Fan Patch 1.50.18

Information, How-to's, and discussion about mod'ing Master of Orion II.
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Green_Knight
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Re: Fan Patch 1.50.8 with Launcher 1.1.1

Postby Green_Knight » Fri Jul 14, 2017 4:57 pm

This looks very interesting.

Haven't played MOO2 for a couple of years, but after feeling somewhat let down by MOO4, I felt the urge to check back in.

Perhaps this, plus the ICE mod, will be more satisfying.

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Tapwater42
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Re: Fan Patch 1.50.8 with Launcher 1.1.1

Postby Tapwater42 » Thu Jul 27, 2017 2:49 am

Hey Y'all. Question about map generation and manipulating monsters with lua: Is there a lua command for extracting and then setting monster information?

I am learning to code and wanted to mess around with map generation. So I wrote a lua script to output the contents of the star and planet table to the orion2.log with the newgame_postprocessor_script switch. I then went into the game and entered the iseeall cheat so that I could compare the data with the actual map for learning purposes.

However, I noticed that there doesn't appear to be anything about the location of monsters in either the stars or planet table. Here are the stars and planet tables:

Code: Select all

lua print: 0{name=Orion,color=2,y=172,x=143,id=0,wormhole=-1,orbits={0=4,1=2,2=1,3=3,4=0}} lua print: 1{name=Cryslon,color=2,y=141,x=302,id=1,wormhole=-1,orbits={0=5,3=44}} lua print: 2{name=Kaht,color=6,y=53,x=387,id=2,wormhole=-1,orbits={}} lua print: 3{name=Fullen,color=1,y=250,x=408,id=3,wormhole=-1,orbits={0=7,3=6}} lua print: 4{name=Mochos,color=3,y=84,x=85,id=4,wormhole=-1,orbits={2=9,4=8}} lua print: 5{name=Honte,color=4,y=117,x=193,id=5,wormhole=7,orbits={0=12,2=11,4=10}} lua print: 6{name=Zin,color=3,y=243,x=286,id=6,wormhole=-1,orbits={0=16,1=14,2=17,3=15,4=13}} lua print: 7{name=Concordia,color=1,y=189,x=401,id=7,wormhole=5,orbits={0=19,3=18}} lua print: 8{name=Sssla,color=4,y=313,x=437,id=8,wormhole=-1,orbits={2=46,3=45}} lua print: 9{name=Joshua,color=4,y=297,x=54,id=9,wormhole=-1,orbits={4=20}} lua print: 10{name=Asterion,color=4,y=368,x=113,id=10,wormhole=-1,orbits={0=21,4=22}} lua print: 11{name=Baaltis,color=3,y=344,x=234,id=11,wormhole=-1,orbits={0=24,1=25,2=23}} lua print: 12{name=Sabaki,color=4,y=302,x=343,id=12,wormhole=-1,orbits={2=26}} lua print: 13{name=Ogeima,color=0,y=352,x=338,id=13,wormhole=-1,orbits={0=29,1=28,2=27,3=31,4=30}} lua print: 14{name=Sol,color=4,y=30,x=42,id=14,wormhole=-1,orbits={1=34,3=33,4=32}} lua print: 15{name=Dunwich,color=3,y=24,x=116,id=15,wormhole=-1,orbits={0=37,3=35,4=36}} lua print: 16{name=Yuzh,color=4,y=23,x=246,id=16,wormhole=-1,orbits={4=38}} lua