MOO2Civ

I thought ground units (i.e. zero movement units) already couldn't be captured?
Actually I couldn't figure out the how to read a units movement points at that time so I couldn't forbid the capturing of 0 movement units. Although while recently looking at the AI code for choosing promotions I saw where it checks movement before placing any value in a Blitz promotion so I do now know the right way to do it. However I was asking before if ground units should be able to capture other units.
Starbases should be able to capture ships, but they need to be attacked twice first (to give them a promotion) or they should have this ability from the outset (less desirable for Starbases, but perhaps as an automatic promotion for the Batlletsation/Star Fortress upgrades?).(
Once I put in that base capture percent they'll be able to capture from the start anyway regardless of promotions. If we're talking about free promotions, Tractor Beams, Assault Shuttles and Transporters all sound like things you'd expect a space station to have.
 
Actually I couldn't figure out the how to read a units movement points at that time so I couldn't forbid the capturing of 0 movement units. Although while recently looking at the AI code for choosing promotions I saw where it checks movement before placing any value in a Blitz promotion so I do now know the right way to do it. However I was asking before if ground units should be able to capture other units.

Ah, OK. I suppose theoretically, yes. (They start out at 0 movement, but gain MPs through the tech tree.)

Once I put in that base capture percent they'll be able to capture from the start anyway regardless of promotions. If we're talking about free promotions, Tractor Beams, Assault Shuttles and Transporters all sound like things you'd expect a space station to have.

Yes - though not from the outset. (In MoO/MoO II Starbases initially have no capture ability at all, as such 'promotions' aren't available yet.)
 
Properly installed with all patches under BtS 3.17. All seems to work except no user interface ... any idea what that could be? Looks like a great mod ... always enjoyed MOO2.
 
Is it possible that the full install patch f is not really "full" - that something other than that plus being on BtS 3.17 is required? I ask because I am having the same problem trying to execute the new Peacekeeper War, which seems to be based on the same Final Frontier ... no user interface. There is a cryptic remark in that post saying you must have all FF art assets loaded, but it does not say where they can be obtained. That leads me to believe there may be some other requirement. Has anyone had a successful execution using just the "full" install patch f on BtS 3.17 with no other prior installs of MOO2? I am persevering because I'd really like to try this mod.
 
Is it possible that the full install patch f is not really "full" - that something other than that plus being on BtS 3.17 is required? I ask because I am having the same problem trying to execute the new Peacekeeper War, which seems to be based on the same Final Frontier ... no user interface. There is a cryptic remark in that post saying you must have all FF art assets loaded, but it does not say where they can be obtained. That leads me to believe there may be some other requirement. Has anyone had a successful execution using just the "full" install patch f on BtS 3.17 with no other prior installs of MOO2?

Prior to the Full Install MOO2Civ patches had to be manually installed in a copy of FF mod; the Full Install is just that - a full modpack. (There aren't any assets missing that I know of - rather there are still some redundant FF files that I want to get rid of, preferably with the next patch.) I've never had a "no interface" complaint (and I play my mod regularly myself, also on Multiplayer). Your mention of the same problem with the Peacekeeper War FF mod isn't helpful either, as I have that installed as well and it works fine. Can I ask though if you have no interface at all or just no apparent unit buttons when starting? (The latter is easily solved by clicking on any unit.) If the former, could you perhaps provide a screenshot of the "no interface" look? And what's the OS of your comp?
 
Many thanks and I did sort out my problem. It dawned on me that maybe it was not with MOO2 or Peacekeeper, so I went back and tried to execute plain FF alone ... and had the same problem of no UI. So that's where the problem was. My BtS must have dropped a few bits somewhere, though all other Mods were working fine. I then reinstalled BtS and 3.17 and voila, MOO2 worked. You asked what the screen looked like without the UI, but I can no longer generate one. It looked like just the initial star system in space and no surrounding information or stats to permit interacting to assign builds or see details of the star system and its buildings, etc.

I did find one minor bug playing MOO2 the first time (perhaps already reported). When going into the Foreign Advisor and selecting Techs it locked into that view and could not be changed back to look at anything else, including on subsequent visits to the advisor.

