Jon Shafer
Civilization 5 Designer
Please post any problems or issues you've had with Final Frontier in this thread. Putting everything in one place will make it easier for me to fix things. Please be specific in your feedback (e.g. "the AI sucks" doesn't help me much).
Thanks.
Jon
Edit: Note that this update was made prior to the 3.17 patch coming out. All fixes available are now in the official game as a part of 3.17.
Downloadable Post-3.13 Update (Old)
If you guys want an updated version of the mod prior to the next patch with a few fixes, then you can download this version of CvFinalFrontierEvents, and extract this ZIP into your "Civ 4\Beyond the Sword\Mods\Final Frontier\Assets\Python" directory. Let me know if you have any problems.
Doesn't include a whole lot, but here's a the things it does:
- Fix for much stronger Pirate ships spawning early in the game than there should be
- Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex)
- Double-Clicking now brings up uncolonized Star System info instead of single-clicking (thanks Nemesis Rex)
- Fixed exploit where player would no longer get Star System info on a system that was colonized, but that player wasn't yet aware of it
- Fix for bug where clicking the subtract population button too quickly in city screen could send a Planet's population into negative numbers
- Red Syndicate only gets 1 free trade route instead of 2
Things not in this update but will be in the patch:
- Gold is now deducted when beginning Starbase construction instead of upon completion, to deal with some exploits
- Halved amount of points gained from territory
- Fixing bug in map script with star system density
- Missiles generated by Starbases no longer automatically jump to nearest city
File removed
Thanks.

Jon
Edit: Note that this update was made prior to the 3.17 patch coming out. All fixes available are now in the official game as a part of 3.17.
Downloadable Post-3.13 Update (Old)
If you guys want an updated version of the mod prior to the next patch with a few fixes, then you can download this version of CvFinalFrontierEvents, and extract this ZIP into your "Civ 4\Beyond the Sword\Mods\Final Frontier\Assets\Python" directory. Let me know if you have any problems.

Doesn't include a whole lot, but here's a the things it does:
- Fix for much stronger Pirate ships spawning early in the game than there should be
- Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex)
- Double-Clicking now brings up uncolonized Star System info instead of single-clicking (thanks Nemesis Rex)
- Fixed exploit where player would no longer get Star System info on a system that was colonized, but that player wasn't yet aware of it
- Fix for bug where clicking the subtract population button too quickly in city screen could send a Planet's population into negative numbers
- Red Syndicate only gets 1 free trade route instead of 2
Things not in this update but will be in the patch:
- Gold is now deducted when beginning Starbase construction instead of upon completion, to deal with some exploits
- Halved amount of points gained from territory
- Fixing bug in map script with star system density
- Missiles generated by Starbases no longer automatically jump to nearest city
File removed