Final Frontier Suggestions

I had some ideas for modding this mod.

Give the player 2 scouts at the start to make it easier to explore and more free techs. As it is now, you are basically just hitting the next turn button for the first 50 or so turns and not really doing much which is boring. If they start with the exploration tech, give them a colony ship too.

I'd also make the scouts faster, giving them 2 moves instead of one. I'd also give each star system double the health and happiness limit. The initial pop limit seems a bit low too.

Another thing that would speed it up is to make all buildings automatically mirror to all the planets in a system once it is built. This would save a lot of turns you would normally spend on building the same thing over and over.

It might not be possible but it would be better if each planet had it's own build queue instead of sharing the queue with the other planets in the same system.

There should be something you build that prevents pirates from entering your influence areas like the Great Wall does against barbs. I think more wonders in general would be nice.
 
I think I would have personally enjoyed this mod more if it was focused on individual planets rather than entire systems. I know that makes for a massive game, but if it could be managed, I think it would add more depth.

~S~
 
Obivously everyone wants a different version of this, so it is made pretty basic, so it´s easy for modders to do their magic and make it the way they want. I don´t think there is any point for Firaxis to improve this anymore, but leave the development on the modders.
 
Another thing to add more variety and avoid the "everyone with the same "religion"" thing: make values have different effects. Since they are not real world religions, noone should be offended, right? For example: every system where survivalism has spreaded gains +1 food if survivalism is your official value, something along these lines.
 
Another thing to add more variety and avoid the "everyone with the same "religion"" thing: make values have different effects. Since they are not real world religions, noone should be offended, right? For example: every system where survivalism has spreaded gains +1 food if survivalism is your official value, something along these lines.
It's already so!
 
I had some ideas for modding this mod.

Give the player 2 scouts at the start to make it easier to explore and more free techs. As it is now, you are basically just hitting the next turn button for the first 50 or so turns and not really doing much which is boring. If they start with the exploration tech, give them a colony ship too.

I'd also make the scouts faster, giving them 2 moves instead of one. I'd also give each star system double the health and happiness limit. The initial pop limit seems a bit low too.

Another thing that would speed it up is to make all buildings automatically mirror to all the planets in a system once it is built. This would save a lot of turns you would normally spend on building the same thing over and over.

It might not be possible but it would be better if each planet had it's own build queue instead of sharing the queue with the other planets in the same system.

There should be something you build that prevents pirates from entering your influence areas like the Great Wall does against barbs. I think more wonders in general would be nice.

Alright. But I don't like the "all buildings automatically mirror to all the planets in a system once it is built. This would save a lot of turns you would normally spend on building the same thing over and over." part. how about including a build limit on each planet.
 
Realistic systems - stars with no planets, uninhabitable planets (!!)
Realistically spaced features - if systems were really that close, they'd tear each other apart!
 
The systems are only actually within the tile you can settle, the orbits are basically just graphical representations for our benefit. I've toyed with the idea of shrinking the system graphics to fit them in the 1 tile, but for now, there's no sense nitpicking, as far as I'm concerned.

Uninhabitable planets and stars with no planets are very much possible and easy mods to do, with a bit of Python work.
 
I'd really like to see someone do a map/scenario, based on the constellations. Since it seems a nice globular map I think the constellations should be backwards as if we are outside the "globe" in relation to the location of earth. With the civs named after the constellation they inhabit or some could be named as such with others having corporation type names. (I don't like the forge nor it's system names, Geotech Mining seems a reasonable alternative)

I'd also like to see more variety in resources with as someone else mentioned a bit less bonus per resource.

How about some way to clear those radiation clouds once you learn a certain tech with them also appearing randomly and possibly moving slowly across the map.

Oh and Jon I was disappointed in Warlords, just not enough content in my view. However I believe I am perfectly happy with BTS and would be so if FF was the only mod/scenario included. In fact I played the FF demo and wanted to go right then and there and buy BTS. Having only one auto and the wife being at work with said auto I had to wait. I showed the demo to a friend who went right out and bought BTS and he showed it to a friend who did the same. My son who has never touched the game is thinking seriously about getting it because of this mod as well.

THANK YOU SIR!!
 
Overall, this is a great mod. My main suggestion is to rebalance the factions. Many aren't worth playing whatsoever. In my experience, I can't imagine why anyone would play as any other faction than the Red Syndicate.
 
I think the first thing that needs to be added is unique units/buildings. The only difference between civs is a thin backstory.

Second, the mod is beautiful, but it just didn't jump out at me as being entertaining or unique. It's just kind of an elaborate skin, with the exception of separate planets in each system, and I don't see the point of having multiple planets. It's just more complicated micro-management.

I've only played it for maybe 20 turns, so forgive me if I'm off on some of this stuff. It was just my first impression.
 
