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#1 |
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Deity
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Final Frontier Plus
Final Frontier Plus- A Modmod of Final Frontier
v1.81 Released 6/27/12! Final Frontier Plus is, as the name suggests (and as the readme will tell you if you read it), a modmod of Jon Shafer's Final Frontier mod/scenario included with Beyond the Sword. Unlike most of the existing Final Frontier modmods, it is not a total conversion; instead, it is an expansion of Final Frontier itself. The goals of the project are threefold. The first goal is to significantly improve the speed and reliability of Final Frontier. Through a handful of merged speed mods, as well as countless bug fixes accumulated over the last few years, we have mostly accomplished this goal. Final Frontier Plus runs at nearly the speed of unmodded Beyond the Sword and has fixed almost all outstanding issues with the original mod-scenario. Future improvements will likely still occur over time, especially as more bugs may be unwittingly introduced. The second goal is to make Final Frontier Plus a richer and more immersive experience than the Final Frontier scenario. As anyone who has played Final Frontier will likely realize, that mod is rather lacking in terms of content. This is an open-ended goal. Through the work of God-Emperor, many new features have been added to the game and the BUG interface has been overlaid over the Final Frontier interface. More work in this area of things is to come over time. The third goal is to improve a modder's experience in modding Final Frontier. To do this, we have removed a number of hardcoded limitations from the Python code of Final Frontier, created a number of new XML tags as a result of the removal of such hardcoding, and finally generally cleaned up the original Final Frontier code. This too is an open-ended goal that currently has received more focus than adding new content (as it goes along with improving speed and reliability). This forum, then, is for anything to do with the mod. Have a feature request? A feature in another space mod that you think should be merged into this mod? Post it here. Are you working on a total conversion of Final Frontier? Are you having issues getting your mod to work with Final Frontier Plus? Post it here. Do you want to discuss the gameplay of Final Frontier (Plus) and how it can be improved? Post it here. This forum is for Final Frontier Plus development and discussion, but it's also a place for general questions about how Final Frontier works and plays. You are welcome to produce modmods of Final Frontier Plus. I personally see a slight distinction between using FF+ as a platform for your own space mod, and making a modmod with additional content for FF+, which is why I specify this. For both types of mods, my only request is that you provide credit to FF+ developers and contributors. Included Mods: Final Frontier Plus, in addition to improvements to the game, game speed, and game AI, also contains some community content designed for both Final Frontier and unmodded Civilization 4. Here is a list of community mods that aren't specifically targeted to Final Frontier that we have merged:
Links: Download Main Mod (1) (v1.8): This download requires you to still have Final Frontier on your computer. Download Main Mod (2) (v1.8): This download does not require you to still have Final Frontier, but is larger. Download Latest Patch (v1.81): This patch will work with either of the above downloads. Sourceforge Mirrors: Download all three above files, except from Sourceforge instead of CFC / WPC. Download Mod Platform Version (v1.0): This download is only for modders who wish to merge FF+ with their own mods. It will not run on its own. It is also out of date. Download Mod Platform Plugins: This download contains all currently-available plugins for the Mod Platform Version. Final Frontier: Problems and Issues (a lot of fixes come from here) Development Forum: A development forum for the mod! Sourceforge Repository: Development site, containing source code for download For more in-depth information about installation and which download to use, see the install directions. Changelogs: Code:
Patch v1.81 Changelog: -Added star system density option for SpiralGalaxy map types -Fixed civics causing unhappiness displaying positive unhappy faces -Fixed issues with Delta Rapid Construction Ship upgrading and being a UU -Fixed trait text for AstroTech's unique trait -Fixed issue with iCultureRange (space station culture) not updating properly -Updated mod version in various BUG interface displays -Updated CvPlayerAI.cpp (DLL source file) to latest version -Rebuilt DLL with updated version of above file -Removed hardcoded unit combat cost mod values from help text v1.8 Changelog: -Added Improved and Advanced tracking system promotions -Added Predictive Algorithms promotion -Added Warp Phase Modulator promotion allowing use of enemy routes -Added Precision Instruments Maker building -Added Hardened Shields promotion, allowing movement on nebulae -Added Reduced Pirates game option to decrease pirate spawns -Added Advanced Shielding technology as prereq for Fusion Weapons -Adjusted technology costs for later-game techs -Added tag allowing units to take less feature damage -Adjusted healing promotions and free Starbase promotions -Sevopedia no longer lists things with bGraphicalOnly set to 1 -Terrain info XML updated so only space terrain shows in pedia -AI now uses missiles and squadrons, and missile/squadron transports -AI now considers planet XML-related tags more -Python AI handles construction ships and cities better Spoiler for Pre-1.7 Changelogs:
