JosEPh_II
TBS WarLord
So, has this mod improved with the 3.17 patch?
Or is it still pretty buggy?
Curious.
JosEPh
Or is it still pretty buggy?
Curious.
JosEPh
Only Python slowness in the late game is my issue.
That trick doesn't work on Final Frontier like it does on RFC. The problem is that the everything about solar systems is coded in python. It really should have been coded into the SDK, but for some reason Firaxis avoids the SDK for their mods.
Haven't been recently activity in the author's patch/progress thread so I couldn't stand it any longer...
To the previous poster...I haven't had any sort of bugs in the FF games I've played although I have studiously avoided trying the Starbase build exploit. I play out most of a huge map game once a week or so since I first saw this mod. Only Python slowness in the late game is my issue.
First post, just wanted to say that I really dig this mod and have been patiently awaiting updates...
AI script/behavior updates is what I am interested in seeing. Just some basic AI fleet composition changes, such as:
Really important:
- more AI squadrons and/or stacks of missiles
- mandatory destroyer escort for capital ships (remove those cheap solo battleship kills). just one or two destroyers makes a big difference. Otherwise just leave that battleship in the city...
Slightly less important:
- defense of major systems (or border systems, all systems, etc.) should include one scout ship, and a scout in fleets as well
- destroyer escorts for constructors
Totally fantasizing:
- AI builds a "trip-wire" scout/destroyers team or two to orbit major systems to extend squadron vision/strike range. Okay I'll stop.
Basic AI stuff like this would make the wars a bit more challenging (and likely have been suggested many times before). The AI usually ends up "bringing a knife to a gunfight" once the player figures out the reinforcement pathing for all those juicy solo battleships. Yum. Then there is the uncontested use of stealth ships by the player...totally unfair...poor AI (gets a pat on the head).
With the above changes (omit the fantasy suggestion), that "declare war" alert sound may become a thing to fear.
A final happy note to Firaxis: just go ahead and commit to making a full blown Final Frontier game...I will pre-order now *if* you will include a customizable ship components feature like Alpha Centauri!! Oh, and auto-patrol for squadrons. And...
def unitCannotMoveInto(self,argsList):
ePlayer = argsList[0]
iUnitId = argsList[1]
iPlotX = argsList[2]
iPlotY = argsList[3]
return False
pPlot = CyMap().plot(iPlotX, iPlotY)
if (pPlot):
iFeatureIDSolarSystem = CvUtil.findInfoTypeNum(gc.getFeatureInfo,gc.getNumFeatureInfos(),'FEATURE_SOLAR_SYSTEM')
if (pPlot.getFeatureType() != iFeatureIDSolarSystem):
return True
pUnit = gc.getPlayer(iOwner).getUnit(iUnitID)
iUnitStarbaseI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_STARBASE_I')
if (pUnit.getUnitType() == iUnitStarbaseI):
Do you mean CvReligionScreen.py in the B5 Mod folder?2. I'm not sure why you would get a schema error but the screen is only set for 5 and requires a python mod for more (deleting the file for the advisor screen in Python/Screens will allow 7)
I wouldn't even know where to start with these bits, but thanks for the info.For checking the feature you can use:
Code:
pPlot = CyMap().plot(iPlotX, iPlotY)
if (pPlot):
iFeatureIDSolarSystem = CvUtil.findInfoTypeNum(gc.getFeatureInfo,gc.getNumFeatureInfos(),'FEATURE_SOLAR_SYSTEM')
if (pPlot.getFeatureType() != iFeatureIDSolarSystem):
return True
For the unit you can use something like:
Code:
pUnit = gc.getPlayer(iOwner).getUnit(iUnitID)
iUnitStarbaseI = CvUtil.findInfoTypeNum(gc.getUnitInfo,gc.getNumUnitInfos(),'UNIT_STARBASE_I')
if (pUnit.getUnitType() == iUnitStarbaseI):