MOO2Civ

love the mod. Klackon are gods btw.

Welcome, extox - and thx!;)

How are the new game options working? I'm thinking about adding them to Star Trek, but I want to know if they work OK before adding them (particularly the Barbarian World option).

Hi there deanej! Bit too soon too tell; I'm curious for player feedback myself. I'm currently playtesting the Flexible Difficulty option. The only thing I've tested before is if the mod loads OK with the new options added. Since I thought the new game options really cool, I just went ahead and added them (I was lucky in so far as MOO2Civ had no CvGameCore.dll, making the implementation real easy - as Kael explained to me).

If I may make a suggestion: why not run a test version with the Barbarian World option? (Alternatively. put up a BW test version and ask for player feedback on it; that should tell you plenty.)

Actually, I'm gonna playtest the BW option next to see if I can use it for a scenario set up. But I can't tell you how long that will take. But here's what I'll do now:

PLAYER FEEDBACK ON THE BARBARIAN WORLD OPTION WANTED!
 
How are the new game options working? I'm thinking about adding them to Star Trek, but I want to know if they work OK before adding them (particularly the Barbarian World option).

:hmm: Well, the difficulty options seem to work OK, but the Barbarian World challenge doesn't seem to work with the Final Frontier Flat map: I started a game on Standard size map with this challenge checked, but opening the Worldbuilder revealed no barb systems anywhere on the map...:(

I'm currently checking the other Challenge options.
 
Yeah, I was worried about barbarian world because Final Frontier may interfere with it. However, you do have to look very closely for barb cities as their culture does not show up on the minimap, so you may have just missed them depending on how close you looked. Worst case scenario, all that needs to be done is to make the option invisible.
 
Well, I just about checked any non-civ system and there should have been 8 Barb World systems (1 for every civ), but no go.:( Pity, 'cause I thought it a fun game option to have...
 
That's OK, I have.

On the idle civs: Actually, they differ per game, so I can't really make heads or tails of it. (I wish I could.)

EDIT: Only thing I can think of is that they start out on a low-commerce-planet homeworld, but that doesn't account for their lack of exploring.

Also, I did find that the AI actually does build zero-move-PDFs (forgot to take a screenshot).
 
I've no idea - better ask on the BtS - Technical Support section or something. (And yes, you digress, 'cause I have no idea what you're talking about...):crazyeye:

@Jabie: Thx for the vote of confidence - but I reckon it's a bit early for that, as I'm currently the main contributor to the mod. (And I'm most grateful for every bit of help I get, including any player feedback!);)
 
I'm currently testing the High to Low option and that seems to work OK, which means I'm now competing against eh... JEELEN after I switched from the top of the score list to the bottom. As a sidenote I discovered that the bottom civ had achieved no advances after 50 turns. (Not sure how that's possible, as I researched multiple advances in 1 turn after taking over this "idle civ".)

I can also confirm that the Barbarian World option definitely doesn't work, either with the Final Frontier or the Final Frontier Flat map. (I'll remove it from the options with the next patch.)

More news later.;)
 
As a sidenote: the newly added High to Low challenge option definitely takes care of those idle civs - though it's a bit of pain in the butt to be restarting at the bottom of the score list after doing my best to get at the top... twice.

I'm now playing as the Humans, who seem to be at war with the current top dog, after having been switched from the Alkari to the Meklars and have just recovered my Sol homeworld. Unfortunately (?) this revealed the unable to build buildings after capture of homeworld bug, previously revealed in Star Trek mod. See screenshots below (buildings that should be buildable are shaded out).
 

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Hi Deon!:) I noticed you've been starting on Buildings creation, but didn't want to bother you about it, but yeah, there are plenty units missing. (I re-posted a request on the Unit Request thread.)

So far I've got some Fighter/Bomber models waiting for implementation, but no Invasion Ships, Destroyers, Cruisers or Battleships.

But if you really want to help out, a Doomstar model is on the top of my wishlist.:please: (2nd place would be an Orion Guardian. Those 2 - plus a Lothar unit, for which I'd have to create an event - are actually missing.)
 
So... How's this mod going so far? Jeelen asked for my help integrating my custom combat code in, so I figure I'll give another shot at it. I got through some of the work, but got a bit frustrated and distracted, but now I'm back.
 
Well, it's been dead in the water for a while due to some RL issues, but I'm getting back on track. Thx for asking.;)

The latest addition is Kael's Assimilation mod. Testing the Barb World option has revealed a bug has revealed a bug, that probably ahs been there all along, but no one had reported it so far and I'm not too happy about it as it's cause is as of yet undetermined...
 
Check Civ4BuildingInfos.xml. If any building has iConquestProb with a value other than 100 it can potentially cause the bug. If a building shouldn't be captured it has to be registered as such in CvFinalFrontierEvents.py in the onCityAcquired method (I think that's the right method, at least).
 
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