Terraformer for Final Frontier Plus

Adding my planet Mod to Final Frontier Plus 2.3

planetmaker

Chieftain
Joined
Aug 28, 2009
Messages
89
A long time ago I made a mod mod for Final frontier focusing on planets only. I have recreated that mod again, but adding a few more things.
The nutrition facility has been replaced with the Atmospheric Processor. It enhances the atmosphere of a planet, or the hab moon of a gas giant. Planets with it have a thicker glow to them, or the hab moon of a gas giant. Also the mag rail has been moved to the hab moon too! See the pic below

Here is a brief overview of the planets

Planets, by type

Grays or Class D - Barren, with limited atmospheres and virtually no food production. Silicate crusts offer poor mining conditions, and there is limited access to volatiles. The most common type of planet, with a lot of variety. Occasionally they have CO2 atmospheres and can grow algae foods without an atmospheric processor. However do not underestimate their value in your empire, most buildings have some sort of production or commerce modifier, so don't be afraid to construct their buildings even if you don't initially populate them.
Typical food/prod/commerce 0,2,2, Initial total F+P+C values range from 2-6.
Spoiler Gray Planets :

Gray Planets are in 5 groups all with different starting values. 24 varieties total
Note that gas giants start with 3 resources but can build hydrogen ram scoop (+2 commerce)
Grays can improve each of their Food/Production/Commerce by +2 with their unique buildings and can build the mag lev.
Gray planets have passive production and commerce multipliers on their unique buildings and the Advanced solar array provides clean power to nearby systems.
Group 1 Terrestrial - Poor (2/3)
Gray1 [0,1,1],
Gray2 [0,2,0],
Gray3 [0,0,2],
Gray4 [1,1,1],

Group2 Terrestrial- Fair (3/4)
Gray [0,3,0],
Gray5 [0,1,2],
Gray6 [0,2,1],
Gray7 [0,0,3],
Gray8 [1,2,1],

Group3 Terrestrial- Good (4/5)
Gray9 [0,2,2],
Gray10 [0,3,1],
Gray11 [0,1,3],
Gray12 [1,2,2],

Group4 Terrestrial- Excellent (5/6)
Gray13 [0,1,4],
Gray14 [0,2,3],
Gray15 [0,3,2],
Gray16 [1,2,3],

Group 5 Gas giants - Fair (3)
Jovian1 [0,3,0],
Jovian2 [0,2,1],
Saturn1 [0,1,2],
Saturn5 [1,0,2],
Uranian5 [0,0,3],
Blue [1,2,0],
Neptune1 [1,1,1],


Browns or Class L - easy to colonize, and have great potential. Their CO2 atmospheres are ideal for the construction of pressurized greenhouses. Easy to mine with low pressure suits, they usually have good production potential. With an atmospheric processor they can produce a surplus of food.
Typical values 1-2 food, 2 - 3 production, 0 - 2 commerce.

Spoiler Brown Planets :

In 2 groups - 8 varieties
Brown planets focus on production and their unique buildings provide +2/+3/+1 food.production and commerce.
They provide easy mining in the early game
Home to the Titanic Elevated Glasshouse wonder.

Group 1 Terrestrial - 5 Resources
Brown1 [1,2,2],
Brown2 [1,3,1],
Brown3 [2,2,1],
Brown4 [2,3,0],

Group 2 Gas giants - 4 Resources
Jovian3 [1,2,1],
Saturn2 [1,1,2],
Uranian2 [2,1,1],
Neptune2 [2,2,0],


Ice worlds, class P - Ice worlds have variable, extremely frigid and often caustic atmospheres. They have good access to exotic volatiles and water. Good luck mining them, all the good stuff is buried under hundreds of km of ice. However, despite their cold temperatures, they are good places for greenhouses as there is no lack of water for growing things.
Typical values 1 -3 food, -2 to 1 Production, 1 -5 commerce. The best ones are the former M - classes

Spoiler Ice Planets :

In 5 groups - 15 varieties
Can be improved F/P/C +2/ +2 or +3(hostile)/ +5
They have great commerce potential if you are willing to pay the production penalties
Note that ices with negative production values cannot be starting(best) planets in a system
Officer training provides free weapons upgrade for ships

Group 1 Hostile Terrestrial - 5 Resources
White [1,-1,5],
Ice1 [1,0,4],
Ice2 [2,-2,5],
Ice3 [2,-1,4],
Ice4 [3,-1,3],

Group 2 Terrestrial - 5 Resources
Ice5 [2,0,3],
Ice6 [2,1,2],
Ice7 [3,0,2],
Ice8 [3,1,1],

