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

Im getting CTD whenever I try to play, some leaders are bugged like the avowers and the brotherhood, when I so much as select them the game crashes, otherwise it crashes when it starts to initialize...
 
I dont have any problems with leaders causing crashes; however, not being able to have teams kinda sucks.
 
Im getting CTD whenever I try to play, some leaders are bugged like the avowers and the brotherhood, when I so much as select them the game crashes, otherwise it crashes when it starts to initialize...
Try using the patch from this post.
 
Try using the patch from this post.
That patch did solve my crashing problem with the Brotherhood leader head. It doesn't make the leader heads look any more like actual heads, but that's a problem I'm having with Beyond the Sword as a whole and my allegedly supported Geforce 4 MX graphics card.

Besides having graphics issues, I started a custom game as the Brotherhood, and the AI put a second Brotherhood civilization into the same game, with the same leader and all. I don't think that's supposed to happen?
 
That patch did solve my crashing problem with the Brotherhood leader head. It doesn't make the leader heads look any more like actual heads, but that's a problem I'm having with Beyond the Sword as a whole and my allegedly supported Geforce 4 MX graphics card.
No, the patch wasn't meant to fix the leaderhead problem, it was supposed to at least make the game playable for now. ;)

Besides having graphics issues, I started a custom game as the Brotherhood, and the AI put a second Brotherhood civilization into the same game, with the same leader and all. I don't think that's supposed to happen?
I'm assuming you're playing a large map, which is supposed to have 9 civilizations on it. There are only 8 civilizations in FF, so Civ IV duplicates one of the civilizations. It is a known bug for the moment, and the solution for now is to start a custom game and make sure there aren't more than 8 civilizations (including yourself) in the game by closing slots.
 
Ok here is the screenie:
 

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Can anyone explain me how do i control population growth and health in my system? I can't control my citys lvl and they keep complaining its too over crowded. Thanks
 
Well I know in the changelist it says Stealth Ships cost has been increased, but I think they either shouldn't be invisible or have their strength reduced or keep them invisble but not hidden nationality so that they start wars when attacking. Don't get me wrong I love them, but they're seriously overpowered against the AI that I've never seen post scouts to counter stealth ships. You may not be able to capture cities with them, but honestly giving the pirates free cities is just too easy...wait outside a star system until their pds's attack oncoming pirates, then pick off their usually wounded city defenders with ease, eventually the pirates end up walking into an empty star system, as the only pds's that won't attack are the last remaining ones, eventually you can easily pick them off after a pirate damages them during an attack. At least if they weren't invisible they wouldn't be able to do this with impunity and you'd have to be careful about their health. Or maybe the solution is to add a building that uncovers stealth ships and have the AI heavily weighted to build one asap at least then the AI may be able to counter it..
 
2) We have played Multiplayer and everytime a starebase fired, the syncronisation was lost. We had to relod it, but thats no game, so we abondoned it after this second flaw.

This was a LAN-game then. This WE we have played via "Direct IP" and we have seen that this Sync-failure also occured, but only temporary. After a few seconds, all was ok. I don't know how it was in the LAN then, but in Direct IP this is more a nuisance than a danger.

The AI hasn't used scoutships (like you have already heard...), so the stealthships were way to effektive versus the AI. But use them versus a Human, and you are in trouble. Everywhere are scoutships, and the next destroyer patroling is not far. At least this is almost fair, even if I have to have a lot of the scouts.
 
I'd love to be able to queue across planets within a system.

I agree, the whole 'planet' idea is difficult to grasp. The graphix of the planets orbiting the star is wicked though.
 
I think that they should also add in the Civilopedia that the Starbases create a 5x5 influencial square. The first time I played I couldnt figure out how to get resources without waiting for my boarders to expand over them.
 
