View Full Version : MOO2Civ
JEELEN Mar 12, 2008, 11:28 PM Decided to start a thread on this brilliant little mod for Final Frontier by NCCSavage, simply because it seemed to lack one!
So here it is: the MOO2Civ thread!
There are Status Reports throughout the thread and patches/updates will always be available from this post, as well as from the post announcing an update.
PLEASE NOTE:
The file listed below is compressed (and may be unzipped) using 7-zip, which is freely downloadable here: http://www.7-zip.org/
:goodjob:Latest addition:
:king: MOO2Civ (Patch4f) FULL INSTALL
Changes in Patch4f:
- added Spies
- upgraded Carrier Ships to Titans
- reduced cost and strength of Battleships slightly
- added possibility of Great General emerging
- reduced initial colony size from 2 -> 1
- removed free Mag-Lev Networks
- added fix for can't-build-buildings-on-homeworld-capturebug
- removed redundant FF traits from Assets/Python/CvFinalFrontierEvents
- removed Barbarian World option (didn't work)
- replaced FF unit designations (Delta, Omega) by I-II-III suffixes
- added a Barbarian unit bonus (experimental).
MOO2Civ (Patch4f) FULL INSTALL otherwise contains:
- the original version of MOO2Civ, plus
- all necessary FF files, plus
- FF Flat map, plus
- 3 custom LHs, plus
- complete City List for all available races, plus
- custom Intro text
- all previous patches.
Moo2Civ (Patch4f) FULL INSTALL includes previous patches 1-4e. With the FF files now included there's no more need to manually copy or install any extra files, just
DOWNLOAD at:
http://forums.civfanatics.com/downloads.php?do=file&id=9532
INSTALL in the Firaxis/BtS/Mods folder and you're good to go!
Rating: B+
Currently at: 4,000+ downloads :trophy3rd:
You can still download the original MOO2Civ (BtS patch 3.13 compatible only) here:
http://forums.civfanatics.com/downloads.php?do=file&id=6521
(link to Patch4f included in the Comments)
Rating: A+
Currently at: 1,600+ downloads
__________________________________________________ _____
Some technical background can be found here: http://forums.civfanatics.com/showthread.php?t=236683
__________________________________________________ _____
What it might look like in [civ2]: http://forums.civfanatics.com/downloads.php?do=file&id=8267
Suggestions on further improvement - and any practical help - are welcome!
More news as we go along.
=================================================
Credits: Jon Shafer, NCCSavage, woodelf, deanej, Deon, Kael, OrionVeteran - and all MOO fans; thx for your support!
=================================================
Here are some in-game screenshots followed by a survey of the current MOO2Civ Tech Tree:
JEELEN Mar 13, 2008, 03:40 AM Currently working on:
- Patch4d.
I've added some screenshots to the 1st post plus two more on the MOO2Civ (Patch4c) DL page. Here's another one:
woodelf Mar 13, 2008, 05:05 AM Cool. Moo2 for Civ4. Sounds very promising.
JEELEN Mar 13, 2008, 05:18 AM Hm, yeah, that's what I thought. Unfortunately, I'm not much of a modder, so whithout any help I'm sorta stuck. (For instance, I've got a perfectly good MoO2 city/star system list, but at present I don't know how to implement it.):mischief:
woodelf Mar 13, 2008, 05:23 AM I've never modded FF, but I would think it's just somewhere in the XML.
JEELEN Mar 13, 2008, 06:46 AM Hm. I've looked everywhere I could, but found no refernce to cities/star system names.:hmm: I'm befuddled.:crazyeye:
JEELEN Mar 13, 2008, 09:28 AM I've just come unfuddled: I've located the XML-file, but can't access it without a proper editor. As all XML-utilities seem to be down 'cause of hack attack, I'd be much obliged if anybody has a copy...:please:
woodelf Mar 13, 2008, 09:57 AM A lot of people use Word or something. I use XML Marker (http://www.download.com/XML-Marker/3000-7241_4-10202365.html), free and idiot proof. :)
JEELEN Mar 13, 2008, 11:09 AM Thank you, woodelf! (DLed it - will see; I was just about to post a HELP in the Utilities section...);)
mamba Mar 13, 2008, 12:25 PM I use Notepad++ (http://notepad-plus.sourceforge.net/uk/site.htm) for the editing and winmerge (http://winmerge.org/) for comparisons.
JEELEN Mar 13, 2008, 01:18 PM Well, thank you mamba. Will check that out too!:)
JEELEN Mar 13, 2008, 10:18 PM free and idiot proof. :)
BTW - not wanting to bug you or anything, but - are you doing anything shipwise for Star Trek?:confused:
[offtopic]
:stupid:
OrionVeteran Mar 13, 2008, 11:29 PM Suggestions on further improvement are welcome!
If you are really going to try and use the CIV4 game engine to re-create Master of Orion II (MOO2), then here is a good suggestion to get you started and guarantee success.
I know this will be hard to do, as many people will have good ideas for what they would like to see added to this mod. This is very important: Finish the conversion of MOO2 "completely", before adding a single change to the original game features, attributes, units, buildings, research tree, diplomacy etc. Once you have a "working" bug free, bullet proof conversion; then, and only then, should you entertain new ideas to improve the mod.
MOO2 was/is an outstanding game and should be the starting point for creating a better version. MOO3 developers lost sight of that fact, as they tried to build a completely new game, without retaining the strengths of the previous version. Consequently, when MOO3 was released, it was a huge disappointment for loyal fans, like myself. MOO2 fans do not want to be disappointed again. So please, learn from the success of MOO2 by focussing on the completion of a working version of the original game first. :goodjob:
Very Respectfully,
Orion Veteran :cool:
JEELEN Mar 13, 2008, 11:43 PM MOO2 was/is an outstanding game and should be the starting point for creating a better version. MOO3 developers lost sight of that fact, as they tried to build a completely new game, without retaining the strengths of the previous version. Consequently, when MOO3 was released, it was a huge disappointment for loyal fans, like myself.
I couldn't agree more. Personally, I found MoO3 to be quite static (actually, that about sums MoO3 up in one word: static). And I agree with your suggestions, obviously - that's why I really welcome suggestions for improvement (and because at present my "modding skills" are quite limited).
woodelf Mar 14, 2008, 05:20 AM BTW - not wanting to bug you or anything, but - are you doing anything shipwise for Star Trek?:confused:
[offtopic]
:stupid:
No. I'm working on WW1 city sets still and waiting for Star Trek ships to be converted from another game. I'll admit I've started a few, but lost interest for some reason.
JEELEN Mar 14, 2008, 06:37 AM Some good news and some bad news
After playing a few games as the Humans I decided to try and introduce MoO2 Star System names. I tested this and it worked out fine, so I decided to replace all standard names by MoO2 Star System names. Curiously, this does not work: the names are there, but the old name still appears whenever another race than the Humans founds a new colony...:confused: Having DLed Winmerge (thank you, mamba!), I'll see if I can figure out why.
@woodelf: That's a pity... maybe later then?
JEELEN Mar 14, 2008, 01:10 PM Some good news: after some testing the new Star Systems list turned out to work fine for all races (I forgot to exit and reload the mod before trying if it worked).:mischief:
So I've released a little patch including custom Star System names for all new colonies founded for all races.
I uploaded it here: http://forums.civfanatics.com/downloads.php?do=file&id=8788
Next up is getting rid of these annoying XML-error messages, related to left over FF files that MOO2Civ doesn't use. However, as I won't have any time over the weekend, I thought it'd be nice to have a little patch up.) Additionally, it would be nice to get some suggestions from patch downloaders.
OctopusOverload Mar 14, 2008, 06:00 PM I just wanted to chime in and say: Great mod idea, don't stop till its done! :D
MoO2 is my old favorite 4X, probably the best one ever made. If you need any help with the mod, let me know! :goodjob:
JosEPh_II Mar 14, 2008, 07:29 PM I'll be watching this one.
I play all 3 of the MoO Series.
JosEPh (MoO3 Keeper of the Roll Call)
JEELEN Mar 15, 2008, 12:13 AM Well, thank you, OctopusOverload and JosEPH_II (and welcome to you both)!
Help is always welcome - in fact, I'll make a little
Status Report
Current Issues
- multiple XML-error messages on start up (will be addressed next week)
- no UUs or UBs as of yet (Stealth ship might be Darlok UU; might be available to other races on a much later advance - as it's currently available way early to all races) Official request posted
- Traits missiing or not yet implemented for some of the Leaders (could also use some additional LHs as some are just doubles with a different name) Official request posted
- no MOO2-style units (mod uses standard Final Frontier models all around) Official request posted
So there.;)
Narn Mar 15, 2008, 08:07 AM just thought i'd add that after all these years i'm still disappointed with moo3
good luck with your mod %=)
Rubin Mar 15, 2008, 08:47 AM I did a quick test on this and I get numerous xml errors (as expected); perhaps as a result of stripping the xml (cleaning up the files by removing xml entries).
Based on this, I suggest reworking the mod--basically from scratch--on a fresh set of Final Frontier files. You do have much of the xml work already present, so time is spent mostly on "copy & paste" fixes and I believe many of the xml additions can be done in separate xml files to avoid cluttering and making subsequent xml changes easier.
You may find it annoying having, for example, the Final Frontier leaders available, but I'd much prefer this to getting errors. The issue is temporary and at some point these Final Frontier references should be removed, of course.
darkyxinhow Mar 15, 2008, 05:25 PM sounds great! I kinda miss civ2 MoO mod, it was simply awesome. :D
Thalioden Mar 15, 2008, 07:42 PM I still occasionally play Moo2! It is definitely one of my all time favorite games. I will definitely be watching the development of this mod!
- no UUs or UBs as of yet (Stealth ship might be Darlok UU; might be available to other races on a much later advance - as it's currently available way early to all races) Official request posted
- Traits missiing or not yet implemented for some of the Leaders (could also use some additional LHs as some are just doubles with a different name)
I would have to concur with OrionVeteran. You should really do a complete MOO2 conversion before adding any new features. This means no UBs. There are no UBs in MOO2. After the conversion is complete, this might be an interesting addition.
As far as implementing the Darlok stealth. This is not really a UU. (There really are no UUs in MOO2, or perhaps one could say that every ship is a UU). It is a racial trait implemented as a ship technology which applies to all Darlok ships. A good way to implement this stealth attribute in Civ4 would by as a unit upgrade (like orcs in FFH2) that would be available to Darloks immediately (each Darlok unit would automatically start with this upgrade), but could be researched later by other civs.
One of my favorite aspects of MOO2 is the ability to customize the race. This could be implemented in Civ4 by similarly to the CivCustomizer (from Dale's Combat Mod).
Hope this helps, and good luck!
dutchking Mar 15, 2008, 10:39 PM Looks interesting TAFKAJ. ;)
If you need any help for art just ask.
JEELEN Mar 16, 2008, 06:53 AM First off: thx for all of your response!
