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Thread: [BtS MOD] Planetfall

  1. #61
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    Quote Originally Posted by Rubin View Post
    (granted, I have no idea how liquid helium looks)
    It doesn't need to look right - it needs to look good!

    Question: How many different "aircraft" models do you need?
    Just one really, if you mean fixed-wing aircraft. The needlejet currently upgrades into a solar power transmitter which shoots laser beams from space. There are currently two needlejet units which share the same graphic, but I'll probably merge them into one when I'm in the right mood.

    Besides, there's always Refar's awesome Hammerhead if I need an extra airplane.

    If you interpret "aircraft" broader though, I could use the Progenitor scoutship, and a second gravship graphic.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  2. #62

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    Ah, that's a non-answer, Maniac! Unless, the upgrades make no graphical difference.

    Are you saying:

    1 Alien craft
    1 Fixed wing craft
    1 Rotor craft
    ?

    Or are we talking several different craft for a category?

  3. #63
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    I don't understand how I have given a non-answer. Edit: Or what you are talking about in general in your post.)

    I can use a Gravship and the Progenitor scoutship, but not a fixed wing model.
    Last edited by Maniac; 22-05-09 at 04:16.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  4. #64

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    My question was directed at "how many different 3D models do you need for Planetfall aircraft?" (Disregarding textures--and disregarding any current models.)

    So far you've indicated only one aircraft model, as well as 3 models in a broader sense. How many aricraft models do you need for Planetfall in total (not counting models already available)?

    [That is, not land units, and not sea based units]

  5. #65
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    1 gravship
    1 Progenitor scoutship
    1 solar power transmitter, making sure the poly count isn't too high
    1 "gravity lens", a more advanced satellite than the solar power transmitter
    1 cloudbase, as in the secret project movie, not as detailed of course

    Edit: for Jack Beavermore
    Attached Files
    Last edited by Maniac; 23-05-09 at 12:39.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  6. #66

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    Excellent.
    Justice must be dealt.

  7. #67

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    im going to play your mod tonite ad for the next few days
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  8. #68
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    Hold on! I'll try to release a patch in the next two hours which improves starting position generation.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  9. #69
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    Well, here I am with it. It's an unofficial patch. Don't tell anyone on CFC.

    Patch v8e has been released. This patch needs to be installed on top of the version 8 main file.
    It will break savegames from earlier patches.

    Changelog:

    1. Psych Chaplain specialist no longer gives an Espionage point, but one extra Great People point instead.
    2. The Interstellar Gate victory now requires six instead of five Subspace Generators.
    3. Subspace Generators are produced 25% faster with control of the Manifold Nexus.
    4. Factions are more likely to land on the biggest landmass.
    5. The Spartans and Hive will tend to land a little further away from the group than the others.
    6. Modified native life spawning pattern.

    The big thing is the modification of starting positions. Previously factions would tend to land on too small islands.

    Native life still doesn't spawn often enough. Increasing that will have to be for the next patch or version.
    Last edited by Maniac; 26-05-09 at 21:26.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  10. #70

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    Maniac, on the topic of EGIS:

    The governor's office might become an unforseen resource. Let's say 3-4 early game facilities become obsolete by researching a certain technology--which in return grants a bonus to the governor's office; effectively merging the old facilities into the governor's office.

    There are some potential problems with this (such as deciding not to build certain soon-to-become-obsolete facilities), but I think there are solutions as well.

    ---

    I've been considering the extreme alternative of simply disabling the base management at a certain point in the game, however, that may be much too extreme. Perhaps only allowing units to be built and render terraforming obsolete as well (some kind of eco-dome protects and supplies the base). This is not specific to Planetfall; just a general idea.

