scratchthepitch
King
- Joined
- Feb 13, 2010
- Messages
- 798
This mod is of the ORION95.exe version of the game, with the 1.31 patch.
First, I'll list the programs I used to make this mod.
OCL
View attachment OCLv0.21.zip
This is a good program to use for modifying the tech line up, for weapons, ship specials and ship and orbital specs and several other things. I think it mostly changes things in the game's exe file. To make the changes is as simple as typing in wordpad. You will need Dos Box to use it.
Pickhack
View attachment PickHackv1.0.zip
This is for changing the racepick costs.
MOO2 Workshop
View attachment MoO2 Workshop.zip
This is actually several programs in one. I use it for changing the leader specs and race traits. It's more difficult to use than the others and you will need a hex editor to change the files used by the game. In the help section is an invaluable guide to the hex arrangement in the files.
To change the text in the game, I use a hex editor.
I wasn't sure what to call the mod so just called it ver10 since it's the 10th revision of it. You can download the mod here:
View attachment ver10.rar
The files each replace an identically named file in the folder of the stock game. I strongly advise backing up the originals beforehand in case you run into any problems with the modded files. I've tested the mod by playing a few games, but it's still a possibility that the changes I made could cause someone else problems. This mod was made with the patch 131 version of Orion 2 using the orion95.exe application file. You can download the 131 patch here:
http://www.moo3.at/dl/file.php?id=19
MOO2 is still my favorite of the space strategy games, but there were things about the game I've always wanted to change. Some of the species seemed too weak and I never played them because of that. I wanted to be able to use a larger variety of abilities.
I wanted to rearrange the techs in the tech table. Some were originally placed too late to be of much use. Such as planetary construction. By the time you research this, the game is almost over and there is no point to it because there isn't enough time left in the game to develop any planets constructed. Mid level and later techs were too cheap, taking only a couple of turns to research. More time was needed between tech discoveries to make use of them. As it was in the stock game, I would hold off on using many of the things these techs brought since a few turns later they were already obsolete.
Another thing I wanted to change was the specials the weapons got along with their cost and space requirements. The missile damage was too low for merculite and later missiles. Missiles are easily defeated mid game on, the few that might get through should do more damage to make using them worthwhile. Some beams were too expensive or bulky while others seemed too cheap. Also some beams had too many specials and some not enough. Some of the other weapons I never used because their cost or size seemed to high. So I rationalized the weaponry. I also made some minor cost and space changes to the ships and orbitals.
If you don't have the creative trait, you are really at a great disadvantage. Spying is a hit and miss affair and frequently gets you at war besides. Also, spying usually costs you any trade or research treaties you might have set up. Usually I only played creative species because of this and I wanted to make the species with inferior science still attractive to play. I wanted a way for the species with poor science ability to still gain a few useful techs without having to spy or conquer. To do this I modified the leaders so each will give at least 1 tech when hired. The better ones and the later ones give 2-3 techs. This also makes the leaders more useful and less of an after thought to players. More effective leaders adds another variable to help keep the game interesting.
These are the general things I changed. Subsequent posts will detail the changes more specifically. If anyone plays this mod and finds problems with the game play, please let me know what you found and I'll see if I can change it.
Edit: New version 14 of this mod:
View attachment ver14.rar
Late last year and early this year (2011) I continued testing and changing this mod. I made a lot of changes, some were game changing corrections, such as tech research costs, but most of them are relatively small. Unfortunately I've been on the road a lot this year (and lazy) and didn't get around to posting this update sooner. Also, I displaced the notes I'd been keeping on what I've been changing, so I will have to attempt to list these from memory. I don't want to wait any longer posting this update as I procrastinated posting too long already. I will update the relevant topic posts following with the changes I can remember. If any don't fit in below, I'll re-edit this post and post them here.
Orbitals lacked enough space for weapons, and defensive factors, so I increased these, and made some minor changes to the stats on ship types. Orbitals are more powerful now.
Edit: New version 16 of this mod:
View attachment ver16.rar
I made some more changes, which I will post in the sections below.
New version 17 & 17e of this mod.
View attachment ver17.rar
View attachment ver17e.rar
Use ver17 if your computer cd/dvd drive uses the drive letter "D". Use ver17e if your computer cd/dvd drive uses the drive letter "E". All of the mod versions prior were for cd/dvd drive letter "D". I discovered that the mod tool requires that the cd/dvd drive to be the same as when the mod was made using it. It changes the ORION95.exe file, so whatever drive the cd/dvd player was on when the game is installed will be in that modded ORION95.exe file. I cant think of a way to change the cd/dvd drive letter in the file itself. So if you use the mod version with the wrong cd/dvd drive requirement, the game will try to find the cd/dvd using the wrong drive letter and fail.
Included with the files in the latest mod download is the text file I used to mod the ORION95.exe file (ver17.txt or ver17e.txt) using the OCL modding program at the top of the this post. If your cd/dvd drive uses a letter other then D or E, you can use that text file to see the changes I made and copy them over to the OCL text file that program extracts from the ORION95.exe file.
The only changes I made to the game from ver16 was to remove a ship special didn't work (it was an extra in the game software that I thought was coded, and just left out, but it doesn't seem to be coded in, either) and to change the tech tree a little bit where this special had been. Otherwise, the mod is the same as ver16.
