TC_01: What sort of UU's or UB's are you thinking about including?
In addition, do you think that the missing dll file might be causing my crash?
Finaler Frontier changes, V0.2:
The Python fixes from the official mod thread are up to date.
- The Starbase location selection logic now checks the plot being
evaluated to see if someone else owns it, skipping that plot if it
is, not just the plots with bonuses on them.
- Pressing Control-A now causes units with orders already queued
up to execute thier order now instead of waiting their turn.
The Python AI production overrides have been tweaked as to which planet
is selected to build things on - they are no longer the essentially
random planets, instead it picks a planet based on size and yield
to help maximise the benefits from buildings with effects that scale
with planet population.
Fixed a bug related to unique units for the construction ship class -
it turns out that the Red Syndicate (with its Rapid Construction
Ship UU) was never building any starbases since the code was checking
for units of type construction ship, not of class construction ship.
Resources:
Some planets now have resources. Never more than 1 in a system.
The planetary resources are 6 new resources, 3 that give +1 health
and 3 that give +1 happiness.
Since there are now more resourecs of each tyope, the existing
resources have be reduced to +2 health/happiness from +3.
The new health giving resources are Grain, Cattle, and Seafood.
The new happiness giving resoruces are Spices, Wine, and Cotton.
The new resources can only appear on planets that naturally
(without a nutrition facility) provide at least 1 food/pop.
The planets with a health resource also have +1 food/pop.
The planets with a happiness resource also have +1 commerce/pop/
You do not have to build an improvement (or building) to get
the resource. If you have colonized the system and your
influence reaches the planet, you get the resource.
If your influence does not yet reach the planet, the resource
is temporarily removed from the plot.
Each resource also has a new building associated with it
which can only be build on planets with that resource.
Each of the 3 buildings associated with the health resources
gives +1 to the planet's population limit and +1 influence.
Each of the 3 buildings associated with the happiness resources
gives +1 commerce/pop, +1 trade route (except Spices),
and +1 influence (except Wine).
Grain allows a Farm which provides the standard stuff and
+1 research (for pesticides/herbicides/genetics etc.)
Cattle allows a Ranch which provides the standard stuff and
+1 production (just +1, not per population).
Seafood allows a Harbor which provides the standard stuff
and +1 commerce (just +1, not per population).
Spices allows a Plantation which provides the standard stuff and
another (2nd) bonus trade route
Wine allows a Winery which provides the standard stuff and
another +1 influence (for +2)
Cotton allows a Cotton Mill which provides the standard stuff and
+1 credit
A planet with a resource has the symbol for the resource added to
the end of its name, so you can tell which planet has the
resoruce in the system preview screen and in the "city" screen.
The icons are (obviously) in the GameFonts.tga and GameFonts_75.tga.
Policies (Civics):
Technocracy: now also gives +10% commerce in the capital.
Utopia: now has upkeep of medium, +1 health, +1 happiness in
5 (or so) largest cities, and -10% commerce (not -15%)
Planned Economy: now has upkeep of medium, +10% to both
production and commerce in the capital
Traits:
Financial: now gets +1 happiness from the Interstellar Exchange
Technologies:
Terrestrial Networking: adjusted the flavor values with the hope
that the AI will research it sooner (it seems to avoid
it most of the time, which hinders its economy)
Buildings, new:
Farm: can only be built on planets with Grain, +1 to the planet's
population limit, +1 influence, +1 research
Ranch: can only be built on planets with Cattle, +1 to the planet's
population limit, +1 influence, +1 production
Harbor: can only be built on planets with Seafood, +1 to the planet's
population limit, +1 influence, +1 commerce
Plantation: can only be built on planets with Spices, +1 commerce/pop,
+2 trade routes, +1 influence
Winery: can only be built on planets with Wine, +1 commerce/pop,
+1 trade routes, +2 influence
Cotton Mill: can only be built on planets with Cotton, +1 commerce/pop,
+1 trade routes, +1 influence, +1 credit
Units:
Invasions Ships/Planetary Seige Units: added the UNITAI_COLLATERAL
unit AI as a possibility, so the AI should build and use them
with that role.
-----
Finaler Frontier changes, V0.1:
All Python fixes from the official mod thread are in. There have also been
some additional python tweaks, mostly to help out the AI a little.
Uses the BtS Better AI (BBAI) DLL.
Maximum trade routes per system has been increased to 12.
Maximum experience kept after upgrading increased to 15.
Global warming turned off (every once in a blue moon it would happen in FF,
to no real effect except wiping out the occasional feature).
Map Features:
Grav Fields (around black holes): cause 10% damage per turn
* Planets:
The planet name generation has been altered.
The second part of the name of every planet in a star system is
now the same.
Added a 4th list of planet name parts consisting of gemstone names
The greek alphabet name parts can only appear as the first part of
the name.
