Final Frontier Plus

By the way, for my "star systems spawn too close together" bug, I used these custom options:

- huge map size
- spiral galaxy
- no city razing
- no vassal states
- aggressive AI
- use slower trade route calculations (I'm not sure what this means exactly)
- no pirate experience cap
- multiple production
- conquest, domination, ascendancy victories only

I have the same issue with my current game, with the options listed in my previous post (just four of them). I think the problem must be located elsewhere than the options themselves.
 
No, the raging pirates option is not on. The only options that are active include: no technology brokering, no pirate experience cap, and permanent alliances.

Two things come to mind.

If you are using 1.7, which you must be because earlier versions do not have a "no XP cap for pirates" option, make sure the game options screen (there is a tab for this on the screen that shows the victory conditions) does not show it. It may be set even if you didn't set it. Since 1.7 has more options than earlier versions there is a potential unintended interaction with other mods. It is possible to inherit options settings from another mod, so if option number X was set to be selected by the last mod you played it can stay selected when you run a different mod. The normal fix for this is to start a game using the Play Now menu option, which sets all the game options that mod uses to the default unselected setting. This wouldn't help after starting a game (if it is the problem).

You didn't say what map type you used so I'll also point out that the SpiralGalaxy maps (with or without wormholes) give more pirates that the other maps. If you tried a SpiralGalaxy this time when you usually used the regular Final Frontier map type (standard, flat, or flat with wormholes) you'll find more pirates than you are used to. This is because these maps are bigger but have the same number of players and the system count is not increased proportionately with the maps size increase - in fact, the number of star systems is similar to the number you get on the standard setting with the other maps (and therefore fewer than with the High or Very High system density settings on the other maps). This leaves more plots outside of a players territory, which is the important thing for the number of pirates: the number of pirates is proportional to the number of plots on the map that are outside of everybody's borders. The difference can be quite large. It is about 77% more on the Standard map size. The increase in number of Pirates for the standard "raging" mode is only a factor of 2 (although they are also made even more aggressive, I think) so standard pirates on a SpiralGalaxy map has almost as many pirates as Raging on a non-SpiralGalaxy map.
 
I have the same issue with my current game, with the options listed in my previous post (just four of them). I think the problem must be located elsewhere than the options themselves.

It sounds like there may be some issue with the Spiral Galaxy map type.

Has anybody seen this on any other map type?
 
It sounds like there may be some issue with the Spiral Galaxy map type.

Has anybody seen this on any other map type?

This isn't a mapscript specific issue.

What (apparently) needs to happen is: Start one game, any map type, then exit to main menu, then start another. I just confirmed this on a Wormholes Standard.

I'm not entirely sure what is causing this, but my guess would be that some array containing solar system data (perhaps either in mapscript generation which could link it to FFMapscriptCore; or perhaps in the FinalFrontierEvents/CvSolarSystem end of things) is not being deleted when a game itself but not the entire game ends.
 
On the solar system bug, that is probably due to the spiral galaxy script; in FF, flood plains are spawned around systems in order to prevent other features from being generated around them. They are removed later in the process. The original author of SpiralGalaxy forgot to include the step to remove the flood plains. In Star Trek I re-added that step, but this hasn't been done on the other FF mods and I think in FF+ the step spawning the flood plains may have been removed.
 
On the solar system bug, that is probably due to the spiral galaxy script; in FF, flood plains are spawned around systems in order to prevent other features from being generated around them. They are removed later in the process. The original author of SpiralGalaxy forgot to include the step to remove the flood plains. In Star Trek I re-added that step, but this hasn't been done on the other FF mods and I think in FF+ the step spawning the flood plains may have been removed.

Funny coincidence: I just noticed this and added something about it to a post over in the FFP BUG thread.

TC01 said:
This isn't a mapscript specific issue.

What (apparently) needs to happen is: Start one game, any map type, then exit to main menu, then start another. I just confirmed this on a Wormholes Standard.

