Final Frontier Plus

Interesting.... the mod should work fine in the Complete Edition although I don't have a copy myself unfortuantely.

That path seems fine, yeah, as long as it's where vanilla Final Frontier is located.

Can you run any mods at all? Does vanilla Final Frontier work? How about something like FFH2?
 
(Now that I remember...) I don't think that the complete edition is fully patched to 3.19. You might want to check your version of BtS in the Advanced part of the Game Menu. It should be something like 3.1.9.0. (128100), dated May 14, 2009.

If not, you should find the patch 3.19 in the CFC database and install it. Note that for some reason, the auto-installer inside the game does not function any longer, that's why you would have to do it yourself outside the game.
 
I believe it's working properly now. I simply reinstalled the mod with the installer instead of extracting manually. It shouldn't have mattered though, right?

Final Frontier vanilla and FFH2 work fine and my BtS is fully patched.
 
I believe it's working properly now. I simply reinstalled the mod with the installer instead of extracting manually. It shouldn't have mattered though, right?

Final Frontier vanilla and FFH2 work fine and my BtS is fully patched.

That's odd, yeah, it should have worked fine. :( You're sure it installed to the same place?

Well, glad it's working properly now, at any rate!
 
Yes, I've tried manually extracting it to the mods folder in program files again, and I got the same issues. The two also aren't identical, the version from the installer counts almost 300 files less than the version I extracted manually. To be clear, it's the one with less files that's working properly.
 
Yes, I've tried manually extracting it to the mods folder in program files again, and I got the same issues. The two also aren't identical, the version from the installer counts almost 300 files less than the version I extracted manually. To be clear, it's the one with less files that's working properly.

...huh. That's bizarre, I will investigate that when I get a chance and fix or reupload the manual version if necessary!
 
Civilization IN SPACE is still in dire need of a replacement player. I couldn't stand to retire yet another civ!


Guys, if you play this mod, please join us and click on that link. We are in the middle of a very interesting game when you compete against smart fellow humans! Every week or so you will get an email with your turn, which now takes 10 min max to play: little effort, plenty of fun. Do join us!
 
I am forced to agree with Strategist83's assessment of the FF game. I've come across the same problem in the B5 mod and until recently have not been able to do very much about it. I've added 1 food to the benefits of having a trade route between 2 cities/solar systems. This has helped but I've also made having access to one of the food resources provide a benefit in food growth to all cities/star systems connected to it. The only problem with doing this is the AI is still not growing enough as, as stated above, the AI prefers production and/or credits over food planets.
Is there anything that can be done to get the AI to use the food planets as a higher priority?

The answer from God-Emperor help a lot, but the starvate AI planet and no growing have many reason. Another growing problem have i found by AI planets and later make in my own planet due to WB is that, the factory produces 1 unhealty citizen. But when you or AI build factory on every planet you have ~6 unhealty citizen, 12 with manufactury.
One population planet with 5 healthy and -13 unhealty gives -7 to population growth and that is problem the AI starvation.
Question is, how can factories produce unhapines on planets without workers on it? :-)
I put it in WB to all my planet on begining the game and now i know how felt AI when played with human player. The only thing that now can is war to the end :-) Without food, production only 2 hammers its only one thing left :-)
The problem for AI is that is hier too many unhapines due to factory and population growth (one population gives one unhapy citizen and when AI makes too many unhapines then decimate self.
Then we can only make that recycling gives more as only one hapines or better factories create no unhapines at all. Because growing populations create unhapines at all, its kamikaze when AI or human player build factories before get recycling centre or
survival dome. And therefore at end you get full powered human planets and owerrun starvation and unhapines decimated AI player, wheres fun from that win?
 
Adding more health giving buildings, or increasing the benefits they already gives helps offset the unhealthiness from factories/manufactories. I am still struggling to get the B5 mod AI to make use of food planets before production planets. So far the only tools I have been using are adding greater 'weight' to the buildings thus encouraging the AI to build the food/health buildings before production/unhealthy.
 
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'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.
 