print: 17{name=Tur,color=3,y=370,x=400,id=17,wormhole=-1,orbits={3=39,4=40}} lua print: 18{name=Zona,color=1,y=145,x=467,id=18,wormhole=19,orbits={4=41}} lua print: 19{name=Moro,color=2,y=157,x=30,id=19,wormhole=18,orbits={0=43,3=42}} lua print: 0{minerals=4,star=0,food_base=6,colony=-1,id=0,type=3,image=0,climate=9,size=4,orbit=4,gravity=1} lua print: 1{minerals=2,star=0,food_base=4,colony=-1,id=1,type=1,image=2,climate=8,size=2,orbit=2,gravity=1} lua print: 2{minerals=2,star=0,food_base=2,colony=-1,id=2,type=1,image=1,climate=4,size=2,orbit=1,gravity=1} lua print: 3{minerals=4,star=0,food_base=0,colony=-1,id=3,type=1,image=1,climate=1,size=2,orbit=3,gravity=2} lua print: 4{minerals=1,star=0,food_base=0,colony=-1,id=4,type=1,image=1,climate=1,size=2,orbit=0,gravity=1} lua print: 5{minerals=2,star=1,food_base=4,colony=0,id=5,type=3,image=2,climate=8,size=2,orbit=0,gravity=1} lua print: 6{minerals=2,star=3,food_base=2,colony=-1,id=6,type=3,image=2,climate=4,size=4,orbit=3,gravity=2} lua print: 7{minerals=1,star=3,food_base=0,colony=-1,id=7,type=3,image=0,climate=1,size=0,orbit=0,gravity=0} lua print: 8{minerals=1,star=4,food_base=0,colony=-1,id=8,type=2,image=0,climate=2,size=1,orbit=4,gravity=0} lua print: 9{minerals=3,star=4,food_base=4,colony=-1,id=9,type=3,image=1,climate=6,size=1,orbit=2,gravity=1} lua print: 10{minerals=0,star=5,food_base=0,colony=-1,id=10,type=2,image=0,climate=0,size=4,orbit=4,gravity=1} lua print: 11{minerals=1,star=5,food_base=0,colony=-1,id=11,type=3,image=0,climate=2,size=2,orbit=2,gravity=1} lua print: 12{minerals=2,star=5,food_base=0,colony=-1,id=12,type=3,image=2,climate=2,size=3,orbit=0,gravity=1} lua print: 13{minerals=1,star=6,food_base=0,colony=-1,id=13,type=3,image=0,climate=0,size=4,orbit=4,gravity=1} lua print: 14{minerals=1,star=6,food_base=0,colony=-1,id=14,type=1,image=0,climate=1,size=2,orbit=1,gravity=1} lua print: 15{minerals=2,star=6,food_base=4,colony=-1,id=15,type=3,image=1,climate=6,size=0,orbit=3,gravity=0} lua print: 16{minerals=1,star=6,food_base=0,colony=-1,id=16,type=3,image=0,climate=1,size=2,orbit=0,gravity=1} lua print: 17{minerals=2,star=6,food_base=4,colony=-1,id=17,type=3,image=2,climate=8,size=2,orbit=2,gravity=1} lua print: 18{minerals=2,star=7,food_base=2,colony=-1,id=18,type=2,image=0,climate=4,size=2,orbit=3,gravity=1} lua print: 19{minerals=2,star=7,food_base=0,colony=-1,id=19,type=3,image=1,climate=1,size=3,orbit=0,gravity=1} lua print: 20{minerals=1,star=9,food_base=0,colony=-1,id=20,type=2,image=2,climate=2,size=1,orbit=4,gravity=0} lua print: 21{minerals=2,star=10,food_base=0,colony=-1,id=21,type=3,image=0,climate=0,size=1,orbit=0,gravity=1} lua print: 22{minerals=0,star=10,food_base=0,colony=-1,id=22,type=2,image=1,climate=0,size=2,orbit=4,gravity=0} lua print: 