MOO2Civ

If you started from what we discussed earlier (like a base value of 3-4%, for instance) I'd say go right ahead! I really appreciate your input, you know. (I hadn't been looking into things like promotions up til now, so basically I'd have to start from scratch. Also, it'd give me a chance to look other things in need of attention.);)
 
Game crashes. When I first installed the patch4f and played it, I went directly to the civilopedia in order to get a better understanding of the mod. But once I start reading an article on a unit, and then click on another icon for another unit article, it instantly crashed and immediately went to my desktop screen. There wasn't a black screen or a notice saying the computer encountered a problem. It just "exited"

I'm getting a crash when I try and look at Titan I. Is that what crashed yours?
 
:confused: Weird. Civpedia hasn't been altered/modified since the original MOO2Civ. I'm assuming this is happening with the latest patch? It did not occur earlier?
 
We have approval for a separate MOO2Civ forum in the Civ4/Project & Development section!

Check it out here: http://forums.civfanatics.com/forumdisplay.php?f=354

I've started 2 initial threads for

- Main download/Download latest version http://forums.civfanatics.com/showthread.php?t=321315

- Bugs/Error reports http://forums.civfanatics.com/showthread.php?t=321316

(which still need stickies).

I plan to at least at one more thread for Current Status/TO DO List (replacing the Status Reports I've posted so far throughout this thread) and possibly a separate Models/Units development thread

@Minor Annoyance: if you want you can start a thread on (progress of) your capture unit promotions development.

@All MOO fans: if you feel you can contribute to the continuing development of MOO2Civ mod, please do so!

--------

@Trajan7: I am still at a loss as to what could be causing this Civpedia bug... Is anyone else having this problem?:confused:
 
...
@Minor Annoyance: if you want you can start a thread on (progress of) your capture unit promotions development...

It's essentially done. The coding was actually done in a few hours. I thought it was going to be a Star Trek engineer situation where I say it will be done in three days and have it done in 12 hours, but the xml stuff, while not more complicated is time consuming. Right now I'm just making sure there aren't any loose ends.
 
Master of Orion II in Civ IV sounds like a really cool idea! :) However, whilst the various species might be balanced within MoO2, are you sure that a direct translation of their abilities for Civ IV will still leave them balanced?
 
Thanks. (I'll check for the UI.)

It's essentially done. The coding was actually done in a few hours. I thought it was going to be a Star Trek engineer situation where I say it will be done in three days and have it done in 12 hours, but the xml stuff, while not more complicated is time consuming. Right now I'm just making sure there aren't any loose ends.

Cool!;)
 
Here's the new capture code:

*Default capture chance of 3% set in GlobalDefinesAlt.xml. Does not apply to ground forces that can't move or starbases.
*Ground units can't capture if they are immobile.
*Promotions set with <bCaptureCounter> will defend against capture using the same percentage it has set for <iCombatCapturePercent>. If it doesn't have anything set for <iCombatCapturePercent> then it uses the default set in GlobalDefinesAlt.xml which is 60%. It's so high because at the moment only one promotion (security stations) uses it and it's not something too important that you'd use a level up to get it.
*There's a new promotion called Marines which does nothing and can't be gotten other than by units that start with it. It exists to let ground units use ground weapons by default. Other units can use ground weapon promotions if they first get Troop Pods. Invasion ships start with Troop Pods.
*Ground weapons now also add city attack, capture chance, and counter capture.
*Promotions barked as <bCrew> with be removed if the ship is captured unless the capturing ship is telepathic
*Capturing ship crew promotions are copied to any ship it captures.
*new promotions: Troop Pods, Assault Shuttles, Tractor Beam, Transporter, all which add 10% capture chance.
*Most promotions have 4% capture chance, Bulrathi, Elerian (also telepathic), Neutron Blaster, Ion Pulse Cannon, Achilles Targeting Unit, Trained Officers, Great General.
*Removed access to stealth promotions from starbases because they can't use withdrawal and I saw AI starbases taking them.
*The AI does now place value on the capture chance of promotions. Not much since the rest of it assumes the promotion makes the unit stronger, but capture chance only helps if you're already going to win. There's something in the unit building AI for pirate ships that checks the strength of other units before it's built that might be useful in this case but I haven't looked into that yet. Only units set to the "city attack lemming" scripts value capture counter because otherwise the unit should be trying to get stronger to survive rather than preparing for death and countering the small chance of capture.

Files changed: CIV4GameText_MOO2civ.xml, CIV4PromotionInfos.xml, CIV4UnitSchema.xml, and CIV4UnitInfos.xml where the only change was to give some free promotions as stated earlier.

So download the attachment, see how it works.
 
Wow! Great job - I'll check it out ASAP.:thumbsup: (That'll be tomorrow though, 'cause it's past bed time now...):sleep:

Before I forget: 2 ideas for threads in the new MOO2Civ forum are a TO DO list (so people can check where the mod's at) and/or a "Things we'd like to see in MOO2Civ".

More news later!
 
I just discovered that ALT-I toggles the UI on and off so that's a way you can see what it looks like with no UI.

:confused: Alt-I just toggles the interface on/off.

Master of Orion II in Civ IV sounds like a really cool idea! :) However, whilst the various species might be balanced within MoO2, are you sure that a direct translation of their abilities for Civ IV will still leave them balanced?

Thanks for the praise. As concerns balance of racial abilities: these have been tweaked by NCCSavage in his original version of MOO2Civ; all in all they seem to be balanced as well as possible - although some additional tweaking may be necessary in future.;)

Oh yeah: I put links to forum on the Full Install DL page and in post #1 of this thread as well.
 
I got the game and it was lots of fun until 1 turn suddenly all my cities just stopped build buildings. I couldnt build any other building in any of my cities either. I started up a new game and the same thing happened.
 
That sounds like a brandnew bug... Could you be more specific? (Perhaps post a save-file for it?):confused:

On the upside, MOO2Civ Patch4f Full Install is now past 5,400 downloads.
 
I checked it and it seems to be a save file from Patch4f. Very odd, as it was released May 25, 2008, I believe, and noone has reported such a bug up til now. (There were some python exceptions that haven't been addressed yet, but this seems unrelated.) As I'm currently on Patch4h and working on 4i, I'll have to reinstall Patch4f to look at it.

BTW, there's a thread for Bugs/Errors here: http://forums.civfanatics.com/showthread.php?t=321316
 
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