Thanks for your comments, will go through them point-by-point: [...]
Thank you for all you do, I'll try to clarify my wording of a few things:
-I still got a tiny bit of trouble in the galaxy creation screen with huge galaxies (i think you call this "clipping") but it's much better than before. A second attempt usually goes through.
To your first item: I am actually not sure what this means. Galaxy Generation fails sometimes? Or something else? And what is a second attempt? Do you need to restart the game?
Yeah what happens it freezes during galaxy generation, before I even get to see the starfield. The music stops a few seconds later. I have to close dosbox and restart.
-I think the computer players are still using biological weaponry on bombers and heavy fighters if the damage is higher resulting in some pretty wild damage numbers. [...]
What do you consider 'pretty wild damage numbers'? I am asking since bombers with simple nuclear bombs can already do decent damage (4x 2-24dmg) and if AI has a better bomb then dmg can look pretty steep.
I was getting 3200 damage from 40 heavy fighters. I believe they were using Bio-Terminator which I set to 80% kill. I have edited bomb damages, even Neutronium would not be that much for the sake of balancing bombers and heavy fighters.
-The ability to alter the base hit points of planetary defenses before armor multiplier.
There is a possible way you can improve planet defenses atm, which is the way it is done in the DEFENSIVE ANTI-BLITZ MOD, that sets a higher than 0 base value for titanium armor and lowers the armor values for ships and star bases.
I'd suggest you study that mods config to see how its done in detail. (check my website for the mod). In addition there is a parameter "bombardment_use_armor_for_buildings" that can improve the hit points of non-military planet structures.
Way ahead of you here
I already do that to a mild extent (Titanium is +100 in the mod I'm working on) but the problem with more extreme versions of this is that it makes your ship sizes more "granular" where you cannot give precise increases to their durability.
As the 100 is just a number, I was hoping that could be exposed in the .cfg file. Since it's a single number I think this is one of the least exotic ideas.
-The ability to alter how heavy beams scale damage. For example, I would like only the maximum damage to be +50%. Currently a normal fusion beam is 2-6 and heavy is 3-9. In my example it would be 2-9.
Not sure i am seeing a value here to have a lower min damage?
Sorry I wasn't clear enough.
Currently in any version of Moo2 I have seen, Heavy Beams deal +50% damage and this cannot be edited.
Fusion Beam goes from 2-6 to 3-9 (the "2" is multiplied by 1.5 to arrive at 3, and the "6" is multiplied by 1.5 to arrive at 9)
Neutron Blaster IIRC goes from 3-12 to 4-18 (the "3" is multiplied by 1.5 and rounded down to arrive at 4, and the "12" is multiplied by 1.5 to arrive at 18)
Is there any way to change this mechanic?
In either example beam, suppose I want only the one calculation to take place, not the other.
Or suppose I want it to be some other percentage, not 50%.
-The ability to use the "overloaded" modification on beams. Currently it can be enabled but doesn't actually work. It would also need scaling options similar to high energy focus.
hv, hef and the ordnance skill are overloading beams enough imo.
No problem it was just a little attempt to make some beams have OVR instead of CO. For the sake of variety / flavour more than anything else.
-The option to make missile hit points scale up with armor technology similar to how fighters do.
This is actually how missiles are described in the original manual: "Ships protect their missiles with the best armour their empire has available. Enemy weapons must destroy the armour before they can damage or destroy the missile itself".
Now, missiles actually get more defense from speed, and each higher missile gets an additional beam defense bonus compared with nuclear: merc +25, pulson +50, zeon +80 (values can be changed in cfg).
It's a nice idea tho, however we didnt have it in our giant list of things to-do. Will add it
I am so glad you're on board with this.
-The option to make missiles and/or torpedoes move speeds scale up with drive technology (perhaps they would use frigate or destroyers combat speeds?)
Missiles do in fact get faster with drive tech. Base speeds can be altered in cfg.
Sorry, it's never been clear to me.. how is missile speed calculated? I thought it was just base speed (10 in classic iirc?) and the FST modification gives them +4 or edited .cfg value
-The ability to alter leader abilities multipliers (For example suppose I want "Labor Leader" to give +5% per level instead of +10%, and the elite version with the character * to be 10% instead of 15%)
This could be done if we'd had the base skill values exposed in cfg. While we have leaders skill_cost exposed in cfg, we haven't done their skill level atm. Listed it.
I'm glad you agree with this, it's just a bunch of numbers.
-Change to how missile evasion is displayed in combat (one of the following two options)
1) Subtract the enemy scanner technology when scanning a ship in combat, [...] or
2) Show the tech_name of both sides' best scanner in the corners of the screen with the configured -% number to missile evasion. [...]
Yeah, missing of scanner value bothers me somewhat too. Also absence of displacement value in fact.
I'm glad you agree. Do you mean Displacement Device? Wasn't sure about that last comment.
-The option to make ships' drives not auto upgrade, instead they would be like computer and shield where you have to refit the ship if you want to upgrade. Fleets on the main screen would use the slowest speed out of the ships included.
Yes, this makes more sense to me too. FYI- ai doesn't need to refit their ships at base, they can do it anywhere in space, so such change affects human player only.
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Thank you I didn't know AI does that. It doesn't seem to abuse it too badly though, occasionally I do see a computer ship with an older weapon or shield or computer.
I still think it's a good idea though, and here's why: It really breaks immersion when you capture a ship and the drive is automatically upgraded right after the battle, but you can't ever do a refit on captured ships to update anything else.
This is definetely
not just a number though, and that's why I left it last in my fantasy wishlist. I get the feeling it would probably be a huge project.
I can't express enough gratitude for how you have already improved Moo2. Thank you so much.