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MOO2Civ

Discussion in 'Civ4 - Modpacks' started by Agent327, Mar 13, 2008.

  1. Agent327

    Agent327 Observer

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    Decided to start a thread on this brilliant little mod for Final Frontier by NCCSavage, simply because it seemed to lack one!

    So here it is: the MOO2Civ thread!

    We have a MOO2Civ forum in the Civ4/Project & Development section!

    Check it out here: http://forums.civfanatics.com/forumdisplay.php?f=354

    ---------------

    PLEASE NOTE:

    Some of the files listed below are compressed (and may be unzipped) using 7-zip, which is freely downloadable here: http://www.7-zip.org/

    --------------


    :goodjob:Latest addition:


    MOO2Civ 5.3

    Last updated version. Can be downloaded here: http://forums.civfanatics.com/downloads.php?do=file&id=19066


    MOO2Civ 5.1

    Details on the DL page here:

    http://forums.civfanatics.com/downloads.php?do=file&id=15039



    MOO2Civ 5.0 has been uploaded here: http://forums.civfanatics.com/downloads.php?do=file&id=14464

    Info:

    Version: 5.0

    Changes:
    -------

    - (re)added innate Stealth to all Darlok ships by Minor Annoyance
    - (re)added innate Stealth Civpedia text by Minor Annoyance
    - added redone traits by Minor Annoyance
    - merged fulano's MOO2Civ minimod v. 1.5.4b (see Documents folder for details)
    - added scenarios
    - added custom music (partly optional)
    - corrected races' colourscheme (no more 2 races with orange colour!)
    - fixed Kael's Assimilation mod errors (not sure if it works; feedback welcome!)
    - more text corrections


    MOO2Civ 5.0Beta

    Following several bugs/error reports I've cut down the mod size (temporarily)

    Full details on the download page here:

    http://forums.civfanatics.com/downloads.php?do=file&id=14034


    MOO2Civ patch4l Wormholes renamed

    minor update of TC01's Wormhole mapscripts:

    http://forums.civfanatics.com/downloads.php?do=file&id=13884


    MOO2Civ patch 4l Full Install

    Full details on the download page here:

    http://forums.civfanatics.com/downloads.php?do=file&id=13379


    MOO2Civ patch4k Full Install

    - adds Darlok innate stealth
    - adds wormhole mapscripts

    Full info plus screenshots here: http://forums.civfanatics.com/downloads.php?do=file&id=13037[/QUOTE]



    MOO2Civ patch4j


    Updates MOO2Civ to official patch 3.19


    Download here: http://forums.civfanatics.com/downloads.php?do=file&id=12703


    MOO2Civ Patch4i FULL INSTALL

    - includes a major overhaul of the promotions system

    Full info + new screenshots here: http://forums.civfanatics.com/downloads.php?do=file&id=12437

    Alternate download: http://www.strategyinformer.com/pc/civilizationivbeyondthesword/mod/32279.html


    Rating: A+


    MOO2Civ Patch4h


    Change in Patch4h:

    - adds capture unit promotion (experimental)


    http://forums.civfanatics.com/downloads.php?do=file&id=12258


    MOO2Civ Patch4g


    Change in Patch4g:

    - adds a Spiral Galaxy mapscript to the MOO2Civ maps


    DOWNLOAD HERE: http://forums.civfanatics.com/downloads.php?do=file&id=11979



    :trophy2nd: MOO2Civ (Patch4f) FULL INSTALL

    Changes in Patch4f:


    - added Spies
    - upgraded Carrier Ships to Titans
    - reduced cost and strength of Battleships slightly
    - added possibility of Great General emerging
    - reduced initial colony size from 2 -> 1
    - removed free Mag-Lev Networks
    - added fix for can't-build-buildings-on-homeworld-capturebug
    - removed redundant FF traits from Assets/Python/CvFinalFrontierEvents
    - removed Barbarian World option (didn't work)
    - replaced FF unit designations (Delta, Omega) by I-II-III suffixes
    - added a Barbarian unit bonus (experimental).


    MOO2Civ (Patch4f) FULL INSTALL otherwise contains:

    - the original version of MOO2Civ, plus
    - all necessary FF files, plus
    - FF Flat map, plus
    - 3 custom LHs, plus
    - complete City List for all available races, plus
    - custom Intro text
    - all previous patches.

    Moo2Civ (Patch4f) FULL INSTALL includes previous patches 1-4e. With the FF files now included there's no more need to manually copy or install any extra files, just

    DOWNLOAD at:

    http://forums.civfanatics.com/downloads.php?do=file&id=9532

    INSTALL in the Firaxis/BtS/Mods folder and you're good to go!

    Rating: A-
    Currently at: 6,400+ downloads :trophy3rd:

    -----------------------------------------------------------------

    You can still download the original MOO2Civ (BtS patch 3.13 compatible only) here:

    http://forums.civfanatics.com/downloads.php?do=file&id=6521
    (link to Patch4f included in the Comments)

    Rating: A+
    Currently at: 2,100+ downloads

    _______________________________________________________
    Some technical background can be found here: http://forums.civfanatics.com/showthread.php?t=236683

    _______________________________________________________
    What it might look like in [civ2]: http://forums.civfanatics.com/downloads.php?do=file&id=8267


    Suggestions on further improvement - and any practical help - are welcome!

    More news as we go along.

    =================================================
    Credits: Jon Shafer, NCCSavage, woodelf, deanej, Deon, Kael, Minor Annoyance, cephalo, OrionVeteran, TC01, fulano, Zippadeedoodah - and all MOO fans; thx for your support!
    =================================================

    Some in-game screenshots followed by a tech tree survey (tech tree has been updated!):
     

    Attached Files:

    Last edited: Feb 2, 2017
  2. Agent327

    Agent327 Observer

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    Currently working on:

    - thinking about what should follow MOO2Civ 5.0.


