideas of my own of diplo text that might work. I've even written down some new lines of my own. Since there's only a few faction leaders, it would be nice if there was some way to have certain leaders (like Morgan) get different diplo text from all the other leaders (even if only slightly different). For instance, alluding to the fact that because he was a stowaway, you aren't well known to the faction leader you're talking to on first contact. For the others, they can refer to their time on the Unity, and remark on old friendships or old rivalries. Not that I know of any rivalries from the Unity days...

Yeah...I think diplo text could be better. It's your mod though, so it's your call what goes in it.
 
To those who don't encounter enough native life: do you play with Raging Barbarians turned On or Off?

but I think this guy would be aided by the perspective that this mod is still a work in progress...

Is there certain stuff in particular which makes you feel Planetfall is a work in progress? I can always move up stuff on the to-do list.
 
Is there certain stuff in particular which makes you feel Planetfall is a work in progress? I can always move up stuff on the to-do list.
I have read that review. First of all, let me say that in my opinion Planefall at the moment is better than SMAC. SMAC is a great game and one of my favourites, but in many aspects it is really outdated now (mainly about interface and graphics).

A couple of ideas:
First, what surely gives an impression of work-in-progress are the Datalinks, they are almost empty. I think this is a sensitive issue, particularly for new players that want info about how to play the game. We must say that at this point a good number of things are different from vanilla Civilization, so having a guide in-game would be a great help and a major step to eliminate the feeling of "work-in-progress". I hope someone is planning to work on the Datalinks; if there is no one I could do something after I have finished working on buttons and gamefonts.

Second, the reviewer tells the truth when he says that the details do a lot to create the atmosphere. In this respect there is a thing that Planefall is missing at the moment: events. In SMAC there were both scripted events (dialogues with the planet-mind when a particular tecnology was researched or when you first meet the worms) and random events (resources drop or boom in a base for a number of turns, or the great "communication disruption" that was a pain but also my favourite :p). It would be nice to bring back some events and possibly to create new ones.

Question: can you put your to-do list on a dedicated thread, so that we can see it and send comments/proposals?
 
I have read that review. First of all, let me say that in my opinion Planefall at the moment is better than SMAC. SMAC is a great game and one of my favourites, but in many aspects it is really outdated now (mainly about interface and graphics).

Yeah. In his latest Podcast, Troy Goodfellow (who wrote that review) said he fired up SMAC recently and was amazed at how bad the interface was. :lol: I wonder if that was recorded before or after giving Planetfall a go.

Datalinks, they are almost empty

The Datalinks is supposed to provide two things:
1) Provide information
2) Provide flavour

You are talking about the information part now.
The Datalinks is completely up to date with with the new tags for improvements, features, buildings... I've also added a couple Hints in the Hints section based on questions I've been asked recently. Do you have ideas what else I can do?

The review states that it takes forever to learn the tech tree. I'm hoping this may be helped a little by having all the techs and buildings in their correct colour code. I could add Hints explaining what each colour stands for.

There are Brian's Tips. I wouldn't really know what kind of information to put in those. I have always found those completely useless in vanilla Civ. Those should probably be written by someone else.

I hope someone is planning to work on the Datalinks; if there is no one I could do something after I have finished working on buttons and gamefonts.

That would be awesome! Though like you say, I'd say the gamefont and buttons have higher priority. People with gamefont editing skills are more rare than people with XML editing skills.

Planefall is missing at the moment: events

While they indeed add flavour, from a gameplay perspective these are about as low priority as it gets. I'd rather have a well-balanced base game first. Anyway, that's the reason why I haven't given those much thought yet.

For random events to be worthwhile, there should also be a sufficiently large pool of them, so you don't always get the same. That's a problem at the moment. So people should suggest ideas for random events. If people take the initiative on this, I can move them up on the priority list.

Question: can you put your to-do list on a dedicated thread, so that we can see it and send comments/proposals?

I'm not sure that would be of much use. They are just random ideas which I sometimes discard later and short notes to remind myself of what to do. I don't know if they would be intelligible to others. Anyway, at least I write them in English, so here goes:

...

in the next post - I exceeded the character limit. ;)
 
Spoiler :
Maniac:

articles on hurrying and morale
change button guide with conquer brightness
rubin PM
Teo buttons
grey out buttons
CFC planetfall forum

/WPC recruitment poster thread
/WC Junction
/GFV
/WPC planetfall thread
/WPC SMAniaC thread

-fix ali quote
-Alcohol! (It's what's for dinner.)
-Lesser species kept as entertainment, often against their will. Occasionally bonds of affection develop between owner and pet.
-A wonderful ingredient for glowing paints.
-Produced by a genetically engineered hybrid of Terran and Xeno flora, the F62 variant of the extract of the seeds of the Khaisal plant induces a prolonged state of euphoria and psi awareness in humans. While the extract is not intrinsically toxic, it is highly addictive, and therefore illegal in most places.
-grenade button
-empath button - b0d4f8 - f8f8ec
-place of Envecon in techinfos
-barb leader button, eg F5
-add two leaders
-shorten SMAX leader names
-terrain buttons
-make aki & cha leaders of some civ
-check size of diplo leader - 353*452 - cut off 1/30 at each side - W = H / 1.272727
-worm_gate -> dimensional_gate
-plasma thrower art
-barbarian state -> natives
-make raging barbarians normal spawning rate