@Narn: I agree & thx!:)
@Rubin: I'll address the XML/load error messages starting Monday.;)
@darkyxinhow: Thx & I agree!.:)
@Thalioden: Thank you. First thing on my list is to see if I can fix the load errors on startup. As for implementing new features: I just aren't ready for that. And I know MOO2 doesn't have UUs or UBs: I was just bouncing off some ideas on how to introduce something of the different racial abilities in the mod and the Stealth ship is ofcourse an obvious one. (BTW, I like your idea on that one!)
As for combining with another mod: it's currently beyond my abilities (I do scenarios, mostly), so unless someone volunteers for the job, it'll have to wait. As both you and OrionVeteran said: conversion comes first.
@dutchking: I hope that you know what you're offering here! Basically the only MOO2-style are present right now are the Leaderheads (of which some are still doubles). Besides that, all ships/units use Final Frontier models - which is fine for now, but preferably they should all be replaced by MOO2-style units. Also, though the names of all buildings have been "orionized", so to speak, the icons have not.
For examples for MOO2-style art there are leaders featured at:
http:\\www.gamespot.com/features/moo2/races.html
or some ship graphics at:
http:\\www.gamespot.com/features/moo2/combat.html
or check what's in the [civ2] MOO2jr scenario in the 1st post (this includes only Civ2 graphics, but is more complete. I can upload or send you just the icons from the file if you want).:hatsoff:
__________________________________
I'll report back when I have more news!;)
JEELEN Mar 17, 2008, 04:59 AM As those who've tried the mod will have noticed there are multiple XML-error messages appearing on start up. (Though these do not affect anything really, I still think they're annoying.) I've managed to locate the specific XML files causing these messages, but am unsure on how to proceed.
These are the affected XML files:
1) CIV4BuildingInfos.xml (in the Buildings folder);
the lines containing "TRAIT_BROTHERHOOD", "TRAIT_ASTROTECH" etc. should be fixed. As BROTHERHOOD, ASTROTECH, etc are just non-present civs, they might simply be replaced by civs actually present.
2) CIV4DiplomacyInfos.xml (in the Gameinfo folder);
the lines containing "LEADER_RAUL_COLOMBO" a.o. leaders should be fixed.
3) CIV4TerrainPlaneInfos.xml (in the Misc folder);
line 11 and 19 need to be fixed.
The 1st 2 may simply be fixed by replacing civnames/leadernames by the lines actually present (as I don't know what the effect will be if I do this, I'm somewhat hesitant to actually do this); the 3rd one is a problem as I don't know what I should do to fix it.
Any suggestions?:confused:
woodelf Mar 17, 2008, 05:23 AM I wouldn't mind seeing the ship icons or any pics. No promises, but MOO2 is a great game and needs Civ4 ships.
JEELEN Mar 17, 2008, 05:54 AM Ship pics and buildings/leader icons from MOOjr (Civ2):
woodelf Mar 17, 2008, 05:58 AM Thanks and ugh. I forgot how ugly older game units are. :)
JEELEN Mar 17, 2008, 06:08 AM Well, that was quick! I still wanted to mention that in post #26 I've linked to some actual MOO2 in-game graphic displays I found on the net. (I wanted to display the actual DL, but just found out it failed...)
JEELEN Mar 17, 2008, 06:36 AM This means no UBs. There are no UBs in MOO2. After the conversion is complete, this might be an interesting addition.
As far as implementing the Darlok stealth. This is not really a UU. (There really are no UUs in MOO2, or perhaps one could say that every ship is a UU). It is a racial trait implemented as a ship technology which applies to all Darlok ships. A good way to implement this stealth attribute in Civ4 would by as a unit upgrade (like orcs in FFH2) that would be available to Darloks immediately (each Darlok unit would automatically start with this upgrade), but could be researched later by other civs.
One of my favorite aspects of MOO2 is the ability to customize the race. This could be implemented in Civ4 by similarly to the CivCustomizer (from Dale's Combat Mod).
I fully realize there are no UUs or UBs in MOO2 as such. There are however Admirals, Adminstrators and such to be found in space and ofcourse the racial abilities. One way of implementing these (other than through traits, which are limited to the race Leaders) might be by using UUs or, perhaps better, UBs - precisley because UBs are race-specific. If UUs would be implemented, it seems obvious that at least a Stealth ship should be Darlok-only. Anyway, this is just an idea I had on further implementation. (Thalioden's idea of giving Darlok vessels an automatic stealth upgrade would ofcourse be perfect, but at present I have no idea on how to do that.) I welcome any further practical answers on this matter.;)
Another matter: currently every race starts with a Planetary Defense unit, which I'd really like to replace by Marines - as in the original. Also Marines and the like (Battleoids!) should not be able to "walk across space", but should require some sort of Transport. (Again: don't know yet how to go about this...)
Finally, the Space Pirates would be perfect as a representation of the Antarans, who are still sorely lacking. (This might be a simple matter of renaming them, but they would need stronger, i.e. race-specific, ships.)
JEELEN Mar 17, 2008, 12:44 PM I think I got at least part of those darn little XML error messages licked! I ran a little test and the "TRAIT_" related messages didn't appear on startup. If all goes well I'll have
more news tomorrow.;)
JEELEN Mar 19, 2008, 03:32 AM I'm currently testing a XML Error Messages fix I came up with. If this turns out alright I'll release another little patch.;)
JEELEN Mar 19, 2008, 08:03 AM I've released a little patch including both a fix for load error messages plus Patch1 (the custom Star System names for all new colonies founded for all races).
I uploaded it here: http://forums.civfanatics.com/downloads.php?do=file&id=8788
NOTE: Although loading errors have been fixed, first contact diplomatic texts are not (yet) available for all leaders. (So it's possible you'll encounter a race with Diplo text missing.) I'm postponing this issue to a later date.
Kalimakhus Mar 19, 2008, 10:23 AM Nice work Jeelen. I am quite pleased that someone actually is interested in working out a mod based on FF. I just think it has got much of a potential that shouldn't be left away.
About the patch. Can you please arrange files into their right folder so that extracting the compressed file into the mod's folder overwrite the replaced files. Many players won't have a clue where this or that file should go. It took me a while to find out the the TerrainPlane one goes into misc though there is a folder named Terrain one would assume it goes there.
JEELEN Mar 19, 2008, 12:22 PM Ah, yes, I have a tendency to be (too) concise; I have included a more detailed installation prodecure - and thx, BTW!;)
OrionVeteran Mar 20, 2008, 06:36 PM When the Mod starts up, I get the following errors:
Trait_The Forge
Trait_Syndicate
Tech_Happy_1
Tech_Happy_2
Tech_Happy_3
Tech_Happy_5
Tech_Happy_7
Tech_Happy_9
Trait_Brotherhood
Trait_Astrotech
Trait_New_Earth
CivBuildingInfos.XML
CivReligionInfo.XML
...and maybe a couple of others. I made a copy of the Final Frontier folder and renamed it to MOO2CIV. I extracted and overwrote all files with the MOO2Civ.rar file. Lastly, I over wrote the existing files with the 3 files in Patch2.
Does anyone else get these errors? Did I do something wrong with the installation?
V/R
Orion Veteran :cool:
JEELEN Mar 20, 2008, 08:20 PM When the Mod starts up, I get the following errors:
Trait_The Forge
Trait_Syndicate
Tech_Happy_1
Tech_Happy_2
Tech_Happy_3
Tech_Happy_5
Tech_Happy_7
Tech_Happy_9
Trait_Brotherhood
Trait_Astrotech
Trait_New_Earth
CivBuildingInfos.XML
CivReligionInfo.XML
...and maybe a couple of others. I made a copy of the Final Frontier folder and renamed it to MOO2CIV. I extracted and overwrote all files with the MOO2Civ.rar file. Lastly, I over wrote the existing files with the 3 files in Patch2.
Does anyone else get these errors? Did I do something wrong with the installation?
OK, that's really weird, because I looked at the error messages one by one and the ones in bold letters weren't even in there, so I never touched those, nor does the patch - which I thoroughly tested before uploading. Have you tried re-downloading the mod?
Thalioden Mar 20, 2008, 08:46 PM I fully realize there are no UUs or UBs in MOO2 as such. There are however Admirals, Adminstrators and such to be found in space and ofcourse the racial abilities. One way of implementing these (other than through traits, which are limited to the race Leaders) might be by using UUs or, perhaps better, UBs - precisley because UBs are race-specific. If UUs would be implemented, it seems obvious that at least a Stealth ship should be Darlok-only. Anyway, this is just an idea I had on further implementation. (Thalioden's idea of giving Darlok vessels an automatic stealth upgrade would ofcourse be perfect, but at present I have no idea on how to do that.) I welcome any further practical answers on this matter.;)
The Fall from Heaven 2 mod has implemented this race limited automatic unit promotion for orcs (and perhaps other units). Someone who has much more modding knowledge than I could look at that code as an example. Kael may even give you the relevant code if you ask.
As far as implementing the leaders, Fall from Heaven 2 is again a good source. That mod has unique (as in only one) units that can be built. Sort of like wonders (only one can be built for the whole game), but in unit form. That could be a way to implement the MoO2 leaders. A random event could spawn giving the race (civ) the ability to buy one of these unique units (instead of building them). To implement it exaclty as in MoO2, with varying prices depending on race picks, leaders already owned, state of game, and a limited (four slots) pool of owned or available-to-be-purchased leaders would require quite a bit of tweaking, but the FFH2 code may be a good start.
Another matter: currently every race starts with a Planetary Defense unit, which I'd really like to replace by Marines - as in the original. Also Marines and the like (Battleoids!) should not be able to "walk across space", but should require some sort of Transport. (Again: don't know yet how to go about this...)
You could define the planet (city) tiles on the map as being land and everything else as being water. Then the only way to get land units from planet to planet is with a transport.
Finally, the Space Pirates would be perfect as a representation of the Antarans, who are still sorely lacking. (This might be a simple matter of renaming them, but they would need stronger, i.e. race-specific, ships.)
Hyborem of the Infernals is a non-player only civ in FFH2 that could form the basis of the Antarans. It spawns on the map after a certain wonder is built. I'm not sure how you could implement the alternate dimension as the location of the Antarans however.
JEELEN Mar 20, 2008, 11:18 PM The Fall from Heaven 2 mod has implemented this race limited automatic unit promotion for orcs (and perhaps other units). Someone who has much more modding knowledge than I could look at that code as an example. Kael may even give you the relevant code if you ask.
As far as implementing the leaders, Fall from Heaven 2 is again a good source. That mod has unique (as in only one) units that can be built. Sort of like wonders (only one can be built for the whole game), but in unit form. That could be a way to implement the MoO2 leaders. A random event could spawn giving the race (civ) the ability to buy one of these unique units (instead of building them). To implement it exaclty as in MoO2, with varying prices depending on race picks, leaders already owned, state of game, and a limited (four slots) pool of owned or available-to-be-purchased leaders would require quite a bit of tweaking, but the FFH2 code may be a good start.
