Search found 17 matches

by Alex
Mon Nov 27, 2017 3:08 am
Forum: Suggestions
Topic: Random Races? Should possible
Replies: 11
Views: 224

Re: Random Races? Should possible

Just saying how to get rid of batch. In any case thanks for the code, will generalize a bit and ship as mod. Races look fun indeed.
by Alex
Mon Nov 27, 2017 12:50 am
Forum: Suggestions
Topic: Random Races? Should possible
Replies: 11
Views: 224

Re: Random Races? Should possible

Cool. Not that i checked all numbers. Edit 4.: Finished, generate 1 line. A batch could do the rest. imo easier done in c, rename your main to generate and add this: int main() { freopen("rraces.cfg", "wt", stdout); srand ( time(NULL) ); for (int i = 0; i < 13; ++i) { printf (&qu...
by Alex
Thu Nov 23, 2017 6:08 am
Forum: Suggestions
Topic: Random Races? Should possible
Replies: 11
Views: 224

Re: Random Races? Should possible

Random races for ai players. Will be fine, when it can be automatically at start from game. A batch file or so will first create random races and i can start a new game. When it can realized as command line parameter, it will be fine. Regarding AI random races, there is no easy way in 1.50.9. Will ...
by Alex
Thu Nov 23, 2017 12:57 am
Forum: Suggestions
Topic: Random Races? Should possible
Replies: 11
Views: 224

Re: Random Races? Should possible

Shortened texts, create new lbx and get following error: 150\language\en\RSTRING0.LBX [entry 0] has an incorrect record size I guess i mislead you and workshop can't handle this file. You can edit the file with ordinary hex/text editor (with some care, editors like notepad might ruin the file). Edi...
by Alex
Tue Nov 21, 2017 6:14 pm
Forum: Suggestions
Topic: Random Races? Should possible
Replies: 11
Views: 224

Re: Random Races? Should possible

Do you want to randomize races for AI players or for human players or both? We have a request to add "randomize" button to race editor, but that's not what you want? Can we change some texts? I hate "finished construction:" better "finished" or "built". Also &...
by Alex
Tue Aug 01, 2017 7:40 am
Forum: Game Modifications
Topic: Modifying the map with a post-processor script (unofficial guide)
Replies: 2
Views: 164

Re: Modifying the map with a post-processor script (unofficial guide)

Great job and sorry for scripting documentation being sparse. Below are my comments on some obscure details. In time they will make their way to the manual. * There is no way to determine a special, including black hole. None of the current commands supply this functionality. Black holes are just st...
by Alex
Thu Jul 27, 2017 2:23 pm
Forum: Game Modifications
Topic: Fan Patch 1.50.9 with Launcher 1.2
Replies: 97
Views: 15934

Re: Fan Patch 1.50.8 with Launcher 1.1.1

Monsters can be suppressed with mapgen /monsters = 0. To edit Orion change star 0. But planet specials are undetectable for now.
by Alex
Thu Jul 27, 2017 7:26 am
Forum: Game Modifications
Topic: Fan Patch 1.50.9 with Launcher 1.2
Replies: 97
Views: 15934

Re: Fan Patch 1.50.8 with Launcher 1.1.1

Hi, in 1.50.8 there is no way to view or edit ships via Lua script. It might be present in next release. What did you have in mind, placing custom monsters?
by Alex
Sat Jun 03, 2017 3:30 pm
Forum: Game Modifications
Topic: Fan Patch 1.50.9 with Launcher 1.2
Replies: 97
Views: 15934

Re: Fan Patch 1.50.8 with Launcher 1.1.1

1.) I copy-pasted the dosbox folder for every different version. The paths are: D:\Games\MasterOfOrion2\1.50.7.2\DOSBox-0.74 D:\Games\MasterOfOrion2\1.50.8\DOSBox-0.74 2.) Original CD. So launcher might be using system-wide dosbox different from dosboxes in D:\Games\MasterOfOrion2. If that's the ca...
by Alex
Sat Jun 03, 2017 10:23 am
Forum: Game Modifications
Topic: Fan Patch 1.50.9 with Launcher 1.2
Replies: 97
Views: 15934

Re: Fan Patch 1.50.8 with Launcher 1.1.1

It might happen that you use different dosboxes for 1.50.7.2 and 1.50.8.

1. What is full path to dosbox executable you use to run 1.50.7.2?
2. What package are you using, Steam, GOG, original CD?
by Alex
Thu May 11, 2017 8:28 am
Forum: Game Modifications
Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
Replies: 995
Views: 202111

Re: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc

Technically with current config you can do anything you want regarding star placement, but you'll need post-processing lua script for that. Distribution includes STARS150.LUA which turns any galaxy to this
by Alex
Fri Nov 18, 2016 5:05 am
Forum: Game Modifications
Topic: Re-mastering MOO2 for Win
Replies: 21
Views: 7473

Re: Re-mastering MOO2 for Win

Hi!

Are you the author of one of the original two projects?

Can you provide built executables/dlls? I'd love to test TCP/IP.
by Alex
Wed Nov 16, 2016 12:57 am
Forum: Game Modifications
Topic: Need help Modding moo2 ice-x
Replies: 7
Views: 387

Re: Need help Modding moo2 ice-x

XxJDxX wrote:I opted to change the command points


Since version 1.50.5 command points consumption can be configured via ship_command_points_usage.
There is no direct way to double -10 per point penalty, but you can achieve the same by doubling both command points consumption and all command points bonuses.
by Alex
Sat Nov 05, 2016 12:59 am
Forum: Game Modifications
Topic: Getting started modding the EXE
Replies: 5
Views: 1974

Re: Getting started modding the EXE

Glad to help. Do let know if you have problems with actual patching, I am no assembler guru but may have suggestions related to how moo2 works.
by Alex
Fri Nov 04, 2016 8:13 pm
Forum: Game Modifications
Topic: Getting started modding the EXE
Replies: 5
Views: 1974

Re: Getting started modding the EXE

I appreciate the concern over my abilities to accomplish my goals. If it helps, I have over 25 years experience with software development. What concerns me is if answering your questions would do any good. Your answer doesn't quite clear my doubts, I would expect someone with such coding background...

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