[MoO] Master of Orion 2 unofficial patch

NEW MOD: Expanded Pick Hacking


73d212e3701483c36a4660b28ac15b62.svg

eph1.zip
33.33 KB
Unzip anywhere in mods directory, read the readme(duh), and play!

Comes with own map
 
Okay, so with the alt launcher EVERY time i try to launch it keeps saying "the system cannot find the file specified"
Why is that?
A small bug. You must have updated DosBox or changed its location and the new path was not updated. Nice find!
You should get the latest version, it has been fixed.
 
Good! It now gives me an option to launch from DOSBox, with no crashes. I am very glad you created a new O2M.cfg!
Even more glad about working with the modding tool, as you can see from my eph mod, it has already been tested!
Don't forget you can setup a background picture from Settings, O2M is a lot more fun that way!
 
I love the tech and race options in the modding tool.
Few Suggestions for future versions:
1- In Free Edit mode, the parameters are now disorganized for some reason. I think they are alphabetically, but I like the organization from 1.4 better, because it keeps the lbx, mod header, mapgen and all that together, making editing convenient.

2- For the launcher, unlike the other moo2 launcher, o2m doesn't support stuff like auto-lock mouse, or switches like /skip intro. You also cannot choose the size or the resolution, because it shares the same DOSBox.conf file. For me, that isn't much of a problem because i use o2m mainly for dev and modding, but just a small issue to be aware of.
 
Even more glad about working with the modding tool

I'd also like to suggest an option called that allows you to decide if you only want to put the parameters that you CHANGED into the CFG file. For example, in most of Rocco's mods he only puts the parameters he changed, as to save space and make organizing easier. Thanks!
 
I love the tech and race options in the modding tool.
Few Suggestions for future versions:
1- In Free Edit mode, the parameters are now disorganized for some reason. I think they are alphabetically, but I like the organization from 1.4 better, because it keeps the lbx, mod header, mapgen and all that together, making editing convenient.
There's a Sort button in the lower-left corner in Free Edit, maybe you forgot about it.
2- For the launcher, unlike the other moo2 launcher, o2m doesn't support stuff like auto-lock mouse, or switches like /skip intro. You also cannot choose the size or the resolution, because it shares the same DOSBox.conf file. For me, that isn't much of a problem because i use o2m mainly for dev and modding, but just a small issue to be aware of.
Most of that can be changed from the DOSBox configuration, you can quickly edit it from the Launcher.
I'd also like to suggest an option called that allows you to decide if you only want to put the parameters that you CHANGED into the CFG file. For example, in most of Rocco's mods he only puts the parameters he changed, as to save space and make organizing easier. Thanks!
You can use templates for that when starting a new mod. Or you can create a new empty mod and add only stuff that you need with the Insert Script button, this way you can create many small mods that can be combined together in the Launcher.
 
Hello! Don't know if this Unofficial Patch development is still continuing, or I'm completely missed the train, but nonetheless.
Late-game micromanagement would be substantially eased for me, if colony list showed leftmost column (planet name, conditions, etc) in blue for fully populated colonies, so that I can see at a glance which colonies need to shed pop somewhere to continue growth.
Another micro gripe is to reshuffle newly grown pop to another job, almost always from farmers and workers to scientists. Can the new_farmer_food_threshold parameter be supplemented with new_worker_prod_threshold?
 
Hello! Don't know if this Unofficial Patch development is still continuing

Yes, if slowed down a bit. 1.50.17 has been released yesterday.

Late-game micromanagement would be substantially eased for me, if colony list showed leftmost column (planet name, conditions, etc) in blue for fully populated colonies, so that I can see at a glance which colonies need to shed pop somewhere to continue growth.

Makes sense, will collect opinions and (hopefully) implement something for the next release.

Another micro gripe is to reshuffle newly grown pop to another job, almost always from farmers and workers to scientists. Can the new_farmer_food_threshold parameter be supplemented with new_worker_prod_threshold?

Dunno about this part, gotta wait for expert to comment.
 
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