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Final Frontier Plus: A Modmod of Final Frontier
Version 1.84 Released 8/25/15

You will always find the current version of the patch and the latest version of the mod to download here.

Download Main Mod (1) (v1.83): This download requires you to still have Final Frontier on your computer.

Download Main Mod (2) (v1.83): This download does not require you to still have Final Frontier, but is larger.

Download Main Mod + Patch (3) (v1.83): This download contains the entire installation, without an installer, if the installer does not currently work for you.

Download Latest Patch (v1.84): This patch installer requires the main mod to be installed.

Download Latest Patch (Zip) (v1.84): This is a zip version of the latest patch.

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. See the Readme or the Modder's Guide for more.

Download Mod Platform Plugins: This download contains all currently-available plugins for the Mod Platform Version.

To Install:

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.

Changelogs:

Code:
Patch v1.84 Changelog:
-Merged patch from DarkLunaPhantom to allow BUG to work in PitBoss mode.
-Added some new unique diplomacy text to all leaders, based on suggestions from the forums (http://forums.civfanatics.com/showthread.php?t=517635)
-Improved the efficiency of rushing via Slave State from 30 hammers to 50.
-Modified the AI to now forces a population reassignment every fifteen turns.
-The target minimum food surplus for the AI has been changed to vary over the course of the game, as cities grow larger.
-All AI leaders are now slightly more likely to build ships and plan war.
-Fixed rare potential CTD that could happen if a unit withdrew off the map.
-Fixed Wormholes bug that would stop Wormholes from working if their x *or* y coordinate happened to be the same.
-Fixed potential minor Python bug involving adding a planet to a solar syste.m
-Fixed PlotListEnhancements (BUG) crash when a starbase is built while the construction ship building it is selected.
-Defined the TXT_KEYs for the (useless/hidden/ignored) Alien civilization to clean up the pedia.
-Flavor change: adjusted land area computation to use lightyears as a unit.
-Flavor change: slightly adjusted average lifespan in demographics upwards.

Patch v1.83 Changelog:
-Incremented in-game version to v1.83
-Fixed in-game tooltip about iron being used for melee units
-Fixed worldbuilder bug when adding resources to plots
-Updated installer to support all possible Civ 4 installations
-Rereleased v1.83 as a full download (no patches required, just install v1.83 and go)

Patch v1.82 Changelog:
-Bugfix for negative assignable population
-Fix for over whipping when AI is in Slavery civic
-Re-fix for UNITAI_ATTACK_CITY unit value determination
-Adjustment for starving systems (AI planet population assignment adjustments)
-Fix a bug in updatePlotYield where planets with lunar bases outside the current culture range (in a captured star system, of course) would provide negative food
-Potential OOS bugfix
-Base location evaluation optimization
-A bugfix for a widget help problem (which is not an issue in FFP, but is in B5 due to lots of extra content)
-Fix to make the iCultureRange tag actually work
-Building produced yield is written to the save file now (this breaks save compatibility!)

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

Version 1.8 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 Pre-1.7 Changelogs :


Code:
v1.73 Patch Changelog:
-Fixed a Python exception in onCityRazed (really, this time)
-Added missing Multiple Production code (Multiple Production game option now works)
-Changed text shown by Mining Facility to indicate +2 production for The Forge
-Fixed and Added some BUG merge related text
-Fixed potential crash from inhabited planets
-Include an adjusted settings file for the Domestic Advisor screen
-Changed AI Python and civilization XML a bit to (hopefully) improve the AI behavior
-Fixed the Astral Ascension section of the Victory screen
-Buffed Astrotech a little: +25% to build habitation facility and slight improvement to UU
-Changed Starabses to have free Improved Sensors upgrade to improve behavior when in sentry mode
-Added new Productive Pirate Cities game option
-Changed City Screen to show direct yield bonuses from traits for trade routes
-Fixed Nanotech Hospital and Extended Habitation System to increase in cost as more are built in a system
-Fixed nuke effects (as per Doomesday Missile) on star systems
-Fixed building meltdown effects on planet (no building does this currently in FFP, done for Star Trek)
-Fixed theme file issue

v1.72 Patch Changelog:
-Fixed bug with FFP tab on BUG option screen still not working
-Fixed incorrect text for capital ship, carrier ship, and missile construction feats
-Fixed SpiralGalaxy mapscript creating invisible floodplains
-Fixed a Python exception in onCityRazed
-Fixed a Multiple Favorite Civics-related Python exception that occured in a handful of places
-Fixed a few missing icons in various places
-Fixed bugs that resulted in odd behavior when exiting to main menu and starting another game
-Fixed a bug when the Pirate AI checks if it can build fighters
-Added a cleanup script to the installer to fix other potential bugs