if ( gc.getTeam(gc.getPlayer(self.iCivSelected).getTeam()).isHasTech(i) ):
screen.setPanelColor(szTechRecord, 85, 150, 87)
self.aiCurrentState.append(CIV_HAS_TECH)
elif ( gc.getPlayer(self.iCivSelected).getCurrentResearch() == i ):
screen.setPanelColor(szTechRecord, 104, 158, 165)
self.aiCurrentState.append(CIV_IS_RESEARCHING)
elif ( gc.getPlayer(self.iCivSelected).isResearchingTech(i) ):
screen.setPanelColor(szTechRecord, 104, 158, 165)
self.aiCurrentState.append(CIV_IS_RESEARCHING)
elif ( gc.getPlayer(self.iCivSelected).canEverResearch(i) ):
screen.setPanelColor(szTechRecord, 100, 104, 160)
self.aiCurrentState.append(CIV_NO_RESEARCH)
else:
screen.setPanelColor(szTechRecord, 206, 65, 69)
self.aiCurrentState.append(CIV_TECH_AVAILABLE)

rename space victory
add txt tag to leaderheads for title
We Love the faction leader title day
hints explaining the colour code
bunker imp destroyed upon bunker unit destroyed
check out better AI 0.70 for spy specialist
where in code production popup? / WIDGET_EXAMINE / POPUP_EXAMINE_CITY
fac sounds upon "new build order" popup - CvCity::popOrder / chooseProduction - probably in executable / CvDLLButtonPopup::launchProductionPopup
hybrid forest contributes more to the flowering counter
marines should still have river movement bonus even when crossing river
alien artifact as happy resource
garden of eden -> the tree of life
hybrid forest +0.5 health, +1.5 planet, -1 mineral?
fungus gets +1 energy from bioreactor
In Vitro unit
formers should not move over water to build roads
terraformers should build kelp if no need for other terrain imps
source of white pines votes?
voice council proposal: ascent to transcendence, reqs min FlowC level, creates permanent alliance, war with terraformers
every unit has a off&def withdrawal chance equal to their hitpoints before the battle, or given by XP?
line of morale promotions
amphibious pods/jet pack doubles movement speed on water
change native life selection sounds, create AS3Ds
trainsound, selectionsound, actionsound, patrolsound, die, hurt, strike, audiorunsound (feature, terrain), ambience (feature, improvement, terrain)
fungal bloom feat & help txt
F6: don't display civics the faction can't run