I'm not entirely sure what is causing this, but my guess would be that some array containing solar system data (perhaps either in mapscript generation which could link it to FFMapscriptCore; or perhaps in the FinalFrontierEvents/CvSolarSystem end of things) is not being deleted when a game itself but not the entire game ends.
The culprit is probably the g_apSystems array. When loading from a save this is explicitly cleared (via the resetSystems() call at the start of loadSystemsFromPlots()). When starting a game using a map script it is NOT specifically called.

So I expect that the fix is to put a call to resetSystems() near the start of onGameStart, right around the call to initMembers inside the if statement that determines that it is a map script, not a WB save.
 
I tested the whole "Exit to Main Menu" thing. Well, once.

In my test, without the fix I mentioned, using the Wormholes map script it caused Python errors , most or all from the home system finding algorithm in the map script, and after clicking through those an immediate "You Have Been Defeated".

So my advice to all players is, for now at least: if you exit, exit all the way to desktop.
 
I tested the whole "Exit to Main Menu" thing. Well, once.

In my test, without the fix I mentioned, using the Wormholes map script it caused Python errors , most or all from the home system finding algorithm in the map script, and after clicking through those an immediate "You Have Been Defeated".

So my advice to all players is, for now at least: if you exit, exit all the way to desktop.

Ah, that explains why I couldn't reproduce the bug. I was starting a new game after booting up FF+, while the bug occurred after (I think) I foolishly tried to "Start New Scenario" and ended up using a previous autosave. Incidentally, that's when I learned there is no actual pre-made scenario for this mod, not that it detracts from the mod at all.
 
I seem to be having problems, the file downloads fine but at the end after the installer asks me if i would like to run frontier plus, an error message pops up saying \CivBeyondSword.exe cannot find the specified file. Was wondering what was up with that?
 
I seem to be having problems, the file downloads fine but at the end after the installer asks me if i would like to run frontier plus, an error message pops up saying \CivBeyondSword.exe cannot find the specified file. Was wondering what was up with that?
 
Patch 1.72 has been released. This patch fixes various errors, including the "exit to main menu" error and finally gets the FFP tab on the BUG options screen. Changelog:

-Fixed bug with FFP tab on BUG option screen still not working
-Fixed incorrect text for capital ship, carrier ship, and missile construction feats
-Fixed SpiralGalaxy mapscript creating invisible floodplains
-Fixed a Python exception in onCityRazed
-Fixed a Multiple Favorite Civics-related Python exception that occured in a handful of places
-Fixed a few missing icons in various places
-Fixed bugs that resulted in odd behavior when exiting to main menu and starting another game
-Fixed a bug when the Pirate AI checks if it can build fighters
-Added a cleanup script to the installer to fix other potential bugs

Note that there is a checkbox that would let you stop the cleanup script from running. You should not uncheck it!

If you do, the script is installed to Mods\Final Frontier Plus\CleanInstall.bat. You can run it manually by double-clicking it (like an executable file).

I seem to be having problems, the file downloads fine but at the end after the installer asks me if i would like to run frontier plus, an error message pops up saying \CivBeyondSword.exe cannot find the specified file. Was wondering what was up with that?

I have no idea.

If you can launch the mod fine (from in-game, from a shortcut, or from a mod launcher), then I wouldn't worry about it. But if the installer can't find Civ4BeyondSword.exe, it probably would not install it to the correct place either...

If you can't launch the mod fine through other means, search your computer for Civ4BeyondSword.exe, run the installer again, and give it the path to Civ4BeyondSword.exe.
 
(sorry for long post)

As a long time lurker/infrequent poster, I just wanted to say I think this is one of my favorite Civ4 mods...please keep up the good work. I've posted several times about the lack of AI units etc. before and would like to add some additional items.


Let's face it, the AI usually doesn't build a navy worth mention. In my last game, the AI declared war on me and invaded my territory with...one single defense ship. To this end, I propose some really quick band-aid solutions to get this fixed.

