Final Frontier Plus

So in what directory this mod has to be installed?

If you have the "regular" install of BTS (that is, you bought Civ 4, then BTS), it will be:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

If you have this installed on a 64-bit system, substitute Program Files (x86).

If you have the Steam install, or the Civ 4 Complete install, it will be a bit different. But it will be somewhere in Program Files, or Program Files (x86).

However, the installer should find it automatically.
 
I have the Civ4 Complete package and the Installer wants just to put it in "C:/Programms". I'm still using XP 32 Bit.
My Civ4 FinalFrontier directory is "D:\Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Final Frontier".
And since I'm realy enjoying the final frontier mod I'm looking forward to use the mod's mod (also I'm not quite sure what it does, but it seems to promise more fun). :goodjob:
 
I have the Civ4 Complete package and the Installer wants just to put it in "C:/Programms". I'm still using XP 32 Bit.
My Civ4 FinalFrontier directory is "D:\Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Final Frontier".
And since I'm realy enjoying the final frontier mod I'm looking forward to use the mod's mod (also I'm not quite sure what it does, but it seems to promise more fun). :goodjob:

Okay, then when you go to install it, type out (or copy) this:

D:\Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Final Frontier Plus

As for what this mod does- it's intended to be what the name says- better Final Frontier. Much faster, better AI, more features, etc.
 
If I try to install into that directory it says: The Source File "\Mods\Final Frontier\*" does not exist. The same error occurs if I try to install it in the Final Frontier directory. :-/
 
If I try to install into that directory it says: The Source File "\Mods\Final Frontier\*" does not exist. The same error occurs if I try to install it in the Final Frontier directory. :-/

Try the full download version instead.

I think I know why the other version won't work on full downloads, but I'm not sure how to fix it.
 
It probably isn't just you, but I suppose it could be... :dunno:
(There could be more than one problem, and the one you are having could be unique to you. Probably not, but it is possible.)

The "requires you to have the regular Final Frontier still present" version does work for most people, including me. That's how I got my 1.63 installed.
 
Hmm. Looks like an issue with WPC- I tried downloading several other > 10 MB files and they don't work either.

The trouble is most likely due to the fact that the installer knows it's supposed to copy files from (registry path)\Mods\Final Frontier. If there is no "Mods\Final Frontier" folder under what it thinks the registry path is, it won't work.

You might be able to fix it by creating a Mods folder in whatever path the installer says is right, then copy the Final Frontier folder there.
 
Wormholes: Does the pathfinder know how to use these teleportation tiles? ie if your unit is standing next to a wormhole and you order it to move to a far-away tile which is close to the wormhole exit, will the unit know to move through the wormhole?
 
Can someone pls provide an alternative mirror for the big download?

God-Emperor can if he wants; I don't really like the file hosting alternatives (which is why I ended up using WPC). I've talked to Dale about the problem and he's trying to figure it out, but WePlayCiv did just update their forum software and so they're having all sorts of other issues at the moment.

What I can do, if you like, is compress the contents of the patch download into 7z format and upload it to CFC. You'd have to manually copy it, though. This is what I did originally before the install script. Would this be okay?

(Sorry for the really late response, by the way... I've been a bit busy lately).

Wormholes: Does the pathfinder know how to use these teleportation tiles? ie if your unit is standing next to a wormhole and you order it to move to a far-away tile which is close to the wormhole exit, will the unit know to move through the wormhole?

No, unfortunately. :(

Sometimes people say that they see the AI using Wormholes, but it has to be a coincidence. For instance, once the endpoint of a wormhole in my territory was very close to another civ across the map, and when they declared war their fleet travelled through the wormhole and attacked me from there.

I think it's because there's so much hostile terrain around that there's actually a not-too-bad chance of the wormhole lining up with that path.
 
Is the AI supposed to not know what to do lol?

I just played for over 2 hours, had 6 systems and wasnt seeing much of anyone else. So i thought hmm. jumped into the world builder to check it out, and sure enough only 2 of the other 7 races had colonized another planet.

How is this possible? I feel like i am pretty far into the game already, i am working on that domestic tech to build recycling centers... and am working on connecting all planets and the AI is still only with capital? They dont stand a chance and i dont see much point in continuing.

I did have some help, i 2 of the planets i explored joined my empire, and ive gotten like 4 techs from goodie huts, but i also have 9 scouts and 9 frigates all exploring....

