What is the biggest problem in Final Frontier

What is the Biggest problem with Final Frontier

  • Not Enough Resources

    Votes: 77 22.0%
  • Not Enough Wonders

    Votes: 94 26.9%
  • Tech Tree is too Short

    Votes: 112 32.0%
  • No UU's and UB's

    Votes: 76 21.7%
  • Not Enough Buildings

    Votes: 36 10.3%
  • Slow Movement System

    Votes: 92 26.3%
  • Pirates

    Votes: 45 12.9%
  • Not Enough Units

    Votes: 56 16.0%
  • Problems With Diplomacy

    Votes: 35 10.0%
  • Not Enough Improvments

    Votes: 61 17.4%
  • Bad AI/Bad Auto-Explore

    Votes: 90 25.7%
  • All Of The Above

    Votes: 63 18.0%
  • Other (Name it and Describe it)

    Votes: 42 12.0%
  • None Of The Above

    Votes: 12 3.4%

  • Total voters
    350
How about ways to capture enemy starbases? UU's? UB's? New units like gunships, frigates, Multipurpose ships...
 
Those are good ideas for an expansion mod.

Although the 'everybody has access to everything' ideal in this mod I like.


-marine :mad: Invasion ships are a cool idea to capture starbases. and other ships for that matter. (capital ships only) [free assaultMarines-upgrade]

Marines that can hop aboard any ship that has 'assaultMarines-upgrade'.
Having the upgrade enables the unit to carry marines, that act like Anti-Ship-Missiles as far as target selection in stacks goes.
(I guess the most powerfull unit in a stack)
Once launced, the marines either capture their target or die.
Capture succes defenders level and whether the ship has any marines of it's own. Marines give +100% chance to defence. (or should there be combat between them? complex!)

Spies?:mischief:
can be transported to enemy targets by Stealth-ship.
can perform a number of spy missions once on an enemy planet/starbase.
can bribe solitary units not belonging to own faction.

I can't really see the what a gunship, frigate would add.
a cheap anti-capital ship light ship? a powerfull shortrange bomber?
Multi purpose ships are already there... if you get the right upgrades.

UU and UB. Could do, but that would involve new art.:cool: An Alien faction would be fun, as a random event. AArgh! aliens are invading! :cry: or Argh! the Inhabitants of planet X have turned into mindless teknozombies! :scan:
 
Hmm, maybe a mystery barbarian planet where it's got a lot of cool things if captured, but is defended by a Guardian.
Something like Master of Orion, where you can find Orion and there's a Guardian defending it and if you take it out, you get Orion...
I have no idea what Orion does, because I haven't played the game.

So yeah, a mystery Orion system that has a lot of cool things would be good (maybe call it Planet X?)
 
No Alien Civs. Instead, Why not add colonies that have rebeled from the PDE?

Multi-purpose ships would be ships that can attack, defend, and carry missiles and squadrons. For gunships and Frigates, let the following list clear it up.

Top=Most Powerful in stength (Special Properties shown in ())

Battleship
Dreadnought (1 squadron, 1 Missile)
Frigate (can carry 1 squadron)
Heavy Cruiser (10% Interception, 1 squadron, 1 Missile)
Cruiser (2 Missiles)
Man O' War (25% Interception, 1 Missile)
Destroyer (50% Interception)
Destroyer Escort (70% Interception)
Gunboat (90% Interception)
SuperCarrier (6 squadrons)
Carrier (3 squadrons)

P.S. "arexack heratic" your mod that you posted did not work. Unknown problems with XML.
 
But an Orion system would be awesome! It needs to be in the game

Even Earth could be added, what's left of it that is (is there Earth in the scenario?)
 
sorry about that tinker. I'm not in a position to check the mod right now, but will as soon as I get home.
It worked for me, but maybe I forgot to include a file when I packed it.


[edit: Oh wait! I have BtS installed on a laptop here, I can DL and Install the mod.]
[edit2: Installs fine. works ok. only to many options in the worldtype setup. Could you post the error you get? You DID copy the final frontier folder and overwrite the files into the assets folder right? (I just packaged the altered files.)]

As for those multi-purpose ships, thanks for clearing that up.
I don't think units are able to carry more than one type of domaintype group/unittype of units though, so combining missiles with fighters is probably not possible. (IIRC)

@StylerSj: Or a Raxxla planet defended by hordes of very experienced (elite) barbarian units! (If you know what I am referring to, you are showing your age. ;) )

@tinker again:
No Alien Civs. Instead, Why not add colonies that have rebeled from the PDE?
lol haven't we all?...except for the newEarth faction.

Anyhow to ADD factions, we need good ideas to distinguish them from the other factions.
One idea could be a fighter oriented faction:
-starbases producing fighters iso missiles.
-no access to the capitalship or lightship doctrines.
-All ships start with the cargobay +1 upgrade.
-a UU in the form of a battlecarrier. (a cruiser that carries airunits i.s.o. missiles.)

idea 2:
Would it be possible to partially revive the old city mechanics and introduce an asteroid dwelling faction/race?
using the starbase as a city and small (maybe constructors reduced in size) animations to signify worked asteroid belts. (production)
-maybe other benefits from other features (power from radiation clouds, food from water?)
-add SpaceDweller trait: no damage from radiation. (add line in radiation damage routine to check for this)
-Needs new improvements: biodome asteroids for foodproduction, power sats for power(money) extraction.
 
By Rebeled Civs I mean a Civ that rebeled from the PDE before the Timeframe of the game. And why not and the PDE?