The toy box of units available to the AI should make attacking their empires, and defending against them, as challenging as any of the Civ mods...sadly, that is just not true for many reasons. FF+ has many great units with a nice balance....but (i guess?) it must take significantly complex AI programming to make this happen.

So...some "simple" suggestions:


1. Increase AI defense ship garrison. 3 PDS minimum garrison. An average garrison of two PDS ships is totally insufficient given the average pirate threat. Mr. AI needs three PDS at a minimum. Is this garrison configuration hard-coded? If so, can we mod this? Actually four PDS for any significant system sounds better (size 6 or above).

2. (I see that new option in 1.71 to require invasion ships to take systems: This should be a big help to the AI to defend their worlds, very nice...trying this option out).

3. Squadron basing limits per system to 4. I hate to suggest this given that I like the squadrons in the game so much: place a limit on the number of player squadrons that can be based in a single square (a logistics limit), or an empire limit. Once the human player has 10-15 assorted squadrons...the player is pretty much immune to AI attack in mid-game, or even late-game, since that squadron can be concentrated into a stack-killing defense.

4. Make the AI a better turtle by providing system defense "attributes) that do not require units. AI is tough to code? Then let's get some built-in defense.

a. AI system defense squadron.

Give the AI systems the ability to build "system defense squadrons" one-four fighter or bomber squadrons that cannot move, that are "rebuilt" automatically in N turns if destroyed. The number of squadrons hosted would scale with system population size or some other rationale. Perhaps also give their starbases the same thing. This would help the AI a great deal since they have no concept of escort for their construction ships, have such small average garrisons, are totally open to pirates, etc.

Those squadrons can either be placed on intercept mode or attack enemy units in range.

Currently, for whatever reason, the AI has squadrons, but completely misuses them and frequently leaves them in systems to be taken.


b. AI system cannon ("Gun on the Ice Planet Zero"?): give AI systems above size 8 a bombardment capability...perhaps link this to the Star Fortress building (if possible).

c. AI system scanners. Perhaps provide the AI systems a "free scout garrison" as well for large systems and/or a building that does the same (star fortress?). The AI is still almost oblivious to stealth ships due to the lack of scout ships in garrisons/stacks. I don't use build stealth ships for balance reasons or just allow myself one in existence at any time. The increased visibility would also enhance the defensive squadron performance.

(I suppose the human player can have the above toys as well...but this should be an expensive "building" perhaps that the AI gets free? The human doesn't really need any of the above)


5. Some additional armchair warrior ramblings...

a. "hmmm so the AI brought along five destroyers in their stack? I will absorb their "defensive value" by attacking first with at least five fighters before the bombers begin their smack-down. Ho hum. So much for that stack of doom of 10 battleships"

Flak cruiser. The player squadron stack-of-dooms are devastating. So, there should be an effective cruiser with special ability "flak cannon": something like either a) the ability to intercept against *more than one* squadron attack per turn, and do increased damage. Like at least three intercepts per flak cruiser. or b) Multiple times per turn, squadron attacks are simply aborted...the flak cannon throws up a wavefront that only a few of the squadrons may pass in this turn.


b. "At mid-game I go into the world builder and see that the AI empires are pretty much bare of units..outside of the capital...during peacetime. Trying to build a fleet after war is declared...is too late."

More units, higher unit cap, anything. The AI needs to bring more than a knife to a gunfight. Whatever is preventing the AI from building a navy has to be identified and remedied. If the AI just *had* more units the game would be more of a challenge.


c. "FF+ in my opinion is made for wars. Big big big space battles. Huzzah!"

Can we have an option "All at war"-all empires at war with each other for length of game? This might counteract item 5b above since for every AI, every neighbor is a bad guy.

