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Post by Death to ALL on Nov 12, 2007 20:02:17 GMT -5
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[KC]Bopper
Worker
The Knight Who Says 'Giddy-Up!'
Posts: 136
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Post by [KC]Bopper on Nov 13, 2007 1:10:32 GMT -5
Thanks DTA. I actually just installed this fix but I've noticed a different problem: When we had the first BTS patch it gave some enhancements to Final Frontier including the ability to click on an uninhabited star system and see the planetary yields before settling there. I have played the game with the fix that Primax provided to us and have noticed that you can no longer get information on star systems until AFTER you have settled on them. I am wondering if this fix was done to the original code for FF and did not take into account that we had a pretty major patch come out a little while ago. FYI.
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Post by MMV on Nov 14, 2007 8:20:25 GMT -5
FROM - forums.civfanatics.com/showthread.php?t=234998(from Jon Shafer) Final Frontier: Problems & Issues (Post-3.13 Update Available) -------------------------------------------------------------------------------- Downloadable Post-3.13 Update (available at the link above - original update link was moved) If you guys want an updated version of the mod prior to the next patch with a few fixes, then you can download this version of CvFinalFrontierEvents, and extract this ZIP into your "Civ 4\Beyond the Sword\Mods\Final Frontier\Assets\Python" directory. Let me know if you have any problems. Doesn't include a whole lot, but here's a the things it does: - Fix for much stronger Pirate ships spawning early in the game than there should be - Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex) - Double-Clicking now brings up uncolonized Star System info instead of single-clicking (thanks Nemesis Rex) - Fixed exploit where player would no longer get Star System info on a system that was colonized, but that player wasn't yet aware of it - Fix for bug where clicking the subtract population button too quickly in city screen could send a Planet's population into negative numbers - Red Syndicate only gets 1 free trade route instead of 2 Things not in this update but will be in the patch: - Gold is now deducted when beginning Starbase construction instead of upon completion, to deal with some exploits - Halved amount of points gained from territory - Fixing bug in map script with star system density - Missiles generated by Starbases no longer automatically jump to nearest city OH GOOD LORD PRAISE BE TO YOU so that Bop can STILL stare at the sub-planets of an uncolonized solar system!
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