hybrid civic gets health penalty
consensus civic can have state religion, but -1 hap for state religion
autarky back to -100% distance maintenance?
improve sea colony pod AI
sub should get bonus against aircraft
make rebel/native barb distinction - was destroyed by a - killed a rebel IoD
believers get combat bonus against infidels
believers start with missionary, reduce edenism spread speed, missionary reqs terraforming as prereq
tech for first explorer of borehole clusters?
having borehole cluster in your territory grants borehole technology
check out letum frigus event, for borehole tech inspiration
psi/dimensional gate should also transport sea units + change text
space elevator acts as teleport
only factions you have good relations with, should ask you to join war against his enemies
unlimited missionaries
differentiate sea/land fungus growth rate?
formers only become damaged inside your territory?
why can't great tycoon/hacker research tech?
unity pod gives defense bonus?
sea movement by land units only with terrain trade enabling techs?
dropship as needlejet combattype. how about special abilities compared to transport cruiser?
raceway pond gfx + xml
chopper & hovertank can attack water?
perfectworld2 http://forums.civfanatics.com/showthread.php?t=310891
quantity of fungal bloom spawns varies with your planet attitude?
naval yard & aerospace complex give +1 culture
addfreeunit, generatepath not working right?
reduce dropship movement?
dropship AI
council proposals: melt polar caps/solar shade effects, repeal un charter (razing, nukes), invite pirates/angels/drones as members, ban brilliance
planetary governor gets trade route bonus
unit which have been attacked cannot heal that turn?
pillaging also sets blockading to true - setBlockading(true); ?
water units can only pillage once per turn?
Better AI - assault_sea/explore_sea/settler_sea / AI refuses to explore or transport CPs / pickup
outpost/settlement/eden should reduce flowering counter
everyone gets a missionary upon researching the relevant tech?
sea colony pod should be able to carry one land unit, and survive base foundation + AI - CvUnit::found, AI_pickup, pushMission, AI_load, AI_guardCity
SPs: armory/weapons bay, reactor, sickbay, command bay, recreation bay, sleeping, shower, dead bay
Infest promotion: defeating unit creates larval mass (unit with larval mass promo which disappears on combat)
psychic terror promo causes +1 unhappy for 10 turns upon city attack
reduce native life cost?
buiten territorium (plotowner == -1) fungus defense bonus niet meetellen?
remove old planetculture code
hill attack/def bonus also applies to peak
ridge gets even bigger combat bonus
borehole, greenhouse, mine in hive territory can't be pillaged by non-psi units
hive gets slave units from razing base?
armor can't attack fungus, instead of can't move in fungus
diplo AI: only beg for tech if not tech trade possible
plothelp should show enabling tech if still required, even if already has enabling imp
barb natives can draft other natives - CvCityAI::AI_doDraft
"you hold bases which are culturally mine" diplo modifier
drone riots when drones and (genejack factory or under espionageunhappiness from incite drone riots)
pirates must start on water, different starting units
add free drones faction
effect midgame faction start on planet attitude?
morgan like khazad - CvPlayerAI::AI_doCommerce ? AI_goldTarget
ffh civ founder - addPlayerAdvanced
flowering counter threshold before native life can move inside borders?
remove barb flowC movement restriction code?
holographics & fac quote
change infantry combattype unitAi to citydefense?
trench dds, mapscript change
city culture affects surrounding terrain defense - see ffh forts
hyperian/hellian/empyrean name for flamethrower unit
gametxt civic help: hybrid/terraformed hated by hybrid/terraformer
can draft colony pod for 3 pop?
cloning vats: +food, still lets base grow without food surplus, as long as surplus health/happiness
cloning vats allow drafting?
water material supplies?
can't pick promotion while damaged
maxed out XP units get bonus to great general point production - same effect by exp bonus
a base of size 15/20 (under enclosed biosphere civic?) can build building which gives specialists (except doctor) +2 food?
doc:mob enables land terraintrade?
terraintrade over ice with naval/recycling tech? deal with CvPlot::isTradeNetworkImpassable
blockade reduces healing speed of enemy?
blockade reduces plot culture?
blockade doesn't block your own plotgroup and open border-partners / CvPlot::isTradeNetwork ? / getBlockadedCount?
without open borders, factions can't use your territory for plotgroup / CvPlot::isTradeNetworkConnected ? / blockade around your own cities?
still trade routes without open borders, but bonus with open borders
tech allows feature trade plotgroup?
fix repeatable techs - cvteam::m_paiTechCount
alien reactor imp: degrades with use
slavery only allows facility hurrying?
glowmites
air unit spawning?
change barbsperwatertile?
remove one of needlejets, tech_never
FFH high to low game option
CLONE - personality transcription, starts with XP, doesn't contribute to GG points
can't replace improvement on plots with fort or fungal tower - cvgameutils.py def canBuild
create fungal tower 'fort' improvement
planetary economics reqs PlaNets
ethical calculus, optronics
unity foil can upgrade anywhere
chopper/hovertank/gravship get defensive bonus?
zeppelin
thermobaric missile, smoke feature
fire/nanites/genetic virus takes out fungus?
weather control building
action buttons
different chance of rocky terrain on ridge and highland?
native life can pick "spirit guide/planetmind" promotion
fort gets higher yield on higher elevation
gambling halls secret project
sea beetles resource?
goodie creates improvements& features, fungal tower should also spawn spawning spot
battle ogre goodie
hated civic - diplo penalty?, gametxt?
renable highlander promotion
mount planet landmark -> see Fall Further vulcano - volc_sm.pcx button
pholus ridge landmark/button/resource
dimensional gate landmark?
garland crater landmark - gives iridium?
Ur/He gives combat bonus to individual unit per # of resource?
FfH art: new trees, mana button, FoL button, planar gate button, spider
genejack factory gives +1 unhappy under democratic
contact great people for their name - Sun Wenguang
"you seek world domination" diplo penalty if declares war while #1
aircraft can only land within air range
lagrange bonus AIobjective
nanites - hurry
units increase flow counter
every fungal tower increases flowering counter
promotion for canmoveimpassable
fungal missile
Bonus iResearchModifier FfH
Improvement iRange, iRangedefenseModifier FfH
Promotion IgnoreBuildingDefense FfH
Unit No war weariness FfH
larger city radii
Conqueror's Delight:
-spawn units in cargo hold
-onUnitCreated where in SDK? worm in IoD doesn't work?
refine IoD cargo spawn code
Barbarian IoDs will spawn with Mind Worms in their cargo hold.
base planet from commmerce slider http://forums.civfanatics.com/downloads.php?do=file&id=6978
city maintenance modifiers http://forums.civfanatics.com/downloads.php?do=file&id=5839
tech research cost modifier http://forums.civfanatics.com/downloads.php?do=file&id=5837