I like the asteroid civ idea. but how about they can build both asteroid and star system settlements. I also like the fighter civ idea but you should be able to shut off production. as for the multi-use ships, just make squadrons and missiles share space. also, how about more squadron units and playable barbarian civs. also include the colony system from epic. the game also needs starbases that produce culture and other starbases that act like mini-cities/planets. there should also be different terrain features too.

P.S. Please no Alien Civs/Races!!!!!
 
I agree with almost all of the points that the poll says, but I voted other.
This is because in the table of contents for the latest BTS patch, it seems that they are going to address problems of the diferent scenarios too. But also because the thing that anoyed me the most was that many of the features that where introduced in BTS have been take out for this scenario.
There is no active Espionage and no corporations, it seems that there is also no Blockading option to interupt trade among other things.

This is why i haven´t played the scenario any more scince the first day.
I don´t want to play Civ IV in space, I want to play Civ IV BTS in space.
 
I agree that there is a problem with the exclusion of the BtS features, and I hope that the modders will adress that problem.
 
I want wormholes! they connect two distant parts of the map and allow for more dynamic gameplay. maybe make a tech to reveal them and a bit later on to use them, maybe you ( or rather any player) need a starbase or some other structure on it to work it out.
 
To solve the Transportation problem, we should not include wormholes but in clude two things:

1. "Hyper lanes" Like jumplanes but movement of 40 instead of 8. They would be availible at the tech level that jump lanes are at now, and jump lanes would be lowered.

2. "Hyper Lane Portal" Works like the epic game's airport and can tranport any ship.

Another suggestion, we should bring back great people. Perticularly great generals (Fleet commanders). there should be different types of fleet commanders as well (fleet commanders that can be assigned to any type of ship but specialize in one kind of ship. there would still be generic commanders, though.

We should also make more values and each value should have it's own UU in addition to a UB.

As a final note, we need to make corperations and allow colonies. we need to include more BtS concepts.
 
Scouts really need to have 2 movement.
 
Who says the people guarding Orion have to be aliens? Perhaps rebels with really cool tech that was used to destroy Earth and now they're hiding on that planet, ready to fight again
 
make one of the asteroids a hidden "magic bean" that you have to transport back to your home planet and cultivate before the others.

after the right technologies, you have to get the beanstalk to grow to the top of the universe where you can then climb the magic astro-beanstalk and slay the evil giant that lives there.

of course - this won't be cheap; it will cost you an astro-cow
 
Perhaps make it a quest. Oh and you can only defeat the giant with the Omega Battleship as he's quite powerful (sort of like that dragon in the Age of Ice mod)
 
Here's a patch for the pirate problem. Pirates can only spawn in plots that are at least 5 plots away from any visible plot. This should be enough to stop them from spreading in your empire. With iNoBarbRange you can modify the range.

Edit in CvFinalFrontierEvents.py the function doPirateSpawning. The comments say what to replace.
Code:
					#MOD BEGIN
					
					#Original Code
					
					# Loop through all teams to see if anyone can see this plot
					#for iTeamLoop in range(gc.getMAX_TEAMS()):
					#	if (gc.getTeam(iTeamLoop).isAlive()):
					#		if (pPlot.isVisible(iTeamLoop, false)):
					#			bPlotValid = false
					#			break
					iNoBarbRange = 5
					
					def clipToMap(x, y):
						w = CyMap().getWidth()
						h = CyMap().getHeight()
						
						if x < 0:
							x += w
						if x >= w:
							x -= w
						if y < 0:
							y += h
						if y >= h:
							y -= h
						return CyMap().plot(x, y)
					
					def isValidPlot(x, y):
						for team in range(gc.getMAX_TEAMS()):
							if (gc.getTeam(team).isAlive()):
								center_x = pPlot.getX()
								center_y = pPlot.getY()
								for x in range(center_x-iNoBarbRange, center_x+iNoBarbRange):
									for y in range(center_y-iNoBarbRange, center_y+iNoBarbRange):
										if (clipToMap(x, y).isVisible(team, false)):
											return false
						return true
					
					if not isValidPlot(pPlot.getX(), pPlot.getY()):
						continue
					
					#MOD END

I have also a patch which removes junk systems. It also values hammers a lot more than commerce so the overall tech speed should be slowed down and building speeded up. I'll have to play a few games to see if this addresses the problems of a too small tech tree and a IMO too slow game.
 
I've just been thinking, why not have Final Frontier-esque mods that are theamed after sci-fi movies and games. How about a Star Wars space mod? A Nexus: Jupiter Incident mod? Or how about a Halo mod?

If anyone would like to endorse or follow up on these ideas, please let me know on this thread.:scan:
 
I can't believe people complain about pirates. I'm on turn 300 of a non-tech-trading agressive-AI raging barbarian Prince-level marathon game on a Large map. Three planet defenders in a city ALWAYS prevents pirates from taking a planet. A bomber + a fighter +city defender prevents pirates from pillaging your warp-lanes. Yes, your planet defenders should fight when they have too.

My settings also keep the map large enough so it feels like a universe. It certainly doesn't feel like prince level. No tech trading keeps the tech race from going crazy. On marathon, you really have to be careful on the techs you choose to research.

Anyways, I'm still a newb who's yet to finish a game because I've been having lots of fun playing early games on these settings. Once I adapted, I've seen no real problems with the game so far. The late game is worrying, though. I see this "Doomsday" weapon coming up soon in the tech tree...

But, one of the reason I haven't installed the latest update is that it says they dimmed down the pirates. Why?
 
Time loading between turns. Its beyond human comphrension that it can take so long. must be all the colours/textures used on the eye candy.

damn shame.
 
Top Bottom