Terraformer for Final Frontier Plus

Adding my planet Mod to Final Frontier Plus 2.3

Latest version uploaded.
Hopefully fixed

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 checked. These 2 building aren't anywhere in this system.

By the way you again forgot to include updated DLL with XP display fix.
 
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I checked. These 2 building aren't anywhere in this system.

By the way you again forgot to include updated DLL with XP display fix.
Perhaps I'm adding 2 of the atmosphere processors by mistake. Or the Ai is building it not on a planet.
Maybe we could add a code that loops through existing buildings and checks to see if one of the planets has one, and if not delete. Relevant section is in FinalFrontierEvents.py line1256.

I've added the XP fix again.
 

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?
Apologies for the delay in responding to your reply.

IIRC I do have one planet terraforming tech in theB5 Mod.

I would need to look at your MOD as a separate installation so I can compare the tech tree and see what needs to be copied/added to the B5 Mod.

It's possible that the buildings you have added can be placed onto existing techs within the B5 Mod.

However, I'm not adverse to modifying the B5 Tech Tree again, as long as everything can be incorporated and works without any issues.
 
I got this error:
Traceback (most recent call last):
File "BugGameUtils", line 342, in callHandler
File "BugGameUtils", line 297, in <lambda>
File "FinalFrontierGameUtils", line 845, in AI_unitUpdate
File "CvAI", line 2997, in doConstructionShipAI
File "CvAI", line 2884, in doStationConstructionAI
File "CvAI", line 2926, in canConstructStarbase
UnboundLocalError: local variable 'iX' referenced before assignment

The problem is that a civilization without a capital has a construction ship trying to build a starbase. I thought I had fixed this earlier but my fix doesn't work on larger maps.

New fix:
add
else:
iDistanceFromCapital = 1#Aradziem this disables optimization, so a few stranded construction ships on large maps may severely affect performance.
after line
if (pPlayer.getCapitalCity().plot()!=None):#Aradziem bugfix(looks like was always true)
iDistanceFromCapital = CyMap().calculatePathDistance(pPlayer.getCapitalCity().plot(), pLoopPlot)
(line 3200 in CvAI.py)

As said in the comment this may affect performance in some cases.
 
Added code to line 1316 in FinalFrontierEvents.py,
needs more testing... for some reason its adding more buildings, so I'm deleting one. I will have to test on some big cities to determine if its just 1 extra, or if its *2...
Code:
        #PLANETMAKER set all buildings to 0 then loop through the planets and add again to make sure no buildings in city not on a planet
        for iBuildingClassLoop in range(gc.getNumBuildingClassInfos()):
            pCity.setNumRealBuilding(iBuildingLoop, 0)
            for iPlanetLoop in range(pSystem.getNumPlanets()):
                pPlanet = pSystem.getPlanetByIndex(iPlanetLoop)
                #Planetmaker if building present add to city
                if pPlanet.isHasBuilding(iBuildingClassLoop):
                    pCity.setNumRealBuilding(iBuildingClassLoop, pCity.getNumRealBuilding(iBuildingClassLoop) + 1)
            if (pCity.getNumRealBuilding(iBuildingClassLoop) > 1):
                pCity.setNumRealBuilding(iBuildingClassLoop, pCity.getNumRealBuilding(iBuildingClassLoop) - 1)
Also when a city is first built, on on its turn1, it doesn't add its building yields. This can be a problem for new earth, since setting on a planet with less than 4 food (happens almost all the time) the greenhouse complex is needed to stop it shrinking to size 1. I think at the end of this I'll have to perform a yield override check. Alternatively I could start them with pop 3 if not on a home world.
 
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I've updated a lot of the textures and added more terraforming effects. Now there are 2 stages for terraforming for Brown, Desert and Martian classes. Latest version uploaded.
Example Brown world:
Brown2.png
Brown2T.png
Brown2TB.png


Example Desert world:
Desert4.png
Desert4T.png
Desert4TB.png

Example Martian world:
Mars1.png
Mars1T.png
Mars1TB.png
 
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