23{minerals=1,star=11,food_base=0,colony=-1,id=23,type=1,image=1,climate=0,size=2,orbit=2,gravity=1} lua print: 24{minerals=2,star=11,food_base=2,colony=-1,id=24,type=3,image=2,climate=4,size=1,orbit=0,gravity=1} lua print: 25{minerals=3,star=11,food_base=4,colony=-1,id=25,type=3,image=2,climate=6,size=1,orbit=1,gravity=1} lua print: 26{minerals=1,star=12,food_base=0,colony=-1,id=26,type=1,image=1,climate=0,size=0,orbit=2,gravity=0} lua print: 27{minerals=2,star=13,food_base=2,colony=-1,id=27,type=2,image=1,climate=3,size=1,orbit=2,gravity=1} lua print: 28{minerals=4,star=13,food_base=0,colony=-1,id=28,type=3,image=0,climate=1,size=4,orbit=1,gravity=2} lua print: 29{minerals=4,star=13,food_base=0,colony=-1,id=29,type=3,image=2,climate=0,size=2,orbit=0,gravity=2} lua print: 30{minerals=4,star=13,food_base=0,colony=-1,id=30,type=1,image=2,climate=2,size=2,orbit=4,gravity=2} lua print: 31{minerals=2,star=13,food_base=0,colony=-1,id=31,type=3,image=1,climate=1,size=2,orbit=3,gravity=1} lua print: 32{minerals=1,star=14,food_base=2,colony=-1,id=32,type=2,image=1,climate=4,size=2,orbit=4,gravity=1} lua print: 33{minerals=1,star=14,food_base=0,colony=-1,id=33,type=3,image=1,climate=0,size=0,orbit=3,gravity=0} lua print: 34{minerals=2,star=14,food_base=4,colony=2,id=34,type=3,image=1,climate=8,size=2,orbit=1,gravity=1} lua print: 35{minerals=2,star=15,food_base=0,colony=-1,id=35,type=2,image=2,climate=1,size=1,orbit=3,gravity=1} lua print: 36{minerals=2,star=15,food_base=0,colony=-1,id=36,type=2,image=1,climate=2,size=2,orbit=4,gravity=1} lua print: 37{minerals=0,star=15,food_base=0,colony=-1,id=37,type=3,image=1,climate=1,size=4,orbit=0,gravity=1} lua print: 38{minerals=0,star=16,food_base=0,colony=-1,id=38,type=3,image=0,climate=0,size=3,orbit=4,gravity=1} lua print: 39{minerals=1,star=17,food_base=0,colony=-1,id=39,type=1,image=1,climate=0,size=2,orbit=3,gravity=1} lua print: 40{minerals=1,star=17,food_base=2,colony=-1,id=40,type=3,image=2,climate=4,size=4,orbit=4,gravity=1} lua print: 41{minerals=2,star=18,food_base=0,colony=-1,id=41,type=3,image=2,climate=2,size=4,orbit=4,gravity=2} lua print: 42{minerals=2,star=19,food_base=4,colony=-1,id=42,type=3,image=2,climate=8,size=2,orbit=3,gravity=1} lua print: 43{minerals=1,star=19,food_base=2,colony=-1,id=43,type=3,image=2,climate=3,size=0,orbit=0,gravity=0} lua print: 44{minerals=2,star=1,food_base=0,colony=-1,id=44,type=3,image=0,climate=2,size=4,orbit=3,gravity=2} lua print: 45{minerals=2,star=8,food_base=0,colony=-1,id=45,type=3,image=2,climate=2,size=2,orbit=3,gravity=1} lua print: 46{minerals=2,star=8,food_base=4,colony=1,id=46,type=3,image=1,climate=8,size=3,orbit=2,gravity=1}
There is, apart from orion, an eel at star 13. But this doesn't appear in this table, as far as I can tell.
Is there a command to extract that information?