The constellation name list has been expanded a lot -
it is no longer just the constellations of the zodiac.
The list that was greek gods now has several egyptian gods too.
Victory conditions:
Influence victory now requires 4 systems at Legendary
Increased Legendary influence level requirements by about 50%
Added new Iconic level between Influential and Legendary
uses original Legendary influence requirement
has a 90% defense
Astral Gate Pieces now have a prerequisite project
Projects:
Astral Gate Design: available at Ascendancy Theory tech, costs double
what an astral gate piece costs
Astral Gate Piece: doubled cost, require Astral Gate Design to build
Techs:
* all: adjusted costs, the earlierst techs are the same, the later the
tech, the greater the increase (more or less), up to around a 70%
increase for the last techs. The last of the new techs,
Nanocybernetics, is the most expensive.
various: adjusted Flavor values
Vacuum Engineering: requires Synthetic Composites and Galactic
Epistemology, required to build delta (and omega) squadrons,
Moonbase, and The Great Rings Park, leads to Mechanized Labor,
required for Micromanufacturing
Astral Ascension: now requires Alloy Frame Construction
Mind-Machine Interface: requires Quantum Control, required to build
Nanotech Hospital, upon researching this tech every ship
(current and future) is granted the Neural Interface promotion
for free
Quantum Power: requires Mind-Machine Interface, gives +1 health and
+1 happy in every system, +1 move for starships, workers build
improvements +25% faster, required to build Q-Missiles, enables
Quantum Engines (Speed) promotion, upon researching this tech
every squadron, starbase, and missile (current and future) is
granted the Quantum Engines (Range) promotion for free
Nanocybernetics: requires Quantum Power, +1 health and +1happy in every
system, upon researching this tech every ship (current and
future) is granted the Neural Interface II promotion for free
Events:
The Partisans event is in, requiring no specific civic.
Also in: Breakthrough and Setback
Policies (Civics):
Traditional Military: now gives free support for 2 military units
Light Ship Doctrine: now gives free support for 4 military units
Capital Ship Doctrine: +1 happy from Capital Shipyard
Squadron Doctrine: +1 happy from Squadron Factory, free support for 8
military units
Traits:
A set of secondary traits has been added. Each is a roughly
half-strength version of the regular Civ trait.
Aggressive: +1 prestige to each unit, +25% to build
Training Compound and Flight School
Charismatic: +1 happy to each system, +25% to build
Interplanetary Beacon
Creative: +1 influence to each system, +50% to build
National Epic
Expansive: +1 health to each system, +25% to build
Construction Ship and Cryogenic Granary
Financial: +1 credit to each system
Imperialistic: +25% to build Colony Ship and Police Agency
Industrious: +25% to build Factory, Interstellar Exchange,
Institute for Advanced Research, and Industrial Complex
Organized: -25% civic upkeep, +25% to build Nutrition Facility
and Police Agency
Philosophical: +50% to build University, +25% to build
Research Lab
Protective: light, carrier, and capital ships get free Tracking
Equipment upgrade, +25% to build Star Fortress
Spiritual: no anarchy, +25% to build any value shrine
Leaders:
Each civilization has a second leader. This allows play with more
players without duplicate names.
Each leader has been given a secondary trait, with each of the two
leaders for each civ getting a different trait.
Buildings, changes to existing:
various: adjusted some of the Flavor values
Mining Facility: cost decreased slightly (from 45 to 42)
Spaceport: reduced credits bonus from 25% to 20%, added 20% trade
route bonus
Stardock: reduced trade route bonus from 50% to 25%, +1 trade route,
Red Syndicate build bonus reduced from 100% to 50%
Police Agency: now also gives +1 espionage point
Intelligence Center: now also gives +1 espionage point
Buildings, new regular:
Cryogenic Granary: +1 health, store 10% of food on growth
Flight School: +2 prestige to squadrons
Moonbase: +1 population limit for planet, extra population does not
produce food, +2 research points, can only be built on planets
with a moon
Nanotech Hospital: +1 influence, +1 health, +1 happy, +5% heal rate
Nanoextraction Upgrade: +1 production per population
Extended Habitation System: +1 to planet population limit
Buildings, new national wonders:
Heroic Epic: +100% build for military units, +4 influence
National Epic: +1 happy in this system, starts golden age, -20% war
weariness in this system, +8 influence
Institute for Advanced Research: +100% research, +4 influence
