ICE 18

Information, How-to's, and discussion about mod'ing Master of Orion II.
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Darza
Posts: 134
Joined: Tue Oct 02, 2012 10:09 am

Re: ICE 12b

Postby Darza » Sat Jul 16, 2016 12:57 pm

Thats an another example of rare original game's bug being exposed by 1.5 to occurs way more frequently. By now workaround is to turn strict_combat_sequencing=0 for battles, where you expect many ship capture actions to happen. It could be done without the need to abandon the current save, by changing the config file, saving it, and pressing alt+RE in main screen prior such battles, then turning it on back same way for turns, where you wouldnt get them.
PS Oh, sorry, forgot initially: and great thanks, Dent, for providing a save to solve it.

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Rocco
Posts: 233
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Re: ICE 12b

Postby Rocco » Sun Jul 17, 2016 11:09 am

This issue should now be solved with the 1.50.3.1 patch.
No update for ICE was needed.

Dent
Posts: 10
Joined: Sun Jul 10, 2016 7:43 pm

Re: ICE 12b

Postby Dent » Mon Jul 25, 2016 8:04 pm

Hi, I finally got back to playing MOO2 this evening. Everything is working well with the new patch. My hat is off to you guys, you did a great job. I am glad that I was able to help out with the save game file. Many Thanks.

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Rocco
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Re: ICE 12b

Postby Rocco » Thu Jul 28, 2016 9:25 am

Great, and yes, savegames help tremendously for finding causes for such issues.

XxJDxX
Posts: 5
Joined: Fri Oct 14, 2016 2:28 pm

Re: ICE 12c

Postby XxJDxX » Fri Oct 14, 2016 7:40 pm

Can any of you guys help me locate the area in which I can double the command points required for ships ?? I can only find start points 5 star bases and comms tech to edit. I also want to increase the -10 be per command point to -20 or -30. I can find this anywhere in the ICE-X Cfg file

Any help would be great many thanks

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Rocco
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Re: ICE 13b

Postby Rocco » Mon Dec 19, 2016 7:16 am

^
The ice cfg now allows you to adjust the command points usage for ships (courtesy of the 1.5 patch)
Look for ship_command_points_usage in config.

>
ice just updated to 13b:
- Scout Lab tech moved to Field of Capsule Construction.

- Damper Field now kills 80% of troops that attempt to board via Transporters.
(help mentioned 95% in ice 13a, but actual value was at classic 75% since ice 12)

- Adjusted Random Events. Some can now happen earlier, from t40:
computer virus, donation, earthquake, population boom and unstable wormhole.

- AI should now better assess enemy fleet strength that has black hole generators.

- Renamed COMMON.CFG to ICEMOD.CFG (old common.cfg can be manually deleted from folder)

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Green_Knight
Posts: 61
Joined: Wed Jul 18, 2007 3:10 am
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Re: ICE Mod 10h

Postby Green_Knight » Sat Jul 15, 2017 4:20 am

Green_Knight wrote:A new single player mod? After all these years? Must try it...


Self-quote...seems I sew this mod 2 years ago, but didn't get around to actually trying it out.

Maybe now is a good time :D

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Rocco
Posts: 233
Joined: Sat Mar 29, 2008 9:16 am
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ICE 17

Postby Rocco » Sat Feb 10, 2018 10:18 am

ICE 17 was just released as part of the 1.50.10 fan patch!

Highlights:
    - Enabled keep_research_on_breakthrough:
      Accumulated research points exceeding doubled research cost of tech being researched will carry over.
    - Planet defenses base hit points is now 120 instead of 100!
    - Civilian structures marginally increase with armor tech now; hit points are:
      100/120/140/160/180/200 instead of always 100.
    - Missile Base space reduced by 60 = 2 missiles less.
    - Fighter Garrison now has 2x2 flights for all fighter types.
    - Misc. weapons, weapon mods and special systems balancing.
    - Updated AI ship designs.
    - Galis, the Financial Leader, now has the improved (*) Financial Leader skill instead of the regular one.

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Rocco
Posts: 233
Joined: Sat Mar 29, 2008 9:16 am
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ICE 18

Postby Rocco » Mon Feb 19, 2018 11:45 am

ICE 18 makes use of scripting to achieve the following:

1. Choosing High-G World will make you homeworld Huge.
2. The AI Gnolam race now starts on a small Gaia planet instead of a medium Terran one.


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