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

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

Again, no solution with neither WB or reducing graphic quality. Help, please?
 
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.

Yes Syndicate is overpowered. According to the original post, the were toned down to be only +1 extra trade routes, which means +2 hammers and +2 food per system.

With that in mind, I wonder if The Forge now becomes the best?
 
Also, how exactly does this fix turn down the number of extra Red syndicate trade routes from 1 to 2?

According to the new python file, that only applies to the capital. In the definition for onCityBuilt, this line still exists:

# Red Syndicate gets 2 free trade routes when city built
iTrait = CvUtil.findInfoTypeNum(gc.getTraitInfo,gc.getNumTraitInfos(),'TRAIT_SYNDICATE')
if (pPlayer.hasTrait(iTrait)):
pCity.changeExtraTradeRoutes(2)
 
Also, how exactly does this fix turn down the number of extra Red syndicate trade routes from 1 to 2?

According to the new python file, that only applies to the capital. In the definition for onCityBuilt, this line still exists:

# Red Syndicate gets 2 free trade routes when city built
iTrait = CvUtil.findInfoTypeNum(gc.getTraitInfo,gc.getNumTraitInfos(),'TRAIT_SYNDICATE')
if (pPlayer.hasTrait(iTrait)):
pCity.changeExtraTradeRoutes(2)

Aha! That explains my problem. I was wondering why all my cities except 1 had 3 trade routes... Didn't think he had turned them down yet.
 
Captured systems won't get the bonus. I'm playing Paradise, and captured systems don't get the free Maglevs. Nor do systems recaptured. I'm playing with raging barbarians and lost several systems to pirates. When retaken, the Maglevs are gone, no more free ones.

I would guess that any system-changing freebies would only apply when the colony is settled. The only issue is whether this is fair or not. It definitely hurts Syndicate (which can be pretty powerful), because you can't rebuild trade routes.

On the trade route subject, does anyone else think that some tech should give an extra trade route, perhaps a second trade route at an even higher tech, in order to make trade routes significant? As it is, only the Syndicate really gets much from them.
 
Captured systems won't get the bonus. I'm playing Paradise, and captured systems don't get the free Maglevs. Nor do systems recaptured. I'm playing with raging barbarians and lost several systems to pirates. When retaken, the Maglevs are gone, no more free ones.

I would guess that any system-changing freebies would only apply when the colony is settled. The only issue is whether this is fair or not. It definitely hurts Syndicate (which can be pretty powerful), because you can't rebuild trade routes.

On the trade route subject, does anyone else think that some tech should give an extra trade route, perhaps a second trade route at an even higher tech, in order to make trade routes significant? As it is, only the Syndicate really gets much from them.

I've often thought that too. I think a number of techs should give blanket bonuses to the Civilization that researches them, like increase the speed of units on roads, or give +10% commerece. Also... why not have a 'chop' function for the worker units to 'chop' asteroids? There are many features from the regular Civ game that would be easy to implement but are absent for some reason.
 
I've often thought that too. I think a number of techs should give blanket bonuses to the Civilization that researches them, like increase the speed of units on roads, or give +10% commerece. Also... why not have a 'chop' function for the worker units to 'chop' asteroids? There are many features from the regular Civ game that would be easy to implement but are absent for some reason.

I think it's stuff like this that led to this thread. FF is pretty sweet and is awesome as proof of concept, and pretty fun to play in its own right. But it seems like a few things like that could take it beyond "mere mod" status and make it a really great game in itself, like, IMHO, Fall from Heaven is.

That's why I'm really starting to give more credence to the idea of starting a mod group to make "Final Frontier Plus" or FF2 or whatever. If Shafer and Firaxis are planning on taking FF further, then great. If not, I think it would be a neat community project. So, if someone else takes charge, I'll gladly join up. If no one is ready to take charge, but there is enough interest, I'll see about forming up some ideas myself, sometime after the new year when things calm down at work.

Some ideas like: PD ships not being able to move out of a system, buildings that allow ship upgrades (IMHO, this would be more appropriate than using experience for a lot of the upgrades - experience should just apply to crew), more stuff for Construction ships to do (like mine asteroids, as you mentioned above), teleportation between systems at higher tech levels, ground/system-based defenses (and maybe even ground battles? could be interesting if there's a good way to make it work), more civs, including at least one or two alien civs (and unique buildings/units for civs), expanded tech tree (obviously). Would probably want to do something else with the Value system - it seems kind of tacked on... replace with Ethos, perhaps, and Ethos include a couple of religions, the existing Values, and probably a couple of other value systems. Perhaps also add in Corps.
 
I think it's stuff like this that led to this thread. FF is pretty sweet and is awesome as proof of concept, and pretty fun to play in its own right. But it seems like a few things like that could take it beyond "mere mod" status and make it a really great game in itself, like, IMHO, Fall from Heaven is.

