Final Frontier Modding

As long as it has fighter drones you can launch from carriers, long-range missiles that can do the same, and a planet-destroying Stellar Converter... I think you should do it :D
 
Stellar Converter.. God I love the smell of exploded planet in the morning.. ;)

Has anyone else notice that 'one per system' buildings can be built on multiple planets in the same system?

I love this mod, it is all I've played since I got BtS last week. Like most of the official mods, it will need some work to make it MP compatable. they do things like hard coding things to player 0 and the like, but as they go this one should be easyer then most.

I am curious to see what addon mods come out for FF. :)
 
tried to play this mod multiplayer and both me and my friend kept freezing at the initiating stage as the game started loading. was really lame! would love to be able to play this online.

Some notes about unit balancing, we need more flavour with units. Having the same combat strategy throughout the game did make for a rather boring experience. There needs to be a few different types of units with new strengths/weaknesses in order to spice up the strategy aspect of this mod. Perhaps new fighters/bombers whcih specialise in attacking battleships or something along those lines :)

Construction ships that build things like space factories or space farms kinda like in the game X3: Reunion. There is a hierarchy required in building things in space, the end products can provide your planets with happiness and health or even free promotions. for instance, space wheat farms provide the wheat for cow farms which provides the meat resource which improves happiness/health all powered by solar power plants.
This kind of construction OUTSIDE of the city screen construction queue would provide an extra layer of strategy which this mod is missing.

QUANTATIVE RESOURCES on a single asteroid cannot provide for the water requirements of the entire civilization forever. perhaps an improvement which provides the water resource for one solar system. Delta Recycling plant? :)
 
If someone has a look into how easy it is to create new Ships (not the model, thats the easy part! ), it would be a pleasure to try my hands on some space units!

But it would be good to see some preliminary experiments by someone who has some time :)
like modifiing a model in blender3d or 3dsmax and getting it to use all its effects and stuff afterwards.
Or better, if someone comes up with a way to create new effects.

As soon as I know it is easy to make them work (like some simple nif edits) , it will be easy to create new space ships.

just let me know.
 
A bombard ship would be nice; Comets flying around randomly - that could hurt units and solar systems if not shot down; Wormholes features; Planet terraforming; Population/production/food realocation.
 
two words:

SPACE AMOEBAS!!!
 
Regarding game balance, I don't have any suggestions as of yet.

More units would certainly be good, a bomber sounds like a great suggestion, maybe various types of privateer ships and a whole range of pirate ships.

Maybe when you research a certain military organization or construction tech, you can build a national wonder [only one per 'era'] that would add a certain flavor to your units. Say you've already expanded quickly, so you want a more defensive fleet, you build the 'applied x theory of shipbuilding' national wonder and all of your ships until the next major tech are all slower but have sufficient defensive capabilities to compensate.

This method of shipbuilding would not only allow for something to replace all the unique ships that the scenario doesn't have, it would allow greater choice and flavor to forces [and give unit graphics people something to have fun toying around with]. There would be a researchable theory for each 'stage' of the game, possibly each one more powerful than the last

Theory ideas:
Defensive theory
Hit and run [pirate?] theory
Bombardment [long range?] theory
Meat-grinder theory [assault] theory
Special weapon theory [lots of unique abilities]
Divine wind theory [IE desperate suicide attacks]

I would like to see a great number of random events in whatever Final Frontier Mod, humans are prone to error, but hyper advanced technology handled by humans is even more prone to amusing outcomes.
 
We've been thinking about using Final Frontier as a base for the Star Wars Mod, but that would require ground units...

I'll be watching to see if a mod does take off, not only to steal space units :p but to contribute as well. You can be assured that we will have plenty of ships for you guys to take
 
Final Frontier is absolutely begging to be modded. It's a brilliant baseline game with all the bare essentials, just waiting to be enhanced and polished. I'd be willing to help with conceptual/design-level stuff, but I'm afraid my life is a little too crazy at the moment to help with the actual work (modding/coding). Conceptualizing I can do while running my machines at work - coding I can't :(
 
Corporations need to be added in. After looking through the code a little bit, it seems the mod was made based on a version of BtS that didn't have corps in it yet.
 
I've already started in on a mod for FF based on Master of Orion 2.
Basically trying to add moo2 flavor while also fixing some of what annoys me (research is way too short)
Tech tree is in. I'm still adding buildings, units and promotions. (finally got the defense promos working)

I really want to find a way to mod unit HP (think armor upgrades).
And modify the buildings bonus per worker on the planet (i can copy the mining facility but it only get 1, robo miner plant needs 2, dep core 3, etc)
I am planning on using promotions as the method to customize ships. It's a bit tedious to click but it works in FFH when the promos start rolling in so I figure it wont be too bad. Also planning to put in ships with a base set of promotions (ex: medium cruiser with graviton beams, merculite, and positronic computer - and you can upgrade to pulsons if you have 'em)
Other stuff is on the burner, but I want to get the base done before I go crazy.

But I'm sticking to XML mods only for 2 reasons.
I think we need an update to get multiplayer working and I'm rather poor in c++ and python coding.
 
You could also set techs to add auto upgrades to ships. IE ECM 1 Tech adds the ECM promo which is -10% Squadron and Missile Damage. I would say armor upgrades and weapons uphrades would need a shipyard, but internal tech could be automatic, computers, sensors, etc.
 
I'm all for MOding it. I've actually be looking at the code for it and what I've seen it shouldn't be too hard to do stuff. I've already figured out how the... what's it called... the thing that your contruction ship can build that gives culture works. I would love to change it so that it could get increased influence (culture) based on how many units are based on it's plot, then when some move out the borders shrink.
 
I'm working on just that kind of thing. It is for normal BtS, but the acual code for extending and shriking the borders should be pretty portable. :)
 
Yea, I was thinking of useing alot of the Final Frontier stuff in The Hand of History so I've been looking at the code alot and man it should be easy to make alot of these changes for all MODs/Scenarios. I havn't tried XML but python seems as though it should be easier now.
 
I've already figured out how the... what's it called... the thing that your contruction ship can build that gives culture works.
Are you thinking of the starbase?
 
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