Or alternatively: "War with someone": Each empire automatically declares permanent war with the "worst enemy" defined for that player...or is always at war with one empire for length of game.


d. Variant on 5a above: Warding Destroyer special unit, or simply an "electronic warfare refit" for all destroyers. This DD will misdirect/shield capital ships in its square from squadron attacks by a) fooling a squadron into missing it's target completely (attacking a false image) b) redirecting the attacking squadron to attack the warding destroyer itself or c) aborting the attack due to false interceptor image - the number of times the DD can do this per turn is open to suggestion. Twice?


6. Totally rambling.

a. Pirate starbases. Strength 10, or half-strength of normal starbases. 50% chance of being created in an asteroid square. Starts with one fighter squadron. Creates one fighter squadron every 30 turns. Creates one destroyer squadron every 60 turns. Only shows up in prince difficulty or higher. Limited to N number per map, perhaps. Can bombard only adjacent squares. Bonus points for adding this attribute: Higher chance of resource bonuses and asteroids within 1 square of the starbase itself.

Let's admit it...many players scarf up the goody huts and either use this a means to playing in higher difficulty...or gain significant advantage. There should be areas that a scout cannot pass...or to get at a nice resource bonus will require a fleet to clear the area of pirates first.

b. Assault Starbase. A real "Star Fortress". A starbase that can generate one movement per 5 turns. Twice as expensive, twice as long to build and counts as two starbases in terms of cost increment. Keeps the ability to base 4 squadrons, heal units, and powerful bombard ability. Does not generate friendly territory radius unless "placed": then forfeits movement ability forever. Can build warp lanes. Ah strike that last...doubt the AI would use that ability properly for assault purposes...

Has to have a really cool picture/graphic.


c. More resources, things to build/defend in space.

a. More space objects in friendly territory.

a. Interstellar beacon. Commercial advertisement and communications relay. Each trade route requires one.
b. Orbital power array. Magnifies/directs solar light to generate power. +1 industry...limit one per 6 population.
c. Orbital habitat. Limit one per power array. +1 system population.
d. Zero-G stadium. Plus 1 happiness...limit one per system.
e. NCO training facility. Deep space live-fire training and stress relief for enlisted personnel. Officers of flag rank or civilian politicos NOT welcome and will have ass kicked on sight. Ships sitting on this square suffer random damage and small chance for promotion (past level five). Limit two ships. - player would likely tend to put the training facility in the middle of the "space objects cluster" for that system in order to properly place a garrison. Creates two additional unhappiness in the system.
f. orbital patrol responders. Generates possibility that any pirate that enters within 3 square radius will create a free destroyer (that only lives for three turns). costs 1 credit per turn maintenance. Capability regenerates every five turns. One per system.

A pirate can "loot" but not completely destroy, the above objects. Pirates are parasites, after all, and want to come back and loot again. The bonus is removed until the object is repaired. Looting would also cost 5 credits from player treasury as well.
 
Hi, here's some problems I encountered:

- When settling a system, I'm given a name for the system based on my civ's list (such as RC-2 for avowers). However, when inside the system, I can see that the first planet gets this name, and the rest of the planets have a default name (Epsilon Hestia and so on). Even worse, if I rename the system when settling, the first planet will still be called what the game originally offered and the other planets retain the default name of the system (eg I rename the system to "Whatever", then the first planet will be "RC-2" and the rest will be "Epsilon Hestia" and the like). And I found no way to find out the default name of a system in advance.

- Pirates will go into radiation when they don't have to, and take damage.

- Is there a way to see what planets/stats a system has before colonizing? Just as you don't settle anywhere in standard Civ...

keep up the good work!
 
If you double-click a star it will show you a pop-up screen with all of the planets, including information like names and a marker indicating which one has a resource (if there is one).

And yes, the pirates are stupid. Really stupid. The AI civs are also fairly stupid about this (maybe slightly less stupid than the pirates, but not by much). They fly into black hole grav fields with speed 1 ships (no way to get out and 10% damage per turn). I have also seem them fly directly onto the actual black hole (100% damage = 100% chance of death). Likewise, on one occasion I saw one fly into a supernova over the course of two turns: turn 1 is into the 75% damage area around it, then the next turn directly into the supernova (also = 100% death). On a couple of occasions I have seen them fly a ship with more than 25% damage into the 75% damage area around the supernova, on on several occasions seen them fly a ship with 75% damage (probably from flying through 3 plots of radiation field) into a radiation field.

