Search found 15 matches
- Sun Mar 09, 2008 4:24 pm
- Forum: General Discussion
- Topic: MOO2 on MS Vista
- Replies: 9
- Views: 13938
well, umm, maybe we are on a different frequency the trouble i am having (still) is with file typing on vista. that is preventing me from locally creating a dosbox.conf file that is acceptable to dosbox.exe. Most frustrating since I can download one, or edit one on a non vista pc, and import it wit...
- Sat Mar 01, 2008 11:14 am
- Forum: Suggestions
- Topic: Improvements to the Game (Such as Stacking Battlescanners)
- Replies: 12
- Views: 13001
How about letting us have the option to stack battlescanners? Only if turned to weapons. Anyway, why it should use different space on different hulls while retaining the same effect ?.. I still think that missiles will be too easily shot down then. It should not be linear stacking of % bonuses, of ...
- Sat Mar 01, 2008 8:01 am
- Forum: Suggestions
- Topic: Normal resolve of "Ship Strength" events
- Replies: 0
- Views: 11309
Normal resolve of "Ship Strength" events
Topic name says it all. Would be nice to resolve pirates as real ships (with specific owner, just like monsters). They could cause blockade in natural way, via "enemy presence" check. Should be removed to get rid of blockade in normal way, no blackbox calculations. Can be captured and scraped (thoug...
- Fri Feb 29, 2008 6:41 pm
- Forum: General Discussion
- Topic: Newbie looking for some advice
- Replies: 11
- Views: 6358
Also do you unlock MIRV once you've researched the next better missile? What if I skipped merc missiles and got something else in that category? Whoops! I totally misunderstood that haha. An example would be I need to research Merc Missiles to use Mirv Nukes. I already knew that hehe. For refinemen...
- Fri Feb 29, 2008 2:56 pm
- Forum: Suggestions
- Topic: Enveloping weapons vs. missiles or fighters
- Replies: 6
- Views: 8920
You understood wrong enveloping mod. Example: Fusion beam inflicts 6 damage from point blank, enveloping fusion - 6 damage EACH SIDE ( 6X4=24) For ships yes, but point is that there's "one shot - one kill" normal maximum for small targets and that Env is realized in such a way that it bypasses limi...
- Fri Feb 29, 2008 1:44 pm
- Forum: Support
- Topic: Melting Pot and Win XP
- Replies: 1
- Views: 2424
Re: Melting Pot and Win XP
I'm trying to use Melting Pot but it wont start. Keeps Telling me "Run-time error '53': File not found". Can some one tell me which file Melting Pot is looking for? I suspect it's some sort of earlier Windows file. No idea, but FileMon or ProcMon allows to identify failed file access attempts under...
- Fri Feb 29, 2008 11:32 am
- Forum: Suggestions
- Topic: Enveloping weapons vs. missiles or fighters
- Replies: 6
- Views: 8920
Enveloping weapons vs. missiles or fighters
Not complete bug, but definitely glitch. Did you noticed what Enveloping weapon does to missiles and fighters ? Devours 4 per hit. It seems Env really does not causes damage from all sides when hit, but hits from each side. Accordingly, single Env+AF wipes 12 targets per shot, just tested it. :D May...
- Fri Feb 29, 2008 10:52 am
- Forum: Suggestions
- Topic: Designing Starbases
- Replies: 41
- Views: 53996
An alternative to designing your own would be to have the AI become better at designing ships and starbases. At least to exclude system-damage flagged weapons (Ion-Puppy Cannon) and change order of preferrence for all systems. Probably it will be much more easy... after someone will find where . To...
- Fri Feb 29, 2008 7:21 am
- Forum: Suggestions
- Topic: Front end to select switches / mods
- Replies: 2
- Views: 6761
Is Lord B or anyone else currently working on a menu for selecting mods and setting switches? If so, how's it going? If someone else is making good progress, there's no point in my starting a similar project. I like your ideas, but want to say: KISS, KISS, and KISS. :) Making mods without any file ...
- Fri Feb 29, 2008 4:12 am
- Forum: Suggestions
- Topic: Freighters combat screen?
- Replies: 7
- Views: 9145
More than sensible. And that way freighters can use wormholes (it's annoying to see ETA 4-10 when it's 1 for battle ships and even colonizers). But then why not to do the same with other utility ships ? I.e. Colonizer is Cruiser hull (it's big) with EFT and "weapon" Colony Pod — excluded from any re...
- Thu Feb 28, 2008 7:17 pm
- Forum: Game Modifications
- Topic: AI modding?
- Replies: 9
- Views: 6135
you put together damper field, heavy armor, reinforced hull, structural analyzer and Achilles Targeting Unit with Disrupter or Plasma Cannon and with one fleet you could move from a star to another easily adding a whole civilization to your empire. Yeah. And on less than "impossible" level merely f...
- Thu Feb 28, 2008 5:02 pm
- Forum: Game Modifications
- Topic: OCL GUI
- Replies: 3
- Views: 3337
I'm planning to make a GUI for OCL. Not only for extracting and translation, but the text file itself. That is, program which shows and allows to edit data at known offsets (directly or via OCL) in human-readable formats ? I'm sorry, but... what for ? Structure-interpreters do the same for arbitrar...
- Thu Feb 28, 2008 3:54 pm
- Forum: Game Modifications
- Topic: Modding Weapon Stats
- Replies: 4
- Views: 4761
As to details, it seems very few things can be done beyond possibilities used in MoO2. I tried to modyfy weapons properties (StructLook, definition based on OCLplus data). MoO2 can't use extra "Mods enabled" flags on Design Screen / weapon selection if they aren't already used in this weapon group (...
- Thu Feb 28, 2008 3:10 pm
- Forum: Game Modifications
- Topic: Modding Tools
- Replies: 0
- Views: 8239
Modding Tools
Question to exe- and data- modders: what tools do you use ? Ready modification soft like OCLplus or MoO2 Workshop , of course, but what is used for primary research ? I tried hex/code editors Hiew and Biew and data interpreters StructLook, Structorian and DataWorkshop. Counterparts in either group h...
- Thu Feb 28, 2008 2:21 pm
- Forum: Game Modifications
- Topic: Guardian Ship Design Offsets.
- Replies: 1
- Views: 3211
Re: Guardian Ship Design Offsets.
Here are the offset within Orion2.exe v1.31 for the guardian ship design. Guardian Ship Design [...] DD65B BYTE bit number of 1st ship special [...] DD6AF BYTE bit number of 8th ship special Interesting, but can be improved. I looked through Hiew and Biew on it (32bit code mode). First Special (Aut...