Group 3 Ice age M-class planets (Mp)
Ice9 (Mp) [4,0,3],
Ice10 (Mp) [4,1,2],

Group 4 Gas giants - 4 Resources
Jovian5 [2,1,1],
Neptune3 [3,0,1],

Group 5 Hostile Gas giants - 4 Resources
Saturn3 [3,-2,3],
Uranian3 [2,-1,3],


Lava worlds - Typically close to stars, these worlds are dangerous to colonize due to high temperatures, molten surfaces, and high tectonic activity. However, easy access to ore and minerals makes their production potential the greatest of all the worlds.
Typical values -2- 0 food, 3 - 5 Production, 0 - 2 Commerce.

Spoiler Lava Planets :

Lava worlds can be improved F/P/C +2/+6/+1
They have great production potential in the late game
They have extreme magnetic fields
Can provide 2 armour upgrades

Group 1 Molten Terrestrial - 4 Resources
Red [-2,5,1],
Lava1 [-2,4,2],
Lava2 [-1,5,0],

Group 2 Volcanic Terrestrial - 4 Resources
Lava3 [0,3,1],
Lava4 [0,4,0],

Group 3 Molten Gas giants - 3 Resources
Jovian4 [-1,3,1],
Neptune4 [-2,4,1],


Venusian worlds have extremely thick atmospheres and are used for their commercial value, but usually in the late game when they can be properly exploited.
All Venusian worlds have negative food and production values so you have to have a great deal of surplus food before you can consider using them.

Spoiler Venusian Planets :

Venusian worlds can be improved F/P/C +2/+1(+2 Extremes)/+5

Military building gives free ace promotion to fighters/bombers

Group 1 Hostile Terrestrial - 3 Resources
Toxic2 [-2,-1,6],
Toxic4 [-1,-1,5],

Group 2 Extreme Terrestrial - 3 Resources
Toxic1 [-2,-2,7],
Toxic3 [-1,-2,6],

Group 3 Hostile Gas giants - 2 Resources
Yellow [-2,-1,5],


Toxic worlds are either naturally toxic or were class M that have become so by either bad management or deliberate contamination. Use them in the late game.

Spoiler Toxic Planets :

Toxic worlds can be improved F/P/C +2/+3/+4
In the late game can be used to greatly improve your military empire wide

Group 1 Hostile Terrestrial - 2 Resources
Toxic4 [-2,1,3],
Toxic5 [-2,2,2],
Toxic6 [-2,3,1],
Toxic7 [-1,1,2],

Group 2 Hostile Gas giants - 2 Resources
Uranian1 [-1,2,1],


Desert/Martian
These worlds contain fair CO2 atmospheres and have great potential. Desert worlds have limited access to minerals, but have good solar power potential. Martian worlds are colder, but have greater production potential. From time to time you will encounter M classes in a desert era, the Mh Class

Typical values 2-3 food, 1 - 2 production, 1 -3 Commerce.
Spoiler Desert Planets :

Desert worlds can be improved F/P/C +2/+2/+3
in the early game can provide slow growth
In the mid game can be used to improve your military empire wide and provide good growth with water management
Group 1 Barren Terrestrial - 6 Resources
Desert1 [2,1,3],
Desert2 [2,2,2],

Group 2 Terrestrial - 6 Resources
Desert3 [3,1,2],
Desert4 [3,2,1],

Group 3 desert era M-Classes 7 Resources
Desert5 (Mh) [4,1,2],
Desert6 (Mh) [4,2,1],

Group 4 Gas giants - 5 Resources
Uranian4 [2,1,2],
Neptune5 [2,2,1]


Spoiler Martian Planets :

Martian worlds can be improved F/P/C +2/+2/+3
in the early game can provide slow growth
Military building is powerful +3 experience, free light ships upgrade
Group 1 Barren Terrestrial - 6 Resources
Orange [2,2,2],
Martian1 [2,1,3],

Group 2 Terrestrial - 6/7 Resources
Martian2 [3,1,2],
Martian3 [3,2,1],
Martian4 [3,2,2],

Group 3 Gas giants - 5 Resources
Saturn4 [3,1,1],


Home worlds
These green worlds are highly sought after. They are balanced when it comes to food, production and commerce.
Typical values 5 food, 0 - 2 production, 1- 4 Commerce.

Spoiler M Class :

Earthlike worlds can build all the default buildings
in the early game can provide moderate growth

Group 1 Terrestrial - 8/9 Resources
Green [5,2,2],
Home1 [5,0,4], (water world...)
Home2 [5,1,2],
Home3 [5,1,3],
Home4 [5,2,1],


Gaia worlds
These worlds are the cream of the crop. Be careful with them, industry can easily pollute them.
Typical values 6 food, 0 - 2 production, 0 - 2 Commerce.

