Recent content by Roland Johansen

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    Changes to City States

    I also agree with these ideas. I don't like them with their own set of super-rules where they can supply an entire civilisation with 1 food per city no matter how large the civilisation is. Being tiny, limited empires, they should know their place and just kiss up to the bigger empires and...
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    [MoO] Master of Orion 2 unofficial patch

    That all sounds really great. I can't wait till you've finished it. You know by now that the people who are still playing MOOII are pretty picky about the game and have really detailed ideas about how the ultimate MOOII game 'should be'. They've had 20 years to think about it. This patch with...
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    [MoO] Master of Orion 2 unofficial patch

    Another great job after the ICE-mod. This is named a patch, but has some mod-qualities in it, or at least allows you to mod the game easier. I have to have a look at it as it can help non-professional modders tweak some quite advanced stuff. Hope the merge with the ICE-mod will work and that...
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    [MoO] ICEMOD: mod design, race design, strategies

    I think the AI has a problem overcoming the damage reduction of Class XX shields. -20 damage obsoletes lots of weapons. If the AI happens to skip some of them in the tech tree, then you're immune to their weapons. My idea would be to only increase hitpoints of armour and shields. So Armour...
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    [MoO] ICEMOD: mod design, race design, strategies

    A completely different subject, and one I think is more interesting than -9, -10 or -12 points for a trait... So maybe other like to chime in. :) The toughness of ships. We all like the space battles. Especially the ones which won't have a clear winner in advance. The ones that take a few...
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    [MoO] ICEMOD: mod design, race design, strategies

    You're working in the financial sector I guess. ;) This game (and probably any game which allows a similar player/race construction) rewards focus or finding combinations which work exceptionally well. That's part of the fun. I don't quite see why you're separately valuing the positive and...
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    [MoO] ICEMOD: mod design, race design, strategies

    I think we can certainly agree on that. It's really hard to arrive at a single value for a trait while combinations of traits and starting conditions can make or break a game. Still, you as a mod maker have the tough job to do so and no-one will ever completely agree with you. If someone...
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    [MoO] ICEMOD: mod design, race design, strategies

    It's easy to say that I value a pick differently. It's hard to put an exact value on it.;) I had a playing experience value which wasn't that high but it's hard to give convincing arguments other than 'housing is far more important than natural growth rate'. So I tried to put a value on it...
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    [MoO] ICEMOD: mod design, race design, strategies

    What I meant to say (and maybe it wasn't clear) is that in a game with the /nohousing switch and normal natural growth rates (no +150% natural growth rate), the growth picks at the start of the game become extremely valuable. Far more valuable than in a normal game. IMHO, if you combine the...
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    [MoO] ICEMOD: mod design, race design, strategies

    Ah, it was already in VDC. Didn't know that. Why do you actually think it's a change for the better? I didn't see that one coming. I just thought it was an oversight. Don't you heavily use housing to expand your population in normal (non /nohousing) games? How do you suggest to create a...
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    [MoO] ICEMOD: mod design, race design, strategies

    Thank you for sharing this mod for anyone who loves MOOII. :dance: I've been playing a game with version n of the ICE-x Mod and it has been great fun. I like the extra challenge, especially things like better designed ships and star bases, and the AI size bonus for larger ships. I just don't...
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    Quick Answers / 'Newbie' Questions

    It seems as if your question was forgotten. You need to find the file GlobalDefines.xml of the version* of the game that you're running and then edit a single value: <Define> <DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName> <iDefineIntVal>10</iDefineIntVal> </Define> * For...
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    Suggest potential weaknesses in the combat AI before Firaxis finishes it

    In the example I used, I specifically mentioned artillery not archers and the difficulty with artillery that it needs 1 turn to setup before it can fire. Thus the attacker in that case will not be able to use its artillery while the defender can. Thus for both sides its better to wait and...
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    Suggest potential weaknesses in the combat AI before Firaxis finishes it

    It's hard to program the AI when features haven't been fully implemented, haven't been fully decided on. AI improvement is typically something which is done in the final stages of development and day zero patches also regularly contain AI patches (and of course bug fixes that slipped through)...
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    Suggest potential weaknesses in the combat AI before Firaxis finishes it

    Not difficult for a human to understand or not difficult to teach an AI? I've seen various games where AI units attack defended artillery positions in similar situations like the one described above. The relative power of single units is easy, the relative power of entire front lines further...
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