higher farm growth on highlands? http://forums.civfanatics.com/downloads.php?do=file&id=4626
ffh/DCM civ changer
Super Spies http://forums.civfanatics.com/showthread.php?t=259221
culture thru trade routes http://forums.civfanatics.com/downloads.php?do=file&id=516
bonus affects tech costs http://forums.civfanatics.com/showthread.php?t=234120
CCCP iVoteModifier Impaler http://forums.civfanatics.com/showthread.php?t=174026
CCCP GreatPeoplePointPooling Impaler
global GPP counter / look at great general code?
civics with flavor http://forums.civfanatics.com/showthread.php?t=206770
examine city on conquest http://forums.civfanatics.com/showthread.php?t=316806
enclosed bio doesn't get non-nature feature health/unhealth?
unit system
biolab/hydroplant/network node?/infirmary/maintenance bay? free with tech, increases colony pod cost/city maintenance?
OR rather free network node/infirmary/factory with some techs, but these techs increase max. # of cities maint, and add to # of cities maint
FfH unit duration
review pillage benefits
pressure dome/hab complex/hab dome/arcology
longevity vaccine
xenobrew
mercenary guild
petc inc
network backbone
thinker -> spy effects
sub can move through sea fungus at 1 mov?
hill attack promotions
scout patrol, marines, mobile infantry, gauss rifleman
leviathan bug in modern era
conscript, recruit, regular XP levels
total espionage spending does not affect mission cost
leaderheads
leader personalities http://forums.civfanatics.com/showthread.php?t=274966
SMAniaC base names
tech screen: second road movement change
"plant psi emitter" spy missio, reduces planet value at base / health code
further rocky promos: infantry, hovertank, chopper/waiting for double working double terrain movement
no centauri preserve for enclosed?
enclosed bio civic obsoletes planet boni?
vary what barb units spawn
lagrange: improvement, build, unit, python fort, victory
jet pack upgrades to antigrav struts
tech sounds
barb spawn freq
remove weapon assignment code
AS3D_UN_SPACESHIP_FORTIFY missing
difficult movement through fungus
more fungus at start on grassland?
remove building graphics
razorbeak resource
geothermal spa gives health, acts as oasis
geyser...oasis...borehole...geothermal spa/shallows
event: geothermal activity detected: spa or borehole?
fallout impassable except for some units
locust interception chance
give interceptors blitz?
alien artifact / archeological dig?
foil double move in sea fungus promo?
enclosed bio civic cannot remove fungus?
no extra visibility land->sea
reduce base air capacity to 2?
SOLAR COLLECTOR TURNS POLAR INTO MOIST
native life promos: air range, cargo, invisibility
hit movies, terran fauna resources
university base music
change flowering counter/ # map plots
drop range promotion tag
dimensional gate bonus gives drop range
remove bCanstrike tag
remove gamecoreutil promotionvalid restrictions?
landmarks
spies should not be caught for just walking in rival territory
GPP/ general point increase affected by game turn
additional religions can spread with lower chance?
more than one religion can spread in base?
air/artillery interception
recycling tank reduces population unplanet?
defensive withdrawal
happiness: GPP
global GP collection with tech
FfH spell system?
fort should act as city for resource connection - list
barbarians must heal
artillery should use iAircombat?
buildings/Morgan effects base trade profit
Caretakers as sprawling civ
master should only take over BFC from vassal, even after including sprawling code
caretakers immune to nukes
progenitors pissed off at hybrids at high FlowC values: You wish to transcend (in our stead)
progenitors pissed off at terraformers at low FlowC values: You are harming Planet
settlers cost less in the beginning (with civic?)
sea CP can move through ice with some tech - canmoveimpassable, but cannotmove in ice feature until passable tech
native life combat penalty in jungle?
BUG
spy mission which converts base to free drones
spy mission which creates hidden nationality units "dissidents"
black out fort buttons when second former tries to help
incendiary bomb sets fungus aflame
check fungal tower range attack code - doesn't always attack
multiplayer logs & OOs
key theme techs are untradable
goodies should have tech prereq?
genites = knights of genetic purity
units should be unable to heal if heal rate < 0
bases razed by Cha Dawn/natives increase flowcounter
switch leader: GC.getInitCore().setLeader - cha dawn, aki luttinen -> zeta-5
civilization destroyed pop-up
advancedstartcostincrease in SDK? extra cost determined by # of global instead of player's units/routes/improvements...??
INTRONEW
[OUR_NAME][OUR_EMPIRE][OUR_CIV_SHORT][OUR_CIV_ADJ] EntryPoints/CvTranslator.py
[CT_NAME][CT_EMPIRE][CT_CIV_SHORT]CT_CIV_ADJ
probe teams can't coexist with other probe teams - attack them? - canCoexistWithEnemyUnit ??
yield display messed up? calculatenatureyield etc
why canreceivegoody no const? - is cvplayer::addfreeunit const ?
(if already visibility range bonus promotion:) visibility range increases with fortification turns (what with bNoDefensiveBonus units?) by (movement points - 1)
city/cities -> base/s
F2: split up city maintenance into its components, new functions in cvplayer (see CvGameTextMgr::buildFinanceCityMaintString) & python
edenism gives negative planet
centauri tech enables feature trade over fungus
refine tech flavour values
double use of an espionage point
add some python callback defines
spreading religion in own bases should have 100% success rate?
orbital insertion only possible on plots you have vision on
can build bunkers inside vassal/teammate territory?
sporefish resource
capturing a unit sets haspillaged to true?
barb native life can capture native life (given with planetmind promo?)? Only native life of factions with negative planet attitude?
morgan industries should have base named Fountainhead, Atlas & Fallingwater, Picard Enterprises. Spartans: Citadel/Ponterbee Station
tie fungus growth to percentage of owned plots/mapplots?
Vassal State -> Satellite
can remove fungus in territory of terraformer factions?
do spartan popped units get a free combat promotion?
unit withdraws instead of dies if its victory odds were higher than 95%
tie foreign trade route profit directly to your relation with the other civ
(aqua)formers are invisible to barbarians inside your territory
A rather common radioactive used primarily in fission piles. The depleted isotopes are used in kinetic impact weapons.
Iron has been vital in the histories of all of the spacefaring races. The prime variance is the ratio of cast iron cookware to iron and steel killingware.
Exceptionally hard, and useful for many industrial purposes, these carbon lattice crystals have long been loved for their gleaming appearance. Even though the differences are no longer perceptible between manufactured and natural diamond
Wonderfully handcrafted with near-forgotten techniques and wondrously copied with exceptionally well known ones. 'Dogs playing poker', 'Kilrathi plays it by trust', and replicas of mid 21st century CE Terran plastic food storage unit
change bonus pedia healthy/happy
dimensional gate unit which can create that building?

