Final Frontier: Problems & Issues (Post-3.13 Update Available)

I have two screen shots from the game that I find... Weird in a humorous sense.

The first screen shot is of three health resources that can never be accessed for all eternity. Why, you may ask? There is a nebula serving as sort of an "inlet" to the resources. This is one of the reasons why I like nebulas: They can act as bottle necks in times of war. However, in this case, the nebula is not to be liked as the entrance is blocked by a super nova that construction ships can't go through. Even if I could somehow get my culture over those plots, I couldn't build extraction facilities over them. The inlet would make a good place to stage a "last stand" if you lost all your star systems and "total kills" was on, though.

The second screen shot is a large outcome in the United Planets I wasn't expecting. I guess great minds really do think alike...
 

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Hi everybody.

I can select the options for the game, get the tip(s) displayed while the game is 'built' but when the interface would show up the game crashes to the desktop and prompts to send an error report to microsoft.

Any ideas?

Thanks.
 
I posted on the bug forum before finding this thread...apologies for the cross-post....

In essence, I posted a saved game where the game will crash after you select an action for the scout that has focus. I think the mod shows promise (this was my first game of "Final Frontier" and I hadn't gotten too far into it when I came to this show-stopper). I look forward to being able to check it out further.

http://forums.civfanatics.com/showthread.php?t=243714

Thanks,
fred
 
don't know if its been mentioned, too lazy to read the thread.

I really like it that fighters and bombers can actually destroy other ships. so far my experience on the epic game indicated they couldn't.

so, please go the next logical step and give them experience and promotions. that does of course make fighters and bombers and carriers more dangerous but you could compensate this with either making destroyers stronger, making part upgrades vs squads better or giving more ships a small chance for interception. there are other ways, but I really think this should be in and it isn't.

oh and can we have an indication like in the city founding process when you build a starbase? I really misplaces one just now because I couldn't calculate the distance correctly.
 
I've got no idea what you are discussing in your last question.
Are you referring to the range of influence of starbases? If so, just turn the grid on, the range is a square area two tiles in every direction.

As for the squadrons, according to the BtS pedia, fighters should get EXP when they survive a mission. This is as far as I can work out not implemented in FF. As evidenced by upgrades for squadrons this was however intended by Jon, so I feel faily certain he will fix it in one patch or another.
In the meantime, you could download my unofficial fix mod that gives fighters a small initial prestige bonus.

And there is a way to give ALL ships a chance at interception and that is via the parts-upgrades. (there is a promotion that gives +20%_intercept_chance or so)
 
As for the squadrons, according to the BtS pedia, fighters should get EXP when they survive a mission. This is as far as I can work out not implemented in FF. As evidenced by upgrades for squadrons this was however intended by Jon, so I feel faily certain he will fix it in one patch or another.
In the meantime, you could download my unofficial fix mod that gives fighters a small initial prestige bonus.

And there is a way to give ALL ships a chance at interception and that is via the parts-upgrades. (there is a promotion that gives +20%_intercept_chance or so)

The reason that squadrons are not gaining experience is that the XP values are set to 0 in the Units XML. Change those values to the 4/4 that is in the standard BTS XML file and you will start gaining experience for squadrons.

The Promotions with interception chances only become available to units that already have an interception chance. So the destroyers can get the Interception I and II promotions but the PDSs can't even though they are both the same UnitCombat. If you give a PDS a base 1% chance of interception then the interception promotions will be available. You would also need to add the other UnitCombats to the Interception promotions in the Promotion XML if you want Battleships and such to be able to get the promotion.
 
I've got no idea what you are discussing in your last question.
Are you referring to the range of influence of starbases? If so, just turn the grid on, the range is a square area two tiles in every direction.

As for the squadrons, according to the BtS pedia, fighters should get EXP when they survive a mission. This is as far as I can work out not implemented in FF. As evidenced by upgrades for squadrons this was however intended by Jon, so I feel faily certain he will fix it in one patch or another.
In the meantime, you could download my unofficial fix mod that gives fighters a small initial prestige bonus.

