Alright, based on sb's review in the OT, I'm gonna give this a whirl. I'll give you my thoughts after I've played with it for a few days.
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it is still very much a work in progress, but still eminently playable.I wasn't born with enough middle fingers.
[Brandon Roderick? You mean Brock's Toadie?][Hanged from Yggdrasil]
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I'll reply later, but for now:
Patch v8a has been released. This will break savegames from the previous version.
Changelog:
1. Reorganized building graphics, by GeoModder.
2. Psi icon added to gamefont, by Teodosio.
3. The Unity Reactor secret project gives +100% credits instead of acting as a government center.
4. Voice of Planet shrine should work correctly now.
5. Players can remove fungus in their vassal's territory.
6. Police State civic now adds free unit support equal to 75% of your population.
7. Enclosed Biosphere civic only increases Tidal Harness energy production by +1.
8. Terraforming civic increases Former speed by 75% and farm upgrade speed by 150%.
9. Bioreactor facility gives +1 energy to Ice.
10. Unity Pods can't spawn Mind Worms or IoDs anymore. Fungal Towers still possible.
11. Rover unit strength increased to 2; cost decreased to 25 minerals.
12. Sea Fungus can't naturally grow on Lakes. It can only be planted.
13. Pillaging makes the pillager visible for a turn. This time for real.
14. Water plots now also count in score and victory calculations.
15. Domination victory now requires control of a percentage of all owned plots, not of all map plots.
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Originally posted by self biased View Postit bothers me that the 'upgrades' are the same colors as the 'experience skills.' if i could find the damn things, i'd photoshop them myself, but after fifteen minutes of blind searching i'm ready to give up.
progress on the tech tree is going slowly. i may be able to knock out the religions in their entireity.
during the course my current game, the peacekeepers shot ahead rather dramatically, only to get completely hosed by native life. i was able to recapture the capital and an additional city and there was no focus to even remotely achieve a reasonable planet score. at the moment, i'm gearing up to take over the peacekeeper's territory because they're continuing to grossly mismanage it, and i'm tired of the constant mindworm incursions. i'll attach a save as well. just take a look at the former UN headquarters.
the children's creche and the cloning vats need something extra. i've been using the 'avoid growth' button religiously, and the food storing ability isn't really a factor. perhaps have the creche provide another specialist slot? contribute something to great people? i'm not sure. the cloning vats could provide experience or speed infantry production.
i'd also like to see the nutrient, mineral, and energy resources used for something. nothing major, mind you, but something to make them a little more than what they are.
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Originally posted by Maniac View PostButtons are all in the PAK files. There's a program from Firaxis to unpack those available somewhere on CFC. I can provide an exact link later if you want.
I don't understand what you mean. :-s
Worker AI is rather complicated.
One thing I have in mind is for the Cloning Vats to enable Unit Drafting.
Sorry, I don't see the need. They provide some extra yield. That's simply their function. Nothing more.I wasn't born with enough middle fingers.
[Brandon Roderick? You mean Brock's Toadie?][Hanged from Yggdrasil]
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Originally posted by self biased View Postit's not the removal of fungus that's the issue, it's the patent refusal to build biology labs, empath guilds, or use empaths/trancendi specialists.
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i'll give things a shot under the new patch once i finish my current game.I wasn't born with enough middle fingers.
[Brandon Roderick? You mean Brock's Toadie?][Hanged from Yggdrasil]
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apparently, i've been registered at CFC since 2002.I wasn't born with enough middle fingers.
[Brandon Roderick? You mean Brock's Toadie?][Hanged from Yggdrasil]
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Originally posted by self biased View Postplease do find that pak extractor. i've got a modicum of photoshop-fu, and if i can provide some disambiguation, i will. i've also found my SMAC disc in the attic and will be installing it if i get a chance in a few days.
Civ4 PakBuild is a program released by Firaxis that allows you to unpak the Art0.FPK file in the \Civilization IV\Assets\ folder. It's avilable for Win XP and Win2K. File size is only 200 KB. Windows XP: http://www.civfanatics.net/downloads/civ4/utility/PakBuild.zip Windows 2000...
Providing a distinction may not be needed though. One idea I have is to simplify XP promotions to a single line of Combat I-VI, each level of which gives +10% Combat and +17% withdrawal rate. The promotions could even be given automatically upon reaching the required XP. So no interface confusion possible then.