stasis generator, nanohospital, quantum converter, hab complex, habitation dome, energy grid, terrarium

universal translator, network backbone, self-aware colony, Project PYRRHO, edit universe project

AI:

CvPlayerAI::AI_bestTech, CvCityAI::AI_buildingValueThreshold, CvCityAI::AI_updateBestBuild, CvCityAI::AI_bestPlotBuild
Buildings
CityBonus: building, tech
BonusCommerceChange: bonusvalue?, building, tech
cityplanet: tech, buildingfocus
tech/CvPlayerAI::AI_bestTech: UnhappyProduction, featureyieldchange (countCityFeatures), freepromotionpick
Traits
cityplanet: strategyhash, foundvalue
Specialists
CityPlanet: building, building->tech - AI_specialistValue?
health: building->tech
Civics:
CvPlayerAI::AI_civicValue
bhybrid/bterraformer/benclosed: civic, strategyhash, tech, AI_STRATEGY_
Improvements/Builds:
tech: AdjacentRainfallChange, PlotTypeYieldChange, TerrainTypeYieldChange, CoastalYieldChange, isaddsfreshwater, BuildingYieldChange
CityPlanetPercent: worker, improvement, tech, CvCityAI::AI_clearFeatureValue
worker AI for forts - workermove / AI_fortTerritory?
only build advanced terraforms/magtubes if extra formers - AI_updateWorkersNeededHere? or no undevelopedplots
when does terrain need to be irrigated? -CvUnitAI::AI_irrigateTerritory
Boni:
CvPlayerAI::AI_baseBonusVal
CityPlanet: colonization?, enabling imp->tech
Features:
tech: build order
Units:
PlanetModifierPercent?: unit, tech
foundwater: unit, city, colonization, tech, strategyhash
psi: unit, tech
Promotions:
PsiAttack; promotion, tech
PsiDefense: promotion, tech
PlanetModifierPercent: promotion, tech
AI for invis types

why does AI build so many farms?
bunker AI
prioritize researching techs enabling imps enabling resources
naval/planet strategy
why do factions run wealth process?
AI should build ships to protect damaged aquaformers
sea worker and colonization AI - CvCityAI::AI_bestUnit - CvPlayerAI::AI_foundValue
researching unitai_sea_colony unit techs should only be useful if out of land or enclosed - CvPlayerAI::AI_bestTech
why does sea CP explore? / CvUnitAI::AI_setUnitAIType
how do units switch unitai?
AI code for unity supplies hurry
unitai_great_doctor
AI_getPlotDanger - exclude "if (pLoopPlot->area() == pPlotArea)" ??
AI: don't build bases too far from plotgroups?
reduce espionage commerce value - AI_yieldValue, AI_commerceWeight ?
refine CvUnit::isActionRecommended build order suggestions
Units should prefer moving in plots which make them invisible
CvPlayerAI::AI_unitValue should look at what promotions a unit can have
CvUnitAI::AI_plotValid : make valid for immobile units, so that they can pillage, blockade etc?
change playerai functions involving canattack to take water movement rules into account
AI worked farm while outpost available??

NOT ME:

ask BUG: F9 statistics buildings # incorrect, CyStatistics().getPlayerNumBuildingsBuilt
request plotgroup mod
cvmaininterface line 795
cvmaininterface line 2351 addTableControlGFC
maintenance bay -> engineering bay

TESTS:

how does AI handle new peak movement rules in combat?
does AI use dropships for overland transport/drops?
does AI found sea bases?

GRAPHICS:

ask rubin about F screen background, like F4 green (ArtDefines_Interface),and leaderheads, flags - Art/Interface/Screens/TechTree/TechTreeBG.nif, MAINMENU_SLIDESHOW_LOAD
airship graphic aokces -> username who made it
include FfH hope effect in psi gate building
rubinize tech/fac/proj buttons
religion founding buttons
bridge/port gfx
change native life flag
empath button
terrain improvement graphics
unit buttons
nut bonus nif gfx
modern terimps, BrokenStar missile silo -> bunker?
main menu
cityset graphics
red light on unity pod
feature graphics density river hill border
solve slating trench lines
secret project buttons
asio WW1939 promo buttons
missionary buttons, eden, cycon(thinker), homosup
rubin SMAX factions flags leaders
update texture for tidal harness
infanterie http://forums.civfanatics.com/showthread.php?t=320022
future cityset zerver http://forums.civfanatics.com/downloads.php?do=file&id=10079
modern sniper & infantry, in my datalinks, uses infantry kfm - navy seal with better weapon
hammerhead http://forums.civfanatics.com/showthread.php?t=279658
air unit http://forums.civfanatics.com/showthread.php?p=7503829#post7503829
air unit http://forums.civfanatics.com/showthread.php?t=300997
shuttle http://forums.civfanatics.com/downloads.php?do=file&id=4595 4740
tank http://forums.civfanatics.com/downloads.php?do=file&id=4332 3544 3543 3533 43
speeder http://forums.civfanatics.com/downloads.php?do=file&id=925
inf&ntry http://forums.civfanatics.com/downloads.php?do=file&id=4290 1824 9436
cyborg http://forums.civfanatics.com/downloads.php?do=file&id=3720 3537 3536 3535 11261
walker 1.0 http://forums.civfanatics.com/showthread.php?t=291476
satellite http://forums.civfanatics.com/showthread.php?t=176713
foil HROCHland mechinf-based http://forums.civfanatics.com/downloads.php?do=file&id=4049
UN PK scout patrol Garret marine-based http://forums.civfanatics.com/downloads.php?do=file&id=3199
war satellite asio http://forums.civfanatics.com/downloads.php?do=file&id=1573
solar collector http://forums.civfanatics.com/downloads.php?do=file&id=319
building graphics http://forums.civfanatics.com/showthread.php?p=7405305#post7405305
drone industrial building http://forums.civfanatics.com/showthread.php?t=313526
zerver plasma thrower http://forums.civfanatics.com/showthread.php?t=314685