Interstellar Exchange: +100% credits, +2 influence
Industrial Complex: +20% production for each of these resources: oil,
titanium, iron, hydrogen, uranium; +1 influence
War College: +4 prestige to each unit, +2 influence
Office of the Ombudsman: reduces maintenance (as Forbidden Palace),
+1 espionage, +4 influence
Buildings, new world wonders:
Office of the Auditor General: reduces maintenance (as Versailles),
+4 commerce, +4 influence
The Great Rings Park: +2 credits, +1 trade route, +4 influence, can only
be build on a planet that has rings
Botanical Gardens: no unhealth from population, +1 to population limit
of planet, +4 influence
Workers' Memorial: no unhappiness, workers build improvements 10%
faster, +4 influence
Military Science Academy: free Trained Officers promotion, +4 influence
Universal Foundry: +2 production, +10% production, +4 influence
Founders Monument: -20% maintenance, starts a golden age, +4 influence
The Arsenal: +15% production for military units, +2 research,
+4 influence
The Shrine of Knowledge: +1 credit per system with Knowledge,
spreads Knowledge, +15% research, +4 influence
The Shrine of Power: +1 credit per system with Power,
spreads Power, +2 prestige, +4 influence
The Shrine of Religion: +1 credit per system with Religion,
spreads religion, +1 happy, +4 influence
The Shrine of Survival: +1 credit per system with Survival,
spreads Survival, +1 healthy, +4 influence
The Shrine of Wealth: +1 credit per system with Wealth,
spreads Wealth, +15% credits, +4 influence
Buildings, unique:
Technical Institute: Astrotech UB for University, extra +1 production
Research Institute: Avower UB for Research Lab, extra +1 happy
Assembly Plant: Halis UB for Manufacturing Plant, extra +5% production
Star Citadel: New Earth UB for Star Fortress, extra trade route,
extra +15% defense, extra 5% reduction in bombard rate
Space Park: Paradise UB for Spaceport, extra +5% credits, +1 influence
Starbazaar: Red Syndicate UB for Stardock, extra +2 espionage,
+1 influence
Public Broadcasting System: Brotherhood UB for Commercial Satellites,
extra +5% research, +1 influence
Nanoseparation System: Forge UB for Nanoextraction Upgrade, extra
+2 credits
Units, changes to existing:
bugfixes: ships requiring the capital shipyard or squadron factory had
it specified using the building class value, but the tag
requires the building type value; all have been fixed
Scout: +1 move (to 2)
Delta Scout: added free improved sensors
Omega Scout: +1 move (to 3), +1 strength (to 5), 1 first strike
Invasion Ships (all 3 generations): cause some collateral damage
(25% rating) to a maximum of 5 units (they can now use the
collateral damage increasing promotions)
Omega Battleship: strength increased to 54 (it is now also +50% over
the previous generation, like all other generational increases)
Anti-Ship Missile: changed prereq tech to Military Academies
Starbases (all 3 generations): given 20% intercept chance
Delta Fighter Squadron: given 5% evade chance
Omega Fighter Squadron: given 10% evade chance
Units, new:
Assault Missile: weaker than A-S Missile (2 vs. 3) but gets +100%
bonus when attacking star systems and causes a small amount of
collateral damage to up to 2 units
Delta Assault Missile: ditto, but strength is 3 (vs. 5)
Omega Assault Missile: ditto, but strength is 5 (vs. 7)
Q-Missile: upgrade for both types of Omega Missile (longer range,
stronger, also does some collateral damage to up to 3 units),
requires new Quantum Power tech
Q-Squadron: upgrade for all Omega Squadrons, a bit better than the
fighter as a fighter and the bomber as a bomber, requires both
Quantum Power and Galactic Domination
Units, unique:
Recon Ship (3 generations): Avower UU for Scouts; can attack, a little
stronger, small chance to intercept, small chance to withdraw,
receive free unique promotions for extra sensor range instead
of the standard promotions which allows it to also take the
standard sensor range increasing promotions
Long-Range Bomber Squadrons (4 generations): Paradise UU for Bomber
Squadrons (all 3 generations) and Q-Squadron; +1 range,
+5 increase to both collateral damage rating and collateral
damage limit
Missile Frigate (3 generations): Astrotech UU for Destroyer; reduced
strength (5/8/12 vs. 6/9/14) can carry missiles (2 for omega
1 for others), +5% intercept chance (35/40/45 vs 30/35/40),
reduced cost from 50/100/200 to 45/90/180
Rapid Construction Ship: Red Syndicate UU for Construction Ship;
+1 move (to 3), +10% work rate
Battlecarrier (3 generations): New Earth UU for Battleships; -2/3/4
strength (22/33/50 vs. 24/36/54), can carry a squadron (regular,
delta) or 2 (omega).
