[MoO] Master of Orion 2 unofficial patch

What determines which special systems are installed on our star bases?

For example, I haven't researched any shield technologies, yet I have a slot wasted on Shield Capacitors???

I Have researched Auto Repair Unit, but it is not installed, which I definitely believe would be better help my Star Base's survivability.
I'd like to urge those two to be swapped on whatever list they are on for the next update.
Not everyone can use Shield Capacitors, but everyone Can use Auto Repair units.
 
@plasmacannon You can mod starbases as you please by altering the starbase_special fields, as in the following picture:

autorepair.jpg

I wish we could just create designs for starbases like any other ship, it would be much easier.
 
I tried the Mirror universe option with 6 players. It turned out very good.
I'm trying out the same but I added the randomized tech option now.
It's a complete challenge because I have no idea form the start which tech path I will be taking.
The only question I have at the moment is, Do all of us have the same randomized tech tree or do the AIs and I have completely different randomized tech trees?
 
Last edited:
Since 1.50.18 Fixed Square (8 players) no longer works. I get some Lua errors (in Mirror Map too, although this one works):

err1.jpg err2.jpg err3.jpg
 
Yeah, that's why Fixed Square was removed from the 1.50.18 pack. Not sure why Mirror map throws errors at you. Haven't seen it before. Perhaps you have a mixed 1.50.17 & 1.50.18 installation (since you still have Fixed Square map)?
 
Last edited:
No, I kept Fixed Square map because I liked it, everything else is 1.50.18.
 
noticed your dosbox.conf has memsize=16.
we have it at 31.
perhaps increasing this value can solve the mirror map error.
 
So 1st turn colony was conquered and 1 pop was being annihilated, 2nd turn base was empty, 3rd turn base was lost even if a new pop just arrived.

bug.jpg

"If 0 (classic), a zero colony that has colonist(s) inbound, will stay intact."
zero_colony_lost = 0 is not working.
 
Hey guys (and Rocco!)

I've got a little problem I've been trying to solve for a couple of weeks now but to no avail. Basically, I wanted to make the techs cost a bit more (like 10 times more...XD), so I thought that a simple addition of a "0" at the end of every techs in the Ice-X cfg would do the trick with no problem whatsoever. But now I let you imagine my face when, TWICE (in TWO games on the row!), after having proudly and successfully managed to last for a very long time in that galaxy, I get the surprise to see the tech tree displaying blank panels and/or reading "Pure research". And above that, I got some techs (namely Death rays/Particle beams/Spatial compressor and maybe others) to cost 0 B.C. 0 space on the design menu of a ship.

I thought of reporting it as a bug of course, but after some testing it appeared, for some reason that is beyond me, that my tweaking the cfg file IS indeed the problem. I wouldn't have thought it would mess everything like that, up to the Antarran technologies themselves.

Any idea anyone? Here are more info: I play latest patch from Rocco, Random tech on (but even with this one off I still get the ships technologies off in the design panel; not sure about the tech tree remaining bugged without it, though, as I haven't tried playing long enough without it to reproduce the "bug"), uncreative race...and that's all I can remember as potentially useful. Oh, and sorry, I don't have saves to share :/ But you can reproduce the thing by modifying yourself the techs costs, launching a game, saving, modifying your save by adding death ray/particle beams/Spatial compressor to your known techs, and you'll see they display ABOVE the No special/No weapon selection (I think it is related to the whole thing) and that their cost is wrong (plus, when selected, they don't appear in the selection pannel).

That's it :) I hope I'm not bothering anyone here posting that problem of mine; I tried Reddit, but got the feeling no one will be able to help.

ALSO, BIG BIG thank you to Rocco if he ever reads that; Moo2 is no doubt the game I woud take on a desert island (and I hope they got it in paradise...XD) so to see it alive and well, VERY well thanks to your effort and dedication (and maybe the others who help you), well, that's awfully nice. So thx again ;)
 
Help needed please. I am playing again and AI Surrender almost ruined my game. Windows 10 here. How exactly do I set surrender delay to 999 which basically removes this from the game. I cannot find the .cfg file needed. Thx .. neilkaz ..
 
C:\Games\MasterOfOrion2\mastori2\150\mods

That's my installation path for example; yours might be different. Once into the folder, you should look further into what specific mod you use playing, like if you use Ice, then CFGs are in the Ice directory. Hope it helps ;)

Oh, and, yeah, you got multiple CFGs there, so simply open at random and lauch a search for that specific line you're looking for -- I personnally don't have problems with Ice and AI surrender, so I couldn't possibly tell you which line to modify. Hope this helps at least until maybe someone more in the know comes and lets you know about which specific CFG to alter.
 
Thx for the help, I am all set now. Yeah, I play only ICE-X prewarp, huge, impossible, 8 players.
Hehe, yeah, exactly like me XD Even though nowadays I prefer reducing the map size to normal so to avoid the headache of the huge ones; I'm quite obsessed with micromanaging EVERY single thing :D
 
Hehe, yeah, exactly like me XD Even though nowadays I prefer reducing the map size to normal so to avoid the headache of the huge ones; I'm quite obsessed with micromanaging EVERY single thing :D
Once in a while I will play Cluster maps. Since returning to the game after two years I have 5 wins and 1 loss with my DemoLith race. I micro a lot as well and especially early on or when it is unclear how I am doing. LOL at my horrid loss. I stared very deep in the lower left corner and lasted only 86 turns as Silicoid came right after me.

The patch progress just make this great game better and better.

It is nice to see that in the cue of things to build, gravity generator is in white lettering if needed on the planet.

With that in mind it would be nice when a planet has all tolerant beings to have pollution control building in black or gray lettering.

Thx for the great work!
 
Hello, thank you for continuing your lovely work on this project.

I do have some confusion:

Code:
I do not understand how to use "leader_xp" in the prod_format table.

When you modify the "prod1" you can only view the production of 1 colony at a time.
There are multiple leaders in the leaders screen, so which leader are we looking at? Maybe I do not understand the context of this table entry. Is it also just the leader in the colony screen? Is there anything for ship leaders?

In the meantime, here is a new version of my mod for anyone who's curious to see it.
 

Attachments

Oops, caught a little problem I introduced when trying to incorporate the new 3rd weapon slot for Space Dragon. So here's a newer version.

Edit: Want to add in hindsight this is for 1.50.18.1 and I am not sure if it works with newer versions
 

Attachments

Last edited:
Does anyone know how to allow for disabling Ship Initiative for patch 1.50.18.1? The last patch I was using was 1.50.14, and I modified the ORION2.cfg file to include:

strict_combat_sequencing = 0;

That does not seem to work for 1.50.18.1

Edit: I seem to have figured it out. I kept testing it with a saved game that I'm assuming retained the original parameters loaded when I started the game. New games do not seem to have ship initiative enabled.

Note: If launching the game using O2M, the game runs ridiculously slow. I'm talking as slow as it would run on a computer from the era of MOO2's 1996 release. Is that normal or intentional? Otherwise, if I run the game using the shortcut created from the 1.50.18.1 patch it runs as fast as you'd expect using a modern PC.
 
Last edited:
Back
Top Bottom