I'm not sure I follow your line of thinking completely: all races already have a 2 leader pick. What's missing for some are specific Traits and Leaderheads (some just feature as doubles).
You could define the planet (city) tiles on the map as being land and everything else as being water. Then the only way to get land units from planet to planet is with a transport.
Basically, this would mean rebuilding the entire map. I was thinking more like giving them a Paratrooper promotion, preferably combined with an Air Unit defintion with a movement range of one. (Which is how I implemented Rob-Warriors in my Civ2 trials for MOOjr.)
Hyborem of the Infernals is a non-player only civ in FFH2 that could form the basis of the Antarans. It spawns on the map after a certain wonder is built. I'm not sure how you could implement the alternate dimension as the location of the Antarans however.
Well, Nebula features as impassable terrain in Final Frontier, which could act as a separation between Normal and Alternate Space. A Space Radiation/Black Hole might be used as Dimensional Portal - to disappear upon discovery of a certain advance - preferably named "Dimensional Portal". (This would be the simpler solution, as Antares is just one Solar System in MOO2.)
OrionVeteran Mar 21, 2008, 02:49 PM Jeelen,
It turns out the install was hosed. After doing a slow step by step re-installation of the mod and patch 2, I still had a few startup errors. But I moddified the Civ4BuildingInfos.xml file and now the game will start up normally without any errors. :)
I have enclosed a copy of the modified file. Just over write the existing file.
V/R,
Orion Veteran :cool:
JEELEN Mar 21, 2008, 02:59 PM I'll have a look at it and thx. Although I've never seen an Civ4BuildingInfos.xml error (and since DLing MOO2Civ I've started multiple games, as well as during fix-testing). Anyway, if anyone has the same problem (though none are reported as yet) I'm sure it'll be most helpful. So, thanks.;)
JEELEN Mar 21, 2008, 03:01 PM I'll have a look at it and thx. Although I've never seen an Civ4BuildingInfos.xml error (and since DLing MOO2Civ I've started multiple games, as well as during fix-testing). Anyway, if anyone has the same problem (though none are reported as yet) I'm sure it'll be most helpful. So, thanks.;)
PS: I would like to know if the error appears after the mod is installed, or after the patch.:confused:
OrionVeteran Mar 21, 2008, 07:04 PM PS: I would like to know if the error appears after the mod is installed, or after the patch.:confused:
The startup errors occurred after patch2 was installed. The lines in the Civ4BuildingInfos.xml containing:
"TRAIT_BROTHERHOOD"
"TRAIT_ASTROTECH"
"TRAIT_NEW_EARTH"
"TRAIT_SYNDICATE"
"TRAIT_THE_FORGE"
You said, "they might simply be replaced by civs actually present". That is exactly what I did. I put "TRAIT_SILICOID" wherever these traits appeared in the file. I'll let you decide how these entries should be distributed among the different races. My goal was simply to locate and eliminate the errors, as I prefer a clean startup over naging error messages. :thumbsup:
V/R,
Orion Veteran :cool:
JEELEN Mar 21, 2008, 07:14 PM I see now. Funny this didn't pop up earlier, though. Patch2 indeed fixes the Trait-related error messages, but only the ones that appeared when loading the mod. Since you followed the same procedure I see no reason not to include this patch-for-patch. (Though I would like to mention I don't get any more errors, it's good to have a patch - better too much than too little.) So, thx again!;)
JEELEN Mar 24, 2008, 01:02 PM Will start on Text editing tomorrow (there seems plenty to do in that area). Will keep you posted!
JEELEN Mar 25, 2008, 04:43 AM Current Issues
- no UUs or UBs as of yet (as a representation of racial ability only; for instance, Stealth Ship/Cloaking Device might function as part of the Darlok ability)
- Traits missing or not yet implemented for some of the Leaders (could also use some additional LHs as some are just doubles with a different name)
- no MOO2-style units (mod uses standard Final Frontier models all around)
In spite of what I mentioned yesterday, there isn't actually much text (XML) editing to do without the necessary artwork...:(
JEELEN Mar 27, 2008, 02:08 PM I have to correct myself again as all Advances researched still show Final Frontier texts. Haven't figured out yet how to edit these though, so any suggestion on how to proceed will be most welcome!
dutchking Mar 27, 2008, 03:04 PM Sorry for being absent as of late. :cringe:
mamba Mar 27, 2008, 03:16 PM I have to correct myself again as all Advances researched still show Final Frontier texts. Haven't figured out yet how to edit these though, so any suggestion on how to proceed will be most welcome!
Well, each tech has a few tags which refer to its text, the text itself is then stored somewhere under Assets/XML/Text. If you know what to look for you should easily find it.
Tech definition :
<TechInfo>
<Type>TECH_CHEM_0</Type>
<Description>TXT_KEY_TECH_CHEM_0</Description>
<Civilopedia>TXT_KEY_TECH_CHEM_0_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_CHEM_0_STRATEGY</Strategy>
...
<Quote>TXT_KEY_TECH_QUOTE_30</Quote>
All the TXT_KEY_... are the references to the actual text. The text then is found in the Text dir, at least that is the way it usually works. I have trouble locating some of the text for FF, the quotes are in FinalFrontierTextInfosPedia.xml however (and some of the other text in FinalFrontierTextInfosObjects.xml, but apparently not all).
JEELEN Mar 27, 2008, 03:17 PM Errrr... OK. (Hadn't noticed really - except on this thread.);) Any news?
dutchking Mar 27, 2008, 05:33 PM Errrr... OK. (Hadn't noticed really - except on this thread.);) Any news?
Not really, its what I'm apologizing for. :p
JEELEN Mar 28, 2008, 01:12 AM Ah, yes. Well, I had to ask, 'cause I have promises from two artists so far, but no art forthcoming as yet.:( Well, gotta keep our hopes up!;) (Don't really know if there's a plural to hope as it's an abstractum...):mischief:
woodelf Mar 28, 2008, 06:12 AM I hope I'm not one of the promised artists. I don't have time at the moment for modeling.
lugaru Mar 28, 2008, 06:18 AM Looking really awesome!
JEELEN Mar 28, 2008, 06:25 AM @lugaru: Thx!
No promises
Although I (and all MOO2 fans, I'm sure) wouldn't mind seeing a model or two, I'm currently working on a non-SciFi scenario myself plus I still need to edit the Advances texts to represent actual MOO2-content. (Also the first-content files need polishing, so to speak.)
Deon Mar 29, 2008, 01:01 AM I think that stealth ships shouldn't be UU, they should be national units instead. With limited number, for balance.
And Gnolam may have national trader ships, which act like great merchants in foreign colonies (but the output in gold is obviously much smaller).
Telepathic vessels for elerians, with great sight range (they are omniscient, remember? Maybe you could use it like a trait).
Also there's a question: what time period do you use? Moo2 or moo3 races? Because some of them are mutually exclusive. And while we have my fav. races in moo2, we have much more in moo3...
JEELEN Mar 29, 2008, 01:39 AM Thank you for your suggestions, Deon.;)
I'm not sure what you mean by "national unit". In game terms that would be a UU, wouldn't it?
On stealth ships: I was thinking of limiting access for non-Darlok races to one Stealth design and giving the Darloks access to all Stealth designs + a Spy bonus.
Telepathic vessels is an interesting idea, but I'm not sure how to implement it. It would be nice to grant the Elerians visibility of the whole map, but as far as I can see, that would mean making a scenario. (We're not there yet.)
The problem with Traits, I think, is that they're currently linked to Leaders, not races.
EDIT: Actually, this is not a problem at all, so disregard.
And there are definitely more races in MOO3; maybe that's something for a add-on (i.e. for future development).
Deon Mar 29, 2008, 09:47 AM About telepathic - just make a promotion "telepathic" for all combat units which means +1/2/3 (you decide) sight range and simulates high perception.
VIsibility og the whole map is too unbalanced.
UU = unit, which replaces the unit type.
National unit - unit which have limited number (i.e. 4 in the map) and does not replace any common unit type, but is unique for the civ.
Deon Mar 29, 2008, 09:52 AM Another suggestion about darloks - give them the technology which is unresearcheble by other races which makes "cloaked" promotion avaliable. It shouldn't be cheap so it may require navigation I and navigation II, and will give invisibility until the next attack/hostile action. And it returns the next turn.
The problem with Traits, I think, is that they're currently linked to Leaders, not races.
I don't see a problem here... If all the leaders have a trait it DOES mean the race has this trait.
The easiest way to directly hit the gameplay with a trait is to make it adding special unique promotions to every unit or special unit types built by the civilization.
JEELEN Mar 29, 2008, 12:33 PM OK, thanks! (twice):thumbsup:
Deon Mar 30, 2008, 04:32 AM Have you started implementing some traits/ideas?
I'd like to hear something about the progress. If the mod is't stale, I'd like to contribute something. I'll have some spare time till the next weekend and I could do some buttons/xml coding.
JEELEN Mar 30, 2008, 05:38 AM Here's an updated status report:
Current Issues
- no UUs or UBs as of yet (as a representation of racial ability or the appearance of Ship's Captains/Aminstrators; for instance, Stealth Ship/Cloaking Device might function as part of the Darlok ability and certain UUs/UBs might be used to reflect Leaders found in space)
- Traits missing or not yet implemented for some of the Leaders (could also use some additional LHs as some are just doubles with a different name); havne't looked into this in detail, but the Traits should at any arte partially reflect racial abilities
- no MOO2-style units (mod uses standard Final Frontier models all around); since I cannot do any modelling these depend on what artists deliver (dutchking is backlogged on promised models and woodelf has no time to make any models currently)
- text editing; there is quite a lot of text (XML) editing to do (for instance all advances need text implementation, as they are currently Final Frontier copies); haven't found the time yet to figure out how to do this
- also: I haven't yet figured out how to include first contact Diplo texts for all available leaders.
With the last two issues I really could use some help (as I'm more of a scenario guy)...
PS: The mod isn't stale. I started this thread, because the original mod maker appears to have gone missing. However, if I have to kickstart this mod entirely on my own it may take a long time in finishing. So I really appreciate the offer!
Deon Mar 30, 2008, 12:32 PM This is a leaderhead for Mrrshan civ I've made recently, his name is Tarr Ehr Tkharr. The traits are just from catherine and need some work (as you see by flag, I've not done it yet) and personality from Genghis Khan.
http://www.pichost.ru/out.php/t65586_mrrshanleader.jpg (http://www.pichost.ru/show.php/65586_mrrshanleader.jpg.html)
This is made from this (http://lcrazzy1.narod.ru/image/fantasy/larry_elmore/Elmore_Larry_057_Kzin_Seductress.jpg) picture of Kzins (cat-like race from Larry Niven's books)
JEELEN Mar 30, 2008, 12:46 PM Cool!:goodjob: But errr... if the LH is done, why not upload it?:confused:
Deon Mar 30, 2008, 01:08 PM I will tweak some small things and upload it a bit later (like flag, I've just found one).
