Final Frontier: Problems & Issues (Post-3.13 Update Available)

I'm trying this mod for the first time. I reach a point where I'm at turn 250, Nov 2322. I've just discovered Commerce Theory. A neighbor just asked me to vassalize them. And all of the sudden none of my Star Bases have cultural borders any longer. I can't figure that out with the Civopedia. I have the BtS 3.17 patch (i think). Can anyone explain that?
 
A neighbor just asked me to vassalize them. And all of the sudden none of my Star Bases have cultural borders any longer.
It's been a long time since I played FF, but I seem to remember that this temporary loss of starbase influence when you vassalize someone is/was a known glitch, and that the influence returns in the next turn.
 
I dont know if this has been raised here before, but I like to set up maps to test various strategies. Unfortunately when you load world builder, and select Solar system, all you get is the planetary orbits, with no planets and no sun. There appears to be no way to create/modify planets and or select the sun type/number of orbits.
Is this a bug, or am I missing something.
I also dont see the point of having the normal Civ Terrains available in Final Frontier, after all, how many rivers do you see in space?
 
Final Frontier was not designed with worldbuilder use in mind. The other terrains don't show up without worldbuilder use; the reason they are there is because some things require the modification of several files to rename/remove. You have to manually add solar systems on the plot you want them by editing the worldbuildersave by hand.
 
I do not know if this is intentional, but I found that my Starbase with a missile on it cannot upgrade to the next type, but as soon as I remove the missile, the upgrade option become available (I am using patch 317)
 
Final Frontier was not designed with worldbuilder use in mind. The other terrains don't show up without worldbuilder use; the reason they are there is because some things require the modification of several files to rename/remove. You have to manually add solar systems on the plot you want them by editing the worldbuildersave by hand.

Thank Deanej. I tried modifying the WBS file, but sometimes it changes the system, other times it does not. I assume there must be some form of limitation on the number/size of planets each coloured star has (for example, I can put 8 planets of size=2 in a white star, but if I do the same with a yellow star, it does not change the current planets to the new setup). Can you advise where I might find the limiting values, or do I need to use trial and error? I had a quick look in Civilization Modding Wiki, but I could not see anything related to Final Frontier.

I have also noted that some modifications cause the game to either crash back to Windows, or to just stop working. Is there a known list of these things?

Thanks Ken
 
Check the way it was entered; you may have made a typo or something (I don't know of any limits like this).

As for stuff that doesn't work (off the top of my head):
-bNeverCapture/iCaptureProb (causes building issues resulting from a mismatch between python and the SDK, since buildings are stored in python in FF)
-Random events spawing units via python
-Great people buildings (there are two tags for this; one works, the other does not; the one that does work causes problems with world wonders)
-Corporation founding (see above)
-Corporations providing bonuses based on resources (yields like production/food/commerce are not applied)
-Ditto for specialists
-The big one: The number of buildingclasses and the number of buildings MUST be equal; this means no UBs, at least without adding buildingclasses with no default building
-The AI won't understand unique buildings without changing half of CvAI.py
-New units added won't have movements sounds (must be added via python)
-Removing things is unreliable due to stuff being hardcoded in python
 
I do not know if this is intentional, but I found that my Starbase with a missile on it cannot upgrade to the next type, but as soon as I remove the missile, the upgrade option become available (I am using patch 317)

Thanks! I was just looking this up also. Wondering why some would and some (starbases) would not allow upgrading. Have a flank exposed!!

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So w/ Civ 5 will be have FF 3.0 3D? ;) Heard there is a FF 2.0 project in the works.
 
It's been a long time since I played FF, but I seem to remember that this temporary loss of starbase influence when you vassalize someone is/was a known glitch, and that the influence returns in the next turn.

Not true. Ignore vassalizing. Even the AI doesn't vassalize. It displays the option to the Human player (just decline) and even shows in the AI turn results that an AI has been vassalized, but if you review the diplo screen, it doesn't reflect it (i.e., code to vassalize is not executed.)
 
Hey guys, long time no see. :)

I think I'm having a problem with invasion ships, specifically how the strength of the ship is calculated; apparently invasion ships are given no attacking bonus, even though the combat drop down says they are, and defense ships are only given bonuses for fortification.

After a closer look, it appears that no unit abilities are calculated during combat, except for fortification.

Here's what the drop down says;

4.00 vs 7.5

1 first strike
20% against light ships
200% city attack (unit ability)
- vs -
25% fortification
20% against light ships
200% city defense (unit ability)

The base strengths of the attacking and defending units are 4 and 6, respectively.

The last time I checked, 4.00 * 2.2 != 4.00, it equals 8.8. And 6.00 * 2.45 != 7.5, it equals 14.7 This gives me equally poor combat odds, but come on; I'm not throwing invasion ships out there for fodder only to have the combat odds calculated incorrectly. Am I?
 
Applying -25% to the defender rather than +25% to the attacker means :

A weak unit get more chances to defeat a stronger one while attacking.

and

A weak unit can better sustain an attack from a stronger one.

So, all in all:

It reduces the gap between a weak and a strong unit, raising the odds an "alpha" beats a "beta", which is certainly what the devs had in mind.

My apologies for bad english and off-board.
 
fix the AI like the second post said...
 
I haven't played the Final Frontier mod in about 6 months, but recently when I tried to play a game with it, the entire interface is missing. No technology bar, unit action buttons, leader score list, city build interface, mini-map, etc. I just see the map with the cities/units/features/etc.

Anyone come across this before? Could it be a problem with the 3.19 patch?
 
I haven't played the Final Frontier mod in about 6 months, but recently when I tried to play a game with it, the entire interface is missing. No technology bar, unit action buttons, leader score list, city build interface, mini-map, etc. I just see the map with the cities/units/features/etc.

Anyone come across this before? Could it be a problem with the 3.19 patch?
3.19 patch didn't effect FF like that. Might be corruption. You sure you didn't hit a minimal ui key?
 
I have found an actual bug in the python code for the AI.

File CvAI.py.
Line 168.
It is supposed to be getting the production yeld, but it is getting the food yield instead.
Fix: change the 0 to a 1 (or to YieldTypes.YIELD_PRODUCTION).

Given the location of the bug and the actual buildings and such available in the mod, it is not likely that this has any actual effect. It is more important if you are basing a mod on FF and have some way of adding production (or food) directly via buildings, civics, selttle great people, or some other source. The individual planet per-population yields are irrelevant as this is in the population redistribution code at a point where all the planets have been set to have 0 population assigned to them.
 
Here's another one for ya:

aiWeights[iMilitaryWeightType] += 100 * pPlayer.getNumCities() / pPlayer.getNumMilitaryUnits()

This throws a python exception when the player has no military units. In Star Trek I changed this to:
Code:
		if (pPlayer.getNumMilitaryUnits() == 0):
                    aiWeights[iMilitaryWeightType] += 100 * pPlayer.getNumCities()
                else:
                    aiWeights[iMilitaryWeightType] += 100 * pPlayer.getNumCities() / pPlayer.getNumMilitaryUnits()
 
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