Final Frontier Suggestions

J-S

Crusader
Joined
Apr 4, 2002
Messages
264
Location
Argentina
I loved this mod, but specially because of it's potential. I thought it would be useful to have a thread where we could put suggestions for official/fan modders who want to work on Final Frontier :)

Build queue: I like the idea of being able to build imps in each planet, but it just gets too tedious having to select planet, click the build checkbox, then building, wait till it's complete, zoom in colony and do it all over again.
Instead, I thought of 2 things:
1) there are buildings like the Factory that apply global bonuses, so instead of having to select on which planet they have to be built and build them one by one you could just stack as many factories in the build queue as planets are available to you in the system.
2) Then there are buildings like the mining platform that apply bonuses only to the planet it's built on. For this you could be able to stack in the build queue as many of them as planets are available, and when they are finished have them placed automatically on the most populated planet that doesn't already have one (where the building will be more beneficial). In the case of the Habitation Dome, have them placed on the planet with highest :food: :hammers: :commerce:

Starbases and Culture: I think the way starbase culture and normal culture borders interact needs work. For example, one of my starbases in my latest game ended up inside enemy territory because of his borders' expansion.
I think a solution would be to have Starbases expand culture only 1 plot (instead of 2 plots) but that the borders around the starbase are unmodifiable by other player's cultural expansion, forcing them to eliminate the starbase (and declare war) if they want to gain control of that territory.

Conquering systems: it would be cool IMHO that the only way to actually conquer an enemy system would be to drop troops in it, having spaceships be unable to attack troops or conquer systems (like the gunship in regular civ). Any spaceships that are in the system when troops conquer it are expelled from the tile.

Conquering starbases: I thought it would be also nice to be able to drop troops into a starbase and conquer it, as an alternative to blowing it up. Starbases could house up to 2 troopers in case an enemy tries this. Any spaceships that are in the same tile as the starbase when troops take control of it are expelled from the tile.

Each trooper could have a % chance of being shot down by starbase/system defenses before landing for combat.

Starbase missiles: missiles should be able to rebase between starbases or not rebase at all. Also, starbases should have a maximum of missiles that they can carry.

Other functionalities for Starbases: yeah, maybe they could start of as simple space platforms that spread culture in that one tile. Then with certain technologies they could be upgraded into millitary platforms (like the actual starbase) where you can build a squadron base (to house squadrons), a missile battery (that produces missiles), etc., or upgrade them into a research platform (creates a resource that gives +:science:) or vacation center (creates a resource that gives +:) ). So as to not unbalance things, bonus platforms could be very expensive to build (like starbases are now) and each type of bonus platform could serve as a resource, meaning that more than one does not give extra bonuses, but can be traded with other players.
Also, you could have certain platforms only buildable on asteroid fields...

Training yards: I just think training yards should give global bonuses to the system, only 1 per system, instead of 1 per planet like it is now.

Exploring systems: it would be nice to be able to view a system's planets before colonizing.

Civics: Monarchy should have it's bonuses, I think, reduced since this is usually a game with very very few systems in it.

Resources: just add more! :p
 
The only gripe I have about final frontier is the movement. I find it takes me forever to reach an allied(or enemy) system until jump lanes. I don't think warp lanes help much either, things I find are still slow even with them. So I would adjust the base movement of some of the ships (maybe not battleships because that'd be too overpowered) to 2.

The only other issue I can think of is constructing buildings on various planets. It's very tedious (though I like the feature). I would rather get rid of the check boxes that say that a building will be constructed on it, and just be able to click on the planet, then queue buildings. EDIT - Also, this would make it so buildings could be queued for multiple planets rather than having to wait for a building to finish, check the planet you want, then queue.
 
The cultural borders needs to be bigger. Say instead of it expanding 1 tile per stage. Make it so it expands 2 or 3 tiles per stage. That way, influences can actually cover my entire empire and actually be used to flip nearby star systems.

Also, anyone find it ridiculous that it takes you years to move a starship from one star system to another. But fighter squads and missiles can instant rebase? The rebase feature needs to be removed. Or allow Stargate improvements which lets you rebase.

I really like the idea of troops needed to invade planets.
 
Speaking of suggestions, is there any chance that future patches will fix up the BtS mods as well as the main game? Or are these ultimately suggestions for community modders to implement?
 
I suggest that planets could yeld some resources.
Isn't it a bit silly that you have to build a starbase to get oxygen???
That's a great idea. Ofcourse, then it would be absolutely necessary to be able to examine a system before colonizing it.
And yes, the Oxigen resource is kinda off. In any case you could have some planets have oxigen (+:health: ) and not others (+:yuck: ) in which you should have to build a dome of some kind before being able to put population into it.
 
