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Re: ICE 12b

Posted: Sat Jul 16, 2016 12:57 pm
by Darza
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.

Re: ICE 12b

Posted: Sun Jul 17, 2016 11:09 am
by Rocco
This issue should now be solved with the 1.50.3.1 patch.
No update for ICE was needed.

Re: ICE 12b

Posted: Mon Jul 25, 2016 8:04 pm
by Dent
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.

Re: ICE 12b

Posted: Thu Jul 28, 2016 9:25 am
by Rocco
Great, and yes, savegames help tremendously for finding causes for such issues.

Re: ICE 12c

Posted: Fri Oct 14, 2016 7:40 pm
by XxJDxX
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

Re: ICE 13b

Posted: Mon Dec 19, 2016 7:16 am
by Rocco
^
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)

Re: ICE Mod 10h

Posted: Sat Jul 15, 2017 4:20 am
by Green_Knight
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

ICE 17

Posted: Sat Feb 10, 2018 10:18 am
by Rocco
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 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.

ICE 18

Posted: Mon Feb 19, 2018 11:45 am
by Rocco
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.