Battlecruiser (3 generations): Brotherhood UU for Cruisers;
+20% strength (12/18/27 vs. 10/15/22), bombard rate increased
from 10 to 15
Planetary Siege Unit (3 generations): Forge UU for Invasion Ship;
+1 first strike chance, increased collateral damage amount and
limit and max ships affected, +10% bombard rate (from 0)
System Defense Boat (3 generations): Halis UU for Planetary Defense
Ship; increased strength (5/7/11 vs. 4/6/9), 1 first strike
chance for regular and delta, 1 first strike for omega,
speed of omega reduced from 2 to 1
Promotions, changes to existing:
PROMOTION_SCOUT_III_SIGHT (the second of 2 that are called
"+1 Visibility Range" in the Civilopedia): changed from
+2 visibility to +1 (this is used by the Delta and Omega Recon
Ship UUs)
Advanced Weapons: requires Long-Range Weapons
Upgraded Computers: +15% collateral (was +10), +5% withdraw (was 0)
Improved Computers: +15% collateral (was +10), +5% withdraw (was 0)
Advanced Computers: +15% collateral (was +10), +5% withdraw (was 0),
requires Intuitive Computers
Upgraded Shields: added tech prereq of Shield Generation
Improved Sensors: added tech prereq of Radar Polymers
Upgraded Stealth: added a first strike chance
Improved Stealth: added a first strike chance
Advanced Stealth: added a first strike chance
Trained Officers: added a first strike chance
Squadron Tactics: added tech prereq of Survivalism
Capital Ship Tactics: added tech prereq of Shock and Awe
Carrier Ship Tactics: added tech prereq of Squadron Focus
Interception I: added tech prereq of Light Craft Manufacturing; now also
available to starbases
Interception II: added tech prereq of Squadron Focus; now also
available to starbases
Advanced Bridge: requirement changed to Improved Sensors or
Improved Computers
Ace: requirement changed to Improved Weapons or Advanced Computers
Promotions, new:
Neural Interface: +5% strength, 1 first strike chance - given for free
when Mind-Machine Interface is researched; applies to Recon
Ships, Squadrons, Light Ships, Carrier Ships, Capitol Ships, and
Starbases
Neural Interface II: +5% strength, 1 first strike chance - given for
free when Nanocybernetics is researched; applies to Recon Ships,
Squadrons, Light Ships, Carrier Ships, Capitol Ships, and
Starbases
Quantum Engines (Range): +1 range, +10% strength - given for free when
Quantum Power is researched; applies to Squadrons, Starbases,
and Missiles
Quantum Engines (Speed): +1 move, +10% strength, requires Quantum
Engines tech; applies to Recon Ships, Light Ships, Carrier
Ships, and Capitol Ships
Fusion Weapons: +15% strength, requires Advanced Weapons promotion,
requires Fusion Weapons tech; applies to Light Ships, Carrier
Ships, Capitol Ships, and Starbases
Does editing Gamefonts that way (saving it as a .dds in Paint.NET, then as a .tga in DXTBmp) require the alpha channel editing? That's the main reason it's evil in my mind- if you try to edit it with DXTBmp directly you have to send it to Paint (or whatever) and count pixels when adding the alpha channels (which have to get done after adding the regular icons).
I'll try it that way when adding the Oil and Water icons in.
Also, I guess no one noticed my question about getting a mod forum for FF+... do you think we need/could use one?
Speaking of which...
I have a new version of Finaler Frontier, version 0.2.
The biggest new thing: resources that can be found on planets.
The information is in the spoiler section listing changes below, but here is how this works:
I have added 3 resources that give +1 health (Grain, Cattle, and Seafood) and 3 that give +1 happiness (Spices, Wine, and Cotton). The new resources will only appear on planets that have a natural food production of 1 per population or more. There is never more than 1 per system. Because of the additional resources, I have reduced the benefit from each of the existing resources from +3 health or happiness to +2.
In addition to the +1 heath or happiness, the resources provide other benefits. A planet with one of the health resources will also provide +1 food/population over the usual amount. A planet with one of the happiness resources will also provide +1 commerce/pop more than the usual.
You don't have to build improvements or buildings to get the new planetary resources. Your influence range must include the planet that has the resource to get the resource. This leads to the strange thing that the resource will actually vanish from the map for a while when a player settles or conquers a system where the resource is not in the inner influence zone, but it will reappear once the owner's influence includes the planet.
Although you don't have to build anything to get the resource and the basic benefit, there is a building associated with each resource that can only be built on a planet with the specific resource.
The buildings associated with the 3 health resources all increase the population limit of the planet by 1 and provide +1 influence. Each of the 3 also provides some other benefit: +1 research, +1 production, or +1 commerce.
The buildings associated with the 3 happiness resources all provide (at least) 1 extra trade route, +1 commerce/population, and +1 influence. Each of the 3 also provides some other benefit: a 2nd extra trade route, a second point of influence, or +1 credit.
And that is how the planet based resources work.
Because of this, v0.2 is not save game compatible with the earlier version - it saves an additional value for each planet (almost all of which are "-1", except for the planets with resources on them).