v1.71 Patch Changelog:
-Fixed leader pages in the pedia to work properly with multiple favorite civics
-Fixed a handful of Python merging errors between FFPBUG and FF+ 1.7
-Fixed bug with military doctrines and free unit support
-Fixed bug with traits civilopedia page being empty
-Fixed logging error with BUG Core.xml and the onUpdate function
-Added Final Frontier Plus options tab to the BUG configuration menu
-Re-added advanced station construction AI (and remerged CvAI.py in general)
-Reset cultural levels to the FFPBUG ones
-Set default user settings to optimal for Final Frontier

1.7 Changelog:
-Merged BUG 4.4 by the BUG team (merge done by God-Emperor) 
-Merged Multiple Favorite Civics modcomp by TheLopez
-Merged Defender Withdrawl modcomp by killmeplease
-Merged Lead from Behind modcomp by UncutDragon
-Merged bits of BTS on Speed by Sephi (new speed modcomp)
-Mapscripts now place starting units from FreeUnitClasses in XML
-Implemented a FFMapscriptCore, containing mapscript functions used by all FF mapscripts
-Added a Pirate Hordes gameoption, which uses the buggy 1.65 pirate spawning code
-Added a No Pirate XP Cap gameoption which disables the experience cap for fighting pirates
-Added a Calculate Trade Routes gameoption, disables random routes from BTS on Speed at cost of speed
-Added many more Python Callback defines for the callbacks Sephi disabled
-Implemented somewhat working version of advanced space station construction AI
-Game now remembers production on planets after switching from them

-Fixed possible crash if a unit was passing over a Gravity Field tile too close to edge of the map
-Fixed bug with civicoption to reduce unit costs based on their unitcombat
-Fixed bug with the No Aliens gameoption
-Fixed bug when checking if a save is a worldbuilder save (for FF Worldbuilder)
-Fixed a mostly irrelevant graphics error that is present in unmodded Civ too
-Fixed FF Worldbuilder bugs when adding or removing a resource
-Fixed Worldbuilder bugs with saving planetary buildings
-Fixed bug with Partisans event
-Fixed (theoretically?) bug with running FF+ in a language other than English

Code:
1.651 Hotfix:
-Fixed barbarian spawning bug caused by 1.65

1.65 Patch Changelog:
-Fixed bug with commerce yields going out of whack (and potentially production)
-Fixed bug where gold was set to 10 in Python regardless of iStartingGoldMultiplier
-Fixed bug with barbarian spawning (may lead to weird numbers of barbarians!)
-AI now better handles unhappy and unhealthy population
-AI also now better manages food (in relation to population)

1.64 Patch Changelog:
-Fixed GFC error (and crash) if you had uninstalled Final Frontier
-The patch installer will now produce a shortcut with the correct graphic on it

1.63 Patch Changelog:
-Fixed bug with yields from buildings, traits, and trade routes
-Fixed bug in Worldbuilder when adding resources to solar systems
-Changed hardcoded BUILDING_PALACE to use global define
-Added iCostModIncrease tags for all UBs

1.62 Patch Changelog:
-Fixed bug where Extraction Facilities were unbuildable
-Fixed bug where buildings orbited the solar system at the wrong place
-Fixed the Planet Info Screen to display info about the 6th planet correctly

1.61 Patch Changelog:
-Fixed bug where all upgrade costs were 0
-Fixed bug with the Star Fortress graphics
-Fixed bug with the nukes (nuking capitals)
-Pirates can't spawn Delta Battleship until Galactic Era

1.6 Changelog:
-Added building tags for required moon or rings, and for buildings on the same planet
-BuildingClassNeededs tag no longer makes a building have to be on the same planet
-Added unit tag to override upgrade price from this unit (for starbases)
-Added unit tags for delta and omega units (double upgrade cost from normal to omega, for starbases)
-Added trait tags for yield changes and yield changes with trade routes
-Added unit tags or missile units and movement sound
-Added building tag for "single building ring location" (on-map building art stuff)
-Added building tag for planet yield changes with a specified trait
-Added trait tag for free buildings on every planet
-Re-added missing golden age code (again)
-Worldbuilder now adds resources to planets when they are added to a system plot
-Fixed text key error for Omega Battlecruiser
-Fixed bug with buildings not switching properly when a city is taken
-Fixed bug where sensor array spawned missiles like Starbases do
-Fixed bug where Rapid Construction Ship could not build sensor arrays
-Fixed bug where Cruisers didn't provide Military Happiness
-Fixed bug where New Earth cities had 3, instead of 2, population
-AI now checks for Mag-Lev before trying to build Commercial Satellites
-AI now tries to build resource-specific buildings on resource planets
-AI now likes settling systems with resources
-AI should now try to build Extended Habitation Systems and Nanoextraction Upgrades
-Tweaks to flavor values for Lu Tianqu (leader) and Terrestrial networking (tech)