Spoiler Mg 'Gia' Planets :

Gia worlds are delicate and can only support a few of the default buildings
in the early game can provide fast growth

Group 1 Terrestrial - 8/9 Resources
Gia1 [6,0,2],
Gia2 [6,1,1],
Gia3 [6,1,2],
Gia4 [6,2,0], (starts with Mag lev instead of mining if best planet)


Swamp worlds
These worlds offer great growth potential, but their boggy landscapes have little in the way of commercial value, mainly revolving selling cute pets. And mining them? Forget it.
Typical values 6-7 food, 0 - 1 production, 1 - 2 Commerce.

Spoiler Swamp Worlds :

Swamp worlds are extremely delicate and can only support very few of the default buildings
in the early game can provide fast growth
Cant be best planets
Provides the unique herbal research building providing health in your empire
Group 1 Terrestrial - 9 Resources
Swamp1 [7,0,2],
Swamp2 [7,1,1],
Swamp3 [8,0,1],
Swamp4 [8,1,0],


Gas Giants.
You cant live on a gas giant, but their moons can be colonized, and their vast reserves of hydrogen gas can be scooped from their atmospheres. Systems without them are very poor indeed. Without lunar atmospheric processors, food usually has to be imported, but there is great potential for commerce and raw materials.


Each class has a different range of buildings, and all but the Lava, Venusian and Toxic wolds can be terraformed to some degree, and the textures change as their food values increase.
The pictures on the first page of this discussion are outdated because the initial F/P/C values have be dramatically altered.
 

Attachments

  • Solar System Closeup 1.jpg
    Solar System Closeup 1.jpg
    44.6 KB · Views: 587
  • hab moon.jpg
    hab moon.jpg
    45.3 KB · Views: 548
  • Starsystem6.jpg
    Starsystem6.jpg
    35.9 KB · Views: 553
  • Starsystem5.jpg
    Starsystem5.jpg
    28.9 KB · Views: 528
  • Starsystem4.jpg
    Starsystem4.jpg
    27.2 KB · Views: 539
  • Starsystem3.jpg
    Starsystem3.jpg
    36.1 KB · Views: 541
  • Starsystem2.jpg
    Starsystem2.jpg
    29.2 KB · Views: 534
  • Starsystem1.jpg
    Starsystem1.jpg
    39.5 KB · Views: 520
  • Solar System Closeup 6.jpg
    Solar System Closeup 6.jpg
    98.3 KB · Views: 528
  • Solar System Closeup 5.jpg
    Solar System Closeup 5.jpg
    66.7 KB · Views: 529
  • Solar System Closeup 4.jpg
    Solar System Closeup 4.jpg
    67.5 KB · Views: 536
  • Solar System Closeup 3.jpg
    Solar System Closeup 3.jpg
    107.2 KB · Views: 528
  • Solar System Closeup 2.jpg
    Solar System Closeup 2.jpg
    125.2 KB · Views: 521
Last edited:
Updated - with star trek class definitions for the planets, and more moons. Some gas giants have 3 now. An extra building has been added, the pressurised greenhouse, and the atmospheric processor building moved up the tech tree.

If people are happy with the mod, I can try to integrate it with final frontier - a lot of balancing will be needed because of the high production values of the planets...
 

Attachments

a lot of balancing will be needed because of the high production values of the planets...
Yeah, this is ridiculous and would require balancing everything, including trade route values, tech costs and espionage missions.
 
Thanks Mr Smith, I am currently addressing this now that I have figured out how to restrict buildings to planet types.
Think of the values on the planets above as 'potentials', what they can produce with the correct, and appropriately expensive buildings. They will start with mundane values, and low max population points. E.g. Lava planet 0,5,1, pop 2-4 depending on size.

So - a quick update.

'Normal' buildings now restricted to Home, Gia, and Swamp planets, which start with values more akin to the original planets - home 3,2,2, gia 4,2,1, swamp 5,0,1
They can build nutrition facilities, sports arenas, banks, universities, mag lev's and satellites, basically all the normal stuff
Greys, Browns, Lavas, Deserts, ices, toxics all have their own buildings - so you can specialize according to what your solar system randomly gives you.

My plan, once I tidy the buildings and sort the planets production values, I'll upload what I have, then work on an additional terraforming tech tree, and move the buildings to that. They are currently scattered over the existing technologies making them quite busy.
 

