scratchthepitch
King
- Joined
- Feb 13, 2010
- Messages
- 798
Hey thanks for the links, I'll check them out.
Ayn experience if this works w/o problems with the fanpatch 1.40 as well (because that patch fixes some ugly bugs)? The GoG version of Moo2 is 1.40 and made compatible to modern OSs, so I guess there are quite a number of people having the same question.


Orion95 isn't usable on a few XP installs I've used. I use Orion2.exe![]()
A consolidated change log with reasons and download link would be preferable if you want others to test it out for you and give feedback
Can you explain "consolidated change log" and what you want on the download link?
Then the changes between each new version of the mod would probably be quite long, too. I don't really keep track of every change I make, and often things can be changed several times between versions as I work things out. I'm almost done testing a new version, when I post this up, I'll see how I can improve the intro in the first post also.Orion95 isn't usable on a few XP installs I've used. I use Orion2.exe![]()
Serutan, not sure I understand the question. Corion allows you to create a planet in a system from either nothing, asteroids or gas giants. It can even create a colony.
Planets will be as if they were created at map gen time. IOW you would be able to colonize them or if a planet of yours was in the system, use a colony base.
It's almost like there's another entry in the system data
that still thinks there is no planet there for purposes of freighter transfer of colonists.
First of all, as i said above - im not trying to be rude. Problem is my bad English, somehow its looks as if im rude, known for me fact, sorry in advance.
Second. You play your mod. Its ok. Bad what you didnt created a real full changelog at some easy to access place, but from post on this forums its clearly visible what this mod created without understandment of game processes. In your mod are still fighters, and tractors, for example. But how could you mod them, if you say you dont see what they are powerful? You wouldnt fix them in result, thats what why i sayd "you need to know a game before mod it". Most easy way to see how fighters are unstoppable is to play short game, same with tractors.
Downloaded your mod, looks like its even less favourable for AI than original, and full of exploits for human players.
UPD. Played it. Thats that im tried to talk about. Finished it at t93 from prewarp (huge 7 ai impossible) without any trying to optimize speed. You just fly, grab insane leaders in process, who give you insane tech (i found felina at quite late turn, and you can find her on a first planet, but all other free leaders are insane aswell, you just do not reasearch and have all the tech in result). No point of using any weapons beside fighters at all. Game is way more easy even than classic moo2. With good start speed reslt there could be really insane, as you even doesnt bother for command points (they are not exist, i had 10 battleships and positive balance). Race picks also clearly show what you need to know how they work (-BC cost cheaper than -res, and -BC is worst pick in game, and you give it to AI races). In case you really interested, i could do more detail explanation, by now this mod just show what you indeed better learn a game alittle, after you add a game knowledge to your creativity and modding skill, result can be very good.
UPD2. Oh no, i dont know how i missed it. Race what do 63 prod on first turn, you serious? To play race with 63 prod versus lame AI races killed with -bc? And find robominers with leader at planet later? Really man, join irc, there alotta people who can make you good at game really fast.
Bad what you didnt created a real full changelog at some easy to access place, but from post on this forums its clearly visible what this mod created without understandment of game processes.
In each new version I tweak things I found not working well in the last. Some versions I tested quite different concepts, found they didn't do what I intended and didn't post them up. Current version I'm playing is different from the last uploaded.In your mod are still fighters, and tractors, for example. But how could you mod them, if you say you dont see what they are powerful?
Most easy way to see how fighters are unstoppable is to play short game, same with tractors.
grab insane leaders in process, who give you insane tech (i found felina at quite late turn, and you can find her on a first planet, but all other free leaders are insane aswell, you just do not reasearch and have all the tech in result).
No point of using any weapons beside fighters at all.
as you even doesnt bother for command points (they are not exist, i had 10 battleships and positive balance).
(-BC cost cheaper than -res, and -BC is worst pick in game, and you give it to AI races)
In case you really interested, i could do more detail explanation,
The mod is an experimental work in progress. I change stuff, then see what it does. Sometimes it may take several months to test game a version and often I miss things while looking at the effects on other things in the game. Like with the -BC, it was no serious problem for a player, but the AI usually could not cope. The test games I do are not run as races to see how fast I can win the game, which I personally find a total bore, but to see how things work with the AI. The goal being to make the AI "smarter", while giving the player more choices of things to do in the game. And also removing exploits without limiting a player to some boring minimal race. So far I have gotten partway there. The AI is smarter, and some things that were easy for a player in the original are tougher (like monsters), but I've not yet found a way to significantly hold back the player advantage without making the game less interesting for a player.