http://forums.civfanatics.com/downloads.php?do=file&id=1824 Rabbit, White
http://forums.civfanatics.com/downloads.php?do=file&id=9436 Zerver
http://forums.civfanatics.com/downloads.php?do=file&id=3720 C.Roland uses Redcoat animation

units:
drop trooper -> mobile infantry
plasmathrower -> helion
gravebringer
partisan
InVitro

good gfx:
white rabbit sam
automaton
gravebringer

bad gfx:
paratrooper (Firaxis)
WW2 plasma/flame thrower (AA)
infantry firaxis
marine firaxis
AT_INFANTRY
SAM_INFANTRY

alunit_sm.pcx
fungalpayld_sm.pcx
monbig11.pcx
ogre_sm.pcx
satbat_sm.pcx
volc_sm.pcx

SOUND

ask for privateer text & sounds
miriam and spartan music
"cpu drone riots over" when occupation timer at zero
"cpu enemy probe team eliminated"
"cpu faction eradicated"
"mission aborted" for withdrawal
"cpu new orders needed"
"cpu please don't go"
"cpu prod complete"
"cpu project complete"
"cpu project initiated"
"probe team compromised"
"request information/ are you certain you want to do this/review options"
"cpu resource shortfall"
"cpu insufficient energy"
sounds:
are you certain you want to do this?
enemy probe team eliminated
faction eradicated
mission accomplished
new data received
please don't go, the drones need you
production complete
project initiated
probe team compromised
request confirmation
resource shortfall
review your options

DISCUSSION:

melanin/molectronics leads to better solar panels/supercapacitator
rectenna: solar power transmitter, nanominiaturization
fungal bloom = -100 culture?
city maintenance
tech trades
culture increases council votes
net positive diplo modifiers increase if culture ratio bigger than partner?
espionage

/filefront, fileshack, mediafire
megaupload, atomic gamer, rapidshare, Apolyton, filefactory
https://planetfall.googlecode.com/svn/trunk/Planetfall_BtS
https://planetfall.googlecode.com/svn/trunk/SDK_BtS
http://rapidshare.com/files/153076203/Planetfall_v6.exe.html
http://rapidshare.com/files/153076203/Planetfall_v6.exe.html?killcode=8204203661213363839
http://rapidshare.com/files/156597984/Planetfall_v6a.exe.html
http://rapidshare.com/files/156597984/Planetfall_v6a.exe.html?killcode=260971601988621654
http://www.mediafire.com/?mjkmyvlzcyk
http://rapidshare.com/files/154060456/SMACSounds.7z.html
http://rapidshare.com/files/154060456/SMACSounds.7z.html?killcode=16847642983476391223
v6e
http://files.filefront.com/Planetfall+v6eexe/;12725960;/fileinfo.html
v7
*http://files.filefront.com/Planetfall+v7exe/;13067061;/fileinfo.html
http://files.filefront.com/Planetfall+v7exe/;13081584;/fileinfo.html
v7a
http://files.filefront.com/Planetfall+v7aexe/;13071793;/fileinfo.html
v7b
http://files.filefront.com/Planetfall+v7bexe/;13166949;/fileinfo.html
v7c
http://files.filefront.com/Planetfall+v7cexe/;13180019;/fileinfo.html
v7e
http://www.megaupload.com/?d=NKNJUDIS
http://www.mediafire.com/?sharekey=12688a17b3f559734012e8015643d9c89a16cc6f6f7aed57
http://rapidshare.com/files/201679690/Planetfall_v7e.exe
http://planetfall.apolyton.net/Planetfall_v7f.exe

http://www.gamingvault.net/files/CivilzationIV/BtSPlanetfall/Planetfall_v8.exe
http://www.gamingvault.net/files/CivilzationIV/BtSPlanetfall/Planetfall_v8c.exe
http://rapidshare.com/files/214704633/Planetfall_v8.exe
450-0/742-303/1024-591

[tab]Mod: Planetfall v7
[tab]Patch: Patch "f"


Patch: Patch "g", Mirror #1
 
@ Planetfall Review

I don't miss blind research that much. Surely, more options almost never hurt, but there is so much more which I think is more important.

I also don't have a problem to cope with the tech tree.

Regarding mindworms...the author of the review likely hasn't played the builds before the latest changes to sea fungus and spawning spots (in which their was too much native life and fungus for my taste, with or without "raging an"). Now things feel much more calm (though I haven't test raging with 8c so far). If something should be changed again, the this change should lead to more native life (=units), but not again to a lot more fungus.

He has a point regarding atmosphere, though my biggest desire here aren't wonder movies or similar things, but the personality of leaders (and the missing ones from SMAX) - e.g. Morgan should have more Gold available for trade then the others, Miriam should become especially mad if you have the wrong religion, Deidre should hate you for having a negative Planetvalue, Lal for commiting atrocities and so on...
Currently they just feel to similar.

I would like to see the old random events, as well...especially that Perihel event every 80 years comes to my mind.