First, I'll list the programs I used to make this mod.
OCL
View attachment OCLv0.21.zip
This is a good program to use for modifying the tech line up, for weapons, ship specials and ship and orbital specs and several other things. I think it mostly changes things in the game's exe file. To make the changes is as simple as typing in wordpad. You will need Dos Box to use it.
Pickhack
View attachment PickHackv1.0.zip
This is for changing the racepick costs.
MOO2 Workshop
View attachment MoO2 Workshop.zip
This is actually several programs in one. I use it for changing the leader specs and race traits. It's more difficult to use than the others and you will need a hex editor to change the files used by the game. In the help section is an invaluable guide to the hex arrangement in the files.
To change the text in the game, I use a hex editor.
I wasn't sure what to call the mod so just called it ver10 since it's the 10th revision of it. You can download the mod here:
View attachment ver10.rar
The files each replace an identically named file in the folder of the stock game. I strongly advise backing up the originals beforehand in case you run into any problems with the modded files. I've tested the mod by playing a few games, but it's still a possibility that the changes I made could cause someone else problems. This mod was made with the patch 131 version of Orion 2 using the orion95.exe application file. You can download the 131 patch here:
http://www.moo3.at/dl/file.php?id=19
MOO2 is still my favorite of the space strategy games, but there were things about the game I've always wanted to change. Some of the species seemed too weak and I never played them because of that. I wanted to be able to use a larger variety of abilities.
I wanted to rearrange the techs in the tech table. Some were originally placed too late to be of much use. Such as planetary construction. By the time you research this, the game is almost over and there is no point to it because there isn't enough time left in the game to develop any planets constructed. Mid level and later techs were too cheap, taking only a couple of turns to research. More time was needed between tech discoveries to make use of them. As it was in the stock game, I would hold off on using many of the things these techs brought since a few turns later they were already obsolete.
Another thing I wanted to change was the specials the weapons got along with their cost and space requirements. The missile damage was too low for merculite and later missiles. Missiles are easily defeated mid game on, the few that might get through should do more damage to make using them worthwhile. Some beams were too expensive or bulky while others seemed too cheap. Also some beams had too many specials and some not enough. Some of the other weapons I never used because their cost or size seemed to high. So I rationalized the weaponry. I also made some minor cost and space changes to the ships and orbitals.
If you don't have the creative trait, you are really at a great disadvantage. Spying is a hit and miss affair and frequently gets you at war besides. Also, spying usually costs you any trade or research treaties you might have set up. Usually I only played creative species because of this and I wanted to make the species with inferior science still attractive to play. I wanted a way for the species with poor science ability to still gain a few useful techs without having to spy or conquer. To do this I modified the leaders so each will give at least 1 tech when hired. The better ones and the later ones give 2-3 techs. This also makes the leaders more useful and less of an after thought to players. More effective leaders adds another variable to help keep the game interesting.
These are the general things I changed. Subsequent posts will detail the changes more specifically. If anyone plays this mod and finds problems with the game play, please let me know what you found and I'll see if I can change it.
Edit: New version 14 of this mod:
View attachment ver14.rar
Late last year and early this year (2011) I continued testing and changing this mod. I made a lot of changes, some were game changing corrections, such as tech research costs, but most of them are relatively small. Unfortunately I've been on the road a lot this year (and lazy) and didn't get around to posting this update sooner. Also, I displaced the notes I'd been keeping on what I've been changing, so I will have to attempt to list these from memory. I don't want to wait any longer posting this update as I procrastinated posting too long already. I will update the relevant topic posts following with the changes I can remember. If any don't fit in below, I'll re-edit this post and post them here.
Orbitals lacked enough space for weapons, and defensive factors, so I increased these, and made some minor changes to the stats on ship types. Orbitals are more powerful now.
Edit: New version 16 of this mod:
View attachment ver16.rar
I made some more changes, which I will post in the sections below.
New version 17 & 17e of this mod.
View attachment ver17.rar
View attachment ver17e.rar
Use ver17 if your computer cd/dvd drive uses the drive letter "D". Use ver17e if your computer cd/dvd drive uses the drive letter "E". All of the mod versions prior were for cd/dvd drive letter "D". I discovered that the mod tool requires that the cd/dvd drive to be the same as when the mod was made using it. It changes the ORION95.exe file, so whatever drive the cd/dvd player was on when the game is installed will be in that modded ORION95.exe file. I cant think of a way to change the cd/dvd drive letter in the file itself. So if you use the mod version with the wrong cd/dvd drive requirement, the game will try to find the cd/dvd using the wrong drive letter and fail.
Included with the files in the latest mod download is the text file I used to mod the ORION95.exe file (ver17.txt or ver17e.txt) using the OCL modding program at the top of the this post. If your cd/dvd drive uses a letter other then D or E, you can use that text file to see the changes I made and copy them over to the OCL text file that program extracts from the ORION95.exe file.
The only changes I made to the game from ver16 was to remove a ship special didn't work (it was an extra in the game software that I thought was coded, and just left out, but it doesn't seem to be coded in, either) and to change the tech tree a little bit where this special had been. Otherwise, the mod is the same as ver16.