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regadless, the blue has got to go.
perhaps a gentle curve to the experience; start small and increase the bonuses as level goes up?
also two 'option' slots doesn't cut it. right now we've got too many options to choose from as it is. would it work to do a 'weapon' option, an 'armor' option, a 'mobility' option, etc?I wasn't born with enough middle fingers.
[Brandon Roderick? You mean Brock's Toadie?][Hanged from Yggdrasil]
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Patch v8b has been released. This patch will break games started under the previous patch.
Changelog:
1. Updated Colony Pod, Unity Rover and Acolyte art, by Deon.
2. Creator unit graphic by Refar.
3. Spawning Spots can't exist adjacent to each other.
4. The Ocean terrain type starts the game free of fungus.
5. Isle of the Deep can only carry Mind Worms and Spore Launchers.
6. Gravship unit can't board on transports.
7. Shelf terrain can now extend further into the sea.
8. All water plots adjacent to land are now Coast, which provides one nutrient and two energy.
9. Coastal Guard and Unity Foil units can only move on Coast terrain.
Originally posted by self biased View Postperhaps a gentle curve to the experience; start small and increase the bonuses as level goes up?
also two 'option' slots doesn't cut it. right now we've got too many options to choose from as it is. would it work to do a 'weapon' option, an 'armor' option, a 'mobility' option, etc?[/i]
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Patch 10d for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. It does not break savegames of patch 10c.
The patch mainly adds new and updated graphics. Say thanks to Lord Tirian and The_Coyote, everyone!
Changelog:
1. Subspace Generator building graphics by Lord Tirian.
2. Flamethrower unit graphic now has teamcolours, thanks to Lord Tirian.
3. Updated Unity Pod graphics, by Lord Tirian.
4. Alien Artifact resource graphics, by Lord Tirian.
5. Landing Pod/Headquarters graphics, by Lord Tirian.
6. Spartan cityset graphics, by The_Coyote.
7. Perimeter Defense graphics now show up in sea bases, by woodelf.
8. The Spartan promotion now also gives +5% healing in friendly territory.
9. Fungus 4 plots away from a base can no longer cause a fungal bloom near that base.
10. Bases now use the graphics of the player with the highest culture there instead of of the owner.
11. The Hybrid Ecology civic and Edenism religion cannot be followed at the same time.
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Originally posted by Maniac View PostPatch 10d for Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This patch needs to be applied on top of the main v10 file of Planetfall. It does not break savegames of patch 10c.
Other than that:
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Version 11 of Planetfall, the Alpha Centauri total conversion mod for Civ4 BtS, has been released. This new version will break save games from previous versions.
This new version offers improvements in two fields:
1) Many new graphics by Lord Tirian have been added.
2) The Better AI mod by jdog5000 has been merged with Planetfall.(!!!!!!!!!!!!!!!)
I have a couple extra items to draw your attention to.
1) The Drop Trooper unit graphic recently added in Planetfall has been discussed on ModCast. Check it out!
2) Please post interesting screenshots of your games in this thread.
3) I could use your opinion on the next big thing to focus on: how to make the AI succesfully follow a Hybrid strategy. See this thread!
And now for the changelog:
1. Sea Borehole improvement graphics by Lord Tirian.
2. White Pines building graphics by Lord Tirian.
3. Temple of Planet building graphics by Lord Tirian.
4. Spawning Spot graphics by Lord Tirian.
5. Nutrient bonus resource graphics by Lord Tirian.
6. Fungus and Hybrid Forest graphics made less heavy on polygons by Lord Tirian, so that map scrolling flows smoother.
7. Better AI mod by jdog5000 added.
8. Atmospheric Processor building graphics by Lord Tirian.
9. Pholus Ridge landmark has been added. Graphics by Lord Tirian and Rubin.
10. Brilliance resource graphics, by Lord Tirian.
11. Kelp and Sea Fungus can no longer be planted on Trenches.
12. Centauri Ecology can be researched through Biofuel.
13. Spore Launchers require Field Modulation instead of Cloning.
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sorry i've been way too busy to really do much of anything lately... i'll give v 11 a whirl and post my thoughtsI wasn't born with enough middle fingers.
[Brandon Roderick? You mean Brock's Toadie?][Hanged from Yggdrasil]
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