Code:
v1.51 Patch Changelog:
-Included v1.5 DLL source files
-Added several XML files that were missing from Mirror 1 DL
-Fixed bug with new Starbase AI code
-Fixed bug with planet info screen not showing Commercial Satellites UBs
-Added many missing text keys for Finaler Frontier stuff

v1.5 Changelog:
-Added Inhabited Planets (systems acting as goody huts)
-Added "No Aliens" gameoption to turn off Inhabited Planets
-Added "No Starbase Missiles" gameoption (stops starbases from spawning Missiles)
-Added Sentry while Healing button
-Added Sensor Array unit (built like starbase) that spreads visibility
-Added trait tags for free population, bonus trade routes, and more starting gold
-Added building tag for on-map graphics
-Added new pedia/strategy text for some Finaler Frontier content
-Added some new buttons for some Finaler Frontier UBs
-The time for starbases to spawn missiles is modified by gamespeed
-AI now likes to build defensive starbases near its solar systems
-Fixed bug with iConquestProb on city capture
-Started civilopedia section for FF+ concepts

v1.42 Patch Changelog:
-Fixed bug where Capital Shipyard had a cost of 0
-Fixed bug with UBs that replaced either Mining or Nutrition Facilities
-Fixed bug with the graphics for the New Earth UB
-Fixed various bugs with [URL="http://forums.civfanatics.com/showthread.php?t=359528"]ranged strikes[/URL]
-Fixed bugs with Starbase AI code
-Fixed bug where Capitols weren't being removed from planets properly

v1.41 Patch Changelog:
-Fixed bug with the chance to keep some wonders
-Tweaked some other building conquest probabilities
-Invasion Ship III now does collateral damage
-Q-Missile can now be spawned at Starbases after you research required tech
-Planetary resources are now marked using their icon on Planet Info Screen and City Screen
-Fixed bug with Worldbuilder if planet names contained umlauts (and other nonstandard characters)
-Fixed bug with Worldbuilder loading and saving bonus types

v1.4 Changelog:
-Added unique units and buildings for all civs
-Added new techs/tech changes from Finaler Frontier
-Added new buildings, national wonders, and world wonders
-Added new promotions from Finaler Frontier
-Added Astral Gate Design project as prereq for Astral Gate pieces
-Added God-Emperor's planetary resources
-Added various other tweaks as done in Finaler Frontier
-Added XML tag for building yield changes
-Added XML tag for planet pop cap increase (due to buildings)
-AI now prioritizes yields differently if Ignore Growth is on
-Fixed minor bugs in CvInfos.cpp and CIV4LeaderHeadInfos.xml
-Fixed bug stopping Control-A function from working
-Added missing source file (CyUnitInterface1.cpp)

v1.32 Patch Changelog:
-Merged in Blue Marble space terrain
-Merged in Blue Marble Final Frontier loading screen
-Merged in Blue Marble Final Frontier pedia/advisors backgrounds
-Fixed bug where AI was running starbase checks 100 times for some units

v1.31 Patch Changelog:
-Fixed bug where captured cities couldn't build buildings

v1.3 Changelog:
-Decreased number of barbarians spawning per turn
-Some barbarian units are now more common to spawn than others
-Changed influence tresholds according to God-Emperor's suggestions
-Fixed bug with feature effects code
-Fixed bug where units could never move more than one tile
-Feature effects now display original Final Frontier messages
-iConquestProb and bNeverCapture tags now work properly in Final Frontier
-Religion pedia pages autodisplay religious units and buildings
-Deleted unused python code (reduces clutter in files)
-Fixed bug with victories occuring before turn 10
-Merged in The Navy Seal's Final Frontier resource pack

