Increased and new monster events

Information, How-to's, and discussion about mod'ing Master of Orion II.
xThomas
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Increased and new monster events

Postby xThomas » Tue Apr 14, 2015 8:07 pm

There a mod that increases the rate of monster events, and even adds new ones? I'd love to see Eels spawning everywhere (I remember letting them go everywhere for fun when I was way younger, unfortunately the AI killed them even on tutor level lol), Ameobas being detected and sliming planets, Dragons demanding gold from you.. Space crystals! Grr what do those things do anyway? I know they can mind control your ships but what do they do? Do they add gem deposits? They should I never found out what they do.

But don't increase Antarans rate, just when they first show up. Just for fun I started an average difficulty (I was testing Alkari defense bonus on strategic, but then my enemy was mrrshan, Ha! Canceled out my bonus) and deliberately played noobily as base Alkari, it got to turn 350 and they are attacking so often it's insane.. Like every ten turns (it's a small Galaxy) . Although their fleet choice still sucks. Just 2 bb and some accompanyng stuff. No doubt young me or my little bro or anyone not half decent at moo2 would have trouble


Hey, this might sound like I suck at tjis game, but really I just don't have the patience to pay too much attention anymore. I have trouble on impossible,I'm admit, but that stems firstl from having to manage more than one colony,

P.s. Did anyone ever improve the UI of MOO2? It kind of sucks. So much clicking, I never thought of have to deal with my hand cramping up as if I was playing Deathmatch in AOE (you might be more familiar with Starcraft) in a turn based strategy.
moooooooooo!!!!!

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Rocco
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Re: Increased and new monster events

Postby Rocco » Wed Apr 15, 2015 5:05 am

Eels spawning

I like the Eels too, especially when they start spawning. They are one of the more interesting events imho. If I could find/understand the code that manages the event-chances, the chance for a time-space anomaly would go down (insane if it hits your home system for 15-20 turns) and chance for eels up.

improve the UI

Yeah, if only we could do that. If the Auto Build function worked better and if there would be a way to insert newly invented buildings on top of build queues of multiple colonies at once, many clicks would be saved.

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Rocco
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Re: Increased and new monster events

Postby Rocco » Fri Sep 04, 2015 4:55 am

There are turn limits before a monster gets a chance to appear:
Amoeba 100 turns, Eel 150, Crystal 200, Hydra 250, Dragon 300.

Turn limits are defined at:

dos / 140
A7B23 / A7B63 - Amoeba - 64=100 turns
A7B46 / A7B86 - Eel - 96=150 turns
A7B6C / A7BAC - Crystal - C8=200 turns
A7B92 / A7BD2 - Hydra - FA=250
A7BB8-A7BB9 / A7BF8-A7BF9 - Dragon - 2C01=300

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Rocco
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Random Events

Postby Rocco » Fri Sep 11, 2015 1:32 pm

Monster events are part of the Random Events.

Random Roll for chance for a random event to appear is set at:
dos/140
A7A35 / A7A75: B8 00 02 00 00
00 02 = 200 = 512 decimal
lowering this number increases the occurance of random events.

Random Events can only start after T50.
This is set at:
dos/140
A798D / A79CD: 32 (50 decimal) (newly added, april 2016)
and at
A79BC / A79FC: 32 (50 decimal)
this number defines from which turn random events can start.
Last edited by Rocco on Sun Apr 17, 2016 7:09 am, edited 3 times in total.

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Overlord2
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Re: Increased and new monster events

Postby Overlord2 » Fri Sep 11, 2015 5:36 pm

What about chances of random events when they are turned off, but someone took lucky? Positive events still occur for the one who took lucky.

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Rocco
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Re: Increased and new monster events

Postby Rocco » Fri Sep 11, 2015 6:02 pm

There is some seperate code for determining Lucky player events, will take a look at it.
What would you like to change?

The code for random events is quite substantial, still figuring out stuff.
Am looking for a way to decrease chances for the time-space anomaly event.

