I will open a thread for this topic, if someone - now or on a later date - wants to discuss this topic.
Out of re-addressed respect and concern towards other people, I will refrain from posting my own views.
If someone else has something to say...
Search found 48 matches
- Mon Aug 13, 2007 4:07 am
- Forum: Game Modifications
- Topic: Why open collaboration in modding seems to be impossible?
- Replies: 5
- Views: 4521
- Mon Aug 06, 2007 5:43 am
- Forum: Suggestions
- Topic: Ideas for a balance mod? - Suggestions welcome
- Replies: 10
- Views: 11747
Trying out a lot of smaller changes. The following one seems to be a rather workable one for those who want stronger planetary defenses: Ground batteries, even with multiplied space units and stronger structure points, can be rather obsolete in ship to ship combat because planets don't have computer...
- Mon Aug 06, 2007 5:22 am
- Forum: Game Modifications
- Topic: Adding more tables to OCLPlus?
- Replies: 1
- Views: 2299
Re: Adding more tables to OCLPlus?
Hi, is there by any chance a fairly comprehensive list of .exe tables anywhere? I'm using 1.4, so I'm looking ofr 1.4 values. Bjørn Unfortunately, no. Most of the values are 1.31 because the debug info is 1.31. I don't think people bother with 1.4 unless they plan to implement the changes in a mod....
- Mon Aug 06, 2007 2:44 am
- Forum: Game Modifications
- Topic: Difficult Choice Mod
- Replies: 63
- Views: 157308
Re: ground troops and colonists
So; how would i change the game to make it much harder to kill colonists and ground troops via orbital bombardment? Ideally i would leave the buildings as easy to destroy, but make it tough to kill the colonists and troops. You need to change the structure points for civilian population, infantry a...
- Mon Aug 06, 2007 12:56 am
- Forum: Game Modifications
- Topic: Difficult Choice Mod
- Replies: 63
- Views: 157308
50 150 500 Building a ship after space academy gives 50 exp points ( regular status) Warlord's ships start from regular level( 0 exp), so 500 exp gives u. elite status. Thanks. I just figured out what couple of tables in the .exe do, in the case it adds anything to modding. Experience points requir...
- Fri Aug 03, 2007 3:07 am
- Forum: Game Modifications
- Topic: Difficult Choice Mod
- Replies: 63
- Views: 157308
- Thu Aug 02, 2007 4:49 am
- Forum: Support
- Topic: Slow under dos-box?
- Replies: 5
- Views: 3518
- Wed Aug 01, 2007 1:08 am
- Forum: Support
- Topic: Slow under dos-box?
- Replies: 5
- Views: 3518
I wonder if you guys have windows XP, because it seems that many people are having the same problems with sound, with crashes, with mouse, the game being slow etc. and the instructions don't help that much, there seems to be something inherently wrong with the combination XP+DosBox+OrionII. You may ...
- Tue Jul 31, 2007 7:11 am
- Forum: Suggestions
- Topic: Ideas for a balance mod? - Suggestions welcome
- Replies: 10
- Views: 11747
- Tue Jul 31, 2007 5:31 am
- Forum: Suggestions
- Topic: Ideas for a balance mod? - Suggestions welcome
- Replies: 10
- Views: 11747
Couple of additional ideas: -Alter command point costs for different ship sizes; currently the problem with huge doomstars is that the building counter over clocks at 16k, so you cannot make them to take eons to build. But if you made their command point costs enormous, that would effectively restri...
- Mon Jul 30, 2007 12:25 pm
- Forum: General Discussion
- Topic: What are *WE*?
- Replies: 2
- Views: 3101
- Mon Jul 30, 2007 12:20 pm
- Forum: Game Modifications
- Topic: Searching for a MOD to ged rid of Titans and Doomstars
- Replies: 12
- Views: 6472
- Sun Jul 29, 2007 7:58 pm
- Forum: Suggestions
- Topic: Ideas for a balance mod? - Suggestions welcome
- Replies: 10
- Views: 11747
Do you have a save archive comparable to this one http://masteroforion2.blogspot.com/2006/08/save-archive.html from the difficult choice mod? The patterns in the original seemed to be horribly unimaginative and repeatitive and ruthlessly pragmatic, it would be nice to compare how well DC has been ab...
- Sun Jul 29, 2007 6:53 am
- Forum: Suggestions
- Topic: Ideas for a balance mod? - Suggestions welcome
- Replies: 10
- Views: 11747
I have looked at it, and to me it seems the planet shields are the key ingredient, otherwise missiles and beams might still work. The tech three has been altered a bit, but everything is still there and repeatitive patterns will result from it. The mod is a good basis to look at, but there's definit...
- Sun Jul 29, 2007 5:35 am
- Forum: Game Modifications
- Topic: Searching for a MOD to ged rid of Titans and Doomstars
- Replies: 12
- Views: 6472