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Terraformer for Final Frontier Plus

Adding my planet Mod to Final Frontier Plus 2.3

all building added
needs testing as i get a lot of finalfrontiergameutils callback handler ai_chooseproduction errors. Is this because at the start there are no buildings to build? I have seen the ai build the new buildings though.

Also there is a problem on low difficulty levels when a scout activates a space wreckage. Occasionally there is a crash to desktop. When reloading the quicksave, I just avoid activating the wreckage for 1 turn.
 

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I'm experimenting with a new configuration. Citizens now need 4 food, this allows for a greater amount of flexibility in food values for planets. Now if you settle on a gray class D planet, you get the forced food import building and the greenhouse complex. Space is harsh!
pmbuttonsTD.jpg


I've also split martian from desert planets and toxic from Venusian, now desert planets and toxics have their own buildings. Hope you like the buttons.
There is also a new class of planet Mi, the M class in an ice age. For building purposes it is class P. I'll upload this version soon.
 
I'm currently working on
more terraforming effects for class L and P planets
balancing health
Changing the nif files for the unique ships. I've modified the battlefield carrier ship but it seems to have lost its upgrades... I'll post my update at the weekend
 
Latest patch 2.2 here
I followed your instruction from 2.0 and then applied 2.2, I get an unskippable exception at the start:
1747307221088.png

You really should've uploaded a full version at some point instead of making people search for and apply 6 patches.
 
I followed your instruction from 2.0 and then applied 2.2, I get an unskippable exception at the start:
View attachment 731917
You really should've uploaded a full version at some point instead of making people search for and apply 6 patches.
Fix is very simple:
file CvSolarSystem.py
line 452
change lowercase to uppercase so that string (text inside " " ) has no lowercase letters.
Python:
                iMartianDWM = CvUtil.findInfoTypeNum(gc.getBuildingInfo, gc.getNumBuildingInfos(), "BUILDING_MARTIAN_DWM")
I've noticed that some of the patches have errors like if they weren't tested at all.
 
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Thanks for sticking with me guys. Sorry for the errors. Ideally I'd like to upload my entire folder, but at 76Mb its too large.
 
I've used 7z to split into 3 files.
Backup your existing Final frontier plus directory
place these files into your mod folder
remove the final '.7z' from each file - (the website wont let me upload them without it)
double click on the one ending .001 to extract...
the changed unit I mentioned earlier is the battle carrier - a visual modification only
 

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I have a number of errors in my build. I believe it is because I have not got the right patches installed, and not in the correct order. If either of you could provide me with a base build to work from, I believe I could make it again with fewer errors.
I also get an error now with ai choose production and sometimes the computer builds the wrong buildings on the planets.
 
Hi all, hopefully this link works, should be accessible to all. Note that it is the whole Final Frontier Folder. As always back up your final frontier folder before overwriting all the files.
Latest Version
 
Hi all, hopefully this link works, should be accessible to all. Note that it is the whole Final Frontier Folder. As always back up your final frontier folder before overwriting all the files.
Latest Version
1748246568058.png

Mate, do you even have exceptions on?
Every time I enter city screen or select a city through it's panel, it keeps complaining about those two + Panopticon and Granary.
Wait... I can find references to those 4, but not actual buildings. Did you try cutting them out without clearing all the mentions?
Or maybe your buildings file is based on a version without espionage and you didn't update it to 1.9?

In CvAI line 1666 you have BUILDING_Lava_AP.
 
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Thanks Mr Smith
Didn't realize it was turned off... such a useful tool. Now I see your errors, i will endeavor to fix
 
Now I see your errors, i will endeavor to fix
I somewhat fixed those for myself, but the very first run I tried I got a crash after ending turn. It didn't repeat and I had LMA turned on, so I can't share the save, but keep in mind something might be seriously broken in AI or handling new additions.
1748347168313.png

There's overflow.
1748349888079.png
1748349955107.png

Not defined indeed.
...and that was the point where I discovered vassals that I din't turn off become members of the team =/ yikes.
 
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The XP error is from my modifications to DLL. Internally everything should work. If you want to look how much XP unit has look at information displayed after selecting a unit in bottom left. Fix for this is very simple but requires compiling DLL (I don't remember which c++ concerns this file but you can find this by searching XP or experience).

EDIT:
Attached fixed (I hope) file.
The error isn't overflow, It's wrong data type (float instead of int). Fix is just making sure float is converted to int where needed.
 

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I've added the above fix to my version, and fixed numerous spelling errors in my CvAi file, removed references to habitation extension, granary, prism and panoptican in FinalfrontierGameutils.
I have not seen any more exception errors in 2 play throughs , though the same intermittent bug when activating goody huts(space wreckage) remains
Its now the current version using the same link in my post above(#75)
 
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