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

In 3.13 how do you colonize new systems? I just get a planets screen when I try to move there
Yeah, this is something which is fixed in the post-3.13 update, and will also be taken care of in the next patch. You just have to find another way to move units there without either fo those. ;)

Jon
 
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
Fixed the first one. The second problem is an artifact caused by the way the final techs are set up in the tech tree. Unfortunately there's no real way around that to get the functionality I want.

EDIT: is the next patch almost ready?
Not yet, sorry. :)

Jon
 
Has the post 3.13 update been updated?

JosEPh
 
Very bothersome problem has begun to occur in Final Frontier. Around turn 180 each time I end turn it takes at least 1 full minute before the other civs have completed their actions. Previously 5 seconds was about average, and in no other mods do I have any trouble like this. It seems like some civ just thinks about something for a very long time. Any advice?
 
Jon, I've just started playing Final Frontier, and whenever I to move a colony ship on to a star to colonize, it won't move there. Am I doing something wrong, or has it been fixed in a patch?
 
Jon, I've just started playing Final Frontier, and whenever I to move a colony ship on to a star to colonize, it won't move there. Am I doing something wrong, or has it been fixed in a patch?
What method are you using to move?

Jon
 
Didnt see this anywhere in the forums..... only 14 pages of things to go thru :)

When I play the Final Frontier Mod using the "Post-3.13 Update" on the frist page I get the following:

I save up a bunch of money. 600 for example. I then position 4 Worker Units in places I want to build a Starbase. Once they are in place, I have them all start building a Starbase on the same turn and all at the same time. After 8 turns go by I have no money, 4x150=600. I also have 1 Worker Unit gone. The odd thing is I should have all 4 worker units gone, but I dont. Three stay around and I can use them as normal on the next turn after the 4 Starbases are built.

Me thinks this is a bit-o-bug in the mod.

I also read there may be a patch coming out for Beyond the Sword that this mod may have a patch included in it... any ideas when that might be?

Thanks
 
Ditto. The worker units have used up all the movement points as if they were working on the improvement, but the Starbase is constructed, and on the next turn I gain control of the worker unit.

Also you can start production on multiple starbases at the same time with just 150Credits, albiet after 8 turns you get unit strike if you dont have the funds.
 
Only 1 worker is consumed for the Starbase. Even if you have multiple working on it. Using 3 more along with the extra 450 credits vs using just 1 for 150 I would only do if there was a Rush to get a resource going. Like the AI was building a Starbase too.

I don't think it's a bug.

JosEPh
 
It should be available in the first post of this thread. :)

Jon

Jon I was asking if the "POST 3.13 Update" had been Updated again. Not that the 3.13 had been Updated.

;)

JosEPh
 
Only 1 worker is consumed for the Starbase. Even if you have multiple working on it. Using 3 more along with the extra 450 credits vs using just 1 for 150 I would only do if there was a Rush to get a resource going. Like the AI was building a Starbase too.

I don't think it's a bug.

JosEPh

The bug is that you can build 4 starbases and only one worker is used up doing it. Ordinarily, you wouldn't have multiple workers selected, to trigger multiple starbases. The bug trigger/issue seems to be in allowing a starbase build order to begin with anything other than a single worker selected.


A related bug: if you have two workers build a starbase in the same location, you'll get two starbases there. You must interrupt one in order to switch to another worker building it (selecting with a stack of workers doesn't seem to do it). As you can't build a second starbase otherwise, this seems like a bug to me.
 
It seems I wasnt clear in my posting.

The 4 worker units are not building on starbase. Each on is building its own starbase in different locations. The bug is all worker units should be used up when the starbases are complete. Becasue a starbase requires that the worker unite be used up when its built.

This does not happen. I get 4 starbases, 1 used up worker unit and 3 worker units that are not used up. Hope its clearer now.
 
i've found a minimal graphical error, but it is still a error:

the bright of the stars suddenly ends when other tile starts, making it look a bit like a square


i have a picture, but right now, upload isn't working... i'll check back in a while and post a picture to prove it
 
I'll bet this is a noob question, and it's probably already been answered, but I haven't seen it yet.

I've been experiencing a slowdown on this mod as I go through the end of turn phase. It gets longer and longer as the game goes on. Has anyone else experienced this? Is there a way to fix it? I love this mod, but when it takes ten minutes to end a turn in single player mode, it's nearly impossible to play! :(
 
Was this update deleted by the forum hackings? The bold-faced link doesn't actually appear to be a link to a patch. The only thing downloadable is the quests.zip.

I have noticed one bug in that conquering a starsystem sometimes results in the civ not being eliminated, and in their culture sphere around the planets persisting. Sometimes it doesn't happen, sometimes it does. I'm wondering if stray remaining units is the cause.

EDIT: or perhaps that is the patch? I see that it's not quests but actually a general script.
 
I would like to play this mod with multiplayer, but whenever I try I can't see anyone else's game in the Final Frontier lobby and no one can see mine. What could be the problem? :confused:
 
Back
Top Bottom