The scenario looks very nice and I will play it and report more if I find anything. Thanks again.
 
Well, that's a relief. About the foreign Advisor (F4?) bug: hasn't been reported and I can't confirm it on my end either, as I use it quite often without fault.
 
Jeelen, you make this fantastic Mod?

Many thanks for making a great Mod! :D I'm a bit upset though, I mean, sure I am a hardcore game addict! You had to make a space Mod, then had to do Moo2, Planetfall was bad enough, now I doubt I will get any sleep at all. :lol: :crazyeye:

I am totally lost in what to do in the game but loving every minute of it. ;) I picked the other human as my team mate to understand the technology and game play better. Congratulations to you and the team behind the design work. It is stunning to say the least, I was blown away with the graphics you used for the space terrain.

Reminds me of Moo2 so damn much but on steroids you know? ;) I never got to play moo2 very long, but was hooked like everyone.

Giving you a heads up that my website will be writing up a review on your Mod of that is okay :D, we are a new file storage service, but we like to review the files we serve to help the designers out there as much we can. :goodjob:

(alt tabs back to moo2 mod :p)
 
Wow! Thanks for the praise (and I do like to think of MOO2Civ as a team effort).:D
You're welcome to write any review, ofcourse. BTW, where's your website at?:confused:

What version is this for? I have BtS 3.17. Just curious if I need anything else.

Nope. The Full Install works with BtS 3.17 patch and the Download Page links to Patches4g and 4h: http://forums.civfanatics.com/downlo...o=file&id=9532

(all downloads can be also be found via post #1);)
 
MOO2Civ is also very much still a Work In Progress. Here's 2 screenshots from a testgame on Hard level in a working version of Patch4i (the 1st is taken on the Spiral Galaxy map, the 2nd on the FF Flat map, with a less than perfect starting site, the Mrrshan homeworld being quite close):
 

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Wow! Thanks for the praise (and I do like to think of MOO2Civ as a team effort).:D
You're welcome to write any review, ofcourse. BTW, where's your website at?:confused:



Nope. The Full Install works with BtS 3.17 patch and the Download Page links to Patches4g and 4h: http://forums.civfanatics.com/downlo...o=file&id=9532

(all downloads can be also be found via post #1);)

Your welcome, it is a great Mod, I suck playing it at the moment, but having a blast. My website is in my signature :p We are a new File Service (under construction for a bit creating a new front end), we will review all files we store on our server. Helping to get more attention to your work and anyone else.

I love your Mod so much if its okay with you I want to create a Mirror for you. ;) We have a nice space theme that Maniac loves for his Mod due to being a space game. It is just Space Pilot for now, but we are modifying that with black background, adding nebula's gaseous clouds, and make it more readable. (off topic sorry)

I played your mod last night for over 14 hrs, I had to start a new game, I sort of pissed off the other AI playing much to early. I am teamed up with the other human still, kind of why they are all pissed. :lol:

I look forward to the update :goodjob:
 
I love your Mod so much if its okay with you I want to create a Mirror for you. ;)

I suppose that's quite alright, although I'm not really sure what that entails.

I played your mod last night for over 14 hrs, I had to start a new game, I sort of pissed off the other AI playing much to early. I am teamed up with the other human still, kind of why they are all pissed. :lol:

I look forward to the update :goodjob:

Hey, I still suck at playing the original FF mod myself. The next update is still in the early stages, so bear with me.;)
 
I forgot to mention that I do still get the non-UI screen on initiation, but by exiting to the desktop and then returning to the game the UI appears and from then on everything is fine. I wonder if the locking ton Tech in the FA is some artifact of that little nuance? Overall the Mod seems to play well and does indeed bring back fond memories of MOO2.
 
