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Terraformer for Final Frontier Plus

Adding my planet Mod to Final Frontier Plus 2.3

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Appeared upon loading an autosave, but not persistent.
 
I've noticed one unmarked change (I just unpacked version from google drive). The background is brighter and there are stars flying over map
new version:
Spoiler :

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old version:
Spoiler :

1749047668503.png


I think that the old background looks better but stars over map can stay, they don't look bad.
 
Base final frontier has the brighter background, the darker one was probably introduced in 1.32:
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
But It looks like it was overwritten /removed / not added to in Terraformer 2.3.
 
I have a backup from 19th march with the 'old' background, don't know how or when it disappeared from my version.
 
I got it back by deleting 4 folders in the \Assets\Art\Terrain folder; 'hightmap' 'lights' 'routes' and 'textures', leaving only Features. They weren't in my previous build. I need to play a bit to see if I've broken anything.
 
By the way I reported some bugs in appropriate thread some time ago but it looks like nobody looks there. They aren't game breaking.
 
I don't mind the power bug with the unhealthiness, I am looking to increase unhealthiness as I think I have too much health at the moment. I've uploaded my most recent version.
 
Hi all, this Mod looks fantastic,I would love to incorporate it into the Babylon 5 Mod. Unfortunately, I am working on a steam version of Civ IV which I cannot apply the unofficial patches to. Whilst I can install FFP,I cannot patch this Mod either. I am therefore trying to develop my Mod without any of the unofficial patches.

Is the Planet Mod fully reliant on FFP 2.3 or could I get away with using it on FFP 1.81 which the B5 Mod is based on?
 
Certainly possible, not reliant on any particular version
I would have to manually edit for a basic addition
CvAI.py
CvSolarSystem.py
FinalFrontierGameUtils.py
CvPlanetInfoScreen.py
CvMainInterface.py
GlobalDefinesAlt.xml
Civ4Artdefines_Feature.xml
Civ4Artdefines_Building.xml
CIV4BuildingClassInfos.xml
CIV4BuildingInfos.xml - would take some time probably due to differences in CIV4BuildingsSchema.xml
CIV4TechInfos.xml - again differences in CIV4TechnologiesSchema.xml
FinalFrontierTextInfosObjects.xml
FinalFrontierTextInfosPedia.xml
and add the contents of Assets\Art\Terrain\Features\solar system
 
Unfortunately, I am working on a steam version of Civ IV which I cannot apply the unofficial patches to.
You don't need anything like that, what was mentioned to you before was official 3.19 and both Steam versions already have that. In any case FFP would override any changes made through it's own DLL.
Is the Planet Mod fully reliant on FFP 2.3
There is no FFP 2.3, it's Terraformer that is 2.3. Last version is 1.9 + Kek-mod.
 
I've uploaded my most recent version.
You have forgotten to compile DLL file.

EDIT
There was a mess in CvGameCoreDLL folder (some files that should be here were in another folder) but I managed to compile it.
 

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Hi all, this Mod looks fantastic,I would love to incorporate it into the Babylon 5 Mod. Unfortunately, I am working on a steam version of Civ IV which I cannot apply the unofficial patches to. Whilst I can install FFP,I cannot patch this Mod either. I am therefore trying to develop my Mod without any of the unofficial patches.

Is the Planet Mod fully reliant on FFP 2.3 or could I get away with using it on FFP 1.81 which the B5 Mod is based on?
Hi Psicorps,
I've added planets and planet graphics only at the moment
as I feared, different CIV4BuildingsSchema.xml so it will take a while to convert
the 5 files i've changed are
CvSolarSystem.py
Civ4Artdefines_Feature.xml
CvPlanetInfoScreen.py
CvMainInterface.py
GlobalDefinesAlt.xml
you will have to also copy over the contents of the assets/art/Terrain/Features/solarsystem folder from a copy of my mod
 

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PsiCorps, to continue to develop terraformer for B5 a decision will have to be made regarding the buildings and the tech.
Do we just distribute the buildings into the existing tech tree, or squeeze my 8 new technologies in somehow?
 
Latest version of Terrformer for FF+ uploaded
New buildings added - Civilian/Worker/Capital Cities
 
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Where is that atmospheric processor from? It isn't on any of 3 available planets; No one has advanced into galactic era yet so it ought not to be possible to build it.I had had captured this city from AstroTech then lost it to pirates and then recaptured it.
 
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Latest version uploaded.
Hopefully fixed
View attachment 734927Where is that atmospheric processor from? It isn't on any of 3 available planets; No one has advanced into galactic era yet so it ought not be possible to build it.I had had captured this city from AstroTech then lost it to pirates and then recaptured it.
I need to have another look at my Ai anyway, it doesn't always check always if the requires tech is there. It would be interesting to know if it was on any of the other planets.
 
I've fixed the scout bug. Seems that 'def getSystemAt(iX, iY): ' was moved from finalfrontierevents to cvsolarsystem and cvworldbuilderscreen was trying to reference it. I just added import cvsolarsystem to cvworldbuilderscreen
the victoryscreen wasn't working - bad argument on victorythreshold. Replaced with older version -seems to be working now

View attachment 733100
Appeared upon loading an autosave, but not persistent.
Have not experienced Mr Smiths error as yet
 
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