v1.2 Changelog:
-Moved "doTerrainExtraCost()" into the DLL
-Moved terrain effects into the DLL
-Added eras corresponding to the three levels of units
-Moved barbarian spawning into the DLL
-Removed a broken link to the "Draft" page in the pedia (it no longer exists)
-Planet mouseover now displays required culture level to work it
-Selected and building planets are now reset on city capture
-Fixed bug with help text for commerce-modifying buildings
-Oil now uses the button/icon from regular Civ
-Water now uses a new button/icon
-Made Wormholes non-modular
-Added "Delayed Wormholes" gameoption

v1.1 Changelog:
-Merged in stmartin's CAR Mod
-Merged in Sephi's Faster BTS 3.19 modcomp
-Made getBestPlanetInSystem take into account the size of planets
-Planet mouseover now displays planet names
-Added Unit Build feats for Final Frontier unitcombats (like Light ships)
-Fixed bug with Unit Build feats and units with no unitcombats
-Made AI take into account the unitcombat cost mods for civics
-Made AI aware of civics which increase yields on planets
-Lowered number of default civs on Standard, Large, and Huge worldsizes
 
v1.6 has been released... and while there's no new content, there is a pretty long changelog:

-Added building tags for required moon or rings, and for buildings on the same planet
-BuildingClassNeededs tag no longer makes a building have to be on the same planet
-Added unit tag to override upgrade price from this unit (for starbases)
-Added unit tags for delta and omega units (double upgrade cost from normal to omega, for starbases)
-Added trait tags for yield changes and yield changes with trade routes
-Added unit tags or missile units and movement sound
-Added building tag for "single building ring location" (on-map building art stuff)
-Added building tag for planet yield changes with a specified trait
-Added trait tag for free buildings on every planet
-Re-added missing golden age code (again)
-Worldbuilder now adds resources to planets when they are added to a system plot
-Fixed text key error for Omega Battlecruiser
-Fixed bug with buildings not switching properly when a city is taken
-Fixed bug where sensor array spawned missiles like Starbases do
-Fixed bug where Rapid Construction Ship could not build sensor arrays
-Fixed bug where Cruisers didn't provide Military Happiness
-Fixed bug where New Earth cities had 3, instead of 2, population
-AI now checks for Mag-Lev before trying to build Commercial Satellites
-AI now tries to build resource-specific buildings on resource planets
-AI now likes settling systems with resources
-AI should now try to build Extended Habitation Systems and Nanoextraction Upgrades
-Tweaks to flavor values for Lu Tianqu (leader) and Terrestrial networking (tech)

Bugfixes (but, unfortunately, not for everything- the Pirates still don't spawn anything heavier than a Destroyer), AI adjustments by God-Emperor, and a lot of new XML tags comprise the bulk of this release.

I haven't yet updated the modder's guide section on all these new tags, but I will get to it eventually.

I'd also like to release the first version of the Mod Platform on this version (assuming there are no major bugs), but that won't be out anytime soon, I'm afraid.
 
Okay, here is patch 1.61, fixing all the bugs reported by God-Emperor this morning:

-Fixed bug where all upgrade costs were 0
-Fixed bug with the Star Fortress graphics
-Fixed bug with the nukes (nuking capitals)
-Pirates can't spawn Delta Battleship until Galactic Era

I wanted to get this out there now, rather than wait any longer for any more bugs, as the first bug was extremely gamebreaking.
 
Okay, here is patch 1.61, fixing all the bugs reported by God-Emperor this morning:

-Fixed bug where all upgrade costs were 0
-Fixed bug with the Star Fortress graphics
-Fixed bug with the nukes (nuking capitals)
-Pirates can't spawn Delta Battleship until Galactic Era

I wanted to get this out there now, rather than wait any longer for any more bugs, as the first bug was extremely gamebreaking.

Link to the patch doesn't seem to work. I get a "Don't have permission to access this page" error message.
 
I'm getting a CRC error on the zip file; tried it twice. Is it just me? Errrr... on the main file with the whole game (the Main Mod 2 file, not the patch).
 
I'm getting a CRC error on the zip file; tried it twice. Is it just me? Errrr... on the main file with the whole game (the Main Mod 2 file, not the patch).

It's not just you; this was reported before (in the modpacks forum) but TC01 probably won't re-upload the full 1.60 file until 1.62 is ready.
 
1.62 has been released. Changelog:

-Fixed bug where Extraction Facilities were unbuildable
-Fixed bug where buildings orbited the solar system at the wrong place
-Fixed the Planet Info Screen to display info about the 6th planet correctly

It's not just you; this was reported before (in the modpacks forum) but TC01 probably won't re-upload the full 1.60 file until 1.62 is ready.

Correct.

I haven't done it yet, but it will either be done later tonight or tomorrow morning.
 