I also sometimes miss some cool special stuff like Unit Workshop, Global Warming, Echolon Mirrors, Pod Outcomes (earthquake, new rivers, battle ogres), the tectonic and fungus missiles, "planet pearls" from killed native life or those useful 100-turns-loan you give out or take, but I'm aware that most of that stuff is likely either close to impossible to implement in the Civ4 engine or that I would not fit balance-wise (some things in SMAC were probably just "cool" because they were too powerful in the hand of the human player vs. a rather incompetent AI)
 
I like the change from inflation to higher unit costs. We have replaced a statically growing cost with something dynamic, which you can influence with your playstyle.
Police State has get a serious boost with this and time will tell if the higher unit cost are fair regarding the balance of building vs. warmongering (eventually a similar designed building maintenance could level the playfiled, if needed)
But the best about that change is that the AI plays like you have removed their brakes...in my current game Miriam has already 17(!) bases, Deidre around a dozen.

There is a small (display) glitch in the way the Planet Value (PV) figure and the "total net +/- accumulated through the game" (I will abbreviate this to TN) interact which each other (not a new problem of 8c, but I somehow never came round to reporting and taking a save) sometimes. It has some gameplay impact, but for the worse it might greatly confuse new players.
I will explain it with the example of my current game. Playing the Hive, I started my game with fast population growth and many mines/farms and soon got in the red area with both figures. But then a couple of things changed my situation (Deidre as neighbour infected me with the VoP, I discovered the Manifold Nexus and probably most important, the charm of pop-rushing).
In the consequence, the -300 TN I had accumulated vanished within 30 turns or so - however, the PV figure raised much slower.And here the problem started...the PV was still negative and in the reds, while I started already to accumulate a postive TN.
The excess favorable planet value from all the bases was correctly applied to TN each turn, but the entire figured was still displayed red - and obviously counted as a negative figure as well, because if you exceed 100+ you expect to be able to capture native life. But that doesn't work (the hoover help doesn't display any capacity here as well). The situation magically corrected in the moment the PV passed the 0.00-line. The problem can occur BTW just the other way round - if a "planet fried" suddenly starts to pollute the planet, it takes some time to bring the average PV down - and during this phase, he can still go for native life. To make the problem better vissible, I have attached the hoovers of the PV figure from the years 2225 and 2226, also the save of 2225. Even if the impact on native life captured is intended (one might argue that PV is just the deciding figure), then the wrong colour should be change if possible.

Another thing regarding the PV figure...you can see the AI value for it, if you hoover above their score. The AI doesn't seem to be very good at managing this. All of them are more or less deep in the reds, even Deidre with VoP and running Hybrid. The AI's love for farms might be one reason, but I also noticed that my governor will not always recognize the value of Empath specialists - I often have to force them manually. Perhaps at least the Deidre AI could priorize them (together with buildings like the Biolab)

I also wondered, why my Mass Driver near People's Teeming in the attached save cannot be promoted with AAA tracking...is there any hidden (because I could not find anything in the Datalinks) prequesite - beside Polymorphic Software, which I have - for it?


Edit: Those to-do list is indeed impressing...still reading, many interesting ideas :goodjob:
 

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Yeah, I've tried taking a look at the Leaderhead values for some of my own modding work...I've looked for real Leaderhead information: tutorials, references, descriptions of XML values and what altering them does (and what values are ludicrously high...or gamebreaking) and what have I found?

Nothing. Nada. Zilch. Zip.

The one file that alters how the AI deals with the world, and there's zero documentation. At least, that I can find.

It's not surprising that all the faction leaders act the same. If their LeaderheadInfos numbers are all similar, they'll all act the same. Unfortunately, at this point it looks like if I want a guide on leaderhead values and how to use them, I'm going to have to write it myself.


Hell, my mod isn't even runable yet. How am I supposed to test this stuff?
 
You are talking about the information part now.
The Datalinks is completely up to date with with the new tags for improvements, features, buildings... I've also added a couple Hints in the Hints section based on questions I've been asked recently. Do you have ideas what else I can do?
I don't know if it is just me, but though all the entries are present, there are no descriptions, expect for technologies. Adding descriptions for units, buildings and resources would do a lot to create the atmosphere. Buildings' descriptions could be taken from SMAC. I'm sure many players would be curious to know what is a "Manifold Nexus" (I asked you that myself) or a "Locust of Chiron".
Furthermore, more info would be needed about gameplay mechanics. It would be good and very useful for new players to create a section "Planetfall concepts" (akin to the present "BtS concepts"). It could contain info about such things as "Planet Value", "Flowering counter", "PSI combat", units transport on sea, and so on.

The review states that it takes forever to learn the tech tree. I'm hoping this may be helped a little by having all the techs and buildings in their correct colour code. I could add Hints explaining what each colour stands for.
I don't see that as a drawback, in fact I appreciate that there are many things to discover and that a campaing can last long.
 
Regarding the review, I think it (somewhat unnecessarily) focused on the question whether Planetfall is better than SMAC. I don't think that this is an important question, especially because Planetfall was never meant as "the mod that makes you never play SMAC again", and Maniac has been quite frank about that.

However, it's also important to see that this blog entry was never meant as a complete review. It seems to be a collection of some semi-random thoughts that occurred to the author while trying Planetfall. For a blog entry, this is perfectly okay. Treating the blog entry like a complete review (and holding it against the standards that apply to one) would be doing the same to its author that he did to Maniac - i.e., criticizing a product for not being something that it never aspired to be in the first place.