Attachments

  • PMButtons.jpg
    PMButtons.jpg
    76 KB · Views: 551
E.g. Lava planet 0,5,1, pop 2-4
That's not mundane at all with original food to grow and production values. Having even 1 population produce 5 hammers without any improvement is huge, can cause a snowball easily.
 
How about -2,4,1? Original gray is 0,3,3
Much more reasonable. Still have no idea what the final goal is for everything that you are doing. For a mod to this old and troubled game to gain and grow a community, it should have at least a battle system comparable to C2C's with flanking, early withdrawal and preferably Zone of Control.
 
The goal is simple, just to make a planet mod. I enjoy the mods around here, but see not much in the way of altering the planets. I thought i would give it a go.

I am not intending to go beyond modding planets, buildings and tech trees as I think I might be biting off more than I can chew. Hopefully I will have time this week or next to polish things up, and release another version. Once that's done I will look at making tech tree entries, and finally a way to integrate it into Final Frontier Plus.
 
Here is version 2
The changes are:
Planets now have sensible values (Thanks Mr Smith for keeping me right!)
Gas Giants and large terrestrial worlds need outposts built before you can use them. Gas giants have a size class J,S or T and have a major moon type, either class d,l,p,g, or h(the coveted rare martian moon...)
38 Buildings added (5 or 6 for each planet type)
8 Technologies Added - you will have to research the appropriate technologies before you can properly exploit each planet type. So It would be a good idea to check your star system before beginning research!
Cvgameutils.py has been modified to restrict building types to each of the planet types.
Enjoy.
I have added the planet spoilers.txt - I hope you will play first before reading it haha
 

Attachments

and finally a way to integrate it into Final Frontier Plus.
If you ever start making DLL changes, please start with Kek-mod.
Here is version 2
Well, it's pretty impressive, though I still don't like how high some base values are. You really need to increase food consumed per pop, as well as increase civic upkeep per pop (which can't be reduced like maintenance). The only thing high values are good for is reducing relative value of Forge unique mines, otherwise Less is More is just healthier. Check my History Rewritten modmod if you'd like multiple examples on how it works - just reading through changes may be enough. I'll certainly make a pass over your mod, when it gets close to completion - Final Frontier deserves more love and is truly special. Just reworking Slavery as Cloning would do a lot of good and I've became quite experienced with balancing whipping. Still, war is Civ4's weakest point, no amount of economic refinement will make up for it, since you can easily lose a huge amount of hammers or even everything you invested into a start system over a dice roll.
 
Thanks Mr Smith - I will look into increasing food consumed per pop and increase civic upkeep per pop. I could just subtract 1 from all the planets food output - but this can slow down starting colonies until the atmospheric processor is available.
Do you have any suggestions regarding initial values? Perhaps I could make the buildings more powerful and the base value of the planets less? I would need more gas giant buildings then, as at the moment there is only really distributed moon outposts, and the hydrogen ram scoop.

I tried to start the gas giants at 0 pop - so you had to get the right tech and buildings just to start, but there is an issue with the game putting the start buildings on the wrong planet if there is a food gas giant in the inner solar system. I tried to get the python code to put habitations on as the start buildings, but it seems to get confused about which is the best planet, and not put any buildings on at all. It only seems to work if the innermost planet is the gas giant.

I'm going to have a look at caveman to cosmos and history rewritten. Perhaps I could get some inspiration regarding combat... Though if I was to get into creating new units I would need help as I have very poor 3D skills.

I had a go at trying to get planets into Final frontier plus - but have had no luck so far. I tried to start small, with just the size changes, but to no avail. I'll try again at the weekend.
 
I could just subtract 1 from all the planets food output
Well, it really depends on whether you want to make use of multipliers or not.
there is an issue with the game putting the start buildings on the wrong planet
You could try asking in Quick Modding Questions. Are your buildings valid for canConstruct? In any case you could make separate buildings valid everywhere just for the start at -1 hammers cost or just add yields to the Palace.
Do you have any suggestions regarding initial values?
I would make them as small as possible with a budget 1 or 2 yields above consumed food per pop, any extra should come at the cost of minuses somewhere else. Depending on desired population caps and how far they can be expanded, innate population space should be worth 1 or 2 yields too.
Perhaps I could make the buildings more powerful and the base value of the planets less?
Yeah, exactly, but special cases where basic yields are high, yet you need to finish a building to gain most of it's intended population cap, are fine too.
Though if I was to get into creating new units I would need help as I have very poor 3D skills.
Existing units are fine, it's just flanking and early withdrawal would be very benefitial to the overall gameplay. Then there's also a problem of disarming collateral damage strike, especially for the Forge, and I borrowed a Civ3 mechanic to solve it in HR, but I hasn't considered how it would apply in FF.
I had a go at trying to get planets into Final frontier plus - but have had no luck so far. I tried to start small, with just the size changes, but to no avail.
You mean you only added them in the basic FF currently? What exactly is the problem?
 
