Final Frontier Plus

V 1.7 would be great. I just started playing this again. Only thing I noticed that I'm sure is mentioned somewhere but couldn't find, The turn after I load any game of FF+ I can't change my population allocation or my commerce / research etc. is halved. Is this a bug?
 
Technically, the commerce issue might be considered a bug. It shouldn't be exactly halved unless it is a coincidence. It has turned out that the way the commerce is calculated doesn't take everything into account until a turn is actually run. The same should be true of production and, theoretically, food as well, although it should be a smaller effect for production and probably nothing for food. As I recall, it is not adding in the direct yields of buildings so you don't get the +8 commerce from the Capitol or the various small +1 and +2 yields that a few other buildings provide (like +1 production from a Ranch or +2 commerce from the Forge's UB) and there is (currently) no building that directly gives any food so the issue doesn't show up at all for food. There are many hazards in calculating a city's total yields when with a mix of the DLL and Python...

This issue also shows up in the first turn of a new game when if you add up the total commerce you should be getting in your capital it won't match what it shows.

In either case, I don't remember for sure if the amount of commerce you get is actually wrong or not. I think you get the right amount due to it recalculating the yields before applying them each turn. EDIT: I just checked and this is not the case, at least on the first turn of the game: you get the reduced amount of commerce that it is showing.

As for your population, you should be able to move your population around - I have not noticed an issue with this. I guess I'll have to pay attention to this when loading a save and see if I have a problem doing so.
 
That is what i was describing, yes. What I was saying is that I can load a game and the yields will display correctly that turn but if i change my population spread that will nerf it. Again only the turn I load.

The reason I mentioned it is that I play hotseat so we have a couple first turns upon loading and run into the issue more frequently.
 
This is only a guess, as I'm going from memory of how it works and not looking at the code, but odds are high it is at least mostly correct (TC01 should know for sure):

The problem is probably that the savegame stores the correct total yield for each "city", so it shows the correct value as long as you don't do anything to make it recalculate it. The yield recalculation that is done when you move population involves two parts and only one part is updated, that being the yield from the population on the planets (which is done in Python, adding to the total yields from the buildings that are retrieved from the DLL). The percentage modifiers from buildings ought to be correctly applied to this, I think. However, any direct yield contribution from buildings is probably using a set of values that are all zero until you actually run a turn to get it to calculate these values, so they contribute nothing in the new calculation before then. Since the list of buildings doesn't change during a turn, the value that is calculated for their yield contributions between your turns gives the correct result on turns after the first even when you move population around between planets.

The fix would be to either store the DLL's partial yield values in the savegame or to recalculate them on startup. Recalculating them is better since it could also also solve the similar problem that happens on the first turn of a new game (when the Capitol's +8 commerce is not counted) if it is done in a place where the calculation runs in either case, and it also doesn't break savegame compatibility.
 
Hi,

I'm a complete newbie to Civ even though I've owned the game for ages. I discovered the FF mod and when coming to CFC, discovered this FF+ mod.

I also found the BAT, which apparently improves the UI a whole bunch without actually changing much in the game itself. So, as the subject says... will FF+ work alongside the BAT?

Thanks in advance...

Oliver
 
BAT, no - it won't work. But the next version, 1.7, should have BUG merged in. It has to be merged since FF (P or not) uses a modified user interface already, so it won't just work if installed in the "always active" mode (it won't do anything since FFP is set to ignore Custom Assets to avoid this, since it wipes out the UI rather than improving it).

BAT = BUG + BULL + graphical changes from Veritas Delectat and Blue Marble and some other tweaks. FFP already has updated space terrain, but the rest of the graphics updates are irrelevant since FF (P or not) doesn't use any of the other terrain or units or city art styles that would be updated. At some point in the future BULL may be merged in (it is the DLL extension of BUG) to get the rest of the features.
 
Hey, I don't know if this has happened to anyone else, but I was playing the game at about turn 150-200, and the game crashed, quit and provided a generic windows error ("Windows encountered a problem.....). Any idea what might have caused that?
 
Look, i do not mean to be a pain but this is the first time that I have downloaded a mod. I downloaded it from mirror 2, installed it and then put the file into BTS mods folder.

The problem I have is that it never shows up on my scenarios or my BTS content. please help. I was quite looking forward to playing this game.
 
Look, i do not mean to be a pain but this is the first time that I have downloaded a mod. I downloaded it from mirror 2, installed it and then put the file into BTS mods folder.

The problem I have is that it never shows up on my scenarios or my BTS content. please help. I was quite looking forward to playing this game.

Make sure that the Final Frontier Plus folder in the BtS mod folder contains the 'Assets' folder, and not another Final Frontier Plus folder. The folder path should look like this:

...->Beyond the Sword->Mods->Final Frontier Plus-> Assets, CvGameCoreDLL,etc.

That should allow you to load it properly from vanilla BtS (i.e. you don't load FF+ from regular FF)
 
Look, i do not mean to be a pain but this is the first time that I have downloaded a mod. I downloaded it from mirror 2, installed it and then put the file into BTS mods folder.

I have no idea what you mean by this.

You should not install it and then move it. It should install to where it is supposed to be. If you move it then it is not where it should be, which would be why you can't use it.

Step 1: download
Step 2: run the executable file that is inside the zip file you downloaded
Step 3: there is no step three: you are already done installing it so go play it

The problem I have is that it never shows up on my scenarios or my BTS content. please help. I was quite looking forward to playing this game.