Here is the basic change list, including two updates to the changes for v0.1 which were left out the last time I posted it (marked with a "*", they are the Planets section and the first thing in the Techs section). This is included in the mod as the file "FerF Features Blurb.txt".
Spoiler :Code:Finaler Frontier changes, V0.2: The Python fixes from the official mod thread are up to date. - The Starbase location selection logic now checks the plot being evaluated to see if someone else owns it, skipping that plot if it is, not just the plots with bonuses on them. - Pressing Control-A now causes units with orders already queued up to execute thier order now instead of waiting their turn. The Python AI production overrides have been tweaked as to which planet is selected to build things on - they are no longer the essentially random planets, instead it picks a planet based on size and yield to help maximise the benefits from buildings with effects that scale with planet population. Fixed a bug related to unique units for the construction ship class - it turns out that the Red Syndicate (with its Rapid Construction Ship UU) was never building any starbases since the code was checking for units of type construction ship, not of class construction ship. Resources: Some planets now have resources. Never more than 1 in a system. The planetary resources are 6 new resources, 3 that give +1 health and 3 that give +1 happiness. Since there are now more resourecs of each tyope, the existing resources have be reduced to +2 health/happiness from +3. The new health giving resources are Grain, Cattle, and Seafood. The new happiness giving resoruces are Spices, Wine, and Cotton. The new resources can only appear on planets that naturally (without a nutrition facility) provide at least 1 food/pop. The planets with a health resource also have +1 food/pop. The planets with a happiness resource also have +1 commerce/pop/ You do not have to build an improvement (or building) to get the resource. If you have colonized the system and your influence reaches the planet, you get the resource. If your influence does not yet reach the planet, the resource is temporarily removed from the plot. Each resource also has a new building associated with it which can only be build on planets with that resource. Each of the 3 buildings associated with the health resources gives +1 to the planet's population limit and +1 influence. Each of the 3 buildings associated with the happiness resources gives +1 commerce/pop, +1 trade route (except Spices), and +1 influence (except Wine). Grain allows a Farm which provides the standard stuff and +1 research (for pesticides/herbicides/genetics etc.) Cattle allows a Ranch which provides the standard stuff and +1 production (just +1, not per population). Seafood allows a Harbor which provides the standard stuff and +1 commerce (just +1, not per population). Spices allows a Plantation which provides the standard stuff and another (2nd) bonus trade route Wine allows a Winery which provides the standard stuff and another +1 influence (for +2) Cotton allows a Cotton Mill which provides the standard stuff and +1 credit A planet with a resource has the symbol for the resource added to the end of its name, so you can tell which planet has the resoruce in the system preview screen and in the "city" screen. The icons are (obviously) in the GameFonts.tga and GameFonts_75.tga. Policies (Civics): Technocracy: now also gives +10% commerce in the capital. Utopia: now has upkeep of medium, +1 health, +1 happiness in 5 (or so) largest cities, and -10% commerce (not -15%) Planned Economy: now has upkeep of medium, +10% to both production and commerce in the capital Traits: Financial: now gets +1 happiness from the Interstellar Exchange Technologies: Terrestrial Networking: adjusted the flavor values with the hope that the AI will research it sooner (it seems to avoid it most of the time, which hinders its economy) Buildings, new: Farm: can only be built on planets with Grain, +1 to the planet's population limit, +1 influence, +1 research Ranch: can only be built on planets with Cattle, +1 to the planet's population limit, +1 influence, +1 production Harbor: can only be built on planets with Seafood, +1 to the planet's population limit, +1 influence, +1 commerce Plantation: can only be built on planets with Spices, +1 commerce/pop, +2 trade routes, +1 influence Winery: can only be built on planets with Wine, +1 commerce/pop, +1 trade routes, +2 influence Cotton Mill: can only be built on planets with Cotton, +1 commerce/pop, +1 trade routes, +1 influence, +1 credit Units: Invasions Ships/Planetary Seige Units: added the UNITAI_COLLATERAL unit AI as a possibility, so the AI should build and use them with that role. ----- Finaler Frontier changes, V0.1: All Python fixes from the official mod thread are in. There have also been some additional python tweaks, mostly to help out the AI a little. Uses the BtS Better AI (BBAI) DLL. Maximum trade routes per system has been increased to 12. Maximum experience kept after upgrading increased to 15. Global warming turned off (every once in a blue moon it would happen in