And I've done it.

The full download on WPC now contains patches 1.61 and 1.62, so no need to install them if you download from there.
 
The first version of the Mod Platform has been released.

More details available on the download page, in the readme, and in the Mod Platform thread.
 
I've released patch 1.63. This fixes the bug in the DLL causing yield overrides to be calculated incorrectly, and also fixes a Worldbuilder issue (adding resources to planets). Full changelog:

-Fixed bug with yields from buildings, traits, and trade routes
-Fixed bug in Worldbuilder when adding resources to solar systems
-Changed hardcoded BUILDING_PALACE to use global define
-Added iCostModIncrease tags for all UBs

I'll post a Mod Platform patch reasonably soon with the two bugfixes.
 
The file you get when downloading the 1.63 patch is called final_frontier_plus_1_3_patch_setup.zip, and it contains an exe file of the same name. The "6" from 1.63 should probably be put in the names to avoid confusion.
 
The file you get when downloading the 1.63 patch is called final_frontier_plus_1_3_patch_setup.zip, and it contains an exe file of the same name. The "6" from 1.63 should probably be put in the names to avoid confusion.

Oops. It should be 1.63, of course, I typed too fast. Corrected and reuploaded.
 
Okay, I've posted the 1.64 patch. It fixes GFC errors that were caused by not having Final Frontier installed.

As such, it's really only useful if you are running the full download version.

Well, actually, I also fixed the desktop icon problem (but that's related to the installer itself, not the mod). So the 1.64 patch should make an icon with a graphic on it now.
 
The 1.65 patch has been released. This fixes the commerces bug, a few other minor bugs, and also includes AI improvements by God-Emperor. Changelog:

-Fixed bug with commerce yields going out of whack (and potentially production)
-Fixed bug where gold was set to 10 in Python regardless of iStartingGoldMultiplier
-Fixed bug with barbarian spawning (may lead to weird numbers of barbarians!)
-AI now better handles unhappy and unhealthy population
-AI also now better manages food (in relation to population)

I don't intend to keep patching 1.6 forever, but at the moment I'm rather lacking in free time in which to mod (and work on a major version, 1.7, with some new content like the leaders)...
 
WOOOOT!!!
Will patch 1.65 break any XML?
 
WOOOOT!!!
Will patch 1.65 break any XML?

It shouldn't, no.

Be advised that apparently barbarian spawning is now screwed up. Probably a new patch today fixing that.
 
Be advised that apparently barbarian spawning is now screwed up. Probably a new patch today fixing that.

And yes, 1.651 "hotfix" is now out. One DLL change and some changes in CIV4HandicapInfos.xml, changing barbarian spawning behavior. I tested it too, and barbarian spawning is "normal" again (or at least, what we wanted it to be in the erroneous 1.65).
 
After a rather long delay, version 1.7 has been released:

1.7 Changelog:
-Merged BUG 4.4 by the BUG team (merge done by God-Emperor)
-Merged Multiple Favorite Civics modcomp by TheLopez
-Merged Defender Withdrawl modcomp by killmeplease
-Merged Lead from Behind modcomp by UncutDragon
-Merged bits of BTS on Speed by Sephi (new speed modcomp)
-Mapscripts now place starting units from FreeUnitClasses in XML
-Implemented a FFMapscriptCore, containing mapscript functions used by all FF mapscripts
-Added a Pirate Hordes gameoption, which uses the buggy 1.65 pirate spawning code
-Added a No Pirate XP Cap gameoption which disables the experience cap for fighting pirates
-Added a Calculate Trade Routes gameoption, disables random routes from BTS on Speed at cost of speed
-Added many more Python Callback defines for the callbacks Sephi disabled
-Implemented somewhat working version of advanced space station construction AI
-Game now remembers production on planets after switching from them

-Fixed possible crash if a unit was passing over a Gravity Field tile too close to edge of the map
-Fixed bug with civicoption to reduce unit costs based on their unitcombat
-Fixed bug with the No Aliens gameoption
-Fixed bug when checking if a save is a worldbuilder save (for FF Worldbuilder)
-Fixed a mostly irrelevant graphics error that is present in unmodded Civ too
-Fixed FF Worldbuilder bugs when adding or removing a resource
-Fixed Worldbuilder bugs with saving planetary buildings
-Fixed bug with Partisans event
-Fixed (theoretically?) bug with running FF+ in a language other than English

Any bugs that you find here, please report quickly and I hope to patch them quickly. And I also hope that future versions will come swifter.
 
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