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

Any ETA on a patch or is it already up and I just have missed it?

[a separate forum just for FF would be nice]
 
First of all: A great mod Jon! I love what you did with the solar systems.

I have a small issue though (or 2 really):

1) Is it just me or are trade routes not generating any commerce?
Here's a screen of a small city of mine and as you can clearly see, all the base commerce comes from the two citizens:



2) A more or less related question: The hammer and food bonuses for the Syndicate work fine, but I can't tell for the life of me how you implemented them. Can you give a (in this game) modding noob a hint?
 
As Alex has said elsewhere, patch will probably come in a few weeks, but that's not definite.

First of all: A great mod Jon! I love what you did with the solar systems.

I have a small issue though (or 2 really):

1) Is it just me or are trade routes not generating any commerce?
Here's a screen of a small city of mine and as you can clearly see, all the base commerce comes from the two citizens:



2) A more or less related question: The hammer and food bonuses for the Syndicate work fine, but I can't tell for the life of me how you implemented them. Can you give a (in this game) modding noob a hint?
I'll look into the Trade Route issue. As you say, it looks to be a problem.

The Food and Production bonus is applied in the "updatePlotYield()" function in CvFinalFrontierEvents.py file. The changes made for the Syndicate are labelled with a comment.

Jon
 
As Alex has said elsewhere, patch will probably come in a few weeks, but that's not definite.


I'll look into the Trade Route issue. As you say, it looks to be a problem.

The Food and Production bonus is applied in the "updatePlotYield()" function in CvFinalFrontierEvents.py file. The changes made for the Syndicate are labelled with a comment.

Jon

Ah I see, thanks. I guess that function is then called to change the city production, etc.?
By the way, is it intentional that you can build Starbases inside your opponents' territories? It's a bit easily exploited imho (no need for carriers if you use a few well-placed starbases, and they are a lot cheaper from a hammers point of view - not to forget their ranged attack).

Edit: Another thing I just noticed. As you can see I was playing Paradise, but I didn't always get mag-levs when conquering settlements. I didn't saw anything on the lines of creating them in CvFinalFrontierEvents.py either.
Sorry for being annoying today... but I only discovered this scenario yesterday and wanted to let you know what strikes me as odd ;)

Edit2: Forget that about the starbases, they are destroyed when you declare war.
 
Umm, I am guesing you built them when you had open borders than??? This woild make sense as when you declare war any troop inside enemy territory will automatically get moved to outside his territory and Starbase(s) don't move.

Doesn't always work out this way but I try to have a couple of cruisers and a couple of carriers with a couple of battleships and a destroyer or three when attacking. This means though that I am generally waiting until lete game to really mount a serious attack. The AI doesn't make use of the missiles though which tends to spoil the game.
I have had them make use of fighter squadrons but I can't recall any bomber squadrons. I'll have to try a couple more games to check that.
 
Great mod, thanks!

Still, there are a set of problem I've noticed when playing:
1) In spite of Starbases can produce missiles you cannot move missile to a base from another locations. Missiles can only be moved between star systems and from base to star system (not mention cruisers of course). So, in fact, base can only count on self-made missiles and squadrons.
2) Carriers in fact cannot get XPs during active using since their main strike force is squadrons. Own strength/cost of carrier not allows using it as a strike unit so carrier never gets any XPs in battle. It would be great to give XPs for damage caused by squadrons based on the carrier. Btw, the same is true for cruisers which most useful in missile strikes.
 
i didnt notice that anyone posted this before, so i figured i ought to throw it out there.

on many occasions pirates and enemy civs have been in an adjacent tile to one of my cities or star bases, and havent attacked.

ive noticed this often enough i decided to experiment, and created a stack of units of enemies next to my city, and even with overwhelming odds the computer didnt attack me.

ive been playing on prince difficulty, so i know that its not due to my settings.

has anyone else experienced this, or know how to fix it?

i enjoy playing freely, but its just not as fun without the danger of attack...
 
Could there be a technology mid-late game for Civilizations that bans Space Pirates from spawning near their cultural boundaries or just territory in general.

Once all Civilizations research it Space Pirates can only spawn say from Pirate colonized systems and Space Stations which are the only things that can officially reappear and spawn them.

Its just equivalent to the Vanilla's Great Wall except they still can enter your cultures and prowl around them, just not spawn 2-3 tiles near them.
 
Star Fortress could work to prevent Barbarians entering that System. Assuming that the ability itself can be worked for City Culture, not all and included culture.

But whatever, I dont mind. Pirates are food for my units.
 
Hi everyone,
first of all i got to say: fantastic mod :goodjob:

but i have a problem (i think it has already been metioned on the thread, but i found no solution)

Whenever I accept the offer from another faction that they become my vassal all of my starbases lose their culture radius. Can anyone help me with this?

thx, steel
 
Hi everyone,
first of all i got to say: fantastic mod :goodjob:

but i have a problem (i think it has already been metioned on the thread, but i found no solution)

Whenever I accept the offer from another faction that they become my vassal all of my starbases lose their culture radius. Can anyone help me with this?

thx, steel

Yeah I noticed that, too. It's only until the end of the turn though so it's not as bad as you might think.
I believe it has to do with the fact that the game re-calculates cultural influence when you get a vassal (because vassals don't impede on your area unless it's closer to their city than yours and in their city radius) and Jon forgot to add a special case for the starbases which don't really have culture. Therefore, the starbase-effect is reapplied at the start of the next turn.
 
