MOO2Civ

Ofcourse it's a new voter; you can only vote once. (I mentioned it, because the other day another of my creations rated A+ got rated down to C - which only works if you vote F, as low as you can go. Frankly I find this insulting - even more so with MOO2Civ as it has multiple contributors.)

Back to topic: another thing I'd like to see included is Doomstars. I didn't mention it in the latest Status Report, as I don't see how this can be accomplished satisfactorily without a proper model. (The Heavy II is the only one that comes anywhere close, but that's actually a Battleship. So, basically, Doomstars are sorely missing.)

Well, one can dream, can't one?

Anyway, I finished a rough beta version of one of my projects (one down, 3 to go), so the day is growing nearer I'll have time again to do something for MOO2Civ. (It's not something I like to do in-between.)

Talk to you later.;)
 
Ofcourse it's a new voter; you can only vote once. (I mentioned it, because the other day another of my creations rated A+ got rated down to C - which only works if you vote F, as low as you can go. Frankly I find this insulting - even more so with MOO2Civ as it has multiple contributors.)

Back to topic: another thing I'd like to see included is Doomstars. I didn't mention it in the latest Status Report, as I don't see how this can be accomplished satisfactorily without a proper model. (The Heavy II is the only one that comes anywhere close, but that's actually a Battleship. So, basically, Doomstars are sorely missing.)

Well, one can dream, can't one?

Anyway, I finished a rough beta version of one of my projects (one down, 3 to go), so the day is growing nearer I'll have time again to do something for MOO2Civ. (It's not something I like to do in-between.)

Talk to you later.;)

Hmm, Doomstars... That sounds a lot like DEATHSTAR to me. Any similarities?
 
Doomstars are the ultimate ships in MOO* and yes, they're basically movable Starbases. If designed right (which isn't hard to do) they are better than Deathstars and multi-producable - although very expensive. (A "clever" Fighter attack won't kill a Doomstar; that's like a fly attacking an elephant. In theory they don't even need shields - Antarans don't have shields) They're available in late game and you need 3-4 Doomstars and 10-20 Battleships to defeat the Antarans - who are like the MOO Pirates, only much, much worse. In theory with a couple of Doomstars you can wipe out the competition, which is what usually starts happening in MOO - but defeating Antares will win you the game, making you Master of Orion.

*Although there was a MOO strategist that designed the ultimate Battleship - until he designed the ultimate anti-Battleship... (Battleships in MOO aren't slower, just bigger and better.)
 
And the rating has gone up slightly again to B. (Coming back to this: I don't question anybody's right to rate any which way they want, I'd just like to know when they do rate low what they think is so bad about the mod/patch. That's all.)
 
Another updated

Status Report

For Patch5 are planned:

- custom Fighters/Scouts
- Spies
- immobile "PDF"s (to be named along the line Marines-Armor-Cyborg)
- a scenario featuring Antares and Orion
- Python error fix
- start screen
- (possibly) alternate combat system.

Once again: if there's something left out or anybody would like to put in, please let me know.
 
Reloaded MOO2Civ (Patch4c) with correct filename. Also removed some redundant files. File size now 120 MB (34 MB unzipped).

If you already have MOO2Civ (Patch4c) installed succesfully, there's no need to download again.
 
I'm currently experimenting with PDF I-IIIs at zero movement; not yet sure if the AI can handle zero move units well. (Testing this now.) In addition I want to add +1 to the Battleship I-IIIs movement.
 
Instead of giving a unit 0 movement, you can just set it's Domain to DOMAIN_IMMOBILE.
 
Tried that first; had no effect. (I'm more concerned about the AI not building them, because of the zero movement.)
 
You could also try giving it a movement of 1, then equiping it with a -1 movement promo out of the gate, that might be a workaround for you. You should be able to use Python to add the promo so the AI wol't take it into account.
 
Thx for the suggestions, guys. I currently got it to work by just setting Moves to 0 in the UnitInfos XMLs. (I think that's what B5 mod used.)

Move=1 with DOMAIN_IMMOBILE had no effect, and I thought about checking the Starbase defs (hadn't gotten around to it yet, as I wanted to change some more unit movements, which I'm currently testing); maybe that's the best way to do it, although they have a Bombard ability, which the PDFs do not. Haven't tried my hand at Python editing yet either, so that wasn't the first thing in my mind to look at. Anyway, I'll report back on how it goes.

BTW, there seem to be some FF SPY definitions in the UnitInfos, but they're not implemented. Would just copying standard civ Spy units work?:confused:

Also, would that work aswell for Great Persons? (They''re also defined, just not available units in FF mod.)
 
Hey, I wasn't done typing yet!:lol:

That might be. Immobile PDFs just have no actions to fulfill (although you can fortify them, but I don't know if it makes a difference if you do or don't). Also, with the complete immobility, you're not alerted when they're up for promotions...
 
And MOO2Civ (Patch4c) is at 3,100 downloads.:D

Currently working on Patch4d, which will be up in a couple of days if all goes well.;)
 
That's an interesting thought and might actually work; I'll look into into, thx.;)

For some inexplicable reason I thought barbs wouldn't use PDFs-move 0, but in my testgame I've noticed several Pirate PDFs stuck in outer space...:hmm:

@tuxu: Any news on the start up screen?:confused: (I might include it in Patch4d.)
 
For some inexplicable reason I thought barbs wouldn't use PDFs-move 0, but in my testgame I've noticed several Pirate PDFs stuck in outer space...:hmm:

If I am remember the Civ4 AI right, they build units based of a battle plan. I don't think they take movement into consideration, so they would build them as it fits their needs based on that.
 
Well, I don't think zero move units should be part of a battle plan, but that's just me.

Anyway, about the upcoming Patch4d, I presently plan to include the following changes:

- PDFs I-III being immobile
- Invasion Ships I-II start with movement 2 (instead of 1)
- Battleships I-II start with movement 2 (instead of 1).

Still don't know how to have the PDFs be "active" (like Starbases), so it's easier to upgrade and fortify them and the AI will actually build a Planetary Defense Force... (Haven't yet been able to figure out how to give PDFs an Interception promotion.)
 
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