Now that I'm getting around to playing the mod: have you made any changes to prevent starlane and warplane spam? I used to have modded FF to remove them from the game and I'm wondering whether I should do so again (when I can remember again how I did it again).
 
Bynk: so, the missile AI changes are in C++, not in Python, such as CvUnitAI.cpp; this is one of the reasons I would suggest using our DLL (at the very least) for any Final Frontier projects. :) But if you want to take a look at what changes were made, search for "FFP".

Now that I'm getting around to playing the mod: have you made any changes to prevent starlane and warplane spam? I used to have modded FF to remove them from the game and I'm wondering whether I should do so again (when I can remember again how I did it again).

Off the top of my head, we didn't do anything specific, although possibly pirates will help control the AI's route building more than they used to. I don't seem to see as much route spam as I used to...

Do you want them removed for aesthetic reasons, or something else? "No Space Routes" could be a gameoption (or challenge mode).
 
For aesthetic reasons, yes, and because there's just a certain charm to having your ships travelling from system to system unaided.

Removing lanes themselves hasn't given me any issues (merely removing the prereqtech in buildinfos did the trick), but I'm having issues with connecting resources to cities. It's been done in the Star Trek mod but I can't quite figure out how. In that mod the key seems to be a tech that enables trade on space (by setting terraintrades on tundra to 1 in the xml), but when I insert this in a tech in FFP I'm not getting the desired result.
 
For aesthetic reasons, yes, and because there's just a certain charm to having your ships travelling from system to system unaided.

Removing lanes themselves hasn't given me any issues (merely removing the prereqtech in buildinfos did the trick), but I'm having issues with connecting resources to cities. It's been done in the Star Trek mod but I can't quite figure out how. In that mod the key seems to be a tech that enables trade on space (by setting terraintrades on tundra to 1 in the xml), but when I insert this in a tech in FFP I'm not getting the desired result.

Interesting. I'm not sure why that wouldn't work; I may look into this a bit. I'm not sure if it should be an officially supported gameoption, but certainly, you should be able to mod the behavior into the game.

While poking at this briefly, I discovered an odd Worldbuilder bug. Namely, placing "Space" terrain actually placed "Lush" terrain (i.e. grassland). This was because Firaxis's code for placing terrain did not respect bGraphicalOnly, and was assuming that the first visible button in Worldbuilder mapped to the first terrain ID in XML. I fixed this by copying their code for improvements.

This is probably not a bug that ever bothered anyone (because why would you *need* to place space terrain in WB) but it was potentially confusing. The fix will be in the next 1.9 beta release (and in 1.9 itself, of course!)
 
Interesting. I'm not sure why that wouldn't work; I may look into this a bit. I'm not sure if it should be an officially supported gameoption, but certainly, you should be able to mod the behavior into the game.

It does work actually, I just needed to start a fresh save to see the change take effect.
 
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.

I made recycling center and nutrition facility prereq's for factory and nanotech hospital for manufacturing plant. In addition added 1 health for factory and manufacturing plant if civic green economy. Ai can handle it very well - no more starving. Actually i'm thinking of adding 1 health per habitation system's for water and oxygen reccource and +1 health per nanotech hospital for crystals. Seems to be okay lore-wise.


Another Question - Did you remove events except those that will happen in every case (iweight -1)? I dont get any events except the tech triggered ones...
 
Another Question - Did you remove events except those that will happen in every case (iweight -1)? I dont get any events except the tech triggered ones...

There are only 2 regular events, the breakthrough and setback events which increase or decrease your current tech research by a small amount. They usually happen pretty early in the game, since they are the only ones, and can only happen once each per player.
 
What God-Emperor said; we didn't remove events so much as they were never in Final frontier in the first place. Sometimes I get the impression FF was born as a Warlords mod and was ported to BTS over the course of development.

I'd like to add more, but have never gotten around to it.
 
What God-Emperor said; we didn't remove events so much as they were never in Final frontier in the first place. Sometimes I get the impression FF was born as a Warlords mod and was ported to BTS over the course of development.

I'd like to add more, but have never gotten around to it.

I've got quite a few events into the B5 Mod, once get the new version out your welcome to use/improve any of them you find useful.
 
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