Currently, I think the settings for the number of pirates are producing a bit too many. This is especially the case if you are playing on a Galaxy style map, which is bigger (the number of pirates is proportional to the number of unowned plots on the map) and has a big chunk of space in the middle that is usually mostly unowned and unseen, keeping their numbers up for the whole game and giving them a place to spawn. Higher difficulty levels get more, and it might be escalating a bit too much for that as well.
 
If you double-click a star it will show you a pop-up screen with all of the planets, including information like names and a marker indicating which one has a resource (if there is one).

Thanks, didn't find it out (though tried some clicking).

As for the pirates, at least their numbers increase the challenge - as I hear about the AI's weaknesses (I have never advanced so much as to find out how weak the enemy was). Maaaybe one reason for going into the damaging fields is that Civ4 didn't have originally damaging tiles, so the AI is not prepared for it. (Though it seems to me as if I have seen the ability for tile damage in the original xml files available?)
As for the AI not building many ships to attack, it's interesting, considering how Civ4 civs like to build units...
 
Without building a fleet stack or two it is a bad situation...the AI empires have only one effective strategic counter to the human player: counter-building. With a high difficulty level...the AI can pump out ships at a quick clip.

By that point the human player can count on scoring several systems...and only the need to garrison will slow them down.
 
Downloading mod now. Liked Final Frontier, and this should give it some new flavor.
 
hi, i get a repeated error log srolled down the center of the screen, how do i get rid of the log display? the error states:
Bugoptions- failed writing INI file 'C:\...final frontier plus\user settings\Autolog.ini'
tx for all yur hard work on this mod n yur assistance. NZ
 
Argh. The inevitable BUG "failed to write" type error report...

The quick version:

1) Make sure that the folder exists. If it doesn't, then create it.

2) Make sure you have write permission for that folder. If you don't, change them so you do.

If that is not good enough, you can run the game as Administrator (the details of how to do this vary with Windows versions).

The issue is likely a Windows "feature" in Vista and 7 called User Access Control that prevents modifying files located in the Program Files folder for your own protection. This is good when it is program executables and such, but not so good when it is configuration files. Disabling User Access Control should also prevent the problem (but remove it's protection of files, of course).
 
Patch 1.73 has been released!

This includes everything God-Emperor or I have fixed in the past three months or so, and is almost certainly the last 1.7x patch. Here is his changelog:

-Fixed a Python exception in onCityRazed (really, this time)
-Added missing Multiple Production code (Multiple Production game option now works)
-Changed text shown by Mining Facility to indicate +2 production for The Forge
-Fixed and Added some BUG merge related text
-Fixed potential crash from inhabited planets
-Include an adjusted settings file for the Domestic Advisor screen
-Changed AI Python and civilization XML a bit to (hopefully) improve the AI behavior
-Fixed the Astral Ascension section of the Victory screen
-Buffed Astrotech a little: +25% to build habitation facility and slight improvement to UU
-Changed Starabses to have free Improved Sensors upgrade to improve behavior when in sentry mode
-Added new Productive Pirate Cities game option
-Changed City Screen to show direct yield bonuses from traits for trade routes
-Fixed Nanotech Hospital and Extended Habitation System to increase in cost as more are built in a system
-Fixed nuke effects (as per Doomesday Missile) on star systems
-Fixed building meltdown effects on planet (no building does this currently in FFP, done for Star Trek)
-Fixed theme file issue

For the future? We'll likely have 1.8 out by/around the end of the year. At that point, I'd like to implement my new release schedule idea, where every three or four months we'll just take everything (in a releasable state) in the subversion repository and release it.

I'm intending that the alien civs will (start?) to go in at version 2.0. We'll see how that ends up coming.
 
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