You can use the cheat MENLO to grab an extra tech or two if you are behind.
I'm suggesting this because I think it would improve general game balance. Smaller empires wouldn't fall behind so easily technologically as they do economically.
You can use the cheat MENLO to grab an extra tech or two if you are behind.
Population is king in MOO2, and it requires heavy modding to change that.I'm suggesting this because I think it would improve general game balance. Smaller empires wouldn't fall behind so easily technologically as they do economically.
That would be an improvement, indeed.How about some way to see at a glance whether a planet has reached full capacity without having to hover your cursor over every one of them?
True, starting with 8 million peopz on a planet that enters the Warp age, sound too low.A small visual improvement would be if you could replace the m for million by b for billion with a planet's total population figure. Likewise, replace the k for m for a population's growth. These always struck me as unrealistically low.
Population is king in MOO2, and it requires heavy modding to change that.
edit: the problem with small empires even if they get an additional research benefit, is that they will still be outproduced by larger empires. moo2 is more a pop/production/war game than a research/civilization game
Well, what i mean to say it that at the core moo2 is a pop/production/war/game. or even logistics game if you wish.And I don't understand the distinction you're making: research and technology are just much part of the game as population, production or war.
ok, i see what your after. i guess i would do that mechanic for production as well for such a mod.It increase research cost by a certain % of the original cost for every additional colony.
Patch version 1.50.6 has just been made available, containing another 3 dozen bug fixes or so.
Note that for this edition, a lot of parameter names have been changed.
Your personal mods will need an update to run on 1.50.6.
Neilkaz, no ship design save functionality as of yet...
The strength of the different AI races has been balanced in the ICE mod.Is there way to improve the AI so it's not always the same four civs who have large empires? Maybe improved build orders?
The strength of the different AI races has been balanced in the ICE mod.
Why not? That's exactly what you need to do to balance the races, give them at least one of Aqua/Sub/Tol (or Lith), some growth, and some research and/or production strength.How do you balance AI civs that aren't balanced? Darlok and Bulrathi are the two worst premade civs, and they usually do well on Impossible if the AI gets, as part of its free additional picks, something like aquatic or subterranean. But you can't give that to all of them.
Hi, you can lower their cost, it should make them appear earlier. Note that for the ICE mod i have actually increased their cost! Because, with increased resources available there, causing Antaran power to grow more quickly, i still wanted to ensure a nice curve of power build-up. Meaning first fleets i wanted to be some frigates/destroyers before the big guys show up. All-in-all figuring out the right settings for the Antarans is about trial-and-error, and playing games with new settings to see the effect.I would like the battleships and titans to also participate in the attacks, so should I lower the cost number in the offensive resource multiplier? Should I also increase the number for attack frequency determinant?
---Mike
moo2 did not have a copy protection, if installed from cd-rom there is an ini file (ORIONCD.INI) that points the path where the cd-rom files are. if you copy all cd-rom files to hdd then the ini needs to be updated to match, thats all.Stumbled across this wonderful labor of love through Steam somewhat randomly, now I'm inspired to boot it back up. One quick question: after installing the patch (and mod) will the old copy protection still require me to figure out which box my install CD is in, as well as where my old PC's CD drive is to actually play the thing?