I have had a strange thing yesterday: I have moved a construction ship. Later that same turn, I realised that this was the construction who build the starbase. Since that it was already moved, I used another construction (10+ where on the site, building warplanes). I figured out that the starbase only had 5 turns left, so none of the progress was lost. The turn the starbase was build - I found two starbases on the same tile. As good as I can say, I have paid only one of them and both seem to be operational.
 
I couldn't repeat the thing with the starbase. But I have seen some other things:

- The AI build tons of useless stuff. Half a dozen health buildings, where 2 nutrition facilitys would do (I never build health, extra food does fine)

to explain this better: the nutrition facilitys are build on the small planets. If the AI would have build them on the big planets, there would have been the same costs, but more food. Also, the habitation was build on the small planets. If you build up the big planets with all adds (food, production and commerce), you have more goodies with less cost. As a Human, I also try to specialise a bit (only a bit - you can't neglect food or production). There are systems with more commerce, so they get more money-, sience- and espionage buildings than the other systems. And there are the systems with more production that can build the extras - advocats and ships. If you try to egalize them, you don't get anything. Be it influence, a university or a manufacturing plant - it has to pay off in a reasonable amount of time.

- Sometimes you choose what to build and it forces you to select it a second time by opening again.

- Planetary defense doesn't need good officers (+50% xp). If you make your attack right, there is need for more upgrades. And if you don't want to get the planet, you shouldn't attack. Its even more simple than in vanilla, since your really important units are highly mobile (missiles and squadrons) and they don't give you xp even if you survive them. If the attacker is bad or the war is already lost, it might be that you survive them - but you have to survive until the next upgrade, and thats not that likely. Better, use that level you CAN get from the start for something useful.

- I haven't seen the AI use their missiles. Bad habit.

- I haven't seen the AI use squadrons, I haven't even seen any squadrons at all- and they are the best weapon you can use! (re-useable missiles!)

- The Ai is to scattered. I would like to see the costs for that, but I think it would be disastrous. Also, building a starbase wherever you find a nice ressource might be good to get wars started with humans, but you don't get to use them if you can't build a warplane. And I have never seen a good traderoute to a human (don't know if the comps can trade), so trade to comps is useless. If you play versus humans, the lanes can be interupted very easiliy. So traderoutes (and the advantage for the red syndicate) are a useless feature. Get rid of trades or make them usefull.

- Not knowing what the system has as planets is frustrating. You colonize the system only to find out that the system is almost useless.

- Scouts have to have more movement.

- Its almost useless for the pirate to attack with planetary defense. And its annoying to play with raging babarians if they only destroy you your lanes (and I suspect its the same without raging). Better let the planetary defense patrol for construction ships or colonists or something else, or let the pirates use tactics - like gather a few ships before attacking a defendet system. Make them more interesting instead of a subtle annoyance.

- Don't let the AI attack with planetare defense. Planetary defense is only useful for defending systems. And there are only a few ways to skill a planetary defense. My way is to skill them for city defense and then strength to the end. Maybe light ships versus the invasion ships, but thats only important in the beginning since squadrons do all the important fighting in the end.

- There is no ship for patroling. Invasion ships, planetary defense ships and scouts are useless (and to specialised), and destroyers are to expensive. OK, if I HAVE to use one of them I could use a planetary defense or an invasion - but they are higly specialised and it hurts to misuse them. Potentially you could redesign the scout with a bit more strength, maybe 2/3 to 3/4 of planetary defenses with 50 or 60% versus light ships (of course they would have to be cheaper than planetary defense and capable of attacking), with some new upgrade choices:
* Seeing stealth ships isn't build in for both stealth ships and scouts. You have to buy it, but you can buy it from the start without any prereqisits.
* +1 visibility isn't build in, but you can upgrade that without prerequisites. The same with the first +1 movement.
* Maybe you could combine stealthships and scouts, so hidden nationality as well as stealth capabilitys are (two different) upgrades without prerequisites.

The other possibility is to make destroyers cheaper - building a ship capable of fighting is a real expenditure, and therefore there is not much flying around and that reduces the fun.

