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

Maybe another issue with multiplayer and turn sequencing (as the team research is affected by the actions of all players on the team)? Which one was correct?

I think I may have actually seen this in normal BTS also now I think about it. Sadly I didn't take screens or even take note of which one was right. :mad:

The starbase bug is quite sad. Luckily, it's only happened to us once, and we are always in permanent alliances vassaling people, so I guess it isn't that much of a big deal.
 
New Earth......

What's up with that?

Is it difficult for anyone else to play?

Sometimes (about half) it's a great civ with great growth to work with

The rest of the time, especially if you start on a "weak" planet, the stunted population issue (usually stuck at 3) is a killer.

Anyone having great success with New Earth and care to share your tech patch, tips, and ideas?

I'd certainly appreciate it!
 
Ok...I have the same problem of others. The explorated area is NW of the real position: so I don't even see the solar system in which I am...because it's not explorated. Help me, please! I want to play! ç__ç

Here is the screenshot.
Spoiler :
Civ4ScreenShot0001.JPG
 
While playing a hotseat game found out that production on a building could be lost. this should be fixed. to get same effect do the following.

1. put a turn or two in a building on a planet (lets say a bank at 6/33 hammer)
2. zoom into city center to see all planets
3. switch to a different planet and change it to your base (click the building will be built on this planet button)
4. change the production to a different building (like a habitation system just not a bank)
5. make the planet you originally had the building on the base again (click the building will be built on this planet button)
6. change production back to your original building (a bank for us)
7. NOTICE YOU HAVE TO START ALL OVER BUILDING YOUR BUILDING, PREVIOUS HAMMERS ARE GONE

can u fix this please?
 
New Earth......

What's up with that?

Is it difficult for anyone else to play?

Sometimes (about half) it's a great civ with great growth to work with

The rest of the time, especially if you start on a "weak" planet, the stunted population issue (usually stuck at 3) is a killer.

Anyone having great success with New Earth and care to share your tech patch, tips, and ideas?

I'd certainly appreciate it!

I think New Earth is great, they have a very explosive start, so I think they are best on smaller maps where there is competition for early colonization and potential for early combat.

With most civs, I'd go for scouts and Monarchy first, but with New Earth, I'd go for colonizers and Democracy first. Early colonizers will let you take advantage of the starting two population on new colonies, and Democracy will fix your early happiness problems. That should get you off to a stronger start than any other faction, so capitalize on it early by attacking someone.
 
I think New Earth is great, they have a very explosive start, so I think they are best on smaller maps where there is competition for early colonization and potential for early combat.

With most civs, I'd go for scouts and Monarchy first, but with New Earth, I'd go for colonizers and Democracy first. Early colonizers will let you take advantage of the starting two population on new colonies, and Democracy will fix your early happiness problems. That should get you off to a stronger start than any other faction, so capitalize on it early by attacking someone.

well the "explosive start" seems to be the issue - great unhappiness, very early in the game while the buildings that cure it don't come until later.

yes, they are a strong civ, although I wouldn't classify them as scientific nor military but the 2 pop start brings on EARLY problems

I play an equal number of games on SP and MP (Noble setting) and in MP we seem to all have the same "sufferings" with New Earth

It's the only civ that no one really wants to play because half the time it is strong, the other half null (with pop problems)

I think the biggest issue with it is the +2pop start on a bad planet - which you have no control over or the opposite, +2pop start on a great planet and you're in near immediate unhappiness because of too much growth and al of it's associated problems/unhappiness.

The AI seems to have he same problem with it as New Earth is either low score or high score - nothing in between.
 
While playing a hotseat game found out that production on a building could be lost. this should be fixed. to get same effect do the following.

1. put a turn or two in a building on a planet (lets say a bank at 6/33 hammer)
2. zoom into city center to see all planets
3. switch to a different planet and change it to your base (click the building will be built on this planet button)
4. change the production to a different building (like a habitation system just not a bank)
5. make the planet you originally had the building on the base again (click the building will be built on this planet button)
6. change production back to your original building (a bank for us)
7. NOTICE YOU HAVE TO START ALL OVER BUILDING YOUR BUILDING, PREVIOUS HAMMERS ARE GONE

can u fix this please?

As best as I can tell, this isn't fixable. At least not with the way the game is now.