Anyway.

The review does raise some points with which I agree, but I also always assumed that these would be dealt with in Planetfall's further development, like the diplo texts. (And according to Maniac's posts on the subject, I seem to have been correct.) I'm not sure whether the reviewer realized that Planetfall is still a WIP, he probably should have mentioned it in his blog because it's important for readers to know that there's a good chance that the problems he mentions will be solved later on.

There's one point though where there may be a misunderstanding going on, that's the importance of the narrative. One of the things that raised SMAC above many other Civ games was that it was not only a strategy game, it was a strategy game with a powerful narrative that unfolded while you played. This narrative, enhanced through tons of little details that I'll mention shortly, made the playing experience unique. And I think the reviewer is correct in saying that Planetfall currently doesn't capture this aspect of SMAC very well.

Maniac asked what could be done to improve this. Here are some suggestions (note that this is some kind of brainstorming, I'm just throwing out ideas and at this stage I'm not concerned with how hard or easy these would be to implement - that's for Maniac to decide, I'm just adding some more suggestions for him to decide upon):

- Adding the SMAC/SMAX interludes through event scripting

- Adding the full tech descriptions to the Datalinks. In SMAC, each tech has two descriptions - one is flavor and has a voice-over that plays upon discovering the tech, the other is more technical and usually links the tech to the one required for it. The former enhances the atmosphere, characterizes the factions, and strengthens the narrative. The latter helps understanding and memorizing the tech tree (something that is difficult for a SciFi game, as the reviewer correctly observed).

- Add more such flavor information throughout the game, inventing new texts for those situations where no original text exists. Example: There's a voiceover where Lal describes how the atmosphere of a faction's base can be observed in the rec commons. He goes on to describe several ways of what different factions build as rec commons. This text is absolutely great because it fulfills so many tasks that are important for the narrative: It characterizes several factions' ideologies by illustrating their idea of recreation. It fosters Lal's position as a perceptive observer of mankind. It also transports the idea, quite early in the game, that building X for faction A isn't identical to building X for faction B, in fact they may be very different things that just happen to have the same effect and purpose. Last but not least, it inspires our imagination with regard to how the bases might look like from the inside. Having more of such quotes would be great.

- Adding the wonder movies (another great way of SMAC to enhance the atmosphere and immerse the player in the narrative), perhaps by finding a conversion tool which allows users to translate movies from SMAC's format to a format that Civ4 understands.

- Also, as already mentioned by Maniac, adding unique diplomacy texts for each faction would go a good way towards these goals as well.
 
Yeah, I've tried taking a look at the Leaderhead values for some of my own modding work...I've looked for real Leaderhead information: tutorials, references, descriptions of XML values and what altering them does (and what values are ludicrously high...or gamebreaking) and what have I found?

Nothing. Nada. Zilch. Zip.

The one file that alters how the AI deals with the world, and there's zero documentation. At least, that I can find.

It's not surprising that all the faction leaders act the same. If their LeaderheadInfos numbers are all similar, they'll all act the same. Unfortunately, at this point it looks like if I want a guide on leaderhead values and how to use them, I'm going to have to write it myself.


Hell, my mod isn't even runable yet. How am I supposed to test this stuff?


I digged up some interesting links regarding the meanings of the variables in the leaderhead XML:

http://forums.civfanatics.com/showthread.php?t=181620 (XML values explained)

http://forums.civfanatics.com/showthread.php?t=145867&highlight=dogpile (XML values explained)

http://forums.civfanatics.com/showthread.php?t=177450 (XML values determining AI relations)

http://forums.civfanatics.com/showthread.php?t=139740 (XML values explained)

There is no complete guide explaining everything, but I think it will be possible to work with the most important variables. The BTS standard leaders are probably the best comparison line - we all know how they behave and if you compare for an XML tag the leaders with the highest and lowest and how they behave in game, you might get a pretty good idea how certain numbers for a variable work (of course only if you know what it influences). Of course, this method fails for all the unused stuff - there is a couple of tags in the leaderhead XML, where each leader has the same value.

Since I'm very interested in improving this aspect of Planetfall, I would be willing to sum up the known facts from the various sources and write a comprehensive list of the XML values of the leaderhead file. For each variable, I will give an explanation what is its effect (if possible) and the maximum and minimum value under BTS rules, together with the leaders having those extrem values.

In the next step we can try then to assign resonable values to the Planetfall leaders.
 
TIs there certain stuff in particular which makes you feel Planetfall is a work in progress? I can always move up stuff on the to-do list.

Pssht, Tssha.

Police State has get a serious boost with this

Unless I did something wrong, Police State does not change special ability costs, only the basic unit maintenance.

Perhaps this can be used somehow to create a difference between a large Hive army of unupgraded units versus a Spartan smaller army of elite units.

There is a small (display) glitch in the way the Planet Value (PV) figure and the "total net +/- accumulated through the game" (I will abbreviate this to TN) interact which each other

Fixed!

Mass Driver cannot be promoted with AAA tracking

Fixed!

I don't know if it is just me, but though all the entries are present, there are no descriptions, expect for technologies. Adding descriptions for units, buildings and resources would do a lot to create the atmosphere. Buildings' descriptions could be taken from SMAC.

SMAC doesn't have building descriptions. Do you mean the voice quotes perhaps?

In the next step we can try then to assign resonable values to the Planetfall leaders.

Would be awesome!
 
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