FF, to no real effect except wiping out the occasional feature). Map Features: Grav Fields (around black holes): cause 10% damage per turn * Planets: The planet name generation has been altered. The second part of the name of every planet in a star system is now the same. Added a 4th list of planet name parts consisting of gemstone names The greek alphabet name parts can only appear as the first part of the name. The constellation name list has been expanded a lot - it is no longer just the constellations of the zodiac. The list that was greek gods now has several egyptian gods too. Victory conditions: Influence victory now requires 4 systems at Legendary Increased Legendary influence level requirements by about 50% Added new Iconic level between Influential and Legendary uses original Legendary influence requirement has a 90% defense Astral Gate Pieces now have a prerequisite project Projects: Astral Gate Design: available at Ascendancy Theory tech, costs double what an astral gate piece costs Astral Gate Piece: doubled cost, require Astral Gate Design to build Techs: * all: adjusted costs, the earlierst techs are the same, the later the tech, the greater the increase (more or less), up to around a 70% increase for the last techs. The last of the new techs, Nanocybernetics, is the most expensive. various: adjusted Flavor values Vacuum Engineering: requires Synthetic Composites and Galactic Epistemology, required to build delta (and omega) squadrons, Moonbase, and The Great Rings Park, leads to Mechanized Labor, required for Micromanufacturing Astral Ascension: now requires Alloy Frame Construction Mind-Machine Interface: requires Quantum Control, required to build Nanotech Hospital, upon researching this tech every ship (current and future) is granted the Neural Interface promotion for free Quantum Power: requires Mind-Machine Interface, gives +1 health and +1 happy in every system, +1 move for starships, workers build improvements +25% faster, required to build Q-Missiles, enables Quantum Engines (Speed) promotion, upon researching this tech every squadron, starbase, and missile (current and future) is granted the Quantum Engines (Range) promotion for free Nanocybernetics: requires Quantum Power, +1 health and +1happy in every system, upon researching this tech every ship (current and future) is granted the Neural Interface II promotion for free Events: The Partisans event is in, requiring no specific civic. Also in: Breakthrough and Setback Policies (Civics): Traditional Military: now gives free support for 2 military units Light Ship Doctrine: now gives free support for 4 military units Capital Ship Doctrine: +1 happy from Capital Shipyard Squadron Doctrine: +1 happy from Squadron Factory, free support for 8 military units Traits: A set of secondary traits has been added. Each is a roughly half-strength version of the regular Civ trait. Aggressive: +1 prestige to each unit, +25% to build Training Compound and Flight School Charismatic: +1 happy to each system, +25% to build Interplanetary Beacon Creative: +1 influence to each system, +50% to build National Epic Expansive: +1 health to each system, +25% to build Construction Ship and Cryogenic Granary Financial: +1 credit to each system Imperialistic: +25% to build Colony Ship and Police Agency Industrious: +25% to build Factory, Interstellar Exchange, Institute for Advanced Research, and Industrial Complex Organized: -25% civic upkeep, +25% to build Nutrition Facility and Police Agency Philosophical: +50% to build University, +25% to build Research Lab Protective: light, carrier, and capital ships get free Tracking Equipment upgrade, +25% to build Star Fortress Spiritual: no anarchy, +25% to build any value shrine Leaders: Each civilization has a second leader. This allows play with more players without duplicate names. Each leader has been given a secondary trait, with each of the two leaders for each civ getting a different trait. Buildings, changes to existing: various: adjusted some of the Flavor values Mining Facility: cost decreased slightly (from 45 to 42) Spaceport: reduced credits bonus from 25% to 20%, added 20% trade route bonus Stardock: reduced trade route bonus from 50% to 25%, +1 trade route, Red Syndicate build bonus reduced from 100% to 50% Police Agency: now also gives +1 espionage point Intelligence Center: now also gives +1 espionage point Buildings, new regular: Cryogenic Granary: +1 health, store 10% of food on growth Flight School: +2 prestige to squadrons Moonbase: +1 population limit for planet, extra population does not produce food, +2 research points, can only be built on planets with a moon Nanotech Hospital: +1 influence, +1 health, +1 happy, +5% heal rate Nanoextraction Upgrade: +1 production per population Extended Habitation System: +1 to planet population limit Buildings, new national wonders: Heroic Epic: +100% build for military units, +4 influence National Epic: +1 happy in this system, starts golden age, -20% war weariness in this system, +8 influence Institute for Advanced Research: +100% research, +4 influence Interstellar Exchange: +100% credits, +2 influence Industrial Complex: +20% production for