There's a difference between "problems and issues" and "suggestions." We're not trying to point out problems in the mod, rather *suggest* what could be done to
improve it. Things like game play fluency, features that would add depth, that sort of thing...



Speaking of suggestions, is there any chance that future patches will fix up the BtS mods as well as the main game? Or are these ultimately suggestions for community modders to implement?

I was giving a link in response to this question. If you go to the thread by Jon you will see he is trying to do exactly this.
 
Sorry I didn't make that clear. But we can be pretty sure that the mods are now 'feature-locked'?
 
Conquering systems: it would be cool IMHO that the only way to actually conquer an enemy system would be to drop troops in it, having spaceships be unable to attack troops or conquer systems (like the gunship in regular civ). Any spaceships that are in the system when troops conquer it are expelled from the tile.


How about infantry being 0 move units that are invisible to everything but infantry AND enemy spaceships can occupy your cities once they defeated your defending units? Space ship production would be disabled for blockaded systems in this case.

You would need to transport infantry or other 'land units' to enemy systems to gain control. This system is similar to the more complex RTS space games like Star Wars Empire at War or a game I haven't played.

Orbital Strike capabilities could be factored in as negative strength promotions depending on the amount of enemy ships on the city tile.

Should make system defense little more complex in a good way - re-introducing transports into the game.
 
Sorry I didn't make that clear. But we can be pretty sure that the mods are now 'feature-locked'?
Yeah, I'm afraid that the actual 'development' for Final Frontier is completed. I won't be adding or changing things unless there's a pretty big problem (e.g. I'm trying to make the AI less stupid ;)). There are a lot of cool ideas out there (ground troops, events, unique units/buildings, special resources, etc.) but there's only so much time to do things, and I have to begin my next "secret project" soon. ;) I encourage people to continue posting suggestions though, as I know there's a lot of interest in modding Final Frontier, so it could provide some cool ideas for those interested in taking things over from here.

Thanks again for everyone's interest, and if you had even a few minutes of fun with Final Frontier in an expansion as big as BTS I've done my job. :)

Jon
 
Few minutes...? He´s talking about a few minutes, when I´m stuck in this game for hours and hours just because it is so addicting... I would have payed those 30€ even only for Final Frontier. You should be proud of this kind of creation, it is one of the best civ mods ever!
 
heh... a few minutes... yeah, only a few minutes... :mischief: I don't know why I put the clock feature on, it always seems like the clock is going too fast so I end up ignoring it...
Congrats Jon, Final Frontier is an excellent mod, but specially an excellent doorway into a whole new possibility for civ.
I can imagine that going into more depth for each mod released in BTS is impossible, not to mention risky. I think now it's the fans' turn to put the tools you gave us to use (not very many games/companies are this mod-friendly).
And since I can't code, I suggest :p
sugestio ergo zum
 
I Like FF and the concepts and potential it puts out, but I would like to see some new things in some user-made patches.

Things like some new ship and squadron units, UU's, UB's, More civs and leaders, and an improved movements system so ships con move quicker in open space and your own territory.

I understand that these things are already being talked about, so if anyone would like to discuss these things, i am willing, also, if anyone is going to modifiy FF (or if you know anybody that is going to try), please let me give my ideas and imput.
 
First of all : Great mod ! :goodjob:
I won't compare it to the others because I haven't played them all (Hell, I haven't even played the epic game yet!) and because, well, RFC is in it...
But let's just say it's the one I've spent the most time on.

My 2c : Why not an improved ion drive or whatever to give +1:move: , but only to light ships ? (and make it available right away for the scouts, maybe ?)
Warp gates between systems would be cool too.

There's also something weird with the values. It's either everybody has survival, or everyone has a different one. Maybe less emphasis on the diplo issues, or a different spread system ? I know it's vague, but I can't really put my finger on the problem. (maybe there is no problem after all ?)

Thanks Jon for this wonderful mod.
 
warp lanes sooner would be nicer
 
I enjoyed this mod a lot.


Only gripe that really bothered me was the constant PIRATE presence. Every turn in late game I had multiple pirates to dispatch... it was a micromanagement I could have done without. If Starbases or fighter squadrons could be set to auto-attack pirates then it wouldnt be such an issue.

Seriously though I was amazed at what Jon did with the civ4 engine. I was a huge fan of Master of Orion series.... (pretty unhappy with #3 though) and this mod really puts the civ4 game into that field. Congrats on a solid success. Its not perfect but it will keep me busy many nights....

I'm curious to see now what the mod community can do with it. :)
 
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