I've had some free time and so been working on a
1.9 beta; so far this is the "adding new content" stage of the release cycle and doesn't contain any further AI tweaks, etc. Notably, though, it adds a ninth, espionage-focused civilization and the beginnings of proper BTS espionage; you can build spies and send them on (most- I disabled one or two due to a lack of integration with solar systems) espionage missions. Since there were one or two people here who were adamantly against adding spies, I've resurrected the No Espionage gameoption and added a new No Spies gameoption; No Spies is basically the current status quo (i.e. it prevents players from building spies but lets espionage itself be used).
Read the thread for more info, and feel free to test if you want!
I added healthy bonus to Survival dome in XML file, but in city screen in right up corner its not countet. Why? Therefore i added to Recycling centre +2 healthy bonuses, thats worked. OK.
I found some another bug. When i manualy deleted city building via WB as Factories or Recycling centre, their healthyng efect is still counted on city screen. They still get -6 health from factories even if in the cities no more factory left.
I have one question, i will incorporate part from better AI to my own mod FF. That so can AI uses missiles against mee. But i can not find that part in FF+ CvAI.py. My fleet standing before AI city where is the 8 missiles, but they dont attack me. WTH?
I'm not entirely sure how to parse "to my own mod FF", but does that mean you are using vanilla Final Frontier as a base for your own mod? While I don't mean to sound discouraging, and I am obviously biased, is there a reason you want to use Final Frontier as a basis rather than Final Frontier Plus (if indeed that's what you want to do)? One of the original points of FF+ was to serve as a better platform for other people's space mods than Final Frontier itself.
I can't confirm the worldbuilder bug you mentioned; adding and removing a factory cleaned up the unhealthiness properly for me.
it's been so long that I honestly do not recall how we modified missile AI; I also suspect it was God-Emperor who did that.
You raise a good point about the unhealthiness from e.g. factories potentially crippling the AI. I'm not really sure what the right thing to do is about it... while maybe it makes no sense for a factory to make a planet unhealthy if there is no population there, it doesn't make much sense for e.g. a recycling center to make a planet healthy if there's no population there either, so while this is a change we could implement I'm not sure it would work all that well. I have noticed myself that health is apparently a bigger problem in FF+ than in BTS. I'm reluctant to tamper too much with the existing buildings but I could see increasing the amount of health that some early-game buildings gives to hopefully compensate.
Adding more wonders would potentially, also, be a way to add more health into the game, along with some additional Python overrides to get the AI to prioritize health > production, perhaps. This will likely be something I look into once the espionage related parts of 1.9 get finished.