Final Frontier Modding

A few thoughts.

Corporations :
Given the way they work in-game, it might be interesting to turn them into crime cartels. The Underworld is a critical element in half the great science fiction saga out there (and merely a major element in most of the other half), and corporations as criminal cartels could be used to represent this.

Wonders :
I'm oddly thinking that a sizeable chunk of main game wonders might warrant importation in this game (if with their effect altered). After all, the whole plot is all about planets vying to become the successor of earth - that they would attempt to rebuild some fabled buildings of earth's past as a sign of their power and stature only make sense to me.
 
I've been messing around with the starbase effect and I've had some success on making the cultural borders a little more dynamic.

I was origonally intending to use your idea Zebra 9 and base it on the number of units in the starbase, but then an idea came to me of a little more straigh forward way to do it.

First off, just FYI, while the starbase extends your cultural borders, it does not add culture to its plot or those around it. So the first thing I did was put in some python that adds some culture to the starbase plot and the plots it controls. For the starbase plot it adds the starbase's level multiplied by a configurable value then adds another configurable value to that. In controled tiles it adds the starbase's level in culture each turn.

After adding that in it is all cake, in the onEndGameTurn when you pPlot.setOwner() the tiles around the starbase, you just setOwner it to the player with the highest amount of culture in the tile.

After doing a bit of playtesting it in a regular game, forts work much like cities in the culture battle, but with a limit similar to that of an ancient or classical era city. The math on how much culture is added each turn will need some tweaking for the FF mod since starbases have levels in the 20 and 30s, but that is easy to do.

I'll be posting up the latest version of my fort mod soon if anyone wants to check out the code and rip it for use in this mod or others. :)
 
i think i'll write here same ideas i wrote in Final Frontier Problems & Issue.

Other tougths:

how about cheap probe units? something like: you can only give them a direction then they just rush in that direction whit speed of 3 and stop only when are destroyed.

Nebula should not be impassable, but any unit inside nebula at the end of turn have something like 75% chance to disappear, and they could only see adjacent tiles and move only 1 tile. The reason to go inside nebula? Forgotten and lost treasures of cource, and add promotion to decrease chance to disappear, And ability to build beacons that have certain radius which also decrease ships chance to disappear.

Starbases should have ability to use huge cannon which will clear asteroids on targeted tile, probly more than one shot would be required.

And about those asteroids, they are only usable for hiding and for random resources. How about ability to build mining platforms that would give + 1 production or commerce.
And yes, ability to build many different platforms in space or on asteroids:

mining +production
farming +food
recreation +happy
junkyards +healt
trading centers/space markets +commerce
labs +research


those platforms should be on certain radius of that colony to add the resources and maybe a limited amount. With my luck i never get any good healt/hapiness resources nearby, most of them other side of the galaxy. Those platforms could help a little bit.

Some ideas might be impossible or too difficulty, or just too stupid...

comments, please...
 
Uploaded what I have done already. Link should be in my sig if anyone is interested.
It might still be in moderated queue due to my low post count.
 
i think i'll write here same ideas i wrote in Final Frontier Problems & Issue.

Other tougths:

how about cheap probe units? something like: you can only give them a direction then they just rush in that direction whit speed of 3 and stop only when are destroyed.

I think it would be better if they simply had a very short shelf-life... for example, you could send them out, and then once gone, they would gradually tick down every turn until finally... poof!

Nebula should not be impassable, but any unit inside nebula at the end of turn have something like 75% chance to disappear, and they could only see adjacent tiles and move only 1 tile. The reason to go inside nebula? Forgotten and lost treasures of cource, and add promotion to decrease chance to disappear, And ability to build beacons that have certain radius which also decrease ships chance to disappear.

Yes, nebula should be an opportunity... not just an obstruction.

I'm working on a new promotions mod that I think would have some very nice features that would merge well with this mod... one of which allows promotions to give invisibility to units on certain terrain/features, first strikes for terrain/features, and withdrawal chance for terrain/features. It could make it interesting for sort of hit-and-run tactics and stealth tactics if units could hide out in these turbulent expanses of space... this could be a land of pirates and guerillas.

Also, there should perhaps be young stars at the center of these nebulas.

You could definitely add the ability for units to be killed (disappear) within them...

One of the things that bothers me about the damage system is that you know exactly how much damage is going to be done. I think the damage should be only by chance and should also vary. So maybe a dangerous terrain could have a 75% chance to do between 5% and 10% damage, while another dangerous terrain would have a 25% chance to do between 50% and 80% damage.
 
Working on what exactly? Sounds to me like a bunch of different people are working on a bunch of their own tweaks.
 
I, for one, would like to see the "Great Captain" kept in FF. It really makes wars more interesting, as you can picture somebody like Captain Kirk leading the omega class battleship Enterprise.

Free promotions will be a problem though, there's not much room to expand with these "upgrades"...
 
I think this was a concerted effort for ideas for improving/modding FF.
Check out the creator's thread here for official improvements to the Final Frontier mod.
 
Wouldn't it be better to actually "mine" them for hammers like chopping trees in regular Civ. For example a tech like Deep Space Mining allows construction ships to mine them and get 5-20 hammers for the nearest system.

In real life I think thats probably what would happen. It is also generally what they do in sci fi stories...
 
I've gotten a little farther with a "Great Admiral" for the Final Frontier mod. I've done some buttons that take the normal promotion tree a little bit farther. Here's what I've got:

  • Special Weapons (Weapons 4): +20% strength.
  • Stealth 4 (I'm open to names other than "Stealth 4", nothing seems to fit...): Increases withdrawal chance by 30%.
  • Power Shields (Shields 4): 2 first strikes and 20% less damage from collateral attacks.
  • Super Computers (Computers 4): 20% more collateral damage and +10% Star system attack.
  • Veteran Repair Staff (Repair Staff 4): Heals units in tile 20% faster.
  • Expanded Bays (Bays 4): Can carry 2 additional units.
  • Reinforced Armor (Armor 4): +30% space defense.

Sensors and Engines 4 aren't included because I figured that they would be too powerful. Nobody wants to be on the receiving end of an Omega class Battleship that can attack you from 7 tiles away! Or a cruiser that can see you from 7 tiles away. I've gotten to the stage where I can ditch buttons without much loss, but I haven't done any XML work yet or worked on a new button for the Great Admiral. I'll have to find somebody with hand painting skills for that. I'm pretty sure I can do the XML by myself, but I'll let you guys know if I need help beyond the Great Admiral button in any case.

Comments and suggestions are welcome.
 
I'll assume you were joking, since, in case you didn't notice from the 6 other promotions, I was looking for something that ended with "stealth". And the unofficial button I have for "Stealth 4" is the normal stealth button with 4 stars running along the bottom instead of 1-3 stars. ;)

Besides, survival pods wouldn't make much sense since the ship that withdrew can be "repaired". Supposedly you'd only jettison the survival pods if your ship was destroyed. ;)

And I forgot to mention, these promotions will only be available if the ship you're promoting is lead by a Great Admiral, like the Leadership and Morale promotions in Vanilla Civ IV.
 
I had some ideas.

Why not som planets already having inhabitants? primitive (no spaceflight cultures) that you have the option to study, move, or destroy. each would give benefits.

some events.

Finding alien ruins on one of you planets (+science)
Omega Clouds (A cloud of material that destroys anything with right angles) (from jack mcdevitt's novels)
 
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