Interestingly, there are 2 events that didn't make it into the final version:
'Mutiny' - means that a ship of your fleet can have a mutiny, resulting in a change of ownership to another player.
'Warp Funnel' - gets a random fleet trapped for some turns (like a time anomaly at a colony)
pictures:
Image

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Darza
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Re: Increased and new monster events

Postby Darza » Sat Sep 12, 2015 7:38 am

You're the best that happend to the Game after Lord Brazen, man.

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Overlord2
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Re: Increased and new monster events

Postby Overlord2 » Sat Sep 12, 2015 10:55 am

There is some seperate code for determining Lucky player events, will take a look at it.
What would you like to change?

Slightly increase probability of events: currently too low for lucky when events are off.

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Rocco
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Lucky events

Postby Rocco » Sun Sep 13, 2015 1:27 pm

Random Roll for Lucky chance starts at :
(dos / 140)
A9BDE / A9C1E: B8 E8 03 00 00
E8 03 = 1000
Lowering this number increases the occurance of good events for Lucky players.
Lucky takes into probability account not only randoms on\off, but also antarans on\off.
You cannot have an event faster than every 6-th turn, even if you set '1000' roll to '1'.

@ Darza, tx, it is a big compliment to take considering quality work that LB has done.
Also need to say, I am building on work done and published here on forum by many other people.
But yes, it is a good first year so far! And will slowly continue with the grunt work :)
Last edited by Rocco on Tue Dec 08, 2015 3:10 pm, edited 1 time in total.

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Darza
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Re: Lucky events

Postby Darza » Sun Sep 13, 2015 1:59 pm

Rocco wrote:considering quality work that LB has done.


I meant simply chronologically, not quantitative or so. Quite in line about the lucky events probability as a main theme of topic.

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Rocco
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Re: Increased and new monster events

Postby Rocco » Tue Sep 15, 2015 8:23 am

Have been experimenting with these values and when I increased the chance for Lucky players (i.e. 1000>500) and kept overall chance for events the same, the game started awarding many good events to other (non-lucky) players, while I as lucky-tester got almost none, when Events are on. Another test whereby the general chance was also increased, while keeping the ratio with lucky the same (512>256 and 1000>500), generated results that are more in line with expectations. Not sure if such a ratio is necessary, can be other mechanics involved, in any case changing numbers here needs careful testing.

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Rocco
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Re: Increased and new monster events

Postby Rocco » Tue Sep 22, 2015 4:24 pm

Played a few more games with Lucky at half value [1000>500], increasing the chances for good events.
Keeping "regular chances for events" unchanged for now.
Haven't seen the weird behaviour I saw in a couple of earlier games.
So introduced it in newest ice, so there will be more eyes on it.

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Darza
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Re: Increased and new monster events

Postby Darza » Tue Sep 22, 2015 4:29 pm

Maybe you played too good in a first tries? Lucky is not the only that matter, its about comparison of performance levels of empires. If you doing good and you Lucky - Lucky job is to prevent you from bad events, not to provide a good ones.

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Rocco
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Wealthy Merchant Donation

Postby Rocco » Sat Dec 05, 2015 7:39 pm

Maybe you played too good in a first tries? Lucky is not the only that matter, its about comparison of performance levels of empires. If you doing good and you Lucky - Lucky job is to prevent you from bad events, not to provide a good ones.

yes, and in fact effect of modding Lucky was easier to see when Events are turned off.

***

Formula for 'Wealthy Merchant Donation' random event is:
v43 = 100 * ((dword_YYY_stardate - 35000) / 20) + 100;
or 100 BC + 5 BC/t

offsets in 140:

A80AF
BB 14 00 00 00 (20)

A80B7
6B C0 64 (times 100)

A80BA
83 C0 64 (add the fixed 100 BC)

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Rocco
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Time-Space Anomaly

Postby Rocco » Sat Dec 05, 2015 7:50 pm

Offset for 5% chance to cease Time-Space event: A689C (14)
Decreasing this value, increases the chance that the event will cease.
Setting at 1 means 100% chance to stop after minimum delay.

This chance should be in effect after 4 turns from event start, but somehow there is an extra 2 turns delay in the code.
So counting starts in 6 turns and reducing '4' to 0 will still keep a 2 turn delay for the event.
Offset for the 4 turns delay: A6898 (4)


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