Is this normal, or what is messing up the AI... i did spiral galaxy?

Back to vanilla i think for me :( ... overlord mod did similar, AI was sucking bad... oh and im playing on noble i believe.
 
It is highly variable from game to game. Part of that is the exact nature of the home systems since some are definitely better than others. Another part is the quality of nearby star systems.

And, of course, the goody huts are highly random. Their placement is random, as well as what you get from them. Getting 2 colonies for free is highly unusual (so is 4 techs, I typically get 1 or 2) - that is the lowest probability thing that you can get from them. For a ship that can get bad events each alien civ type goody has only a 1 in 11 chance of giving you a colony like that on Noble difficulty, there is a 2 in 11 chance that they will shoot down your ship, a 2 in 11 that they will give you a map, a 2 in 11 that they will give you a tech, 2 in 11 for the smaller amount of money, and 2 in 11 for the higher amount of money. For scout ships that can't get bad events, it is 1 in 9 for the new colony and 2 in 9 for all the rest except getting shot down. A disadvantage to getting a free colony is that they are often very far from your capital and therefore can start out costing you more in maintenance than they are producing in combined money and research and can take quite a while to correct that situation and to connect to your trade network.

You didn't say what map size you were using, but from the 7 AIs it is probably a large size spiral galaxy. With anything other then very dense star systems your "fair share" of star systems is probably only somewhere around 7 or maybe 8. You can see that 2 free ones is a significant bonus, particularly when you consider how long it takes to build a colony ship and an escort of some sort and get them moved to another star system in the early game. When you were in the world builder did you notice if they had any colony ships in transit?

Yet another random factor is the pirates. There are games when you only occasionally see them, and there are games when they seem to swarm all over you in waves.

If you don't have the domestic development tech for recycling centers then you are probably a little under 1/3 of the way through the tech tree. There are some important things that haven't happened yet - like the space pirates getting more nasty (they don't get bad until they enter the second era, which happens when something like half of the players are in the second era, when the pirates get delta destroyers). It depends on exactly which techs you have, but you may not have entered the second era yet, and maybe none of the AIs have either.

It is possible for them to have sudden surges of activity. You might want to check the foreign advisor screen that shows what techs they have to see if you are very far ahead. They are paying a lot less maintenance than you are, but that may not matter if your systems are fairly well developed (but before they got developed, they may have been teching faster than you, aside from your getting multiple free techs). It is possible to crash your economy from expanding too fast, although usually not as badly as can happen in regular BtS. The AIs sometimes have large increases in their economies once they get a colony or two connected via a trade route (especially the Red Syndicate, of course) and do sometimes go through a strong expansion phase where they suddenly spam out colony ships all over the place.

You didn't mention founding any values. If you didn't, then you may not be a well off as you think because that would mean that they beat you to the techs, and they are probably getting some shrine income (although not much at this stage of the game). This can also explain a slow start - they do like to build the shrine shortly after founding the value, which takes quite a while in the early game - perhaps as much as 20 turns.

In short (too late), if they are not very far behind you in tech (or even ahead) then one or more of them could catch up. If they are all well behind in tech then it may not be possible.

But your next game could be entirely different.
 
Thank you for the detailed reply. I was a little disapointed but that has given me hope to try again.

I think i will keep better eye on the AI next game. I did get really lucky with my start. I had 2 systems really close to my starter system, and the free colonies.

I was playing on huge. my numbers were estimates.

The only guy with lots of colonies was the new earth guy, he seemed to be doing ok. and 2 other cities were constructing colony ships.

my capital city was a little smaller than some, as i was building several colony ships. I got tons of goody huts/inhabited worlds. It was a big advantage to send out so many scout ships. I controlled them all manually and was collecting as many goodies as possible... thoe STAR CHARTS are useless LOL...

As far as values, I had founded 3!!! I rushed to found wealth at the beginning, and the rest were just by chance.


Can you recommend the best settings for a good game? number of civ, map size, map details? I think i will try playing a smaller map with the normal flat map mode.
 
Thanks for a good mod-mod.
I just discovered Final Frontier, for some reason it never happened to me in years to even click on it.
Then i went to look for some mod-mod and yours is just what i expected: it not only fixes some hole in the original one, but it adds interesting things like NW and WW, just to mention some.
It has more the flavour of the base BtS, with a nice graphics and new challenges.

I'm playing my first game on Monarch (somewhat below my usual level) and i've had the "colony event" from hut (pardon... fom a wreckage). It was from the Civ 3 era this won't happened to me, great idea.