And I can't make the mod running, it drops me to desktop with memory error after all the xml errors =(.
JEELEN Mar 30, 2008, 03:51 PM I will tweak some small things and upload it a bit later (like flag, I've just found one).
Cool! (Again.):thumbsup:
And I can't make the mod running, it drops me to desktop with memory error after all the xml errors =(.
I don't understand. Do you have Patch2 installed? If so, do have the Civ4 BuildingInfos fix installed from post #42? Because those should take care of all load error messages. (Basically, they weren't errors: if you click on them the mod still loads, but I fixed them, because they were really annoying.)
If more people have this problem, I'll include the Civ4BuildingInfos.xml fix in Patch3 - which then will also include the previous patches. I haven't done that yet, as I've got only one report of a Civ4BuildingInfos.xml error. (Maybe an error on my part, but after Patch2 I no longer had any loading errors.)
BTW, if you're serious about doing some XML-editing I can present specific texts that still need to be included.
Deon Mar 30, 2008, 05:30 PM I missed post 42 =) Thanks.
JEELEN Mar 30, 2008, 05:40 PM You're welcome! Hope it helps; I'll include it in the next patch so it won't happen again.;)
Deon Mar 30, 2008, 05:43 PM Damn it... I have a lot of errors, some with tech_priesthood and tech animal_husbandry...
wtf? Also I have traits in civ4buildingsinfo still and it's the same size in post 42 as in the patch...
What's wrong with me? I make clean install...
Deon Mar 30, 2008, 05:44 PM The problem is in CIV4SpecialBuildingInfos.xml and CIV4BonusInfos.xml.
JEELEN Mar 31, 2008, 03:08 AM What's wrong with me?
Well, obviously there's nothing wrong with you (as far as I can tell). Can you fix it? If so, can you post the fix please (to be included in the next patch)? If not: post a copy of the error files, so I can have a look at them.
woodelf Mar 31, 2008, 07:50 AM For the units...
Are you expecting Civ4 quality that reminds you of MoO2 or do you want the simplicity of MoO2 made for Civ4? Staring at 2d images and trying to see how to make them 3d without overdoing it is giving me brainlock.
JEELEN Mar 31, 2008, 09:59 AM To stop your brainlock (never had that, actually) I'd say the first is the better option, if you can do that, that is. (Not that I doubt that, but considering your state of brain, so to speak). I talk too much gibberish... (Would that be a side-effect?):mischief:
woodelf Mar 31, 2008, 10:03 AM If you can use existing FF animations on whatever I throw together I think I can whip up some simple stuff that will at least add variety. I don't bother with teamcolor so I hope that isn't an issue.
JEELEN Mar 31, 2008, 10:05 AM Alrighty then... I say: Go for it!:)
woodelf Mar 31, 2008, 11:46 AM This is a render shot of a very, very basic one. It's modeled loosely after the one in the 4th row down, 2nd from the right on the UNITS.bmp you posted.
JEELEN Mar 31, 2008, 12:46 PM Looks very 3D to me!:D (Wish I could do something like that...)
EDIT: I just checked. Perfect for a Scout unit!
Deon Mar 31, 2008, 01:26 PM Don't you want to have moo system scale?
I have an alpha around ant there're not a lot of techs but no errors and some civs with leaders + starting tech tree...
And I made a corvette -> doomstar scale with appropriate promotions.
I'm gonna dig it up and see what is in it. A lot of time passed from the last time I looked into it.
JEELEN Mar 31, 2008, 01:33 PM Don't you want to have moo system scale?
I have an alpha around ant there're not a lot of techs but no errors and some civs with leaders + starting tech tree...
And I made a corvette -> doomstar scale with appropriate promotions.
Sounds like this could be very useful!:thumbsup:
Deon Mar 31, 2008, 01:37 PM Yeah, I've found pre-alpha version in my laptop, the alha seems to be in another apartment in PC.
Here I just have a few leaders, no traits and the beginning of the tech tree.
I feel a nostalgy. Maybe some day I'll go to my mother's house and take that alpha from my pc and finish it =).
http://img222.imageshack.us/img222/6213/humanaw7.th.jpg (http://img222.imageshack.us/my.php?image=humanaw7.jpg)http://img222.imageshack.us/img222/4998/tarrdo9.th.jpg (http://img222.imageshack.us/my.php?image=tarrdo9.jpg)http://img222.imageshack.us/img222/8404/selectsx5.th.jpg (http://img222.imageshack.us/my.php?image=selectsx5.jpg)http://img222.imageshack.us/img222/8308/dawnofmanuy5.th.jpg (http://img222.imageshack.us/my.php?image=dawnofmanuy5.jpg)
JEELEN Mar 31, 2008, 01:51 PM So, no luck with that ship scale you mentioned? (Might be more practical...);)
Deon Mar 31, 2008, 01:53 PM By the way, I want to test your mod. Do you have ANY working version? I'd like to see the features you implemented.
Because fixing of the uploaded content is insane, there're too many errors and I can't be sure there'll be less when I stop fixing these.
I hope you have played your mod by yourself before uploading here (so screenshots say), so please share the working version =).
Deon Mar 31, 2008, 01:56 PM Ship scale? I meant corvette -> doomstar. And appropriate shipyards with construction technologies, it's really easy.
Also I called my mod Orion Sector or something like this... And made a specific techtree to avoid the linear structure of the MOO2. But it's your choice =).
I hope I'll get my mod this weekendm then I'll be able to share it (after some fixing... I know there're no errors there, I never stop working untill I get rid of all mistakes I caused, but there're a lot of small things I want to change/add to the current progress still).
JEELEN Mar 31, 2008, 01:59 PM Hey, the mod works fine with me (even without the patches), so I can't duplicate the errors you're (still) getting.
As I said, if you post the error files, I can have a look at them. (I can't help if I don't know what files are causing your errors.)
Deon Mar 31, 2008, 02:23 PM For basic errors look in post 71.
Here's my concept for ship scales concerning basic ship parts I've just found on a cd.
http://img219.imageshack.us/img219/2619/shipscalesob2.th.jpg (http://img219.imageshack.us/my.php?image=shipscalesob2.jpg)
JEELEN Mar 31, 2008, 02:35 PM OK (sorry, thought you had more errors; will have a look) and thx!:goodjob:
EDIT: BTW, here's what I did before the patches: clicking on every single error message the mod would still load fine. (Don't know if that helps, but I can't check the error file before tomorrow.)
JEELEN Mar 31, 2008, 04:26 PM From post #71:
Damn it... I have a lot of errors, some with tech_priesthood and tech animal_husbandry...
wtf? Also I have traits in civ4buildingsinfo still and it's the same size in post 42 as in the patch...
Obviously, I missed something: re-reading this it seems to me your installation isn't right, because Priesthood and Animal Husbandry are standard advances, that aren't in Final Frontier or MOO2Civ.
Make a copy of Final Frontier mod (renaming it MOO2Civ) and install MOO2Civ in this folder (overwriting existing files). Then, if you have error messages, install Patch2 (and the Civ4Buildings.zip if that gives an error message).
PS: I assumed you had already done this, as it is stated in the installation instructions on the MOO2Civ download page.
woodelf Mar 31, 2008, 06:50 PM Is this too dark of a texture for in game? I'm on my old computer and everything is way darker here...
JEELEN Apr 01, 2008, 12:10 AM On mine, which must be "an older computer" then, all I can see is the flag and two light dots (headlights?). Can't distinguish anything against the black background of space. (The FFunits are much brighter.) I also notice there's a pic in the flag. A colour indicator is sufficient, (If you could add some color to the unit itself, that'd be perfect. But if you don't wanna, I'd say: just loose the flag pic. From my in-game experience I've noticed plenty of mouse-hovering over units to identify ownership.)
woodelf Apr 01, 2008, 05:14 AM I'll lighten the dds after I remember how to add transparency to the cockpit.
edit - The flag is that large because the ships are that small.
I just looked at the image from my work computer and can see the ship quite clearly. I will still lighten it some though. And clearly 0.85 fscale is too small unless the mesh group size is increased.
JEELEN Apr 01, 2008, 06:08 AM The flag is fine (I was talking about the little pic inside: MOO2 has no flags, just color designations for the different races) and the design may be also (I can't really tell unless I see it in-game) but even with zoom I only see space and stars (even around the headlights).
Here's my concept for ship scales concerning basic ship parts I've just found on a cd.
http://img219.imageshack.us/img219/2619/shipscalesob2.th.jpg (http://img219.imageshack.us/my.php?image=shipscalesob2.jpg)
Comment:
- B(attle)cruiser & Behemoth are not MOO2 shipclasses (might be MOO3)
- Corvette & Frigate are both Tiny; Destroyer would be Small
- this can only be an approximation as MOO2 has a personalized ship design ability which can't be simulated within Civ limitations.
JEELEN Apr 01, 2008, 09:18 AM I've released Patch3 including OrionVeteran's fix for Civ4BuildingInfos plus previous patches 1&2. I also clarified installation instructions. DL page remains the same:
http://forums.civfanatics.com/downloads.php?do=file&id=8788
NOTE: First contact diplomatic texts are not (yet) available for all leaders. (It's in the works, although I'm rather busy right now building a Giant Earth Map scenario.)
Announcement: Post #1 will henceforth list all available patches & updates!
Deon Apr 02, 2008, 03:29 AM Yeah that's so simple. I've not read the instructions on the main mod download page, just the 1st post here and the patches' pages.
If you have some time, can you put everything in the 1 compiltaion and just edit the 1st post a bit? =) Thanks.
Deon Apr 02, 2008, 03:32 AM Comment:
- B(attle)cruiser & Behemoth are not MOO2 shipclasses (might be MOO3)
- Corvette & Frigate are both Tiny; Destroyer would be Small
- this can only be an approximation as MOO2 has a personalized ship design ability which can't be simulated within Civ limitations.
It's just a sketch, so I placed it here just as an example.
Why can't it be simulated by Civ limitations? Civ allows almost everything =). At least give each class its own promotions and allow different number of weapons to be added.
The numbers in that table are numbers of missile/laser/plasma/gravity weapon slots on the ship avaliable and the number with shield it the shield class, it's easy to implement.
Deon Apr 02, 2008, 04:55 AM I tested your mod, it works fine. What do I want to do, is to ask you about some instructions.
I've began to make my own tech tree, something like this (it was pre-alpha):
http://img229.imageshack.us/img229/3448/techtreenf4.th.jpg (http://img229.imageshack.us/my.php?image=techtreenf4.jpg)
The idea was to make promotions special and make ship parts as equipement, not promotions.
If you've ever played FFH2, you know that there's an option for a galley to recieve different promotions in port - it could have skeletal crew (-1 str, +1 cargo space), buccaneer crew (+1 str, -1 speed), or sailors crew (-1 str +1 mov).