That's why I'm really starting to give more credence to the idea of starting a mod group to make "Final Frontier Plus" or FF2 or whatever. If Shafer and Firaxis are planning on taking FF further, then great. If not, I think it would be a neat community project. So, if someone else takes charge, I'll gladly join up. If no one is ready to take charge, but there is enough interest, I'll see about forming up some ideas myself, sometime after the new year when things calm down at work.

Some ideas like: PD ships not being able to move out of a system, buildings that allow ship upgrades (IMHO, this would be more appropriate than using experience for a lot of the upgrades - experience should just apply to crew), more stuff for Construction ships to do (like mine asteroids, as you mentioned above), teleportation between systems at higher tech levels, ground/system-based defenses (and maybe even ground battles? could be interesting if there's a good way to make it work), more civs, including at least one or two alien civs (and unique buildings/units for civs), expanded tech tree (obviously). Would probably want to do something else with the Value system - it seems kind of tacked on... replace with Ethos, perhaps, and Ethos include a couple of religions, the existing Values, and probably a couple of other value systems. Perhaps also add in Corps.

Yes, it seems to me that most of the things that are done well in the mod (professional looking graphics, sounds and animation) are difficult to do, and yet they missed a lot of obvious things that are just gameplay.

Also, it does seem funny that they left out corporations, since a lot of people think they will be the driving force behind space exploration when it does happen. As for the tech tree, I would make it bigger, specifically vertically, so you have more choices as you go along it.
 
The Forge would be a decent civ if the - food were changed to -health.

We need a future tech type of ending to the tech tree. After researching the last tech there's nothing left to do with research, making all the research bonus buildings worthless.

Ascendancy victory is too easy to achieve. Perhaps with some more techs in the tech tree and additional items to research to enable building each part, it'd be a better option.
 
Jon, is there any way to have resources associated and located on certain planets?

For example, a water resource located on Blue Planets, which I take to be waterworlds anyway.

And other resources tied into buildings? For example, Anti-Matter with a Anti-Matter Production Facility. What I am looking to do with this is to use a variant of Duke176's adding oil, in this case anti-matter, and have the units consume anti-matter as they move and fight by deducting from the reserve of anti-matter that is produced by the anti-matter production facility. :)



:nuke: Cheers, Thorgrimm :nuke:
 
True that it's a "space-based" game but that's a nice idea for planets within a solar-system

Basically, each "colored" planet having a unique "resource" (or luxury) that, with the requisite tech, can build a unique building/improvement that benefits it's system (for all game aspects - military, growth, economics, etc)

(definately better than my "Galactic Jack and the Bean-stalk of the Universe" idea, lol)
 
True that it's a "space-based" game but that's a nice idea for planets within a solar-system

Basically, each "colored" planet having a unique "resource" (or luxury) that, with the requisite tech, can build a unique building/improvement that benefits it's system (for all game aspects - military, growth, economics, etc)

(definately better than my "Galactic Jack and the Bean-stalk of the Universe" idea, lol)

I just hope it is possible. Since finding Oxygen and Water in an asteriod field in enough quantity to support an entire civilization is 'odd' to me. Thats why I want to know if the resources can be based on planets. :D And it would give you a reason to link up all your star systems and give the almost useless construction ships something to do besides building starbases. :crazyeye:



:nuke: Cheers, Thorgrimm :nuke:
 
some pop-ups have to be changed to don't be so in an incorrect english:

Spoiler :
gibbon.JPG


and for example in the civiliopedia, there are repeated items (look at the 'requires'):

Spoiler :
doubled.JPG



EDIT: is the next patch almost ready?
 
In 3.13 how do you colonize new systems? I just get a planets screen when I try to move there
 
That's a little UI error; you have to move a colony ship up to a square next to the system you want to settle using the go to command and then you have to use the keypad to move the ship into the system.
 
Thanks for the continued feedback everyone. I'm still making some fixes for the upcoming patch.

Jon
 
Jon, is there any way to have resources associated and located on certain planets?

For example, a water resource located on Blue Planets, which I take to be waterworlds anyway.

And other resources tied into buildings? For example, Anti-Matter with a Anti-Matter Production Facility. What I am looking to do with this is to use a variant of Duke176's adding oil, in this case anti-matter, and have the units consume anti-matter as they move and fight by deducting from the reserve of anti-matter that is produced by the anti-matter production facility. :)



:nuke: Cheers, Thorgrimm :nuke:
It's certainly something that's possible to do through Python. To be more specific, you can use the CvCity "changeFreeBonus" function to give whatever Resource you want to a City, after checking to see if that City has whatever it is that you want.

Jon
 
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