To Install: There are two ways to install this mod. Option 1: Download the mod from "Mirror 1" (here on CFC). This requires you to still have Final Frontier installed- in other words, you can't have removed it from the Beyond the Sword\Mods directory. It also requires that copy of Final Frontier to be unaltered in any way from the original. (Well, you can have installed mapscripts like SpiralGalaxy and Final FrontierFlat, but that's about it). This download contains an executable which copies your Final Frontier directory and then installes the FF+ files over it. Since it only contains the files changed by Final Frontier Plus, it is fairly small (about 6 MB). Option 2: Alternatively, if you've removed your Final Frontier mod folder from Beyond the Sword\Mods to free up some space (as I can't see why you'd remove it otherwise), or if you've modded it, you should download it from "Mirror 2" on WePlayCiv. This download is larger, but not too large- it's only 32 MB, where some mods are over 100 MB in size. For either install method, or for installing a patch, all you need to do is run the included executable. Modders' Notes: For modders, information is available here, at the modder's guide in the forum. At present this is a work in progress and contains little more than the XML Reference and the WB reference. Also feel free to use that thread as a place to ask modding questions. Future Plans: -Create new XML tags for solar system related data -Add pedia entries (strategy and background) for Finaler Frontier content (in progress) -Add more new content like Corporations and Specialists -Maybe move Planet and System objects totally into the SDK (worked on by Kiwikaz) -Alien civs? As spawned by Inhabited Planets? This section probably really needs to be updated. Credits: Mod Team: -TC01 -God-Emperor Contributors (Code or Art): -deanej (bugfixes, ideas, help, mapscripts, wormhole graphics) -Kiwikaz (feature effects code) -cephalo (SpiralGalaxy mapscript) -T-hawk (production overflow fix) -stmartin and HoTK team (CAR mod) -Sephi (various speed improvements) -Valkrionn (Inno install script) -The Navy Seal (Final Frontier resource art) -ColdFever (blue marble graphics) -Pep (Unit orders modcomp) -BUG/BAT/BULL team (BUG 4.4) -killmeplease (Defender Withdrawl modcomp) -UncutDragon (Lead from Behind modcomp) -TheLopez (Multiple Favorite Civics modcomp, Attack/Defense combat bonus mod) -denev (Multiple Production modcomp Help and Suggestions: -davidlallen, Afforess, phungus420 (DLL help) -The_J (python and graphics help) -Emperor Fool (python help, SDK help) -PieceOfMind (feedback) -PsiCorps (suggestions, bug reports) -dawe1311, wpulsar (bug reports) -apenpaap (suggestions) -JEELEN (suggestions) -renegadechicken (suggestions) Special: -Jon Shafer for creating Final Frontier. -Firaxis/2K Games for making Civilization 4
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher Last edited by TC01; Jul 04, 2012 at 09:38 AM. Reason: Version 1.81 released! |
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#2 |
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Say No 2 Net Validations
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So the normal Final Frontier is now obsolete, right
?-> good idea to do that mod .
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#3 |
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Venite, videte, audite
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Definitely!
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#4 |
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Deity
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Thanks!
I'm still annoyed I couldn't get the regular ZIP archive to upload though. It was only around 2.5 MB. Anyone have any idea why? I kept getting a "The upload failed! Upload error." message in red letters each time I tried.
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#5 |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,948
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Nice.
You beat me to releasing your personal FF mod-mod. I may now have to merge mine with yours. |
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#6 | |
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Say No 2 Net Validations
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Quote:
Because Winzip has the issue, that a user without administrator rights can't access a zipfile, which was zipped with admin rights. |
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#7 | ||
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Deity
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Quote:
Feel free to use this for yours, but I'd probably end up merging yours with mine too... Quote:
But would this cause CFC to throw an upload error when I tried to upload the zip?
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#8 | |
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Say No 2 Net Validations
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Quote:
If it's XP, then that should not be a problem. |
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#9 |
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Chieftain
Join Date: Feb 2009
Posts: 30
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Every time I click the Download, I die a little. I'll just go sit over there and wait patiently now....
ADDENDUM: Glorious days! I love it when things work. Last edited by timelord89; Jan 23, 2010 at 08:55 PM. |
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#10 |
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Chieftain
Join Date: Dec 2009
Posts: 70
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wont let me dowload ahhhhhhhhhhhh
![]() ![]() help
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#11 |
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Emperor
Join Date: Mar 2008
Location: Europe
Posts: 1,354
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@ globalempire
could you please edit your post after your initial frustation is gone. @ TC01 awesome work, but i must second the problem. Trying to download results in a file not found error. Could you please reupload the file?