- If a ship (here: destroyer) intercepts a squadron, he should also take damage. And he should be capable of intercepting several times a turn, not only once a turn. And other ships should be able to intercept squadrons as well - lets say 10% for alle ships. Together with ships intercepting taking damage this should be fun...
Maybe you have to adjust the strentgh of carriers a bit, and, I don't know if already implementet, fighters have to intercept before anything else. Of course, fighters have only 90 or 95% interception...

Now, it is more of a static fight, and with missiles so common and sqadrons so mighty (and none of them used from th AI) you can determine the outcome really good.
 
Great mod, one that'll rival(and surpass) some commercial space 4x games if the AI issues are worked out. Feels like a truer combination of MoO to Civ than others. I just wanted to say that, and one other thing.

For those of you always crashing as soon as a game is finished being created, check your graphical settings. I had Lower Resolution Textures on, and it crashed me every time with that enabled. After I unchecked it and the mod was able to create games fine.
 
Just thinking - maybe FF deserves its own section in the Projects & Mods Development section...
 
Ships that carry missles or planes need to have a "reload" button. Needing to reload these ships (especially in MP) is far to burdensome. This is true even if you know the city with the missile, click it on the sall map, click the missile, click back to location of ship on small map, and right click on the ship. Too much time to reload. The carriers could reload with nearest (or nearest to cap) planes, fighters first...

Ships moving 1 is too slow. On a standard size map, lacking warp lanes, it would take 40k years to cross the map (literally)?

I got all the prereqs for "Advanced Bridge" and it was not available. To get to it, I needed 6 schools of zealots and 2 training camps, and still needed xp from combat. Leadership should be +100% xp, not merely +50%. Perhaps promotions should cost less.

Great generals creating academies is overpowered (1/2 cost for military units), HOWEVER, using them for 20xp is completely useless, if you bothered to build training camps at all. Instead of removing them, just remove academies and make them 40xp.

Good luck getting the AI to use missiles and squadrons, sigh.

No wonders?

I won on monarch, playnow, small mapsize, all normal, quickspeed, as Luka, conquest, 40k normalized <flex>. Emporer is a totally different level, the AI produces DOUBLE the troops compared to monarch.
 
I have a couple of comments/suggestions.

- There is an exploit with starbases where you can start building one next to another faction's starbase, and when your base completes its cultural boundary pushes the other faction's starbase culture away. You can use this to 'steal' resources or deny them from the other player.

- As people have stated, scouts should have at least 2 movement starting out. They are far too slow at this point in the game.

- Some flavor text at the end of the game would be nice. Right now, getting to the end of the tech tree leaves the player hanging in terms of backstory.

- In terms of Great Spies, Great Generals, etc...instead of just canning them, how about using the Advocate ship graphic? Certain GPs would do a lot towards making the game even more interesting (maybe use GS to do active espionage, etc).

- Minor nitpick: 'Jian Shen' is spelled 'Jing Shen' in a couple of the texts. Are they different people? If not, that should be corrected.

Again, this mod is simply superb. I really like the way you piece together the backstory using the quotes and descriptions for the technologies. Great stuff.
 
When you accept someone as your vassel the game immediately reassigns plot ownership. When it does the plot ownership generated by Starbases disappears. It reappears at the beginning of the next turn, but you loose access to the resources around your starbases for one turn.
 
My first time running Final Frontier. I've checked every prerequisite, tech... everything I can think of... it lust won't let me build a freakin' Starport! I though maybe it limited each system to one factory type and I needed a Starport factory... I just know there's no rule helping me and I can't find any reference from others with a similar problem... and FF seems to take about 30secs to think after every turn... very annoying... it's a Core 2 Duo system running at over 2gig with 2gb RAM... can't imagine why it's so slow... anyway, I'm going back to yelling at my screen now...
 
Zonker: Do you mean starbase or starport? There is a difference, one is available to build after you build a bank and the other is motionless and is built by construction ships.
 
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