each of these resources: oil, titanium, iron, hydrogen, uranium; +1 influence War College: +4 prestige to each unit, +2 influence Office of the Ombudsman: reduces maintenance (as Forbidden Palace), +1 espionage, +4 influence Buildings, new world wonders: Office of the Auditor General: reduces maintenance (as Versailles), +4 commerce, +4 influence The Great Rings Park: +2 credits, +1 trade route, +4 influence, can only be build on a planet that has rings Botanical Gardens: no unhealth from population, +1 to population limit of planet, +4 influence Workers' Memorial: no unhappiness, workers build improvements 10% faster, +4 influence Military Science Academy: free Trained Officers promotion, +4 influence Universal Foundry: +2 production, +10% production, +4 influence Founders Monument: -20% maintenance, starts a golden age, +4 influence The Arsenal: +15% production for military units, +2 research, +4 influence The Shrine of Knowledge: +1 credit per system with Knowledge, spreads Knowledge, +15% research, +4 influence The Shrine of Power: +1 credit per system with Power, spreads Power, +2 prestige, +4 influence The Shrine of Religion: +1 credit per system with Religion, spreads religion, +1 happy, +4 influence The Shrine of Survival: +1 credit per system with Survival, spreads Survival, +1 healthy, +4 influence The Shrine of Wealth: +1 credit per system with Wealth, spreads Wealth, +15% credits, +4 influence Buildings, unique: Technical Institute: Astrotech UB for University, extra +1 production Research Institute: Avower UB for Research Lab, extra +1 happy Assembly Plant: Halis UB for Manufacturing Plant, extra +5% production Star Citadel: New Earth UB for Star Fortress, extra trade route, extra +15% defense, extra 5% reduction in bombard rate Space Park: Paradise UB for Spaceport, extra +5% credits, +1 influence Starbazaar: Red Syndicate UB for Stardock, extra +2 espionage, +1 influence Public Broadcasting System: Brotherhood UB for Commercial Satellites, extra +5% research, +1 influence Nanoseparation System: Forge UB for Nanoextraction Upgrade, extra +2 credits Units, changes to existing: bugfixes: ships requiring the capital shipyard or squadron factory had it specified using the building class value, but the tag requires the building type value; all have been fixed Scout: +1 move (to 2) Delta Scout: added free improved sensors Omega Scout: +1 move (to 3), +1 strength (to 5), 1 first strike Invasion Ships (all 3 generations): cause some collateral damage (25% rating) to a maximum of 5 units (they can now use the collateral damage increasing promotions) Omega Battleship: strength increased to 54 (it is now also +50% over the previous generation, like all other generational increases) Anti-Ship Missile: changed prereq tech to Military Academies Starbases (all 3 generations): given 20% intercept chance Delta Fighter Squadron: given 5% evade chance Omega Fighter Squadron: given 10% evade chance Units, new: Assault Missile: weaker than A-S Missile (2 vs. 3) but gets +100% bonus when attacking star systems and causes a small amount of collateral damage to up to 2 units Delta Assault Missile: ditto, but strength is 3 (vs. 5) Omega Assault Missile: ditto, but strength is 5 (vs. 7) Q-Missile: upgrade for both types of Omega Missile (longer range, stronger, also does some collateral damage to up to 3 units), requires new Quantum Power tech Q-Squadron: upgrade for all Omega Squadrons, a bit better than the fighter as a fighter and the bomber as a bomber, requires both Quantum Power and Galactic Domination Units, unique: Recon Ship (3 generations): Avower UU for Scouts; can attack, a little stronger, small chance to intercept, small chance to withdraw, receive free unique promotions for extra sensor range instead of the standard promotions which allows it to also take the standard sensor range increasing promotions Long-Range Bomber Squadrons (4 generations): Paradise UU for Bomber Squadrons (all 3 generations) and Q-Squadron; +1 range, +5 increase to both collateral damage rating and collateral damage limit Missile Frigate (3 generations): Astrotech UU for Destroyer; reduced strength (5/8/12 vs. 6/9/14) can carry missiles (2 for omega 1 for others), +5% intercept chance (35/40/45 vs 30/35/40), reduced cost from 50/100/200 to 45/90/180 Rapid Construction Ship: Red Syndicate UU for Construction Ship; +1 move (to 3), +10% work rate Battlecarrier (3 generations): New Earth UU for Battleships; -2/3/4 strength (22/33/50 vs. 24/36/54), can carry a squadron (regular, delta) or 2 (omega). Battlecruiser (3 generations): Brotherhood UU for Cruisers; +20% strength (12/18/27 vs. 10/15/22), bombard rate increased from 10 to 15 Planetary Siege Unit (3 generations): Forge UU for Invasion Ship; +1 first strike chance, increased collateral damage amount and limit and max ships affected, +10% bombard rate (from 0) System Defense Boat (3 generations): Halis UU for Planetary Defense Ship; increased strength (5/7/11 vs. 4/6/9), 1 first strike chance for regular and delta, 1 first strike for omega, speed of omega reduced from 2 to 1 Promotions, changes to existing: PROMOTION_SCOUT_III_SIGHT (the second of 2 that are called "+1 Visibility Range" in the Civilopedia): changed from +2 visibility to +1 (this is used by the Delta and Omega Recon Ship UUs) Advanced Weapons: requires Long-Range Weapons Upgraded Computers: +15% collateral (was +10), +5% withdraw (was 0) Improved Computers: +15% collateral (was +10), +5% withdraw (was 0) Advanced Computers: +15% collateral (was +10), +5% withdraw (was 0), requires Intuitive Computers Upgraded Shields: added tech prereq of Shield Generation Improved Sensors: added tech prereq of Radar Polymers Upgraded Stealth: added a first strike chance Improved Stealth: added a first strike chance Advanced Stealth: added a first strike chance Trained Officers: added a first strike chance Squadron Tactics: added tech prereq of Survivalism Capital Ship Tactics: added tech prereq of Shock and Awe Carrier Ship Tactics: added tech prereq of Squadron Focus Interception I: added tech prereq of Light Craft Manufacturing; now also available to starbases Interception II: added tech prereq of Squadron Focus; now also available to starbases Advanced Bridge: requirement changed to Improved Sensors or Improved Computers Ace: requirement changed to Improved Weapons or Advanced Computers Promotions, new: Neural Interface: +5% strength, 1 first strike chance - given for free when Mind-Machine Interface is researched; applies to Recon Ships, Squadrons, Light Ships, Carrier Ships, Capitol Ships, and Starbases Neural Interface II: +5% strength, 1 first strike chance - given for free when Nanocybernetics is researched; applies to Recon Ships, Squadrons, Light Ships, Carrier Ships, Capitol Ships, and Starbases Quantum Engines (Range): +1 range, +10% strength - given for free when Quantum Power is researched; applies to Squadrons, Starbases, and Missiles Quantum Engines (Speed): +1 move, +10% strength, requires Quantum Engines tech; applies to Recon Ships, Light Ships, Carrier Ships, and Capitol Ships Fusion Weapons: +15% strength, requires Advanced Weapons promotion, requires Fusion Weapons tech; applies to Light Ships, Carrier Ships, Capitol Ships, and Starbases
And here's the new version, v0.2, still in 7-zip format. Install like before:
1) if you installed the earlier version, delete or rename the old Finaler Frontier mod folder
2) copy the Final Frontier mod, renaming the copy to Finaler Frontier
3) copy the contents of the 7-zip file over top of that
4) play
(Finaler Frontier isn't that the same as your Final Frontier Plus mod?)
Hi guys.
I've got here a little mod for FF Plus 1.3 .
I want you to try out my little thingy and report any bugs,
tweaks, suggestions and overall speed of the mod is also needed!
Must note that there are some things missing but majority is done!
Here is the link http://www.atomicgamer.com/files/84753/ffsk (~20MB zipped)
To install: make a copy of FF Plus 1.3 and copy my zipped content to there.
Hi guys.
I've got here a little mod for FF Plus 1.3 .
I want you to try out my little thingy and report any bugs,
tweaks, suggestions and overall speed of the mod is also needed!
Must note that there are some things missing but majority is done!
Here is the link http://www.atomicgamer.com/files/84753/ffsk (~20MB zipped)
To install: make a copy of FF Plus 1.3 and copy my zipped content to there.
Each leader is showing bonuses (ridiculously large, well over 1000000%) to build non-existent buildings, each having one or more of Temple, Monastery, Cathedral, and/or Bomb Shelter.
They are the population...in original FF they are just hidden. They are out because of testing. They are specialist because there isn't any good plots to work on and Capitol provides 2 solts for every specialist.In the city screen I can see that I have a specialist. Where does it come from? No building on the list of buildings in the system provides a free specialist and all of my population (just the one, as it is a new game and my population has not increased yest) is assigned to work on planets.
again for debug purposes. no_name is because i forgot to add the name generation to dll.In the city screen the planets are all show with the name "no name X Y" where X and Y are numbers.
Because it haven't converted to use dll exposed functions.In the main screen, the system preview you can normally get by double clicking on a system is gone.
Traceback (most recent call last):
File "CvEventInterface", line 19, in onEvent
File "CvEventManager", line 187, in handleEvent
File "CvEventManager", line 878, in onCityDoTurn
File "CvAdvisorUtils", line 951, in cityAdvise
ArgumentError: Python argument types in
CyCity.canConstruct(CyCity, int, bool, bool, bool)
did not match C++ signature:
canConstruct(class CyCity {lvalue}, int, int, bool, bool, bool)
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):
File "CvEventInterface", line 19, in onEvent
File "CvEventManager", line 187, in handleEvent
File "CvEventManager", line 878, in onCityDoTurn
File "CvAdvisorUtils", line 705, in cityAdvise
ArgumentError: Python argument types in
CyCity.canConstruct(CyCity, int, bool, bool, bool)
did not match C++ signature:
canConstruct(class CyCity {lvalue}, int, int, bool, bool, bool)
ERR: Python function onEvent failed, module CvEventInterface