The idea is the same - you develop nuclear missiles, that you can spend some gold in one of your systems by pressing the "missile weapons" button for ship squadron, and you recieve -1 str +1 missile for small ships, -2 str +2 missile for bigger etc. The idea is to have different hulls as special free promotions.
I.E.:
Tiny hull
The ships of this design are fast and agile, but they have a limited firepower and can't carry turrets.
+15% vs. missile
Also the idea of turrets(point defence), shield and armor is:
turrets vs missiles (and a small % against tiny hull class, as they come close to shoot)
shields vs plasma and lasers
armor vs general damage
Gravity weapons are somewhat nasty because there's no particular defence against them, but they come in play late (remember those cool wormholes from the MOO? We won't allow such an imba weapon, do we? But we can have some powerful gravity weaps. which do a lot of damage to large/huge hulls).
Now there's a question - do you want me to try to improve current leaderheads graphics (if you like mine in the post above) and add some technoogy buttons?
Also I can try to play with customizable weapons system, if you liked the idea. Some python is needed here, and it would take some time.
Also why don't accept some flavoured name for the mod? MOO2Civ is not too poetic =). Something like the "Orion sector" or another option would be nice.
Notice the "dawn of man" text on one of my previous screenshots - there's a brief history of orion sector races, where have they come from and how.
JEELEN Apr 02, 2008, 07:01 AM Glad to see it worked out. (BTW, it's not my mod, but NCCSavage's, who seems to have disappeared.);)
I like your suggestions, especially the FfH-based part, which would fit the MOO2 upgrade perfectly (I forgot about the FfH promotions/upgrade sytem). So it would be great if that could be implemented. (The only thing left that, as far as I can see, can't be simulated is Battle Pods, which increase ship size, without affecting Ship Class.)*
I'm not sure I agree with your tech tree (good job on that one BTW), because the tech tree as it is seems quite close to the original. (I've received several comments that MOO2Civ should be as close as possible to the MOO2 original and I agree.)
I'm not criticizing your Ship Scale Scheme (I think it's great, especially seeing as there wasn't one on the thread yet), just added some minor comment. (See previous paragraph.)
I won't change the name of the mod, though, because it isn't mine and because "MOO2Civ" is a perfect, concise description of what it's supposed to be.
About customizable weapons systems: I'm all for it! So I say: go right ahead. (Since there already LHs - although not all of them perfect -, I think this should have priority.)
Finally: as I'm currently reviewing in-game texts, I'll look into that "Dawn of Man" example. Thx!:goodjob:
Well, I hope this covers all of your comments/suggestions!
*With Battle Pods you could, for instance, actually carry one or two missiles on a Corvette/Frigate. (I've used it to upgrade Scouts.)
Deon Apr 02, 2008, 09:21 AM Battle pods could be simulated easily. For example, when you add the weapons you check for the ship class (as promotion) why not to check for the "battle pods" avaliability too?
Id like to have some finely-painted leaderheads like some I've found, but it's definitely not the main part. We can always do it later.
The tech tree start (mine) was not too perfect, later I made mathematics/physics/biology/economy based one, but the current in your mod is ok except it has not too many techs avaliable to implement advanced civic/value system. Also I think it should be modified to allow the usage of base MOO ship size system.
MOO2Civ it's ok except there won't be any tachidi/ithkul and other cool races.
Actually I thought about ithkul avaliability... You could create this race in the late game by building a special wonder, something like "breeding colony", and the system with this colony will convert to Ithkul and you'll get the option to switch to the new race.
Deon Apr 02, 2008, 09:49 AM Also idea about races.
Klakon shouldn't have food/hammer bonus (food bonus should go to sakkra, they are really good breeders) but + great % to production along with -% to research.
Silicoid should be lithovore (0.5 food 0.5 hammers instead of 1 food to grow). I didn't check is it hard to go with hammers, but 0.5 food is possible.
Psilons shouldn't get raw commerce from workers, but beacons instead (or +% science, 5% is too small).
Elerians should have -research too for obvious reasons.
Gnolam should have % from trade route wield and i'm not sure about commerce from workers too. In fact, they're not natural economists but traders instead (gold for person could be a human preregative).
If you want a dawn of man text:
<English>[COLOR_HIGHLIGHT_TEXT]The Pre-Orions[COLOR_REVERT][PARAGRAPH:1]Whatever its inhabitants of yore named their solar system has been long forgotten. Today, historians clinically refer back to this origin point of galactic civilization as "Center One."[NEWLINE][TAB]Center One consisted of an ancient solar system located near the Galactic Core in a somewhat unstable area of space. Several of its more habitable planets held dense populations of multilingual civilizations whose exact origin is still unknown. These bustling residents were diverse in language, culture, government and ethic identities, making one suspect that they arrived at Center One through the nexus wormhole located in this system. Besides the (future) Orions and the Antarans, who dominated the local populace, there were approximately ten other important civilizations that added to the cosmopolitan mix thriving in this puzzling star system circa с3300 GC.[NEWLINE][NEWLINE][COLOR_HIGHLIGHT_TEXT]The Exiles[COLOR_REVERT][PARAGRAPH:1]Visitors wandering through the wormhole into Center One found returning home impossible due to incessant fluctuations in this portal. Many saw this random act of fate as their opportunity to settle down somewhere within the thriving Center One system and easily blended into its ever-growing cosmopolitan society. Others felt trapped there and eventually departed in hopes of finding their way home. Unfortunately for them, this meant they were effectively exiled to unexplored parts of space.[NEWLINE][TAB]The Center One system's ruling oligarchy seemed to have run quite smoothly. It rarely had to deal with political or social upheavals because any serious opposition disappeared soon after rising up (for reasons that are still debated). Circa с120 GC, however, dissent grew (many conjecture this was due to the "closing of the frontiers" within the Center One system; others believe that there was some underlying economic cause).[NEWLINE][TAB]The wormhole offered a quick solution to the most vexing problem within the Center One system, dealing with system's increasing numbers of troublemakers. Eventually, those in power took full advantage of this phenomenon to 'mercifully' dispose of criminals and other undesirable groups to parts of space unknown. Center One society was thus purged of elements that hindered their pursuits by providing these 'unwanted guests' with a non-transferable one-way ticket out of their solar system. It wasn't subtle, but it was apparently quite effective.[NEWLINE][NEWLINE][COLOR_HIGHLIGHT_TEXT]The Exodus[COLOR_REVERT][PARAGRAPH:1]The Center One star became unstable within about a century (i.e., one hundred Galactic Cycles) after this policy of exiling large numbers of "undesirables" through the wormhole began. While astrophysicists surmise that these two events may be linked, data from Center One indicates that a generation passed from the time of this discovery to the time they expected their star to go nova.[NEWLINE][TAB]Evidence suggests that sometime around -45 GC, scientists around Center One discovered the instability of their star, but there seems to have been remarkably little effort put into moving the affected population out of harm's way. The reason for this could be found in the elitist government, which viewed these scientists as dissidents attempting to cause the collapse of the regime. The government brought in its own experts in an attempt to discredit these scientists. Those groups who chose to believe in "The Nova" were viewed as undesirable and, if they wished to help subsidize their own exile, they were encouraged to do so and sent on their way. There is also some evidence suggesting that some independent scientists were secretly working on some sort of anti-nova device that would save their sun, though we cannot know how close they might have come to success. When the nova did come though (exactly as originally predicted), Center One became a vast funeral pyre to a society whose leadership had effectively willed itself out of existence.[NEWLINE][TAB]That portion of the populace, which did escape during this pre-nova period, went through the wormhole. This is because it provided the only viable means of escape before the star went nova due to the slow STL (Slower-Than-Light) travel available at that time.[NEWLINE][TAB]Those who left on this exodus did not stay together, either (whether by choice or design). They became known as the "Traveler Tribes" or simply the "Travelers." Each tribe represented a tough, tight-knit community with a common attitude of skepticism toward government and a willingness to prepare for survival. With the destruction of Center One, the only hope for the future of its once great civilization would be the successful emigration and reestablishment of the heterogeneous Travelers.</English>
Deon Apr 02, 2008, 09:57 AM P.S. after some of [NEWLINE] you see "[TAB]", this is how forum displays it.
It should be [.T.A.B.]
without dots. Forum thinks it's tabulation.
JEELEN Apr 02, 2008, 10:39 AM I like your ideas so far.
About the Dawn of Man text: I can easily get that in (already made a draft version, getting rid of most Final Frontier references), but is it from MOO3? Because I'd really like to get the mod fully converted to MOO2 first. (I like your MOO3 ideas, but not all MOO2 fans are fond of it. If MOO2Civ is complete, a MOO3 version could be implemented as an Add-on - or even as a separate MOO3Civ, if you feel up to it.)
About racial abilities: haven't looked into those yet, but your suggestions sound like good improvements.
About the tech tree: at present I'm happy as it is (there are still plenty of "empty" advances available that could be used for promotions or otherwise), but if you can think of an original MOO2 advance that needs to be added (for whatever reason), that's OK too.
About the LHs: if you already have some ready, they could be added, I think. (Because current 2nd Leaderheads are actually taken from Spy screens - which is why they are so grayish. I'm still working on adding First Contact Diplomacy text for the 2nd Leaders, which is still missing.)
In short: if you can prepare any files that could be included, just post zipfiles on the thread, so I can include them in the next patch. I appreciate the help!;)
Deon Apr 02, 2008, 11:46 AM This is from MOO community, actually there's no full orion sector story in games but there are fan communities which get answers from developers and make some nice concept art. This is where I get it from.
Also if you check the text, it says about pre-orions and arrival in the orion sector. So it should fit to MOO, MOO2 and MOO3. Just read before asking questions =).
I have some leaderheads and buttons.
The techtree is nice but needs some balance.
For example workers, colony ships and roads in 1 very early tech is too much I think =).
And there's always a place for new techs, so it'll come with a time.
I'd like to have government civics from MOO2 and to borrow some from MOO3 (don't be afraid to take something from MOO3, this game is very close in concept to MOO2, it's just a matter of time period and all; if you miss something you need in MOO2 you take it from MOO3 if there're no conflicts with the time period).
Deon Apr 02, 2008, 11:59 AM Some tech buttons, leaderheads and text (http://rapidshare.de/files/39001478/contents030208.zip.html).
JEELEN Apr 02, 2008, 01:03 PM Thank you, Deon! It looks as if another patch update isn't far off! (BTW, I did read the whole text, but somehow it didn't look familiar, that's why I asked. It's been a while since I played MOO2 and I'm unfamiliar with the MOO community - I've been only a CFC member since last year, if I'm not mistaken.) Good to see you know your way around.;)
You're right about the Civics - another thing (I noticed but) haven't gotten around to. But I'd like to keep MOO2 and MOO3 versions separate preferably (as I explained earlier).
Anyway, I appreciate the help.:D (So far I got plenty helpful comments, but very little stuff that can actually be put in.):mischief:
OrionVeteran Apr 02, 2008, 11:13 PM But I'd like to keep MOO2 and MOO3 versions separate preferably (as I expalained earlier).