  11. #71
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    Quote Originally Posted by Rubin View Post
    There are some potential problems with this (such as deciding not to build certain soon-to-become-obsolete facilities)
    This is why I would only give the free base facilities to bases founded AFTER researching the tech enabling the free building.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  12. #72

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    Quote Originally Posted by Maniac View Post
    This is why I would only give the free base facilities to bases founded AFTER researching the tech enabling the free building.
    This seems like a very simple solution that may in fact work well. The player may opt to delay new bases, though, which seems to just replace the issue with another. Could be a "game feature" explained by some sort of anticipated research breakthrough...

    EGIS could be mitigated by a combination of features. For example, already built facilities that turn obsolete net the player some energy credits. The idea is to slowly change the focus from, for example, minerals and energy to simply currency.

    Again, these are just general ideas. Maybe something positive and useful can spin off.

  13. #73
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    Quote Originally Posted by Rubin View Post
    For example, already built facilities that turn obsolete net the player some energy credits.
    Damn, why didn't I think of this.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  14. #74

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    Quote Originally Posted by Maniac View Post
    Well, here I am with it. It's an unofficial patch. Don't tell anyone on CFC.

    Patch v8e has been released. This patch needs to be installed on top of the version 8 main file.
    It will break savegames from earlier patches.

    Changelog:

    1. Psych Chaplain specialist no longer gives an Espionage point, but one extra Great People point instead.
    2. The Interstellar Gate victory now requires six instead of five Subspace Generators.
    3. Subspace Generators are produced 25% faster with control of the Manifold Nexus.
    4. Factions are more likely to land on the biggest landmass.
    5. The Spartans and Hive will tend to land a little further away from the group than the others.
    6. Modified native life spawning pattern.

    The big thing is the modification of starting positions. Previously factions would tend to land on too small islands.

    Native life still doesn't spawn often enough. Increasing that will have to be for the next patch or version.

    sweet bro. im gonna update it now. BTW: this mod is hella SMAC!!
    ModCast Newest Episode Out Now!!
    Creator of Second Revolution Mod 3.0(a work in progress)

    Art and Level Development for Beyond the Sword: Road to War Mod

  15. #75

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    i noticed your map script sometimes creates peculiar terrain areas, exactly like SMAC.

    hey bro are you gonna get a function to generate region names like in SMAC.
    ModCast Newest Episode Out Now!!
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    Art and Level Development for Beyond the Sword: Road to War Mod

  16. #76

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    Quote Originally Posted by GarretSidzaka View Post
    i noticed your map script sometimes creates peculiar terrain areas, exactly like SMAC.

    hey bro are you gonna get a function to generate region names like in SMAC.
    Peculiar terrain areas? Can you provide some screen shots?

    I don't know if you've tried Planetfall previously, but I am very curious about and very interested in your immediate impressions (good or bad (or neutral)). In particular regarding your smack comment: "BTW: this mod is hella SMAC!!"

    And yes, would be cool to have region names Even to expand upon the original ones, like the Garland Crater--having a Garret Crater to match it! Or the Sidzaka Ridge

  17. #77

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    LMAO

    seriously im enjoying the game. its pretty brutal on prince. i like that you somehow made 'cliffs' in the terrain. so far so good i have liked what i see. i would like to see more mapscript settings, however. i dontknow if you do that python or do you hire out
    ModCast Newest Episode Out Now!!
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    Art and Level Development for Beyond the Sword: Road to War Mod

  18. #78
    Prince Maniac's Avatar
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    Quote Originally Posted by GarretSidzaka View Post
    hey bro are you gonna get a function to generate region names like in SMAC.
    You mean landmarks?

    Quote Originally Posted by GarretSidzaka View Post
    i would like to see more mapscript settings, however. i dontknow if you do that python or do you hire out
    I'm afraid my only mapscripting experience is generating the shelf/ocean/trench terrain.
    Contraria sunt Complementa. -- Niels Bohr
    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

  19. #79

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    you should look into other modders work on map scripts. you might find something that would work for this mod (with some conversions)
    ModCast Newest Episode Out Now!!
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    Art and Level Development for Beyond the Sword: Road to War Mod

  20. #80

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    Can I frontpage the unofficial patch?
    Justice must be dealt.

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