MOO2Civ

First off: Welcome, Jorrit_Sminia!:)

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.

Well, as MOO2Civ is still a work in progress I can only agree with you.

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.

Yes, that would be the Unable to build buildings on capturing a Homeworld bug. I hope to get it fixed with the next patch.

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!

Thx for the praise and criticism. A Doomstar model is in the making, but sadly MOO2Civ currently lacks a dedicated model maker, so for most of the ships we have to make do with FF models for now. (If all goes well the next patch will also include some fighter/bomber units.) Also the Worldbuilder is useless for making a scenario, which I had wanted to include already.

Could you elaborate on your thoughts on the mod? I'm interested to know.;)
 
I will as soon as able to. Not everything is finished. But if you say you are quite able to construct a mod, Id be more than happy to cooperate with you! Send me your emailadress and I will add you to msn, Im sure we will be able to make this mod a A+.
Thanks for welcoming me. :)
 
After 300+ turns of playtesting the High to Low option, I think it's safe to assume that only the Barbarian World option doesn't work.

This and the can't-build-bulding-after-capturing-a-Homeworld bug I hope to correct with the next patch.

I've added some Bugs/Errors notes to the DL Page.
 
Good call on listing the known bugs on the dl page. Might also want to mention that those who play with Python Exceptions on will get exceptions and that they should atleast turn off Exceptions until that Final Frontier leftover is fixed. :goodjob:
 
Guys, you mention on the download page that we should turn off the Python exceptions but you don't say how to do this (or link to a page that explains this for we noobs). :)

From what I have read elsewhere, you go to your "CivilizationIV.ini" in your Windows Profile's BTS folder and ensure the line "HidePythonExceptions" is equal to "1". I have done this but I still get the messages (e.g. "can't find type enum for type tag TRAIT_SYNDICATE").

Am I changing the correct item?

btw, I am using Vista Ultimate 64-bit and I do have the latest patch for the MOD. Something else I noticed is that this problem seems to happen a few turns after I have user the "Player.changegold" cheat code (I told you I was noob). Not sure if that helps narrow this one down.
 
From what I have read elsewhere, you go to your "CivilizationIV.ini" in your Windows Profile's BTS folder and ensure the line "HidePythonExceptions" is equal to "1". I have done this but I still get the messages (e.g. "can't find type enum for type tag TRAIT_SYNDICATE").

Am I changing the correct item?

Sounds correct to me. I hope to address Python exceptions a.o. w/t next patch, tho.

btw, I am using Vista Ultimate 64-bit and I do have the latest patch for the MOD. Something else I noticed is that this problem seems to happen a few turns after I have user the "Player.changegold" cheat code (I told you I was noob). Not sure if that helps narrow this one down.

Vista I cannot address; it seems to have issues with certain mods. Did you have issues with previous patches? (Also, why do you wanna cheat?):confused:
 
Currently working on Patch4f, which, if all goes smoothly, will be up some time this week. Testing bug and python exception fixes now and hope to include some additional feature(s) as well.

More news later.;)
 
As I'm currently finetuning Patch4f, I thought I'd give a little

Status Report

For Patch4f are planned:

- fixes for can't-build-buildings-on-homeworld-capturebug and Python exception error messages
- Spies
- Titans!
- reduced power of Battleships
- reduced colony size from 2 -> 1*
- no more free Mag-Lev Networks*
- Great General can now be generated.

* This will result in costlier research and initially colonies will be more vulnerable (newly founded colonies no longer get 2 pop, but also homeworlds start at size 1).

I expect to be able to upload some time today or tomorrow, depending on testing of the gameplay changes.
 
I finally decided to make some more ships JEELEN after finding a decent pic of old MoO1 vessels.

Here's a Nemesis I made with the image I used as a reference in the upper right and the same pose with my ship in the upper left. I decided to go simple with the texture because I really can't see much detail from the small 2d image. If you like it and want more of the same in simplistic detail I'll upload it and start on some more.

I did alter it a bit because I had some parts from other ships handy. ;)
 

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Long time no see!:D Ofcourse I like it.:goodjob:

And please make some more!!!:please:


(As concerns detail: MOO/II/III has a custom design game mechanism, so if you feel like adding some imaginary detail that isn't in there, just go ahead.)

There aren't really any useful ship screenshots as far as I could find on the web, but I'll check if I can make some myself (as I recently found out how - I think).

PS: If no more annoying issues pop up with Patch4f (which I hope to upload later tonight), I plan to include with the next patch as many custom units as I can get in.
 
Fighters are good too, although standard ships are top priority. (My goal is to replace all FF units by custom MOO-style ones, ideally.) I'll download and check them out. Thanks again.;)

EDIT: Nice screenie, BTW!
 
Yeah, the Y-Wing was something I wanted to do and not made for MOO. I figured you could use it as a placeholder for now.
 
Here's a Cutlass and Penetrator and the image I'm using as my lone point of reference. If you want to please tell me which on this chart you really want first.
 

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Cool!:D They look really nice.:goodjob:

Wow, this takes me back... and I imagine a lot of MOO-fans too. Where'd you get the screen? (It looks like a cut-out of an overview of all ship designs, with several ships and ship classes missing at the right end of the screen and names missing at the left end of the screen.)*

Anyway, as to your question: I'm not sure what to answer... Do you want to do them all? Because then it won't really matter which one you're starting on. (I'm also asking, because eventually I want every race to have it's own customstyle fleet, just like in MOO. But that may be a long way off...) For instance, taking the top left row down are Titan, Battleship, Cruiser, Destroyer, Destroyer, and Frigate/Scout class units in more or less the same design style.

I can tell you some of my favourites: the Seeker, Condor and Warbird (but I've no idea how difficult they'd be to make a model of).
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*EDIT: It'd be nice to include the original screen as a sort of nostalgic reminder of MOO in post #1.
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Anyway, I also wanted to give some of my personal

Feedback on Patch4f

After several testgames I feel the AI seems to work well with the changes. No more tailing tribes at the bottom of the score list just sitting and waiting til they get wiped out. In fact I've seen a lot more ships in space, and I don't mean just Pirates!

As far as I can tell the latest patch seems to have fixed reported bugs and errors without any new ones appearing.

Multiplayer compatibility also seems to hold up well: yesterday Zippadeedoodah and myself played for several hours without any OOS errors.
 
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