MOO2Civ

Finally finished a MOO2Civ Multiplayer game yesterday, on IC connection.

Apart from two minor FF bugs (Starbase borders disappearing temporarily, double Starbase built on a single tile), everything was smooth sailing. As in a previous game we experienced an OOS, which however disappeared after the non-host player reconnected to the game. Unfortunately the host-player didn't check the Custom Game options, so game finally ended with an Astral Gate victory by the Humans (yours truly), the same turn the Galactic Council convened for the first time (built by the Gnolams).

As the difficulty level was relatively low and the No Vassals option unchecked, both human players gained all AI civs except two as vassals.

Since no Custom Game options were checked, I think it's fair to say that MOO2Civ is Multiplayer compatible (as noted on the DL Page).

Anyway, we both had fun playing this one through to the end.;)
 
I unziped the full install mod with 7zip, then copied it into my mods folder in BtS, then started the game, but the game crashed. Explain, please?
 
It's on the Download Page (where you got Patch 4, which is the FULL INSTALL; it's called that, because before you had to copy Final Frontier, download MOO2Civ and then overwrite the copy with the MOO2Civ files). Patch 4b fixes BtS patch 3.17 incompatibility.;)
 
Good mod, but i have one suggestion that might make it better. Make an alternate promotion system that is called "Upgrade". Promotions in this system would be bought and would be things like ship components and weapons, or other equipment. The standard promotion system would have things like tactics and training, and would still be expirience point-based. To ensure that no one's treasury runs dry upgrading thier ships, upgrades would not cost that much. I think that this system would help ease the neccesity for constructing so many experience generating buildings and would give more production time to more neccessary items. It would also allow ships to still be useful because you would not have to spend so much money on upgrading the ship to the next level of ship in that class when you could just update its components and systems to somthing comprable to the next teir of ship. (these upgraded ships would still not have the health of those more modern ships, though; unless armour upgrades can shorten, but not completely close the gap)
 
Actually, promotions already are called upgrades, only they're free, not bought for. (Most of the upgrades result from advances and don't need specific buildings, which are reserved for specific ship designs, like Destroyer, Cuiser, Fighter etc.) What could be improved is that a part of these upgrades, under different names, just result in +10% strength.

Also, events, which are present in MOO2, seem to be missing.
 
Good mod, but i have one suggestion that might make it better. Make an alternate promotion system that is called "Upgrade". Promotions in this system would be bought and would be things like ship components and weapons, or other equipment. The standard promotion system would have things like tactics and training, and would still be expirience point-based. To ensure that no one's treasury runs dry upgrading thier ships, upgrades would not cost that much. I think that this system would help ease the neccesity for constructing so many experience generating buildings and would give more production time to more neccessary items. It would also allow ships to still be useful because you would not have to spend so much money on upgrading the ship to the next level of ship in that class when you could just update its components and systems to somthing comprable to the next teir of ship. (these upgraded ships would still not have the health of those more modern ships, though; unless armour upgrades can shorten, but not completely close the gap)

Actually, promotions already are called upgrades, only they're free, not bought for. (Most of the upgrades result from advances and don't need specific buildings, which are reserved for specific ship designs, like Destroyer, Cuiser, Fighter etc.) What could be improved is that a part of these upgrades, under different names, just result in +10% strength.

Also, events, which are present in MOO2, seem to be missing.

Aside from the name, the system I described is more like retrofitting a ship and paying for the overhaul costs. This would allow, as described before, players to not have to spend so much money on upgrading from class to class.
 
I agree; if this could be implemented, it would certainly be an improvement. (Actually, I've noticed the same upgrade cost issue in Star Trek mod.)
 
Hi Jeelen,

The link in filefront still does not work. Here's what i did

1) Went to http://hosted.filefront.com/JEELEN/
2) Click download now
3)

"Download Error

There was an error processing your request. Please wait while your request is retried in 10 seconds...

If this error persists, please contact FileFront support."

EDIT:
Works now, after keep trying like 5 times. Last week I tried N times and it still didn't work.

Maybe you should consider moving the file to a better file hoster ;)
 
Well, glad to hear it worked out alright finally... hope you enjoy the mod and feel free to post any comments.;)
 
Just discovered your mod - very cool! I installed the full "MOO2Civ_Patch4.7z" file first and then the "moo2civ_Patch 4b.7z file" (both went under "C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\MOO2Civ (Patch4)" as I run the 64-bit version of Vista Ultimate) and started a game. Unfortunately, I am running into a number of Python errors. They all begin with "Can't find type enum for type tag xxx" where the "xxx" can be replaced with "TRAIT_SYNDICATE", "TRAIT_THE_FORGE", "BUILDING_MANUFACTURING_PLANT", or "TRAIT_THE_BROTHERHOOD".

These messages would pop up a dozen or more times between each turn and got so bad that I finally had to quit the game because I was getting a cramp in my "clicking finger" :-)

I searched the thread but couldn't find anything on this error. Any ideas?
 
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