Does the trade route bonus for the Red Syndicate work correctly? I thought at first that it was because systems were not connected, but as soon as I connected them to my trade network I still don't see the +2 routes as they are supposed to have... I also have never seen any foreign trade routes in my games, even if they are connected to my empire...
 
One thing I would like to see is more civs available, Playing with only the max number doesn't feel epic enough and Its too weird having copies of the same civ.

This is the best mod that came with BTS and Great job on all the work you did.

I played both of my games using small setups of fiv civs.

But it is essential more civs be created, or the current civs be given more than one leader each in order for play on larger maps to be more interesting.

joel west
 
I will only list problems here. They are urgent.

All issues are from a Multiplayer perspective and are listed in order of their importance.


Grossly Unbalanced Leaderheads. Why is it that New Earth gets pooched with -2 health and -2 happiness right from the get go with only a free +1 pop to compensate, while the Red Syndicate gets +2 trade routes in every city, bonus hammers for every city, 50% faster production on a SLEW of things.. etc? This isnt balanced. Some civs have negatives that far outweigh any positives they have. It's like the developer quietly worships Mikail Gorbachev.

Synch issues when using Ranged Attack command from Starbase

Players fall out of synch when 30 str Starbase Ranged Attack ability is used on pirate vessel. Has been tested to be repeatable.

Slow movement of units and slow road construction,
This one speaks for itself.

Lack of Production and general standard resource balance vs unit and structure costs
Speaks for itself..15 hammers in a solar system is a nightmare when every solar system improvement ( as a replacement for workers upgrading tiles) is a city project rather than something an external worker unit does. until this severe drought of hammer and coin, Buildings ought to be FAR cheaper... because so many duplicates of them have to be created just to bring a new city to the point where it turns a profit compared to it's maintenance costs!

Happiness and Health problems in abundance
When every civ that isnt headed by a Gorbachev lookalike has some direct -health or -happy penalty that they can't shake, even pathetically small cities become a bear to manage. Playing the Paradise civ, cities start displaying red frowns at only 4 pop, in a game with such a limited Hammer model that addressing these Quality of Life issues is nightmarish.

Mod needs a balancing pass..
 
1 more pop at the start isn't worth much? If both citizens work the same planet, that city is producing twice as much food, hammers, and commerce. This means that it will grow to the next size sooner, produce units/buildings sooner, and be able to produce more gold/beakers/EPs/culture (if you use the culture slider).

As for the slow construction, I think that is because Jon Shafer forgot to remover the -25% penalty for building improvements on Tundra (which is what Space is without the art and name change).
 
As for the slow construction, I think that is because Jon Shafer forgot to remover the -25% penalty for building improvements on Tundra (which is what Space is without the art and name change).
Oh snap! That explains a lot.
 
Now for [some] suggestions...

Resources: just add more! :p
I have played two games of FF. The first I attacked everyone, so trading was not possible. The second I attacked nobody and trading was not offered by a single other civ (by the point I had the lead in points). :eek:

Hence building more of the same resource only helps if the first is attacked and destroyed. If seems unlikely to be tradeable. :crazyeye:

If the designers aim to give the option of even bigger star systems, either there needs to be another resource that gives health and another one that gives happiness, or habituation needs to be allowed more than once on a planet (so more sports arenas and recycling centers can be built).;):cringe::health::yuck:
 
why remove the great generals?
They are not gone.

In my FF game both I and the AI had it least one great general created.

The GG gives either XP to a stack, or allows a city to build military units 50% faster.
 
Hey all, just poping in with my two cents- first of all top notch mod, definatly pushing the envolope with this one!

My first point is, well -as everyone else- planetary buildings.

In normal civ I have to make choices between money, production and food when I'm improving the tiles but in FF I can have my cake and eat it by building mining and farms etc. on each planet...

What if each planet was only able to build one type each?

So I could either build a farm or a mine or a commercial site on each planet- and building a different type would demolish the first.

Yea I know what your thinking, a planet is a big thing and should have plenty of room for both, but specialisation is the key to maximum production- even if your talking about whole planets!

This change would involve some rethinking about the civs. Namely The Forge civ has to have at least one three food planet in a star system in order to grow past pop one in that system since one of the traits of the Forge is to lose the first food a star system produces (ie two food max star system will only produce one food max on the first populated planet). Hence all production for The Forge in a two food max star system has to be directed towards building a nutrional facility on one of the two food planets in order to grow. However that planet may no mines or coins.

Hence the current thinking about civs encourages every planet to have extra food, mines, and habitation (all +1 to the base). Until civ traits that encourage such thinking are modified all planets need access to building all the above extras.

joel west
 
Since your constructor ships take a while to make a starbase the AI can come in and build a starbase next to your constructor. If they do, their influence overrides yours, wasting your constructor.

Not necessarily. The AI got the jump on building a starbase by one turn, but both starbases completed. Mine was next door to my civ so the starbases bombarded each other until I showed up to add additional firepower. Then the other starbase, even though it was completed one turn before mine, was toast.

I found out later starbases do NOT expand cultural influence other than "color" the 25 tile grid around them. The two next door starbases split the cultural influence in the tiles around them.

You can't seem to really do much about health and happiness in your cities. It seems to be beyond the control of the player. If you want to go the military route, your options are limited.
Not true.

1)
Build connections to the health and happiness resources, or

2)
build sports arenas and recycling centers.

Spoiler :

. . . on EVERY PLANET in the star system!:lol:
 
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