There is no actual alien civ available for use in Final Frontier Plus. The only aliens are a type of "goody hut" that appears in some star systems (one of the things that can happen is that they join your civ, in which case you, technically, have a partially alien civilization - but it has no effect at all on the game). All the actual playable civilizations are human colonies, just like in the original Final Frontier.
Yeah, I never got around to making this work- primarily for lack of inspiration in making up my own alien races more than anything else (it wouldn't be difficult from a technical standpoint- though, having said that, I could never get the Civilization Class thing to work...).
I believe my intention was that one of the consequences of meeting an alien goody hut could cause their civilization to spawn. In hindsight this isn't as dynamic and cool as I hoped it would be because the AI (and pirates) love to keep ships over solar systems that haven't been colonized as a way of claiming them. It also loves to send out a lot of destroyers and other such "scout ships" (at least, this has been my experience when running AI Auto Play tests) early on in the game, which means that most stars will have been visited by
someone reasonably quickly. I think.
This could be solved with a new map type or game option akin to that in Planetfall, where all the civilizations start close together. I'd probably do something like that if I added non-prewarp alien civilizations, and have them spawn away from the grouping of human civs (if this game option was turned on).
...but I'm reluctant to do any work on this without some concrete ideas for alien civilizations, and I'm uncertain what aliens would or should exist in Final Frontier, especially since I didn't originally create the universe.
@TC01
Have changed the techinfos and promotioninfos files. Can mail you the files if you need them.
TECH_CLOAKING added after shock and awe (prereqs TECH_MILITARY_4 and TECH_INDUSTRY_3). I think cloaking is the ultimate skock...
PROMOTION_CLOAKING added after advanced stealth (prereqs PROMOTION_STEALTH_III and PROMOTION_ENGINES_II). Why stealth as prereq is obvious good engines are needed to evade enemy fire and recloak. Limited this promo to scout and light ships.
Will add the text-tags next. For the unitinfos changes i need to know how this is finally implemented (if ts implemented - hopefully).
Why don't you release this as a modmod- like my original Cloaking Devices, before it was merged- perhaps as a new thread over in the FF+ forums? Then I'll gladly merge it in.
Yes, cloaked units couldn't attack. There's an explanation of how I achieved that somewhere in the Cloaking Devices thread in the Star Trek subforum, I believe (because deanej wanted to know when he did it himself).
I doubt anyone will respond but there's no harm in trying..
I was hoping to alter the portraits and music of the civs in game to make them resemble those from EVE Online (Caldari, Gallente, Jove, etc..), and to my surprise I could not find the "diplomacy" folder in sounds.. From what I'm to understand most of those files are hardcoded?
So.. How can I go about altering those files..?
As PsiCorps said, you can definitely add replacement files for things like this. The names, locations, and so on are all rather arbitrary: you just need to specify them in CIV4LeaderHeadInfos.xml (for leaders) and maybe other XML files depending on what you want to do.