My competing AIs are all doing very well (but one), i has some problem to keep me in competition, due to an overexpansion strategy, which now is paying off.

I tweaked a bit some building (mainly wonders), just to have them worth the investment in hammers or giving them a production bonus (like titanium instead of marble for the HE).
I've also seen that (like in the base mod) the first cultural step is doubled and i've found this very annoying. So i doubled the religion culture and moved the religion buildings to 5, to obtain roughly the same result as in a normal game.

To finish, thank you a lot for your good job, i'll watch if new releases will be posted.
 
:deadhorse:

I just wanted to do that. :)

Anyways, what I really would like to see modded in Final Frontier would be the ability to, somehow, see the buildings you're building instead of just having bonuses to look at for your planet when supposedly "build" something.

Also, the lack of humanoid characters is understandable in a mod like FF, but perhaps it could be taken to the next level and one could play FF like an onion, in which one can explore every planet and battle other other civs on every planet, a bit like the game Star Wars: Empire at War.
These are just mere ideas for a broader spectrum of things, but I think they would be fabulously cool if successfully implemented.
 
:deadhorse:

I just wanted to do that. :)

Anyways, what I really would like to see modded in Final Frontier would be the ability to, somehow, see the buildings you're building instead of just having bonuses to look at for your planet when supposedly "build" something.

This is... possible, if implemented in the same way as Civ 3's "look at the city screen"- a new screen.

But it would be a lot of work, and I know nothing about adding new screens. Or putting graphics on it. Or converting the building graphics of a city to be graphics on a new screen...

So the simplest way I could see this done is to add a new screen that has something like the Colonization's city screen's map of buildings, and is activated for each planet.

Also, the lack of humanoid characters is understandable in a mod like FF, but perhaps it could be taken to the next level and one could play FF like an onion, in which one can explore every planet and battle other other civs on every planet, a bit like the game Star Wars: Empire at War.
These are just mere ideas for a broader spectrum of things, but I think they would be fabulously cool if successfully implemented.

Well... I never like to say that anything is impossible... but I can't really see how to do this.

Dynamic mapswitching is possible, but it's tricky and impractical because of the time it takes to do. I implemented a hackish Python solution at one time that used Worldbuilder to do it for 20x20 maps, and even that.

Plus, even if was possible, lots of things would need to be recoded to ignore solar systems on the planet maps.

So this is not something that I would spend time working on. It might be great for a modmod(mod)- if that person was really good in Python and DLL modding, and if it's possible at all.
 
Is the AI supposed to not know what to do lol?

I just played for over 2 hours, had 6 systems and wasnt seeing much of anyone else. So i thought hmm. jumped into the world builder to check it out, and sure enough only 2 of the other 7 races had colonized another planet.

How is this possible? I feel like i am pretty far into the game already, i am working on that domestic tech to build recycling centers... and am working on connecting all planets and the AI is still only with capital? They dont stand a chance and i dont see much point in continuing.

I did have some help, i 2 of the planets i explored joined my empire, and ive gotten like 4 techs from goodie huts, but i also have 9 scouts and 9 frigates all exploring....

Is this normal, or what is messing up the AI... i did spiral galaxy?

Back to vanilla i think for me :( ... overlord mod did similar, AI was sucking bad... oh and im playing on noble i believe.

GodEmperor has already replied in detail, indeed, but a similar experience won´t likely occur on FF mods (such as deanej´s excellent Star Trek and - dare I say? - even MOO2Civ). As mentioned Noble difficulty isn´t too hard, but this can be corrected by choosing a (bit) higher difficulty and the various game play Options available. ;)
 
first of all thanks for improving Final frontier.

I had no problems using the version which required one to have Final Frontier on
ones computer. Final Frontier Plus v1.63 worked perfectly.

Than I to want to save space & downloaded the full version + patch.
I deleted the previous installed Final Frontier & Final Frontier Plus and installed the full version & patch.

I loaded it with Civ 4 BtS advanced -> load mod

Then Civ 4 BtS responded only with "GFC error: failed to initialize the primary control theme.

According to google search results that seems to occur, when Civ 4 is installed in unusual places.

My CIV 4 BtS v3.19 installed under f:\Games\Sid Meier's Civilization IV\

Any Chances of fixing that ?

Sorry for somewhat strange english, it isn't my mother tongue.
 
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