Good answer Jeelen. As I predicted, you are starting to get a lot of good ideas for inclusion into the mod. However, we must remain focused on completing a working version of the original MOO2 game first, before adding a single change.
At this time, we should limit work to creating the original tech tree, the original races, the original ships, the original buildings, etc. Improvements can come later. I know it is hard for everyone to wait, but achieving a complete working original version will be well worth it.
When we finally do make improvements, the changes to the original version will become that much more exciting.
Very Respectfully,
Orion Veteran :cool:
JEELEN Apr 03, 2008, 10:29 AM Edited the DL instructions for Patch3. (Line for installation of Civ4DiploInfos was missing - though it seems no one noticed!):mischief:
Crashkid Apr 03, 2008, 10:50 AM Hey, a very nice mod!
But i had a little problem, since the second mod start i cant see any textcontent equal if its a menütext or untisdisplay test or any other text..
did y have an idea?
thx
JEELEN Apr 03, 2008, 12:02 PM I'm glad you agree; NCCSavage did a fine job of setting this up (though he seems to have gone MIA)!
It seems some text files are missing. Did you install Patch3 (see 1st post)? And if so, did you install everything according to the instructions?
Hoerks Apr 03, 2008, 01:48 PM I tried your mod and i like it but there are still plenty of bugs. like the crusier requiring the same tech as the delta cruisers, planetary defender upgrading to omega defende instead of delta and a lot of CtDs when viewing the pedia.
You also forgot to mention that you got to put the diplomacyinfo.xml from patch3 into the gameinfo folder.
JEELEN Apr 03, 2008, 02:05 PM I'm glad you like it, but as I just stated in my previous post, it's not my mod: I just felt it could be improved and decided to start a MOO2Civ thread.
Delta Cruiser is an upgrade for Cruiser, so no bug there. Planetary Defender upgrades are a bit more complicated, I agree. (If you keep your original PD units, at some point you can upgrade them to Battleoids, but if you upgrade them every time, you can only build brandnew Battleoids. I agree this could be adjusted, but haven't gotten around to in-game improvements yet.) To sum up: this is a Work In Progress; patches will continue to be released until we're ready for a working Beta Version to be uploaded.
About CTDs when viewing the Civpedia: this is news to me and shouldn't occur. Are you sure everything is installed correctly?
Hoerks Apr 03, 2008, 04:03 PM Building the astral gate was a waaaaaaaaaay too easy. the tech isnt even the the most expensice plus you get a free tech when you research the prequesite tech first. then my capital built one gate piece each turn even without monarchy cause of all the factories+meklar.
all the more advanced units didnt even come into play.
nice mod mod but still needs some work.
For the delta cruiser:
i mean both the normal and the delta cruiser required the same tech!
And i got CtD when viewing certain pedia entries like delta cruiser or probe.
maybe because i did not had the diplomacy xml i mentioned above not at in the right folder when starting the game.
JEELEN Apr 03, 2008, 11:30 PM I was considering including a post on How to improve the MOO2 feel when playing the mod, so here it goes.
When playing a Custom Game enable one more civ (for a total of 8), set barbarians to Raging, AI to Aggressive and disable the Human Ascendancy Victory options. (The latter makes no sense for MOO2.) Also, do NOT disable City Razing. If you like, you can also disable Diplomatic Victory or include some more civs.
Especially Raging Barbarians ups the challenge, but the combination gives a fairly good result in gameplay, IMO. (I'm presently considering removing all Final Frontier text references and replacing "Barbarians" with "Antarans", but while modifying files I forgot to make a copy of an original file and reinstall the mod, resulting in some delay. Playtests have shown barbarians to raze colonies sometimes, so that's in line with Antaran behaviour - partly at least.)
_________________________________________________
About the (Delta) Cruiser: you're completely correct. (It needs looking into, just haven't gotten around to game mechanics yet. Maybe Deon can work something out, if he has the time?)
About CTD: I cannot confirm your Civpedia crashes (though it shouldn't be related to a Diplo file). Currently, I can only advise to check your installation or do a mod/patch reinstall according to procedure.
Deon Apr 04, 2008, 03:16 AM The problem with moo2 base buildings/design is that it requires sdk editing a lot.
I can't implement the "equipment" promotions yet because I lack a lot of functions which should be initialized through SDK and I can't make it pure python because of small experience.
So I dunno what "biospheres" or battle pods could be good for, for example.
I'll see other python mods and try to make something special from MOO2 theme.
ese-aSH Apr 04, 2008, 03:25 AM hy guys, great idea !! (im former moo & moo2 player...)
hope you'll end with something working fine :)
Crashkid Apr 04, 2008, 10:23 AM I'm glad you agree; NCCSavage did a fine job of setting this up (though he seems to have gone MIA)!
It seems some text files are missing. Did you install Patch3 (see 1st post)? And if so, did you install everything according to the instructions?
Yes i did, and i did it like the instructions, i had this problem with lots of other mods, too. so i think i could be a problem with vista or the civ complete editon.
Sir DOC Apr 04, 2008, 11:25 AM Are you using your civ in a different language than English? I've seen this problem in several mods when the display language was not English. In those cases, switching to English solved the problem.
Regards,
Crashkid Apr 04, 2008, 11:37 AM Are you using your civ in a different language than English? I've seen this problem in several mods when the display language was not English. In those cases, switching to English solved the problem.
Regards,
Yeah that was it. Thank you! I had play in german. Switch to english and goes nice. But boring is that i havent this idea by myself^^ ;)
JEELEN Apr 04, 2008, 12:03 PM :crazyeye:Ah... yes...hadn't thought of that - thank you Sir DOC! (Better try and remember this...):mischief:
EDIT: (Forgot to mention) Added link to Patch3 to the MOO2Civ DL page (in the Comments).
Deon Apr 05, 2008, 03:27 AM Please edit the 2nd post, it looks like it's the current status report but it's not.
At least add a bold line FIXED or some guys could turn back.
JEELEN Apr 05, 2008, 04:00 AM Updated posts # 1 & 2.;)
Kranden Apr 05, 2008, 05:43 AM How come I can't build any more buildings on any of my planets and when I start a new system there are already buildings there? I even had one building in production and it said I cannot make any more. Its been 30 turns And I cannot build anything wtf?
JEELEN Apr 05, 2008, 07:03 AM :confused:Well, that's a new one... Are you sure everything is installed correctly? MOO2Civ + Patch3 as per the instructions?
ahab345 Apr 05, 2008, 10:23 AM what am I doing wrong...when I follow the instructions and unzip the program into the Moo2 file and try to load the mod I keep getting FF instaed of the new program...please help
JEELEN Apr 05, 2008, 12:21 PM If FF gets loaded MOO2Civ is not installed correctly.
1. copy FF mod inside the Mods folder (rename this "Copy of FF" to "MOO2Civ").
2. unzip MOO2Civ mod into the MOO2Civ folder (let existing files be overwritten).
PLEASE NOTE that unzipping MOO2Civ may create a sub-folder named MOO2Civ inside the already created MOO2Civ-folder (like this: Mods/MOO2Civ/MOO2Civ); if so, select all files in this MOO2Civ/MOO2Civ sub-folder and paste into the main Mods/MOO2Civ folder (the MOO2Civ/MOO2Civ sub-folder may be deleted as it's now empty).
3. install Patch3 (unzip Patch3 into the MOO2Civ folder, overwriting the files in the sub-folders as indicated).
In future a MOO2Civ1Beta will be released, but patches up til now have been relatively small and have been included in each next patch. So in the meantime files have to be installed carefully, sorry.
Hope I have sufficiently clarified installation.
Deon Apr 06, 2008, 10:13 AM Have you managed to solve the "quotes" problem? I saw you mentioned it in the Star Trek thread.
The tag of the quote is "<Quote>TXT_KEY_TECH_QUOTE_30</Quote>" in CIV4TechInfos.xml file.
These quotes are determined in the file FinalFrontierTextInfosPedia.xml.
JEELEN Apr 06, 2008, 10:20 AM Thx, Deon! (I was asking this precise thing on the Star Trek Previe thread, cause I knew deanej had removed all FF Civpedia texts with "need quote"). I've been trying to remove the FF references in the Intro text, so if all goes well I'll be uploading Patch4 tomorrow or the day after.
Deon Apr 06, 2008, 10:29 AM Intro? Which one?
And have you already implemented the story of the beginning? There should be some backstory why do we start with nothing and without any techs known =).
JEELEN Apr 06, 2008, 10:39 AM The Welcome to Final Frontier screens. (And not yet, but I want to include it in te upcomg patch.)
woodelf Apr 06, 2008, 02:59 PM Finally got the scout ship (http://forums.civfanatics.com/downloads.php?do=file&id=9017) finished and made a basic starfighter (http://forums.civfanatics.com/downloads.php?do=file&id=9018).
First pic has the scout with starfighter hovering around next door. Second pic is the fighter alone.
http://i255.photobucket.com/albums/hh153/woodelf_cfc/SC0000.jpg
http://i255.photobucket.com/albums/hh153/woodelf_cfc/Fighter0000.jpg
I'll most likely make more at some point.
Also, the scale in FF is too small so I think 2x or more would be cooler. :)
JEELEN Apr 06, 2008, 04:07 PM Great!:goodjob:
About ship size: considering the setting (stars, planets, black holes, etc.) ship size isn't that small, but compared to regular civ, you're right ofcourse.
Deon posted a pretty accurate ship scale overview:
http://img219.imageshack.us/img219/2619/shipscalesob2.th.jpg (http://img219.imageshack.us/my.php?image=shipscalesob2.jpg)
Scouts would indeed be Tiny to begin with, but can be upgraded to Small (promotions I-V, I believe), i.e. from Frigate to Corvette.
The Starfighter prototype (looking promising, BTW!) would be Destroyer class, although Fighters and Bombers can be launched from Starbases or bigger ships (like Cruisers & Battleships) and are still relatively small. (So the Starfighter would be a Destroyer in MOO2Civ terms.)
So the size you're using now is pretty accurate, but if you'd want to do a Cruiser (or bigger) type ship, feel free to increase size as you see fit.
Anyway: thx!:)
PS: Now I've got to figure out how to include the Scout... would be nice to have it in the next patch!
JosEPh_II Apr 06, 2008, 06:31 PM Should the MOO2Civ mod contain both the MOO2Civ Config Settings and FF Config settings? As after I set it up both these Configs exist in the main folder.
JosEPh
JEELEN Apr 06, 2008, 10:50 PM If you follow DL instructions both settings will be in the Mods/MOO2Civ folder, yes.
JEELEN Apr 07, 2008, 02:34 AM Intro? Which one?
And have you already implemented the story of the beginning? There should be some backstory why do we start with nothing and without any techs known =).
Got the Dawn of Man text in. Now I have some reading up to do on how to get woodelf's ships in-game, to see how they actually look. Plus I don't have the LHs in yet. (Also, after the Intro edit error I can't seem to locate the Intro text...)
