Stellaris

Stellaris

Planetfall
27 Comments
Kepos 19 Oct, 2020 @ 5:41am 
As for the traditions changes, it seems interesting to have free tech for some parts, but my first overview was that it's a bit overreacted with benefits and new included minerals. Probably it's balanced, but as you could see from my last post, I wasn't able to test it.
Kepos 19 Oct, 2020 @ 5:37am 
ERR...just tested Planetfall...well, I tried and got ongoing empty notification issues like this:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2262172198

Probably there is kind of incompatibility with the current mod setup I'm trying to test with.
Kepos 19 Oct, 2020 @ 5:16am 
Interesting combination of tweaks for the AI. I'll try it, anyhow the systems tells it is outdated (2.6.).

As for Starnet, the AI get buffs for 'Captain' or higher start. How is this structured with Planetfall?
Nextor 10 May, 2020 @ 9:40am 
Agree. This mod makes it so the mining districts have a upkeep cost of food. Why food?? So the plantoid races with Photosynthesis cannot work. Slowly drain themselves down to zero food and get the 75% penalty towards reproduction.
Haerzog 10 May, 2020 @ 8:55am 
Trying to use this with the Photosynthesis when I realized that I can't because photo removes food production and this makes mines cost food. Sigh.
Maniac  [author] 18 Mar, 2020 @ 3:31pm 
I uploaded an update, but I'll need you to tell me if something has actually changed, as the Paradox launcher is a rather malfunctional mess. Could someone please try to create a new empire and check if the Adaptable trait gives +8% or +10% habitability? If it's +8, the mod has successfully updated. (I increased the effects of habitability on growth, hence the Adaptive change).
TortoTheConqueror 18 Mar, 2020 @ 9:40am 
Are you planning on updating this mod?
Cytrix Drakani 2 Dec, 2019 @ 6:44pm 
Planetfall is causing lithoid (and possibly all other) mining districts to use food instead of energy, is this intentional?
choppo 23 Nov, 2019 @ 1:55am 
noob question, what building if any help produce the currency for army transport fleets?
Lazor Gal 19 Nov, 2019 @ 5:11pm 
The swapped Diplomacy Traditions (Versatility and Adaptability) also have descriptions and perks that overlap with Diplomacy and don't really make sense:
"Adopting all diplomacy traditions will increase our trust growth" for purifiers' adaptability tree.

Versatility is just a copy of Diplomacy and I am not sure if multiculturalism is appropriate for machines.I suppose it is alright if you just plan to engage in diplomacy with other machine empires but then the name swap to versatility is not really justified.

Welfare is described as useless for Gestalts but it isn't really. More civic slots are always good, reduced amenities from The Greater Good works, Ideology does increase edict duration and the increased research speed is still there. I suggest either removing the effects of Welfare for Gestalts entirely so the only benefit is an additional ascension perk or reworking the tradition to something fitting.

EDIT: Just noticed that Lithoid Mining Districts require Food. Odd.
Lazor Gal 19 Nov, 2019 @ 4:41pm 
Problem seems to have been fixed, yes. Thanks :)

Materials Research and Materials Industry Tradiitons seem to have either swapped effect or description.
"High energy states make miracles become possible" -> Unlocks Mining
"Materials exist to be consumed" -> Unlocks Synthesis

Sounds like the description was meant to be the other way around.

Do you need inspiration for coming up with descriptions for some of the traditions that don't have any/very short descriptions at the moment? Some of the traditions even have the same description. (Exploration and Diplomacy for example)

EDIT: Also, Bioreactor for Lithoids doesn't need Food Upkeep anymore.
It's also a bit weird that the sociology building chain for lithoids needs food upkeep.

I don't know how much you care about Lithoids but if you want to balance/fix your mod for them I would gift the DLC to you.
Maniac  [author] 18 Nov, 2019 @ 11:05pm 
@Eccondo - I use Guilli's mod myself, so yes, it absolutely works together.
I don't use Real Space, but judging from the description it's a graphical mod, so I would assume there are no conflicts.

