Final Frontier Plus

The 1.65 patch has been released. This fixes the commerces bug, a few other minor bugs, and also includes AI improvements by God-Emperor. Changelog:

-Fixed bug with commerce yields going out of whack (and potentially production)
-Fixed bug where gold was set to 10 in Python regardless of iStartingGoldMultiplier
-Fixed bug with barbarian spawning (may lead to weird numbers of barbarians!)
-AI now better handles unhappy and unhealthy population
-AI also now better manages food (in relation to population)

I don't intend to keep patching 1.6 forever, but at the moment I'm rather lacking in free time in which to mod (and work on a major version, 1.7, with some new content like the leaders)...



me_myrmidon (and Lord Tirian): Thanks for all your feedback. When I have time I'll look at it in more depth than I have now (just skimmed your conclusions).
 
The 1.651 "hotfix" is now out, which fixes barbarian spawning (that was completely broken by 1.65). It has one DLL change and some changes in CIV4HandicapInfos.xml, changing barbarian spawning behavior.

I tested it, and barbarian spawning is "normal" again (or at least, what we wanted it to be in the erroneous 1.65).
 
I've tried downloading this mod, but for some reason, when I try to load it after installing, it gets an error "Could not start primary control scheme" or something to that effect and crashes. Any way you could help me?
 
I've tried downloading this mod, but for some reason, when I try to load it after installing, it gets an error "Could not start primary control scheme" or something to that effect and crashes. Any way you could help me?

Did you download the "Full Download Version"?

Did you install the latest patch?

There's a bug in the Full Download version that makes it require Final Frontier (you get an error like the one you posted if you don't have it). This should be fixed in the latest patch- if it's not, there's a problem.
 
The patch helped a lot! Thanks for your help.

The mod is much better than the original FF, but I believe that more civs are in order. I'm the type that likes to have a lot of options for civs. Maybe you could have a civ that's a super mogul and gets commerce bonuses or maybe a super religious one that gets bonuses for maintaining one state religion. Stuff like that will expand the game dramatically, in my opinion. Also, I think that AstroTech's bonus is a little underbearing. Just a promo? I think maybe they should get gold/commerce bonuses since they are a corporation.
 
More civs are indeed in order.

The first thing is to do new leaders to the existing civs- God-Emperor has made new leaders but apart from a traits system they're identical to the FF+ leaders. I'll add them in the next version though (whenever I get around to making a next version), and then I plan to get community input on names/personality changes/backstories/etc.

Eventually I wanted to add some alien civs to complement the eight human civs, but I don't know when I would be able to get around to that either.
 
The B5 mod has 10 Alien races (only one human though) 4 of them with multiple leaders (human also has 3 leaders) don't know about the Star Trek Mod or the Peacekeeper Wars mod though, they may have more. Feel free to use the B5 ones or come up with new ones.
 
The B5 mod has 10 Alien races (only one human though) 4 of them with multiple leaders (human also has 3 leaders) don't know about the Star Trek Mod or the Peacekeeper Wars mod though, they may have more. Feel free to use the B5 ones or come up with new ones.

I would prefer to come up with "new" races, but they would probably be similar to existing sci-fi races- especially since I would have to recycle existing alien ship art (to which B5 has made a great contribution!).
 
I don't think we need aliens to add additional civs. You just have to get some more government archtypes, like an Empire or a hyper-religious state. The only problem is that you already got most of the archtypes filled out. Extreme capitalist, check. Communist, check. Super scientist, check. Warmonger, check. Russian, check. Industrialist, check. Corporation, check. Maybe you can have the aliens colonize untouched star systems early in the game and form minor civs, like in Legends of Revolution, which can evolve into major powers if given time.

Also, the leaderheads still freeze up like in the original FF. Is that intended or an unworkable glitch?
 
I don't think we need aliens to add additional civs. You just have to get some more government archtypes, like an Empire or a hyper-religious state. The only problem is that you already got most of the archtypes filled out. Extreme capitalist, check. Communist, check. Super scientist, check. Warmonger, check. Russian, check. Industrialist, check. Corporation, check. Maybe you can have the aliens colonize untouched star systems early in the game and form minor civs, like in Legends of Revolution, which can evolve into major powers if given time.

The reason I don't want more human civs is because of their backstories. Earth had colonies; Earth blows up; the colonies become independent. To me, more than eight surviving colonies seems unlikely.

On top of that, I feel it's strange having more than eight human civilizations and only one for each alien race. That's not to say more human civs won't be added (though it's unlikely that I'll do it- God-Emperor might, or maybe some modmod would do it- but it's more likely alien civs would be added first.

That kind of alien behavior is already included (or, more accurately, partly included). The Inhabited Planets System was built so that one of the results could be the creation of a new alien civilization (the humans give the primitive aliens tech). But I want there to be aliens out there as starting major civs as well.

Also, the leaderheads still freeze up like in the original FF. Is that intended or an unworkable glitch?

They don't freeze for me, and never had- maybe they freeze for other people but I've never had that reported.