Several things need to be changed to add to the VASTNESS of interstellar space. The space in between stars needs to be like 10 times what it is now. There should be moving stellar storms and crap like that.

There should be automated pickets, which can be set up on auto to scout around the stars.

Travelling between the stars should be a very tedious and lengthy thing. And pirates should be very common, but rather unlikely to attack actual stars.

SPACE IS HUGE! the mod should reflect that.
 
Several things need to be changed to add to the VASTNESS of interstellar space. The space in between stars needs to be like 10 times what it is now. There should be moving stellar storms and crap like that.

There should be automated pickets, which can be set up on auto to scout around the stars.

Travelling between the stars should be a very tedious and lengthy thing. And pirates should be very common, but rather unlikely to attack actual stars.

SPACE IS HUGE! the mod should reflect that.

I don't know if that's possible given the scope of the mod and the limitations of the game engine.

I like way MOO2 handles the vastness of space. It doesn't try to put all the stars and planets on one graphical map. MOO2 just has a zoom able star map. The distance between stars varies depending on the size of the map and the number of stars generated. Planets rotating around their stars only appears in a pop-up window. Ships don't just fly aimlessly around in interstellar space, they fly from star to star. You also get speed enhancing tech options. Ships are only limited to the range of the fuel cells on board. It's much more realistic that way I think.
 
Well yes obviously, this is a turn based game of course you can't "realistically" model space. I just find the map far too small.

Also get rid of this roads thing, i don't like it, it ruins the space feel of the game.
 
Also get rid of this roads thing, i don't like it, it ruins the space feel of the game.

I totally agree. The idea of space lanes is just silly. That's like trying to build roads on the ocean. It would be much more realistic just to get more powerful engines on the ships or maybe a gateway system that enables instant transport from star system to star system.
 
I don't know if that's possible given the scope of the mod and the limitations of the game engine.

I like way MOO2 handles the vastness of space. It doesn't try to put all the stars and planets on one graphical map. MOO2 just has a zoom able star map. The distance between stars varies depending on the size of the map and the number of stars generated. Planets rotating around their stars only appears in a pop-up window. Ships don't just fly aimlessly around in interstellar space, they fly from star to star. You also get speed enhancing tech options. Ships are only limited to the range of the fuel cells on board. It's much more realistic that way I think.

Ya, something more along the lines of moo

Yes i understand that the engine is limited in this aspect. But is there an actual size limitation to the map? It would mostly be barren in my idea, empty space, but it would make fleets appear pretty much out of the blue.

I don't want millions of units and stuff like that, just numerous automated scripted things. And instead of building individual units you would build fleets. Heh, perhaps make it more like WH40k space.

The key thing to remember is to limit micromanagement. Especially in the building menus.
 
My Suggestions are the following

-We need more technology, technology that allows us to use future improvements and be able to walk though the nebula and other minors things except the powerful supernova and black hole.

-We need improvements that help us out both offensive and defensive, I like to see Free Trading system to improve Wealth, Mining Ore Alpha, Beta, and Gamma station that will improve on the radius and amount of turns it takes to improve the mining stations and other improvements, I like to see Wheat farm bases to provide food, and computer part factory set up like workshop.

-We need new music files, the original is too boring and not really good, we need some new music to add on there, we can borrow some sound files from both EVE Online and X3: reunion.

-I like to see more missiles (swarm Missle, EMP Missle, Hornet Missle, Proton Tropedos, etc), and give them promotions that could do better damage on the missiles that can do better damage and range. I also like to see regular fighter ships in size stages (S, M, L), I also like to see some new Cruisers and Destroyers.

-Remove the Warp Lines and the other one too, instead replace them with dash marks, and called them "Space Routes", I am also thinking of adding Warp Gates to teleport to one section to another like a rebase function that also allow to link trade routes to any other places that are too far away from the radius of the solar systems. These warpgates are also useful for your units and other units like your allies to be able to use them to teleport to one place to another.

-I have not occurred any events in this mod what so ever, so I think the events in this mod is broken and the espionage is broken too cause i can't so any good spy options. So we need to find a way to make these events to be realistic in the space environment and also add in a different spy unit that don't act like a privateer.
 
Alright, I'm glad this thread got some attention, coz I'm hoping many mods come out of Final Frontier!
A lot of great ideas out there too. Regarding planets apperaing on the map, I think it's very cool seeing mini-satelites revolve around your system's planets, or the capital shipyard's orbit around the star... but it is kinda misleading, since it makes me think how come I have to go all the way to the center of the system to battle it out around the star, when I could just pillage one of the unguarded planets that orbit around it... :p
 
I think it'd be neat if a planets moons or rings made a difference other then cosmetics.

Even something as simple as moon(s) = +1 resource, rings = +1 commerce and neither = +1 food would be neat.
 
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