And there is a way to give ALL ships a chance at interception and that is via the parts-upgrades. (there is a promotion that gives +20%_intercept_chance or so)

ad 1) the same button that turns it on in the epic game? thought of that and tried it, but it shows only some very strange graphics, like very dense vertical lines, I can try to get you a screenshot if you're interested.

ad 2) ah, good. I thought I remembered that the fighter experience ability was active. after all I killed a whole bunch of ships with bombers and fighters and never got a single experience point out of it. those are btw very nice for defending against pirates (except obviously against destroyers) and unescorted battle groups.
 
Memphus and I seem to both have a problem with our games. They both view the starfield not where our ships or planets are, but to the right and up a bit (he has posted a screen shot in post #86, page 5). Has anyone else seen this? More importantly is there any fix to this problem? I'd love to try this mod out, but have not been able to.

Any help would be appreciated.
 
In the changelog for the 3.13 patch I didn't see a fix for the culture from starbases. At present it is backward and new starbases overwrite culture from older Starbases. If it is not too late this is an easy fix.

Remove or comment out aaiStarbaseList.reverse()on line 900 of CvFinalFrontierEvents.py
 
Does anyone else have this problem? Each time I produce a colony ship and try and move it on top of a solar system via the go to command it doesn't move an inch and displays info about the planets in the solar system instead. Anyone have an idea what to do with this? I don't want to have to stop playing FF, its my favorite BtS mod :(
 
This file will fix 2 problems with Final Frontiers.

1. Reverses the sort order for Starbases so that culture (actually just plot ownership) from older Starbases takes precedence over newer starbases, newer Stabases could otherwise be used to crowd out older ones.

2. changes the uncolonized system info popup from a left click to a double left click so that it no longer interferes with unit selection and goto commands.

Unzip and replace the existing file:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Final Frontier\Assets\Python\CvFinalFrontierEvents.py

View attachment CvFinalFrontierEvents.zip

Always remember to backup the original file.
 
Huh, never would have guessed that the code for Starbase culture and star system info would be in events.py...
 
Huh? Rex in the directory you gave me (Firaxis Games off Program Files) I only found one notepad file called ThemeParseLog and no others... definitely no Civ 4 BtS folders. Now what do I do? :( (I installed the original Civ4 off the Civ Chronicles collection, if that's somehow relevant to this). I'm very sad, I want to go back to my FF playing days like before the latest patch :( :( :(
 
Huh? Rex in the directory you gave me (Firaxis Games off Program Files) I only found one notepad file called ThemeParseLog and no others... definitely no Civ 4 BtS folders. Now what do I do? :( (I installed the original Civ4 off the Civ Chronicles collection, if that's somehow relevant to this). I'm very sad, I want to go back to my FF playing days like before the latest patch :( :( :(

Not sure where you would find the files then. Try searching your Program Files for "Final Frontier" or if you right click on the link to launch the program and select properties it will show the path, that should help you find it.
 
Are you sure you didn't use a different application path than default when you installed Civ IV?
 
Unzip and replace the existing file:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Assets\Python\CvFinalFrontierEvents.py

View attachment 161816
.
shouldn't this read "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Final Frontier\Assets\Python\ CvFinalFrontierEvents.py
 
Nobody brought it up but after I installed the patch the missiles produced by my starbases appear on the closest planet and I can't rebase them to a starbase. Anyone else have this problem?
 
This has been around for a awhile, but it seems that the situation has changed with the new patch. Since 3.02, missiles produced by Starbases stayed on the tile that they appeared on until they were ordered to move somewhere else. The problem is that Starbases don't have cargo space for missiles, so once you move a missile you can't get it back to the starbase. In patch 3.13, missiles seem to automagically move to the nearest base that can carry missiles.
 
Yeah but that doesn't make much sense. It's way more useful to missile the crap out of the enemy when they're out of the base range in order to protect the resources than it is for the missiles to automatically get shipped to the nearest planet. After all it's the base that produces the missile so why shouldn't it be able to stock up on them?

Maybe there's some python-fluent people who can find out what lines to change to get rid of this.
 
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