This sounds like you are looking in the wrong place when trying to load it. It is not a scenario. It is not "Beyond the Sword Content" since it did not come with BtS. It is a mod. To load a mod (this one or any other mod that did not come with the game) from the staring menu in BtS go to Advanced then Load a Mod and select it from the list.

For that matter, the installer may have created a shortcut that directly loads the mod without having to load BtS first. I've been using it so long that I don't remember for sure - I think it is optional, so if you selected the option to add a shortcut then there is probably a shortcut on your desktop that has the Civ Icon and is named "Final Frontier Plus" (possibly with a "mod" on the end of that name - mine has this but I think I created my own shortcut before FFP used an installer).
 
Yes, the installer will create a shortcut if told to do so. I think it's the default option, but I may be wrong.

I'd recommend trying a mod launcher program too as an easy way to launch mods. I wrote one that I personally use; others have too.

I will probably add that to the install instructions.
 
After a rather long delay, version 1.7 has been released:

1.7 Changelog:
-Merged BUG 4.4 by the BUG team (merge done by God-Emperor)
-Merged Multiple Favorite Civics modcomp by TheLopez
-Merged Defender Withdrawl modcomp by killmeplease
-Merged Lead from Behind modcomp by UncutDragon
-Merged bits of BTS on Speed by Sephi (new speed modcomp)
-Mapscripts now place starting units from FreeUnitClasses in XML
-Implemented a FFMapscriptCore, containing mapscript functions used by all FF mapscripts
-Added a Pirate Hordes gameoption, which uses the buggy 1.65 pirate spawning code
-Added a No Pirate XP Cap gameoption which disables the experience cap for fighting pirates
-Added a Calculate Trade Routes gameoption, disables random routes from BTS on Speed at cost of speed
-Added many more Python Callback defines for the callbacks Sephi disabled
-Implemented somewhat working version of advanced space station construction AI
-Game now remembers production on planets after switching from them

-Fixed possible crash if a unit was passing over a Gravity Field tile too close to edge of the map
-Fixed bug with civicoption to reduce unit costs based on their unitcombat
-Fixed bug with the No Aliens gameoption
-Fixed bug when checking if a save is a worldbuilder save (for FF Worldbuilder)
-Fixed a mostly irrelevant graphics error that is present in unmodded Civ too
-Fixed FF Worldbuilder bugs when adding or removing a resource
-Fixed Worldbuilder bugs with saving planetary buildings
-Fixed bug with Partisans event
-Fixed (theoretically?) bug with running FF+ in a language other than English

Any bugs that you find, as always please report quickly and I hope to patch them quickly. And I also hope that future versions will come swifter.
 
Patch 1.71 has been released, fixing errors that (mostly) resulted from the FFPBUG merge. Changelog:

-Fixed leader pages in the pedia to work properly with multiple favorite civics
-Fixed a handful of Python merging errors between FFPBUG and FF+ 1.7
-Fixed bug with military doctrines and free unit support
-Fixed bug with traits civilopedia page being empty
-Fixed logging error with BUG Core.xml and the onUpdate function
-Added Final Frontier Plus options tab to the BUG configuration menu
-Re-added advanced station construction AI (and remerged CvAI.py in general)
-Reset cultural levels to the FFPBUG ones
-Set default user settings to optimal for Final Frontier
 
I just started playing v1.71, and I noticed a peculiar thing happening when I play on Huge map sizes.

Solar systems are spawning less than 4 spaces apart from each other. They're so close together that you can't actually colonize both systems. After colonizing one system, trying to colonize a second system will bring up the error of "Must build city more than 4 tiles away" (or something similar).

I haven't ever seen this before.
 

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Wow. I have never seen that before.

Which specific map script was that?
Did you use a star system density option other than Standard (i.e. Dense or Very Dense)?
 
Greetings. I tried this mod, which looks awesome. I ran into two problems. One is a slight bug, requiring to click twice when picking a new build (inside a city/planet). Annoying. The other is the number of barbs which go way out of control. I gave up playing out of frustration, doing nothing but defend against barbs. I ran the game at a fairly easy setting, so what gives??
 
Check your game options. It sounds like you had the Pirate Hordes option turned on.

That particular option multiples the number of pirates by a large number - and by large I mean 240 times as many on Noble difficulty (the number of pirate ships is actually independent of difficulty level, the calculation with that option it is missing the "divide by the difficulty level's iUnownedTilesPerBarbarianUnit setting" when calculating the target number, and that value is 240 for Noble).
 
Wow. I have never seen that before.

Which specific map script was that?
Did you use a star system density option other than Standard (i.e. Dense or Very Dense)?

This was on custom game, Huge size, Spiral Galaxy. There was no option to chose density of star systems for Spiral Galaxy maps, so I assume it's default. The weird star system spawns reoccur throughout the map. I have seen stars spawning 2, 3, and 4 plots apart. I think I even saw a star spawn immediately adjacent to one. A majority of the stars spawn correctly.

There is also possibly another related bug: things such as asteroids and space radiation appear within the star system radius.
 

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Check your game options. It sounds like you had the Pirate Hordes option turned on.

That particular option multiples the number of pirates by a large number - and by large I mean 240 times as many on Noble difficulty (the number of pirate ships is actually independent of difficulty level, the calculation with that option it is missing the "divide by the difficulty level's iUnownedTilesPerBarbarianUnit setting" when calculating the target number, and that value is 240 for Noble).

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.
 
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
 
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