Final Frontier Modding

Zuul

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Nov 13, 2005
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Anyone found out how to edit solar systems (set what planets it will have)! If I edit a worldbuildersave the solar system will be randomized again when you load it.

Anyway the line for each planets in the save says:
uneven number of planet list, same as previous +1, solar system plot x-axis, solarsystem plot y-axis, planet type, size, position in system, if it has a moon, if it has a ring, ...alot of more data but usually zero


Planet type (food/production/commence): 0 = blue (0/2/5), 1 = gray (0/3/3), 2 = bluegreen (3/1/2), 3 = beige (2/2/1), 4 = brown (1/2/3), 5 = yellow (1/1/6), 6 = white (2/0/3)

Size: 0 to 2, where 0 is small (population 1), 1 is medium (population 2) and 2 is lage (population 3)

Position: 1 to 8 where 1,2,3 will be closest, 4,5,6 will need more influence to be used, and 7 & 8 even more influence.

Moon: 0 = no moon, 1 = have a moon (only visual effect).

Ring: 0 = no ring, 1 = have a ring (only visual effect).


Our solar system could be like this:

Mercury = 1,0,1,0,0 (small gray)
Venus = 5,1,2,0,0 (medium yellow)
Earth = 2,1,3,1,0 (medium bluegreen with moon)
Mars = 3,0,4,0,0 (small beige)
Jupiter = 4,2,5,1,0 (large brown with moon)
Saturn = 3,2,6,1,1 (large beige with moon & ring)
Uranus = 6,1,7,1,0 (medium white with moon)
Neptun = 0,1,8,1,0 (medium blue with moon)
 
Is it possible to add more planet types? So that you could have an ice planet of little use, for example.
 
Yes I think it will be possible to add more types of planets.

Would be nice if interested modders (including me) could get together and start a mod to improve this mod. It got so much potential.
 
Final Frontier needs more civs, more traits, more wonders, more worker improvements, more units, incorporation of the Blue Marble graphics and multiplayer playtesting, and MULTIPLAYER BUGFIXING the game doesnt load past the initiating stage when hosting a mp game for some strange reason.

I'm happy to stick around to help out with this project if people wanted to get started on it :)
 
It needs more balanced units (like better later scouts), more resources, random events, quests, and new "terrains".
 
wow belizan when did you come back:eek:

We could also use you back on Song of the Moon or our SMAC mod if you are interested.:please:
 
lol, if I have the time. I might be able to help out a bit but I am already juggling 2 mods.:rolleyes:

I am definitely very interested in FF and if there is something need programming and I know a quick and easy way to do it I will definitely help out.
 
Anyone found out how to edit solar systems (set what planets it will have)! If I edit a worldbuildersave the solar system will be randomized again when you load it.
Customizing what planets are what is done in the Python. As you've noted, the WB Save only stores the location of Star Systems, not their composition.

A CvSystem object is not created automatically simply because there's a System feature placed on the map. These will need to be initialized manually with the CvFinalFrontierEvents.addSystem() function (probably in onGameStart()). You'll want to define a CvSystem object, then pass it into that function to add it to the game's array of Systems.

To set up a Star System's planet you have to call the CvSystem.addPlanet() function (once you've made/acquired the Star System object you want to modify, of course). This is where you'll determine a planet's type, size, etc.

If you want an example of how things are done, look at CvFinalFrontierEvents.onGameStart(), line 105. Here the game takes the map data and creates a CvSystem object for every System feature it finds. It then goes into CvSolarSystem.createRandomSystem(), where the System and planets are actually made.

If you want to use a System later (unnecessary for map creation, but could be useful if you want to do other things), to look up a CvSystem there are a couple functions in CvFinalFrontierEvents.py that can be used. "getSystem" returns a CvSystem based on the ID of the system (good for looping through all the systems in the game). "getSystemAt" allows you to pass in an X and a Y to find a System at a particular plot (when you know one is already there).

Let me know if you have any questions. :)

Jon
 
Thanks, Jon ! Is it possible to have a third planet in the outer ring of a system
( 7, 8, 9 ) and give effect to moons and rings ?
Yes, that wouldn't be too hard, but it would require changing some Python code. That 9th planet is trouble too, because it won't fit in the interface and will end up being so far away from the stars that they're apt to run into other things as they orbit. ;)

Jon
 
I feel concerned as well with that aspect. Maybe it needs a new name better than GP. I try to imagine a system working with the planet population allocation. What about a tile improvement that allow to allocate one specialist
allowing for a maximum of 20 non free specialist (must be in fat cross) ?
 
I was thinking of GPs allocated to space stations and alike.

First we should start with something simple, like unit ballancing. Any ideas on change that should be made?

Original stats:
Code:
Scout                     02/1/025  +1 sight
Scout D                   03/2/050  +1 sight
Scout O                   04/2/100  +2 sight

Planetary Defence Ship    04/1/015  
Planetary Defence Ship D  06/1/030
Planetary Defence Ship O  09/2/060

Invasion Ship             04/1/015  
Invasion Ship D           06/1/030  
Invasion Ship O           09/2/060  

Destroyer                 06/2/050  Intercept 50%
Destroyer D               09/2/100  Intercept 55%
Destroyer O               14/3/200  Intercept 60%

Stealth Ship              06/2/050
Stealth Ship D            09/2/100
Stealth Ship O            14/3/200

Cruiser                   10/1/090  Cargo 2
Cruiser D                 15/2/090  Cargo 3
Cruiser O                 22/2/090  Cargo 3

Carrier                   04/1/175  Cargo 3
Carrier D                 06/1/350  Cargo 4
Carrier O                 09/2/700  Cargo 5

Battleship                24/1/225
Battleship D              36/1/450
Battleship O              50/2/900

Starbase                  30/0/3    Cargo 4
Starbase D                45/0/3    Cargo 5
Starbase O                60/0/3    Cargo 6

Anti Ship Missile         03/1/010/4
Anti Ship Missile D       05/1/020/5
Anti Ship Missile O       07/1/040/6

Fighter                   04/1/030/5
Fighter D                 06/1/060/5
Fighter O                 09/1/120/5

Bomber                    06/1/045/6
Bomber D                  10/1/090/7
Bomber O                  15/1/180/8
 
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