I could just subtract 1 from all the planets food output
Well, it really depends on whether you want to make use of multipliers or not.


I decided to just remove 1 food from all non home, gia and swamp planets. Gray, Brown, Lava and Ice planets get + 1 from their outposts, and mars and desert planets get + 1 from water management. All planets except toxic, gia and swamp can build atmospheric processors. I even managed to get the water management building to change the texture on mars and desert worlds, adding oceans to their models on screen! To help expansion in the middle game there are silos now that give a small carryover. I made each citizen consume 2 food now.

Perhaps I could make the buildings more powerful and the base value of the planets less?
I would make them as small as possible with a budget 1 or 2 yields above consumed food per pop, any extra should come at the cost of minuses somewhere else. Depending on desired population caps and how far they can be expanded, innate population space should be worth 1 or 2 yields too.


I further reduced the planet yields, and made the penalty's to food and commerce on lava planets, and food and production on toxic worlds higher.

Though if I was to get into creating new units I would need help as I have very poor 3D skills.
Existing units are fine, it's just flanking and early withdrawal would be very benefitial to the overall gameplay. Then there's also a problem of disarming collateral damage strike, especially for the Forge, and I borrowed a Civ3 mechanic to solve it in HR, but I hasn't considered how it would apply in FF.

- I would love to see the coding for your units to add flanking and withdrawal. Perhaps I could to to give it a go...

I've not had time to look again at adding to Final frontier plus...
 
I would love to see the coding for your units to add flanking and withdrawal
I only added counterbattery strike written by BlackImperator, I don't have anything to do with C2C's development. It's code is public, though.
 
Hi
Mod looks great. I'd like to play it with my friend or maybe help you a bit.

I think one more thing that needs a change is possibility of doing early tech snowballing with scouting ships. This often leads to a situation where one colony discovers 4 of 5 values just from wreckage and researching a few techs, additionally it's likely that it has many credits (and essentially enters exploration era when everyone else is in isolation one). This problem scales with map size.

I also recently made small changes to Final Frontier (I modified the kek-mod, you may have seen my message in its thread). They are mostly bugfixes or small upgrades (there is 1 useless change) and are small, but I added 3 events (and enabled existing). I thing the biggest change I made is making experience float (I did this because I love to use squadrons, however, they got no experience from aistrikes, now they do get).
Attached files that I changed and all XML and python ones.
 

Attachments

Last edited:
I don't know whether this is a bug (no texture) or intended - a Jh planet has pink moon
1738590760454.png
 
I've played one game on the latest available version on marathon.

Note that I won rather due to blitzkrieg with bombers than due to having a developed warship producton, there was only one typical siege with high losses only due to system being out of range of bombers- AI had no fighters and destroyers, I often see AI without any protection like that even if I extensively use bombers (it only builds SDN).

About planets I haven't really used buildings added by this mod except d class because I haven't researched required technologies- I haven't made it even into exploration era.
Maybe they are available a bit too late?
A feature that would be helpful when conquerng systems would be an option of rebuilding basic building provided by colonization- mining facility and greenhouse. I thinkt that it was developed in kek mod but not finished.
I found one another bug, I don't know whether it is solved in final frontier plus- I can build on planet I can't build on
1738608739890.png
 

Attachments

Hi
Mod looks great. I'd like to play it with my friend or maybe help you a bit.

I think one more thing that needs a change is possibility of doing early tech snowballing with scouting ships. This often leads to a situation where one colony discovers 4 of 5 values just from wreckage and researching a few techs, additionally it's likely that it has many credits (and essentially enters exploration era when everyone else is in isolation one). This problem scales with map size.

I also recently made small changes to Final Frontier (I modified the kek-mod, you may have seen my message in its thread). They are mostly bugfixes or small upgrades (there is 1 useless change) and are small, but I added 3 events (and enabled existing). I thing the biggest change I made is making experience float (I did this because I love to use squadrons, however, they got no experience from aistrikes, now they do get).
Attached files that I changed and all XML and python ones.
I will certainly take a look thanks. Scouting at the start is very hit and miss, sometimes I find myself with a few service parts at the start, upgrade my scouts engines and basically have a super scout! Sometimes I really fall behind because I just get star charts (which are pretty useless in the un-modded game)
 
Back
Top Bottom