Deon Apr 07, 2008, 03:40 AM Wow, I tried them. They are a bit "cartoonish" but cool, thank you woodelf!
Also about "cartoonish", maybe it's just my own psychological fault, because I can't clearly explain why do I think so. So nevermind. They are great.
Vince_2000 Apr 07, 2008, 04:01 AM Great Mod ! keep working opn it....
JEELEN Apr 07, 2008, 04:47 AM Thx, I will!:)
@Deon: You tried them already? I've only downloaded them. (Could use some help getting them to work in-game.)
keldath Apr 07, 2008, 06:17 AM awesome work woodelf, keepem coming,
jellen, also, keep up this mod great work,
mod2civ, b5 mod, and star trek mod are very promising mods and unique,
i look forward to see what will you come up with eventually.
woodelf Apr 07, 2008, 06:43 AM Wow, I tried them. They are a bit "cartoonish" but cool, thank you woodelf!
Also about "cartoonish", maybe it's just my own psychological fault, because I can't clearly explain why do I think so. So nevermind. They are great.
Yeah, 2d and pixelated to high detail and 3d isn't an easy transition.
If you have even better pics that the pcx file JEELEN uploaded let me know. I'm merely taking a general shape and trying to make it feel MoO-ish.
Deon Apr 07, 2008, 09:08 AM Well actually all we can hava is a top-down view from the game.
There're some ships on the wallpapers/posters/other pics, but they are rare.
The only nice ships I could find were from the MOO3 =(.
JEELEN Apr 07, 2008, 09:14 AM The only nice ships I could find were from the MOO3 =(.
I don't see that as =(, more as =). I say: post 'em if you have 'em! (They're bound to be more MOO-style than the FF-ships, no?)
Deon Apr 07, 2008, 09:33 AM The easiest way to do it for me is to find my old moo3 disc and make screenshots from the battle in 3d, which will take some time. It's a pity the ships in moo3 were made using the dead-end technology and cannot be exported...
The link with concept design for moo ships is here: http://www.orionsector.com/pages/moo3/art/art-ships.php
woodelf Apr 07, 2008, 09:36 AM I forgot about modeling MoO3 ships. Pics of those might work for inspiration.
Deon Apr 07, 2008, 09:36 AM I hope this can help with the traits:
http://www.moo3.at/moo2/races.php
woodelf Apr 07, 2008, 09:39 AM The easiest way to do it for me is to find my old moo3 disc and make screenshots from the battle in 3d, which will take some time. It's a pity the ships in moo3 were made using the dead-end technology and cannot be exported...
The link with concept design for moo ships is here: http://www.orionsector.com/pages/moo3/art/art-ships.php
Thank you for this.
Deon Apr 07, 2008, 10:48 AM I've made some research to let the moo2 tech tree be avaliable in text format :).
Original research tree from the MOO2:
(WORK IN PROGRESS)
CONSTRUCTION
Advanced engeneering
Research cost: 80 RP.
º Anti-missile rockets
Can only target missiles. They have a maximum range of 15 squares and will fire defensively against approaching missiles if not yet fired this turn. The chance to score a hit is 85% minus 5% per square distance.
º Fighter bays
Allow a ship to carry a group of 4 short-range fighters. They carry one beam weapon of the best type that can have the point defence modification, and can fire it 4 times before returning to the launching ship.
Advanced construction
Research cost: 150 RP.
º Automated factories
Aid industry workers in their building of finished products. Generates 5 production and increases the production each worker generates by +1.
º Planetary missile base.
Contains 300 space units of your best missiles, with unlimited ammo.
Capsule construction
Research cost: 250 RP.
º Survival pods.
Provide suspended animation facilities for legendary officers if their ship is destroyed. At least one friendly ship must survive the combat to rescue any survived officers.
Astro engeneering
Research cost: 400 RP.
º Armor barracks.
Creates tank batallions. It has 2 units when built, and adds 1 unit every 10 turns, up to half the planet's population. Eliminates the moral penalty for dictatorships and feudal governments.
º Fighter garrison.
Planetary base that houses 10 interceptors. Fighter garrisons are equipped with 6-bomber, or 4-heavy fighter squadrons when the appropriate technology becomes avaliable. New fighters become avaliable every 10 combat turns.
º Space port.
Site for commercial transactions, increasing the money generation of a colony by 50%.
Robotics
Research cost: 650 RP.
º Battle station.
Heavily armed star base, with +4 parsec scanning range bonus. Adds +10% to the offence of ships in combat around it. Replaces a star base.
º Power armor.
Provides troops with superior power and mobility by mechanically magnifying their natural strength. Power armor equipped troops have a +10% bonus to their combat rating and take +1 hits to kill.
º Robo miners.
Automate many difficult tasks, increasing the producivity of the industrial workers. Generates 10 production and increases the production each worker produces by +2.
Servo mechanics
Research cost: 900 RP.
º Advanced damage control.
Completely repairs ships between battles. Automatically included on all ships once the technology is researched.
º Fast missile racks.
Allow a ship to fire two volleys of missiles in 1 turn. Will only fire one per turn after that, unless the ship takes one full turn without firing missiles to reload.
Astro construction
Research cost: 1150 RP.
º Battleoids.
Giant robot fighting vehicles superior in power and mobility to conventional tanks. They have a +10 bonus to their combat rating and take 3 hits to destroy.
º Ground batteries.
Ground installation that contains 300 space units of heavy mount and point defence versions of the best avaliable beam weapons.
º Titan construction.
The titan class of starship is gigantic in proportion to other ships, and requires advanced engineering techniques to both construct and integrate ship systems.
Advanced manufacturing
Research cost: 1500 RP.
º Planet construction.
A colony that has an asteroid field or gas giant within its star system can create a complete artficial planet capable of supporting life.
º Recyclotron.
Allows scrap materials reuse, reducing construction costs. Every unit of population generates +1 production. This increase does not count towards the planetary pollution level.
Advanced robotics
Research cost: 2000 RP.
º Bomber bays.
Short range ships carrying a bomb that can be dropped on a planet or detonated on a ship. They carry one bomb each of the best type avaliable. They move in groups of 4 at a speed of 10.
º Bomber bays.
Builds mechanical workers that add production dependent on a colony's mineral resources 5, 8, 10, 15 or 20.
Tectonic engeneering
Research cost: 3500 RP.
º Deep core mining.
Allows miners to build stable tunnels deep into a planet. Generates 15 production and increases the productivity of each worker by +3 production each.
º Core waste dumps.
Take man-made toxing/polluting agents and store them deep within the surface of the planet, far below surface water supplies. Planetary pollution is completely eliminated.
Superscalar construction
WILL BE SOON
Under Construction
Deon Apr 07, 2008, 10:51 AM I will update the post number 146 when I have more time.
Also I wonder is it possible to apply the "illness" to production instead of food... Because the MOO had "pollution" instead of illness, and this change would make the game much closer to moo2.
This way every system would have determined population (by number of "food" produced) and the number of people will affect productivity % only. Also it will make different recycling facilities more moo-like. And it will make different "biospheres" and "subterranean" trait much more easy-to-implement (because they will work through the increasing of the food production).
JEELEN Apr 07, 2008, 03:47 PM You've been busy!:thumbsup:
Lobsterboy Apr 07, 2008, 04:48 PM Pardon me for asking what may be a dumb question, but my computer doesn't recognize the patch. Can you tell me where I can get the software to open and run it?
JEELEN Apr 07, 2008, 05:21 PM I use 7-zip for all file uploads, which can be downloaded for free at: http://www.7-zip.org/
JEELEN Apr 08, 2008, 02:51 PM I've started on updating Intro and Pedia texts, which - when finished - will include MOO2 text voor all Pedia entries.
Obviously this will take some time to complete and as the 2 ships currently available should be included as well (I've found the necessary instructions to do so, but haven't started on it yet), and maybe a LH or two (been looking for instructions on that too), so Patch4 is postponed for now - maybe next weekend, we'll see.
woodelf Apr 08, 2008, 03:54 PM More ships coming soon, I hope.
woodelf Apr 09, 2008, 07:53 AM Sort of inspired from that Units pic. And odd ship to convert from 2d to 3d.
file here (http://forums.civfanatics.com/downloads.php?do=file&id=9058).
http://i255.photobucket.com/albums/hh153/woodelf_cfc/RShip0000.jpg
JEELEN Apr 09, 2008, 10:49 AM Cool, woodelf!:goodjob: (Downloading...)
JEELEN Apr 09, 2008, 11:01 AM Other news: MOO2Civ Patch3 now has 200+ downloads!:)
Deon Apr 09, 2008, 11:35 AM Funny ship, woodelf =).
It looks like a X-files UFO. I think the only problem is where to place it in the shipset...
If we want to be close to MOO2 (Jeelen stated that we should be as close as possible and doesn't even allow any stuff from the MOO3) where can we use the round ship?
Because all of the MOO2 ships have engines/guns/cockpit parts and certain facing direction and there were no round UFOs at all.
[EDIT] Is it only my imagination, or do you love McDonalds? :)
woodelf Apr 09, 2008, 11:42 AM There are a couple of the larger ships that appear circular in that UNITS.bmp a few pages back. I had to assume they aren't spherical. And seeing engines, guns, and cockpits isn't that easy in that pic either. I remember adding components, but you really needed to use imagination to see them in game.
JEELEN Apr 09, 2008, 11:49 AM The screenshot on the DL page says it's an Invasion Ship. (In MOO2 terms that might be equated to a Transport, perhaps.)
I wouldn't say I don't allow anything from MOO3 (especially for ship designs MOO3 examples seem very useful indeed). What I meant - and gathering from the comments received most posters agree - is the game mechanics mainly and the general feel should be MOO2-style.
(On a personal note, though I have MOO3 myself, I feel more comfortable with MOO2. But as concerns graphics MOO3 is superior, so it seems foolish not to use MOO3 ships for inspiration.)
EDIT: Just saw woodelf's comment. The ships you're referring to would be Doomstars - they're somewhat like a Borg Cube (and about as dark in colour), but with rounded edges. Also, they're the largest ships in the game (sort of like a movable Starbase). I think the round ship doesn't look quite as menacing plus it's way to small for a Doomstar class ship.
woodelf Apr 09, 2008, 08:40 PM A Cybernetik ship (http://forums.civfanatics.com/downloads.php?do=file&id=9062).
Front view
http://i255.photobucket.com/albums/hh153/woodelf_cfc/CyberF0000.jpg
Back view
http://i255.photobucket.com/albums/hh153/woodelf_cfc/CyberB0000.jpg
JEELEN Apr 09, 2008, 08:48 PM Cool stuff! :) (DLed.) From the looks of it, could be a Meklar Frigate class vessel. (At this rate, next patch will be quite a package!);)
woodelf Apr 09, 2008, 08:52 PM Thanks. I'm proud of the texture because I made it mostly myself. And the ship looks very close to the pic from the Orion sector I used as inspiration.