It is worth putting on a warning for this sort of thing, if that might be possible? Perhaps if there is any production stored up, either a popup or some other sort of sign could let you know that you'll lose production if you change planets.

At least for now, though, once you know about it, you can work around it simply by not changing planets.

One more issue, though, is overflow. AFAIK it doesn't carry over when you change planets.

All in all, though, being able to work with multiple planets in a "city" is cool enough to make these quirks minor issues.
 
In the games I have played New Earth I find myself stunting growth primarily in my cap to avoid unhappy and unhealthy by doing what nullspace proposes, expand. (No growth with building the colony and construction ships.)

I won't avoid monarchy because I still want better production to get those ships out but a switch to democracy quick to follow.

Regrettably I find after that I am a slave to lady luck as to whether or not I am blessed with health and happinesss based resources. If I can't hook them, especially health, (I'm already in democracy at this point to help the happiness,) after colonizing around five systems, then I find it a real struggle to make any sort of winning game.
 
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

Downloadable Post-3.13 Update

Erm... what happened with the update? this isn't a link, just some underlined text?
 
I ask again...

Ok...I have the same problem of others. The explorated area is NW of the real position: so I don't even see the solar system in which I am...because it's not explorated. Help me, please! I want to play! ç__ç

Here is the screenshot.
Spoiler :
Civ4ScreenShot0001.JPG

No one knows how to resolve it?
 
I quoted the first post. There's simply no link in it, and the attachment is about events.

at the bottom, the attached zipfile - in the first post:
(the word "Events" just happens to be part of the name of the zip file)

........ - 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
Attached Files CvFinalFrontierEvents.zip (16.9 KB, 122 views)

__________________
'Til Lata... ~ Jon 'Trip' Shafer
Firaxis Games Designer/Programmer
Tell me about Final Frontier Problems & Issues Here! Post-3.13 Update Now Available
A Final Frontier Walkthrough

--------------------------------------------------------------------------------
Last edited by Jon Shafer : Nov 13, 2007 at 06:36 PM.
 
While playing a hotseat game found out that production on a building could be lost. this should be fixed. to get same effect do the following.

1. put a turn or two in a building on a planet (lets say a bank at 6/33 hammer)
2. zoom into city center to see all planets
3. switch to a different planet and change it to your base (click the building will be built on this planet button)
4. change the production to a different building (like a habitation system just not a bank)
5. make the planet you originally had the building on the base again (click the building will be built on this planet button)
6. change production back to your original building (a bank for us)
7. NOTICE YOU HAVE TO START ALL OVER BUILDING YOUR BUILDING, PREVIOUS HAMMERS ARE GONE

can u fix this please?
You had me convinced for a second, until I realized that you can build buildings of the same type on multiple planets in the same system. The production for your bank is still on the original base planet. Or, to put it simply:

Bank on Planet 1: 6/33
Bank on Planet 2: 0/33
Production window with planet 1 as base: 6/33
Production window with planet 2 as base: 0/33

The production window can only show the progress of one building on one planet at a time. When you made planet 2 the base planet, the production window showed the progress made for a bank on that planet, which was zero because you never started a bank on that planet.
 
There seems to be something wrong with the number of Syndicate trade routes in conquered systems.

In my current game (playing as Syndicate), with 3.13 patch but not the update posted here, all systems I colonize get 3 trade routes - 1 normal one and 2 bonus.
However, I conquered two more systems, and they only have one trade route each. They are both connected to the rest of my star systems, as well as to pretty much everybody else. The food and hammer bonus works as intended (giving one each for that one trade route), but apparently there are no bonus trade routes.
 
Maybe those bonus trade routes depend upon how much of your culture is in the star system?
 
I have a similar problem in my current game. Crossroads has only 2 trade routes, while all my other systems have 3. It's a little irritating because the routes from Crossroads are making 3 & 4 commerce while the other systems are making 2 per, but on the other hand that also makes it less of an issue because Crossroads is still making good money from its trade routes even with only 2 of them.

Incidentally, is Syndicate overpowered? It seems that way to me. I mean, it takes them a little while to get going, but once you have everything connected up with warp lanes you not only get the benefit of your trade routes, but you get 2 extra trade routes for more commerce, *and* you get +3 :food: and +3 :hammers: per system.
 
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