MOO2Civ

The Trilarian should be able to see the entire map at start, and have a movement bonus.

I would think for balance reasons the costs of buildings should be increased.
 
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).

Thx. I'll check that.:)

@extox: I suppose you mean the Elerians? And I'm not sure why building cost should be raised. In fact I think it might actually result in unbalancing the game. Can you give a more specific reason for increasing the cost for buildings?:confused: (I play the mod regularly myself and I have no problem with buildings cost as is; that's why I'm asking.)
 
No i mean the trilarians currently now they have no abilities. The above mentioned abilities would mesh nicely with those given in MOO2.


Perhaps i need to play on epic or marathon, just seems that my planets become powerhouses reeeeeeaaaallllyyyy fast. One turn to build everything once you build the base buildings on all your planets in the solar system.
 
i suppose you could do the trilarian thing buy giving them the satelite tech in vanilla as a starting tech. (for sight of the whole map)... or can you do it in another way... not to knowledgeable in modding.
 
Ah, I see. I haven't looked into race characteristics yet, though it's definitely on my TO DO list.

As for buildings cost: I indeed noticed that in mid-/late game the larger systems can indeed build buildings in 1 turn if they're already advanced enough. (Although by that time one should probably be thinking about how to conquer the universe i.e. win the game.)

@deanej: Thx again for the tip. All iConquestProbs are set to 100, so that's not it. Which leaves me with a very simple, but basic question: how do I open a .py file?:confused: (I've been looking thru the Tutorials and SDK/Python threads, but everybody assumes it known...)
 
nah i mean leader abilities. You have most races with leader abilites thus far except if im correct the trilarians. For instance the klackons get +1 food and +1 prod per pop. Sorry if i wasnt clear. I would do it but honestly i dont have the slightest idea how to mod civ 4.:lol:
 
You can open python .py files with notepad or any other text editor.

Thanks, Great Reverend!:D (I wasn't sure, as I got a pop up question as to whihc program I wanted to use for opening the .py file.)

@extox: Ah yes, actually that's what I meant: LH Traits are next on my TO DO list. (There aren't really any race characteristics as there aren't any UUs or UBs. And I'm basically also just learning the ropes here.);)
 
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

After checking both files I couldn't detect anything being at fault. (Although it did make me wonder why Star Fortress and Air Defense Network are on the never to be captured buildings list.)

I've tried to recreate the bug, both with Patch4d and 4e, with the Worldbuilder (to speed things up and to check if the bug's already present in Patch4d), but so far unsuccesfully. Currently trying again with Patch4e.
 
Any building that gives a fortification bonus (such as Star Fortress) needs to be in that list as otherwise the bug will occur. It won't happen with worldbuilder, as buildings added in worldbuilder won't be on any planet, and the bug happens when the python encounters a building on a planet that isn't on the master building list, usually because the building on the list was removed in system capture, but civ doesn't know to remove it from the planet, so Final Frontier does this at the same time. If Final Frontier doesn't remove the building from the planet, that's when problems occur.
 
Any building that gives a fortification bonus (such as Star Fortress) needs to be in that list as otherwise the bug will occur. It won't happen with worldbuilder, as buildings added in worldbuilder won't be on any planet, and the bug happens when the python encounters a building on a planet that isn't on the master building list, usually because the building on the list was removed in system capture, but civ doesn't know to remove it from the planet, so Final Frontier does this at the same time. If Final Frontier doesn't remove the building from the planet, that's when problems occur.

I see. I'll check if Missile Base, Ground Batteries etc are on the list.

The Star Fortress isn't a building though. (I only used Worldbuilder to speed up invasion of homeworlds in-game, not to add buildings.)

@extox: Possibly. But if you have a fully fortified PDF you already get +225% defense bonus, not counting promotions or Missile Bases, Ground Batteries etc.
 
:nono: Objection, your Honour! (Although I actually have heard of a creator DLing his own stuff and was quite appalled when hearing this rumour. I do it occasionally to see if the DL link works properly - especially after switching DL mirrors or after a complaint - hey, feedback! - about the DL link not working. So it does happen.):blush:

BTW, any chance of a Doomstar coming this way?:confused: (I can provide pics/suggestions if you need 'em.)
 
I've been playing MOO2 over a thousand times, and still play the game. As soon as I found out there was a MOO2 mod for Civ4 I downloaded it.
But sadly the game barely has anything to do with MOO2 apart from the names of the races, the techs and several buildings.
Also playing the MrrShan there was a moment in the game I found myself unable to construct any new buildings, forcing me to continue on ships only.
The ships that are constructed are still the same as in Final Frontier and so is the gameplay. Where are my cruisers and titans, my destructive Doomstar and where are the Antarians?
It would be awesome if somehow a Guardian would be included in the game, like a superstrong barbarian guarding a solar system.
I have been busy designing a new MOO2 mod but I lack the skill (and time) to change a mod. Including a new promotional weapons, new ships and even racial abilities that allow a closer play to MOO2.
I hope someone is interested in my thoughts and willing to make a mod out of it. There are still things that need to be worked out but I see no use of it before I am able to get them into a mod.

For as far as Ive played this mod, Im happy with it!
 
Back
Top Bottom