@Marchiali - I don't have the lithoid DLC, so I hadn't noticed the problem. It should be fixed now with the new update I just did.
Lazor Gal 18 Nov, 2019 @ 4:23pm 
This mod seems to break lithoids, they consume food instead of minerals. Do you need any of the DLC to update this mod? Seems like a great idea, I always like vanilla overhauls that don't change too much.
Priam 16 Nov, 2019 @ 8:48am 
dang i saw planetfall and was hoping for some awesome groundwar type shit but this is cool too lol
Indenar 15 Nov, 2019 @ 12:09pm 
Hi,
Do you know if this works with things like Real space and Guili's Planet Modifiers?
Nettle 13 Nov, 2019 @ 8:07pm 
Heya! Me again!

I wanted to thank you for taking the time to make this mod. It hits something of a sweet spot for me, in terms of balance and roleplay. It seems to improve both the AI and the roleplay potential of any given game.

I'm gunna be starting my first Planetfall game tonight, thanks again!
Maniac  [author] 13 Nov, 2019 @ 5:53pm 
Alas, I don't think that's gonna happen. Electronic Arts still has the rights. Firaxis did try something spacey with Civilization: Beyond Earth, but it was made by a bunch of junion developers who probably never even played SMAC. The characters didn't have much personality or a strong underlying philosophy.

Anyway, if you liked Civ4:Planetfall, you know this will be quality content too! :-D
moonandstar 13 Nov, 2019 @ 5:49pm 
Planetfall is the name of a total conversion mod I made for Civilization 4, a remake of Sid Meier’s Alpha Centauri.
Hey! I used to play that! And SMAC was great too. We're long overdue for a modern remake.
TheRealJD 21 Apr, 2019 @ 7:39am 
As a note, using this alongside the (-NSC2 Season 3 - Episode 3 - Mod Version 3.3.x-) mod causes an issue with traditions. You always have enough unity to unlock the next tradition immediately, essentially giving you all of the traditions up front.
Daedwartin 17 Apr, 2019 @ 10:29pm 
So......Maniac, does this mean you are now Admiral Maniac? Or is it Grand Marshal? Long ways away from escorting Tintin in your avatar.
Blue North Star 18 Feb, 2019 @ 4:00am 
*Just read second part of reply*
*Reaction* NOOOOOOOO~O
Blue North Star 18 Feb, 2019 @ 3:59am 
OOF.
Maniac  [author] 18 Feb, 2019 @ 3:53am 
Yep, all tradition and ascension perk mods will conflict with each other. Even if the other mod only adds new tradition and doesn't change existing ones, it won't work, because all tradition mods need to edit the same tradition screen graphics/interface file.

Manual sectors were removed by Paradox in 2.2. Mods can't change that alas.
Blue North Star 18 Feb, 2019 @ 3:45am 
Does this mod (since it adds and changes traditions) conflict with any mods that add more traditions and ascension perk slots?

(Btw side question, what happened to Sectors in Stellaris? I can't make/expand Sectors anymore.)
Maniac  [author] 14 Feb, 2019 @ 12:44am 
Actually on second thought I see that !Expanded Pops also starts with a !, so I'd need to either merge the whole into mine, or make my mod name come first alphabetically to be able to provide full compatibility. :-/
Maniac  [author] 14 Feb, 2019 @ 12:38am 
The Universal District Patch has a lot of exclamation marks in front of their name, which means their files will always get loaded first and get priority over mine. So while, having reviewed the mod, I do not see any reason the mods can't be made to work together, it is up to UDP to make the necessary changes if they wish to do so.

As for Expanded Pops, there are a few files which are modified in both mods, but I can merge the changes in my mod, so the two could be used together. I'll look further into it.

Meanwhile I've posted a dev diary [forum.paradoxplaza.com] of sorts on the Paradox thread, providing some more details on the implementation of asteroid colonization.
forerunner398 13 Feb, 2019 @ 8:06am 
Could you add compatibility with things like the Universal District Patch and Expanded Pops and Traits (made by same guy as Expanded Mandates)