While testing things I notices some things that you might want to change. First I noticed that the BATTLESHIP_I and the BATTLESHIP_II has three moves, but BATTLESHIP_II has two moves. So the Battleship line gets slower in the middle.
Also I noticed that the Probe unit has one of it's potential AI scripts as UNITAI_COUNTER. Now from reading the posts in the Better AI mod forum I know that units with UNITAI_COUNTER are usually things like spearmen that guard other units and thus never go out alone. Which is probably why I've often seen several probes waiting at home planets while running the UNITAI_COUNTER scrips. I think it may be intentional for them to have UNITAI_COUNTER because they can spot stealth units. So I think UNITAI_COUNTER should be removed from the Probe, just leaving the UNITAI_EXPLORE scrips, but left on the scout ships. That way it doesn't stifle the AI's ability to explore early on, and it's not waiting around to counter stealth ships that don't exist yet.
Last thing is the Alkari promotion. In MoO2 the Alkari had increased defence which allowed them to be aggressive and launch attacks because they're ships have better survivability. In civ though, increased defence won't lead to greater aggression. Instead you'd get very close to an enemy and hope they attack you, but since they're unlikely to win that way, they won't. So it more leads to stagnant wars. My suggestion is to have Alkari promotion give withdrawal chance. If you think of Alkari as having increased survivability rather that just defence then withdrawal gives them that and allows them to be aggressive. I was thinking 20% or less but if it's that high you might have to take some out of the defence bonus. Divide the 40% total between them.
 
I'll look into it, thx. About promotions - I'm assuming you're done with modding them -, I've been looking at several files, but haven't been able to ascertain which ones you've modified exactly; it would save me some trouble if you could mention where to look.

As a general comment, correcting the capture unit promotons should alleviate any game unbalancing that may have occurred as a result. Also, I'd like to address some issues I haven't attended to so far (following up on feedback for earlier patches, for one).

I forgot to mention that I do still get the non-UI screen on initiation, but by exiting to the desktop and then returning to the game the UI appears and from then on everything is fine. I wonder if the locking ton Tech in the FA is some artifact of that little nuance? Overall the Mod seems to play well and does indeed bring back fond memories of MOO2.

Glad to hear it.:) I'm not quite sure how to comment on your UI problem though; is there an error message?
 
I'll look into it, thx. About promotions - I'm assuming you're done with modding them -, I've been looking at several files, but haven't been able to ascertain which ones you've modified exactly; it would save me some trouble if you could mention where to look.

As a general comment, correcting the capture unit promotons should alleviate any game unbalancing that may have occurred as a result. Also, I'd like to address some issues I haven't attended to so far (following up on feedback for earlier patches, for one)...

No, I've added new xml fields into CIV4PromotionInfos.xml, which is where everything I've done outside of the code is, not counting CIV4GameText_MOO2civ.xml where the text for these new promotion abilities are and CIV4UnitSchema.xml which is just to set up file for the new xml

This is the checklist I've been using:
*default capture chance xml
*default capture chance SDK
*0 movement ground units cant capture/be captured
*starbase don't use default capture chance
*capture defence xml
*capture defence sdk
ground weapons allowed on invasion ships?
ground weapons add city attack, capture chance, capture defence
*crew XML
captured ship crew promotions clear
capturing ship crew promotions replace
*telepath xml
telepath sdk
new capturing promotions
promotion AI

* means it's finished.
Of the coding work there's just the captured ships changing losing it's own crew promotions (trained officers etc.) and gaining the other ships crew, telepathy to keep the old crew, and getting the AI to understand the value of promotions for capturing.
I've added three new xml fields in addition to capture chance from before, so the last lines of a promotion would look like this:
Code:
			<iCombatCapturePercent>0</iCombatCapturePercent>
			<bCaptureCounter>0</bCaptureCounter>
			<bTelepathic>0</bTelepathic>
			<bCrew>0</bCrew>
It's shouldn't take me more that 3 days to finish the what's left assuming it doesn't present unexpected challenges. About the non-coding stuff on my list. Should I go ahead and put new values for capture chance on existing promotions (plus ground weapons on invasion ships adding city attack) and afterwards you can change them to your liking or should I just leave it as is and you start from there. Also should I go ahead and add new promotions that would use the new code (transporters, tractorbeams, troop pods, Assault Shuttles) or leave that alone?
 
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