Deon Apr 10, 2008, 12:10 AM HEY WOODELF!
I didn't want to critisize you, because you're the one who made some models here, that's why I tried to be soft when speaking of unappropriate "saucer" UFO (yes ships were a bit round but they had engines/weapon racks and other details). But WOOHOO! This Meklar ship is just awesome! Now I don't feel wrong when I look at it, I feel like it's much MUCH better than the original from MOO (you know, they used this model in MOO3 but it was based on voxels and less detailed for sure).
Just one word - cool!
Deon Apr 10, 2008, 12:20 AM Hey, Woodelf! I thought of the usage of your Saucer! Can you please add a "tower" in the center of it and 4 tower-like structures at the ends of the cross, so it'll look like:
_o_
/ \
oI O Io <- top view
\___/
0
AA
II__II__II
I __ __ I <- side view
II II II
VV
This way it'll be a cool orbital base! Just retexture it to be a base, please. Maybe this suggestion looks a bit impudent, but it'll work! :goodjob:
The_Coyote Apr 10, 2008, 08:35 AM @woodelf
great models, especially the second brought real MoO feelings back to me :)
woodelf Apr 10, 2008, 08:49 AM Thanks guys. I'll most likely try variations on the Meklar theme for a while and then maybe convert the Hamburglar mobile into a space station. :p
woodelf Apr 10, 2008, 02:55 PM Any need for a dual wing version of the same ship?
JEELEN Apr 10, 2008, 03:13 PM Sounds intrigueing. I say: let's have it!;)
keldath Apr 11, 2008, 12:54 AM wow ,
great models woodelf,
finally we might get to have a fully scifi final frontier mod!
keep it up jelen and woodelf :)
JEELEN Apr 11, 2008, 11:08 AM Having my girlfriend over... can't get anything done, 'cause she's in a cleaning frenzy.:crazyeye:
woodelf Apr 11, 2008, 11:51 AM She's cleaning...you can mod. :lol:
JEELEN Apr 11, 2008, 12:32 PM It's not the cleaning part that bugs me, but the frenzy.;)
Deon Apr 11, 2008, 01:36 PM I hope she won't clean the contents of the mod.
JEELEN Apr 11, 2008, 02:12 PM Frenzy's over now - I have been reading up on implementing units & leaderheads, so I have hopes of getting something done tomorrow. (Anyway, the risk is more myself cleaning up too much on my comp - I lost a file I'd modified and the retry didn't work out yet. But thx for ur concern.);)
JEELEN Apr 13, 2008, 12:05 PM Deon, as said I've included the Intro text (Dawn of Man), but there seems a ñ in there before the date mentioned (3390 or something). Should that be another letter maybe?
Also, I've included the Tarr LH as a second LH for the Mrrshan, but the Darquan and Elerian LHs show up (on my comp anyway) as purple rectangulars, i.e. the pic doesn't show - which seems weird to me as they're not animated or anything. (Could be I repeated the steps to use the LHs incorrectedly, but I'm pretty sure I did it the same way as for Tarr, so I don't really know what causes this error.)
Anyway, next up on my list is including woodelf's MoO2ship (as a generic scout), for which I'm studying on the necessary steps now.
Deon Apr 13, 2008, 02:39 PM Purple rectangular = wrong path to dds.
JEELEN Apr 13, 2008, 02:53 PM OK, I'll check - thx!;)
Snake Pliskeen Apr 16, 2008, 06:07 AM I've tried a game with this mod, but it looks there is still a lot of things to do. First, when loading, many error messages, this is boring of course. Second, the cost of technologies and buildings is clearly too low, in my opinion this must be doubled at least. Third, the reaces without any trait fell behind in any aspect of the game, as I seen in my game. Last, I would change the civics of Final Frontiers, as they are not so interesting, for the most.
Anyway, thank you for your great efforts!
JEELEN Apr 16, 2008, 07:11 AM Loading errors were fixed by Patch3 (see post #1). And second, this is still a work in progress, yes. I don't know if cost of buildings is too low, technologies maybe. You're the first to comment on this (thx for that), but in my trial versions it seemed alright. You might wanna try a higher difficulty setting and/or a custom game with Vassals turned off, Raging Barbarians and Agressive AI turned on (see post #113).;)
Currently I don't have much time to work on this, but Patch4 is planned.
Coronator Apr 17, 2008, 01:12 PM Servus All !
The Moo2 mod is great , but i cant the game only play in english . Is no problem for you , but i'm a german and my english is not so good. In german runs the mod , but i have no scripts , only grafik . What can i do ?
JEELEN Apr 17, 2008, 01:27 PM When I have the time I'll do the translations, but at the moment it's not a high priority, sorry. (I suggest using Final Frontier for now.)
(Servus, Coronator! Wenn ich Zeit habe, werde ich die Übersetzungen zur Hand nehmen, aber ich bin jetzt nicht in der Lage dir zu helfen. Tschuldigung! Kannst vielleicht besser Final Frontier spielen.)
JEELEN Apr 18, 2008, 02:40 PM MOO2Civ Patch3 now has 300 downloads!:)
JEELEN Apr 19, 2008, 03:40 AM Been too busy lately to do much work on this, but I'll make a little Status Report late Sunday/early Monday.
JEELEN Apr 21, 2008, 12:29 PM Sorry for delays. Running behind on schedule, partly because my girlfriend hasn't been well all week, leaving little time to mod. Hope to get something done tomorrow, though.
solistus Apr 21, 2008, 09:55 PM I just installed and played MOO2CIV for the first time. I have very little experience with Final Frontier, but I found that after an uneventful 100 turns or so, I was able to win an easy victory on Noble by building 5 of the Human Ascension buildings as soon as I could. 3 turns after I researched the tech, I won. Was I just not supposed to be able to maintain that strong an empire + that much research for so long, or is this victory condition coming way too early? I got an Augustus Caesar rank and I never even fought a war.
JEELEN Apr 21, 2008, 10:37 PM Can't say I'm surprised. I've said it before: to emulate more of a MOO2 feel, play a Custom Game: Human Ascendancy should definitely be turned off, as well as Vassal States, Aggressive AI on. (If you fancy a challenge turn on Raging Barbarians: a sure way to prevent an uneventful game! See also post #113.);)
JEELEN Apr 25, 2008, 04:58 PM Had a really weird experience in a testgame: I built a Starbase within range of a resource and just out of range of a Star. I then sent another Construction Ship to the resource, started building an Extraction Facility and colonized the Star System after. Next thing the Starbase had no borders, leaving the Construction Ship out of my space, with no alternative but to build another Starbase plus another Construction Ship to rebuild the Extraction Facility after that. (Don't know if it's endemic to Final Frontier or MOO2Civ...):confused:
PS: I'll post a Status Report tomorrow. (No, really, I will! Honest!)
Minor Annoyance Apr 26, 2008, 01:07 PM I think I remember that happening in Final Frontier but I don't remember if it fixed itself.
JEELEN Apr 26, 2008, 01:37 PM Ah, yes... Would be nice if there's a fix for it.
JosEPh_II Apr 26, 2008, 02:07 PM PS: I'll post a Status Report tomorrow. (No, really, I will! Honest!)
Hmmm............ tomorrow never comes...............and today is but a fleeting moment.
JosEPh ;)
JEELEN Apr 26, 2008, 03:06 PM Day isn't over yet... Anyway, I always keep promises I make* - although lately I've had very little time to do any work on this mod.:(
* But not always on time...
JEELEN Apr 27, 2008, 02:00 AM Here's an updated Status Report (well overdue):
Current Issues
- no UUs or UBs as of yet (as a representation of racial ability or the appearance of Ship's Captains/Adminstrators only; for instance, Stealth Ship/Cloaking Device might function as part of the Darlok ability and certain UUs/UBs might be used to reflect Leaders found in space. Please note that I'm fully aware, as has been mentioned, there are no UUs/UBs in MOO2.)
- Traits missing or not yet implemented for some of the Leaders (some additional LHs are available thanks to Deon)*; haven't looked into this in detail, but the Traits should at any rate at least partially reflect racial abilities
- MOO2-style units (mod currently uses standard Final Frontier models all around); since I cannot do any modelling these depend on what artists deliver (so far 3 models by woodelf are awaiting implementation;* more models are very welcome!)
- text editing; there is quite a lot of text (XML) editing to do (for instance all advances need text implementation, as they are currently Final Frontier copies); haven't had time yet to figure out how to do this.
Also, I haven't yet figured out how to include first contact Diplo texts for all available leaders.*
- finally, there aren't any Events implemented yet.
Once again, I repeat, any suggestions and/or help are most welcome!
* These will, at least partially, be available in Patch4 when I've found the time to complete work on it.
EDIT: I also have plans for a Beta scenario (Beta because of abovementioned issues), with Orion and Antares included.
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On the Starbase without borders issue: turned out borders reappeared on the next turn!:crazyeye:
keldath Apr 27, 2008, 03:37 PM hey jellen,
ive dl the mod,
really like youve merged all of moo2 leaders...man..talk bout nostalgya....
well,
id suggest , about the cloak, you can use deanej cloaking code, seems really easy to merge.
as for unit moddeling,
if i were you, id add as much space units as i can,
as you read, i planned a mod of my own, so ive dl every space unit i could find,
well now i got aroind 40 models - most from star wars, along with the ff models and size changing, i can have over 60 models, and thats more then enough to have fun :)
so,
i suggest you start with the basics, build a tech tree, add units and uus, then move on to buildings and on,
you can have a really cool mod,
if you need some help with some stuff ill do my best to help.
JEELEN Apr 27, 2008, 04:04 PM Glad to see you've found your way here!;)
About deanej's Cloaking code: it's not in Star Trek yet, so how do you know? (But I'll ask him about it.)
Also, about the mod: it's actually NCCSavage's (but he seems to have gone missing). So far there have been contributions by OrionVeteran (text), Deon (LHs & texts) and woodelf (models).
Problem is the implementation (I'm more of a scenario guy than a modder and I've been quite occupied these last few weeks; but I expect to have more time this week).
The tech tree and buildings are pretty much done, actually (but not the Civpedia entries).
I'd like to tell more, but I just posted a Status Report and it's getting close to my bedtime...:sleep:
keldath Apr 28, 2008, 01:32 PM hey jellen,
i saw that in his new beta - he included the cloaking sdks, havent tested it , but the code is there.
say id decide to assist you,
what would you have me do?
as you know im interested in modding ff, and im in dilema which mod to wirk on, star trek, b5, or yours....
JEELEN Apr 28, 2008, 02:47 PM Well, I could use some assistance in including woodelf's current 3 models in the game. (I can upload/send them to you - although they're already in the Units DLs section.) I've be focusing so far on including Deon's LHs, which seems somewhat less complicated, considering I'm a modding noob.;)
PS: B5 has got at least 2 dedicated members and deanej seems to know very well what he's doing from what I've seen so far.
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