Are you sure your graphics card is powerful enough to run Civ, and are you sure that you have update graphics card drivers installed on your system? When I first installed Civ on my latest computer, the leaderheads would freeze in whatever mod I was playing. I fixed it by installing the latest drivers for my graphics card.
 
Maybe it's because my computer is really old. It only has 1GB of RAM and runs on Vista, so I don't expect it to do too much. I guess it's just a side effect of having a crap computer.

As for alien races, I think that humans and aliens should be in a state of constant war until a certain tech is researched that allows diplomacy between aliens and humans. I mean, fundamentally different origins leads to fundamentally different everything, which means that aliens and humans should have issues with each other.
 
Maybe it's because my computer is really old. It only has 1GB of RAM and runs on Vista, so I don't expect it to do too much. I guess it's just a side effect of having a crap computer.

As for alien races, I think that humans and aliens should be in a state of constant war until a certain tech is researched that allows diplomacy between aliens and humans. I mean, fundamentally different origins leads to fundamentally different everything, which means that aliens and humans should have issues with each other.

Doesn't mean they'd necessarily be at war. Could be an interesting thing with civs/leaders - certain civs/leaders start at war with aliens/humans and others act as non-contactable independents until the tech is reached.
 
Played two games on the 1.651 patch...is the barb spawning really pruned back? For example at turn 100, Monarch diff, I have five systems and have average score. In my territory, there are the following barbs sitting adjacent to the player systems:

four INV
three PDS
two DD

...which equates to little threat, just constant warp lane rebuilding. The average barb presence is @four-six barb units in player territory, making a bee-line to the nearest system, which IMHO equates to "raging barb party". My scouts are showing me that this is about the same for all AI empires.

Suggestion for future version: have barbs spawn mostly/all from "pirate bases/hideouts". For additional fun: the pirate base spawns fighters @15 turns (max 3). This would provide the player a) a reason to aggressively patrol with mini-stacks of DD in early game to take out these bases before they amass too many fighters and b) some hope to prune back the annoying barb swarms...

(of all the suggestions though, I still think the defense/fleet composition and AI sight range suggestions from previous posts to give the poor AI a fighting chance are still the most important)

The fast turn processing is wonderful...please keep up the good work...back from trying Civ5 (yawn).
 
Suggestion for future version: have barbs spawn mostly/all from "pirate bases/hideouts". For additional fun: the pirate base spawns fighters @15 turns (max 3). This would provide the player a) a reason to aggressively patrol with mini-stacks of DD in early game to take out these bases before they amass too many fighters and b) some hope to prune back the annoying barb swarms...
Excellent suggestion.

give the poor AI a fighting chance
i agree, using FF+ as the basis for the B5 mod i've given the Planetary defence units an AI weight of 50 and still the AI won't build them. Does there need to be a change or two made in the CPP units file?
 
Played two games on the 1.651 patch...is the barb spawning really pruned back? For example at turn 100, Monarch diff, I have five systems and have average score. In my territory, there are the following barbs sitting adjacent to the player systems:

four INV
three PDS
two DD

...which equates to little threat, just constant warp lane rebuilding. The average barb presence is @four-six barb units in player territory, making a bee-line to the nearest system, which IMHO equates to "raging barb party". My scouts are showing me that this is about the same for all AI empires.
Have you and most of the AIs advanced to the second era yet? Around when half the players have advanced the total number of pirates should increase fairly rapidly to about twice as many as are around in the first era. They will then also get a different mix of ships which should help make them a little more dangerous. However, you should know that the pirates are not intended to be a major threat - the other real civilizations are your real opponents, not the pirates. The pirates are mostly just a nuisance unless you do something seriously wrong, in which case they might kill a colony ship before it settles a new system, or capture a system (which is a very good sign that you have done something wrong). After the game moves to the second era there is a good chance that the pirates will take a system or three from the AIs since they usually just do not defend all of their systems well enough, they don't use squadrons very effectively, and frequently some of them lag well behind in tech so their units are significantly weaker (the pirates also have a good opportunity for taking systems when the 3rd era is reached, and possibly for the 4th too). Because of limits on what the pirates can build, owning star systems doesn't really do very much for them and it should actually make areas that are not near them safer since the ships the pirate systems build count towards the target number of pirates that the random spawning aims for (so near those systems it is a bit more dangerous, of course).

The fast turn processing is wonderful...please keep up the good work...back from trying Civ5 (yawn).

Thanks.

FF+ is still being developed, although not very fast and with no real plan of where we are actually headed - there is no specific target like "when these things are in, we are finished".
 
Have you and most of the AIs advanced to the second era yet?

--yes the barbs aren't really noticeable until the beginning of the 2nd age...then we're talking barb DD mark 2's running around and a few BB showing up.
 
A patch for the Final Frontier Plus BUG beta test has been posted in its topic.

* Worldbuilder saves now work.
* The boxes on the tech screen are wider, so everything that comes with Orbital Engineering now fits.
 
A second patch for the Final Frontier Plus BUG beta test has been posted in its topic.

At this point, all of the listed "Know Issues" are pretty much resolved (along with some additional bugs and other issues).
 
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