    New screenshots added to the Patch4i DL page.
     

    Attached Files:

  3. woodelf

    woodelf Bard

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    Cool. Moo2 for Civ4. Sounds very promising.
     
  4. Agent327

    Agent327 Observer

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    Hm, yeah, that's what I thought. Unfortunately, I'm not much of a modder, so whithout any help I'm sorta stuck. (For instance, I've got a perfectly good MoO2 city/star system list, but at present I don't know how to implement it.):mischief:
     
  5. woodelf

    woodelf Bard

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    I've never modded FF, but I would think it's just somewhere in the XML.
     
  6. Agent327

    Agent327 Observer

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    Hm. I've looked everywhere I could, but found no refernce to cities/star system names.:hmm: I'm befuddled.:crazyeye:
     
  7. Agent327

    Agent327 Observer

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    I've just come unfuddled: I've located the XML-file, but can't access it without a proper editor. As all XML-utilities seem to be down 'cause of hack attack, I'd be much obliged if anybody has a copy...:please:
     
  8. woodelf

    woodelf Bard

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    A lot of people use Word or something. I use XML Marker, free and idiot proof. :)
     
  9. Agent327

    Agent327 Observer

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    Thank you, woodelf! (DLed it - will see; I was just about to post a HELP in the Utilities section...);)
     
  10. mamba

    mamba Chieftain

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  11. Agent327

    Agent327 Observer

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    Well, thank you mamba. Will check that out too!:)
     
  12. Agent327

    Agent327 Observer

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    BTW - not wanting to bug you or anything, but - are you doing anything shipwise for Star Trek?:confused:
    [offtopic]
    :stupid:
     
  13. OrionVeteran

    OrionVeteran Chieftain

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    If you are really going to try and use the CIV4 game engine to re-create Master of Orion II (MOO2), then here is a good suggestion to get you started and guarantee success.

    I know this will be hard to do, as many people will have good ideas for what they would like to see added to this mod. This is very important: Finish the conversion of MOO2 "completely", before adding a single change to the original game features, attributes, units, buildings, research tree, diplomacy etc. Once you have a "working" bug free, bullet proof conversion; then, and only then, should you entertain new ideas to improve the mod.

    MOO2 was/is an outstanding game and should be the starting point for creating a better version. MOO3 developers lost sight of that fact, as they tried to build a completely new game, without retaining the strengths of the previous version. Consequently, when MOO3 was released, it was a huge disappointment for loyal fans, like myself. MOO2 fans do not want to be disappointed again. So please, learn from the success of MOO2 by focussing on the completion of a working version of the original game first. :goodjob:

    Very Respectfully,

    Orion Veteran :cool:
     
  14. Agent327

    Agent327 Observer

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    I couldn't agree more. Personally, I found MoO3 to be quite static (actually, that about sums MoO3 up in one word: static). And I agree with your suggestions, obviously - that's why I really welcome suggestions for improvement (and because at present my "modding skills" are quite limited).
     
  15. woodelf

    woodelf Bard

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    No. I'm working on WW1 city sets still and waiting for Star Trek ships to be converted from another game. I'll admit I've started a few, but lost interest for some reason.
     
  16. Agent327

    Agent327 Observer

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    Some good news and some bad news

    After playing a few games as the Humans I decided to try and introduce MoO2 Star System names. I tested this and it worked out fine, so I decided to replace all standard names by MoO2 Star System names. Curiously, this does not work: the names are there, but the old name still appears whenever another race than the Humans founds a new colony...:confused: Having DLed Winmerge (thank you, mamba!), I'll see if I can figure out why.

    @woodelf: That's a pity... maybe later then?
     
  17. Agent327

    Agent327 Observer

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    Some good news: after some testing the new Star Systems list turned out to work fine for all races (I forgot to exit and reload the mod before trying if it worked).:mischief:

    So I've released a little patch including custom Star System names for all new colonies founded for all races.

    I uploaded it here: http://forums.civfanatics.com/downloads.php?do=file&id=8788

    Next up is getting rid of these annoying XML-error messages, related to left over FF files that MOO2Civ doesn't use. However, as I won't have any time over the weekend, I thought it'd be nice to have a little patch up.) Additionally, it would be nice to get some suggestions from patch downloaders.
     
  18. OctopusOverload

    OctopusOverload Cultist

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    I just wanted to chime in and say: Great mod idea, don't stop till its done! :D

    MoO2 is my old favorite 4X, probably the best one ever made. If you need any help with the mod, let me know! :goodjob:
     
  19. JosEPh_II

    JosEPh_II TBS WarLord

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    I'll be watching this one.

    I play all 3 of the MoO Series.

    JosEPh (MoO3 Keeper of the Roll Call)
     
  20. Agent327

    Agent327 Observer

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    Well, thank you, OctopusOverload and JosEPH_II (and welcome to you both)!

    Help is always welcome - in fact, I'll make a little

    Status Report

    Current Issues

    - multiple XML-error messages on start up (will be addressed next week)
    - no UUs or UBs as of yet (Stealth ship might be Darlok UU; might be available to other races on a much later advance - as it's currently available way early to all races) Official request posted
    - Traits missiing or not yet implemented for some of the Leaders (could also use some additional LHs as some are just doubles with a different name) Official request posted
    - no MOO2-style units (mod uses standard Final Frontier models all around) Official request posted


    So there.;)
     

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