MOO2Civ

I've been experimenting some more and I think I found the ideal compromise: I replaced the DOMAIN_IMMOBILE tag with the original DOMAIN_LAND tag. The result of this is that initially PDFs will not move; but with each +1 move advance they get, well, + 1 move, giving them off-world transport ability, so to speak. Which is basically what I wanted: the AI will start building them as soon as they get a move on and spawned barb PDFs won't be stuck in space forever (I think). Testing this now.;)
 
No, there must be no such messages. I will address Python exceptions in a later patch, but do you get any errors on startup or during gameplay?:confused:
 
If PDF's now have no movement, how am I supposed to secure newly colonized planets? You have to at least let them rebase or be transported or something.
 
I'm glad you asked: initially PDFs start with zero movement (they cannot move off-world - consider this the Pre-Warp Society of MOO2). But with each +1 move advance for starships they get +1 move (they now can be transported off-world).*

BTW, securing colonies in the early phase is best done with Invasion Ships (now having move 2) and/or Destroyers. (You can ofcourse build a Marine Barracks first and then a PDF, but that's the risk you want to avoid, right?.) At any rate, you now have to plan your research more carefully.

Ultimately I want to change the name of the PDFs (non-existent in MOO) to Marine-Armor-Battleloid (the last name is already used), but I haven't gotten around to that yet. I first want to see if this first gameplay affecting change is working out. So any feedback is greatly appreciated!

*Also note that Battleship movement has increased, making them more dangerous - which goes for barb Battleships as well!
 
In my current testgame (as the Psilons, Noble level, Custom Game) it seems the AI it on a steep learning curve. Around turn 40 some barb PDF Is were spotted, which later became active and AI civs started building PDFs when they discovered the first +1 move advance.

I'm currently tied for 1st position with the Humans and in a 25+ point lead; both of us founded two values, but I'm close to founding my 3rd. Started in a challenging position, with 3 good systems close, but the 3rd went to a nearby rival. Got to 6 systems, despite being at the edge and close to a large nebula and a lot of empty space.
 
Great! A screenshot. Very helpful. Up til now I didn't know what these Python error messages were about, because I'm not getting them.

You're not doing anything wrong, I'm afraid. I'll address these Python errors in the next patch. Unfortunately, I can't do much right now, because my comp's having some technical difficulties.

I guess updating to Patch4d won't help much either... Although, perhaps you could check?
 
I don't get why I have them and not you?

Well, you mentioned you have show Python exceptions ON; I don't. So I'd suggest for now turning show Python exceptions OFF.

When you say patch4d, you mean full install? I find confusing that you call your full install 'patch4d', this should be called 'setup' or 'fullinstall' version 0.4d for example.


And yes, I'm in the IT :)

OK, maybe. But when I started with the patches they were called 1,2,3 etc. Then NCCSavage provided the 3.17 fix, which he named Patch4b; so that's why. FULL INSTALL means exactly that: from Patch4 onwards I've tried to keep the download a Full Install (i.e. complete mod), incorporating each new patch that way. (Instead of having to download separate patches each time, you just download the complete mod with patches pre-installed. It's supposed to be a user-friendly approach...)

BTW, my bro's in the IT too.;)
 
I'm glad you asked: initially PDFs start with zero movement (they cannot move off-world - consider this the Pre-Warp Society of MOO2). But with each +1 move advance for starships they get +1 move (they now can be transported off-world).*

BTW, securing colonies in the early phase is best done with Invasion Ships (now having move 2) and/or Destroyers. (You can ofcourse build a Marine Barracks first and then a PDF, but that's the risk you want to avoid, right?.) At any rate, you now have to plan your research more carefully.

Ultimately I want to change the name of the PDFs (non-existent in MOO) to Marine-Armor-Battleloid (the last name is already used), but I haven't gotten around to that yet. I first want to see if this first gameplay affecting change is working out. So any feedback is greatly appreciated!

*Also note that Battleship movement has increased, making them more dangerous - which goes for barb Battleships as well!

Perhaps their could be two versions of Planetary Defense, one would be similar to existing PDF's and would be mobile and would have a bonus against large ships, while the other would be immobile (to represent ground troops) and would have a good interception chance plus a bonus against small ships. The ground troops would probably come in two varieties; a "light varient (which could be transported from planet to planet via ship and could potentially be used to bolster star base defenses), and a "heavy" variety (which would be truely immobile and un-trasportable and would need to be constructed on sight/on planet). As you might guess, the "heavy" would fare better than the "light".
 
Enjoy! (And report back any time.);)

I kind of suspected these Python "errors" were only popping up when Python exceptions are turned ON. (Otherwise,why wouldn't there be more angry posts about these messages?) That being said, I will look into it - I just didn't think it a matter of high priority, 's all.

@Thinker19930602: Actually there are two kinds of PDFs: PDF I cannot upgrade to PDF II, whereas PDF II cannot upgrade to PDF III (Battleloid). There is something I'd still like to do (apart from renaming PDFs I & II) and that's getting a Transport unit in; I noticed Babylon 5 has a "prototype" of this. Just wondering if it actually works to load/unload Planetary Defense Units (like a Carrier unit for Marines only), because of the all ground terrain map. One might ask why a movable PDF would actually need a Transport - unless to move faster to a different system.

On a sidenote, Babylon 5 actually had a version with movable + unmovable PDFs. (So it is possible, although the AI never seemed to built the unmovables - just like in my test version. The idea is interesting enough, I just don't know how to go about it in a satisfactory way. Giving the stationary units an interception promotion might work, but that's actually the fighters' job. Anyway, I may get back on this at a later stage.)
 
Some report already:
Overall, good impression! There is atmosphere and a lot of things to do.

I notice that some civilization don't expand (they build probe but don't use them too).
The pirates ships are much too strong. Strength 36 ships is a bit too much early.

Now a thing which is not your fault but annoying nonetheless: the very long time to have the leader face, when there is a diplomacy request. As the AI harass you often, it is really bothersome to wait 20 seconds each time. And I have a dual core CPU.
 
Yeah, I've noticed that too: some civs sit real tight.. until they get better techs. (They don't seem to build any PDFs until they can actually move into outer space.) But don't let that fool you: the Klackons can expand real quick when they've set their mind to it. (They're better builders than researchers.)

On the strength 36 ships: :confused: Not sure what you mean. There are no strength 36 ships in-game. Initial barbs use equivalent ships, only in the middle-late game they tend to get Delta Destroyers and Invasion Ships and Battleships (usually) before the regular civs develop these. (Which is why Fighters and Bombers and Missiles are a vital asset!)

Anyway, great screenshot and thx for your comment!;)
 
I can assure you that I had Omega Battleships (36 or 32 strength...) very early, perhaps at turn 20. The Silicoids lost a world against one, and then I had to defend my HW against another. He took 6 PDF before he was worn enough to get beat by my 2 DDs...

Was playing on Aggressive Barbs, Emperor Level, Huge map.

No suggestions for the big time needed to load each discussion screen? Is it related to the image of the leader being loaded on the fly, or internal Civ4 process far from being optimized?
 
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