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and be never sure what it will be today ...
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#12 |
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Deity
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Sorry about that- I had tried to see whether I could upload a zip compressed with 7Zip, not Winzip. Evidently doing that broke the original download.
It's fixed now. @The_J: No, I run Windows XP.
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#13 |
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Emperor
Join Date: Mar 2008
Location: Europe
Posts: 1,354
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thanks a lot
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and be never sure what it will be today ...
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#14 |
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Venite, videte, audite
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Played 100 turns on the Spiral Galaxy Wormholes map and it seems to work fine.
Noticed two things: speed doesn't seem faster (as compared to MOO2Civ, which has more civs) and when building my first Colony Ship I got multiple pop up messages I had to click through (don't know if anyone else has this issue). Otherwise looking good.
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#15 |
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Deity
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My personal experience is that things start out at around the same speed, but do not slow down nearly as much as they used to. Merging CAR should help out though. I should mention that all my playtesting has been on a Huge FinalFrontierFlat map thus far. I've just started a WormholesSpiralGalaxy game on Huge- will play through and see how the lag develops.
I'm getting those popups too. I know why- but I'm not sure why they don't appear in Final Frontier. It's because all those unitcombats don't exist in Final Frontier, and the built feats are checking if a unit's unitcombat = UNITCOMBAT_NAVAL or UNITCOMBAT_ARCHER. But the game is reading those unitcombats as NO_UNITCOMBAT (-1), and so anything with no unitcombat, like a colony ship, is being falsely assumed to be every unitcombat that does not exist in Final Frontier. What I think I'll do is change the "build feats" to work for the Final Frontier unitcombats. So instead of getting a message when you build your first Archer, you'd get a message upon building your first light ship or first squadron.
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#16 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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What I did for Star Trek was remove those popups altogether.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#17 |
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Deity
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I could have done that as well, I guess... didn't think of it. Still, I guess the rewritten ones might be helpful for people new to Final Frontier, just like the tutorial.
On a semi-unrelated note- deanej, what other optimizations did you make for Star Trek 3.0 apart from move in python callbacks to the DLL? I seem to remember you moving the barbarian spawning stuff there- anything else?
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#18 |
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Deity
![]() Join Date: Apr 2006
Location: New York State
Posts: 4,859
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I believe the cannot train callback is not used in Final Frontier but still enabled. Other than that I don't think there's anything that you don't have in some form, though our implementation on a couple of them differs, which is why I'm putting off merging this into Star Trek until the previously unplanned 4.0.
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Mods: Convert Production to Espionage, FinalFronterFlat, The Road to War Ultimate Edition for BtS 3.19, Star Trek |
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#19 |
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Deity
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The only callbacks I have enabled are getCityFoundValue, cannotConstruct, and onUpdate.
Currently, from what I can see, Final Frontier loops around the map 3 times every turn- once to update plot yields, once to check for terrain effects, and once to spawn barbarians. I just figured out how to get rid of the plot yield loop without any SDK work. Hopefully I can get rid of the others as well, but they will require SDK work. I've also just finished merging in CAR and Faster BTS 3.19, which provide a 15% and 7% speed boost to Beyond the Sword respectively. Hopefully they should help here as well.
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Mods: Westward Ho, Final Frontier Plus, The Frozen Modcomps: Wormholes, Cloaking Devices, Blizzards, Betray Your Colony, Inhabited Planets, Advanced Ice Nodes Colonization Mapscripts: NorthAfrica.py, Continents.py, IceAge.py, Maze.py Utilities: Final Frontier Worldbuilder, Yet Another Mod Launcher |
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#20 |
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Mephistophel
Join Date: Nov 2006
Location: Bellinzona
Posts: 14,303
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Cool. I'll definatly be using this as my mod base. Much less fiddling with with python. Out of curiosity, for civics, would there be anyway for you to set it up so civics reduce the cost of ships based on unitclass?
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One thing we are good at in English is having words for ways to die.-Neil deGrasse Tyson, on 'spaghettification' Looking at the poster again, I also like the way that the baby is cocking its head and looking away from the doctor, as if to show that this not merely a skeletal Moai-baby, it's a particularly aloof and disinterested skeletal Moai-baby.-Traitorfish Last edited by Ajidica; Jan 24, 2010 at 06:40 PM. |
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