Alex
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Re: Fan Patch 1.50.8 with Launcher 1.1.1

Postby Alex » Thu Jul 27, 2017 7:26 am

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?

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Tapwater42
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Re: Fan Patch 1.50.8 with Launcher 1.1.1

Postby Tapwater42 » Thu Jul 27, 2017 7:48 am

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?
Well, I wasn't thinking of monsters actually. I wanted to make a map with certain guaranteed systems near the homeworlds of each player. Then I realized that if these systems randomly generated with monsters it would be unfair. So actually I just wanted to detect the monster systems and then move those systems away from player starts, swapping them with systems that don't have that special.

In fact, I would also want to detect ancient artifacts, natives, etc. for balance purposes as well.

Shame that this isn't possible but for now I guess I will use the mapgen switches to terraform the monsters away. I might do that with natives as well, since they net a player about 5 extra pop by turn 50.
If you don't pick demo then you clearly have authoritarian tendencies :|

Alex
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Re: Fan Patch 1.50.8 with Launcher 1.1.1

Postby Alex » Thu Jul 27, 2017 2:23 pm

Monsters can be suppressed with mapgen /monsters = 0. To edit Orion change star 0. But planet specials are undetectable for now.

Zyrixion
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Re: Fan Patch 1.50.8 with Launcher 1.1.1

Postby Zyrixion » Wed Aug 23, 2017 4:14 am

Hopefully this thread is a decent place to attract mod dev attention, as I seem to have found a couple config options that produce no actual effect.

Code: Select all

armor_extra heavy_armor_multiplier = 2; # 3 armor_extra reinforced_hull_multiplier = 2; # 3
Seems to have no effect, no matter what the values are set to. At least, assuming this controls how much the systems multiply ship armor and structure.

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Rocco
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Re: Fan Patch 1.50.8 with Launcher 1.1.1

Postby Rocco » Fri Sep 01, 2017 2:25 am

Hopefully this thread is a decent place to attract mod dev attention, as I seem to have found a couple config options that produce no actual effect.

Code: Select all

armor_extra heavy_armor_multiplier = 2; # 3 armor_extra reinforced_hull_multiplier = 2; # 3
Seems to have no effect, no matter what the values are set to. At least, assuming this controls how much the systems multiply ship armor and structure.
Tx for the report.
Name of parameters does not make this clear but they are for Star Base, not for ships. These two are also untested (could be buggy).

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Rocco
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Re: Fan Patch 1.50.9 with Launcher 1.2

Postby Rocco » Sun Sep 24, 2017 8:53 am

1.50.9 is here!
The pack also contains updated Launcher 1.2 and ICE 16.

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Rocco
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Fan Patch 1.50.10 with Launcher 1.3

Postby Rocco » Sat Feb 10, 2018 10:32 am

1.50.10 is here!

The pack contains an updated Launcher 1.3 that is able to:
  • - Detect Steam MOO2 installations on Linux.
    - Detect Steam and GOG MOO2 installations on Mac OS X.
    - Supported Mac OS X Boxer-based setup, 1.50 option is added to GOG/Steam launcher menu.
    • DOSBox settings are unavailable for such setup.
Full changelog:
http://moo2mod.com/patch/README_150.TXT

Catalyst_Kh
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Re: Fan Patch 1.50.11 with Launcher 1.3

Postby Catalyst_Kh » Tue Apr 24, 2018 5:33 am

Hello Rocco. Thank you for such nice improvements of MOO2 game. You and Overlord2 are both doing fantastic work!

Moo2 v1.50 works fine in all ways, but i stumbled over one obstacle that i can't solve. I very like mapgen.exe -tfixedhw switch, but i can't find any way to make it work in v1.50. Please help me with that.

At http://moo2mod.com/mapgen.html page it is written, that all functions from mapgen.exe are now included in orion150.exe executable as command line switches and will work without restarting the game before first turn made.

And all old command line switches are working fine, like /planets=5, /noorion and all others /*. But nothing of this gives fixedhw:

Orion150.exe -tfixedhw /skipintro /minstart /planets=5 /monsters=0 /nosplint /noorion /nonebula /nowh /nobh /noreport
Orion150.exe -tfixedhw=1 /skipintro /minstart /planets=5 /monsters=0 /nosplint /noorion /nonebula /nowh /nobh /noreport
Orion150.exe -tfixedhw = 1 /skipintro /minstart /planets=5 /monsters=0 /nosplint /noorion /nonebula /nowh /nobh /noreport
Orion150.exe /tfixedhw /skipintro /minstart /planets=5 /monsters=0 /nosplint /noorion /nonebula /nowh /nobh /noreport
Orion150.exe /tfixedhw=1 /skipintro /minstart /planets=5 /monsters=0 /nosplint /noorion /nonebula /nowh /nobh /noreport
Orion150.exe /tfixedhw = 1 /skipintro /minstart /planets=5 /monsters=0 /nosplint /noorion /nonebula /nowh /nobh /noreport

Also i tried to find config file in moo2v150\150 folder, where it could be changed, like it is changeable inside vdcgm3.cfg , but i didn't find it as well.

I even tried to use separate mapgen.exe -ttoxic -tupoor -tfixedhw -ssplint -snonatives -bshowring6 over save10.game file after quitting orion150.exe before first turn.

But with new mapgen.exe from vdc mode the game simply crashed after attempt to load altered save10.gam. And old mapgen.exe from v1.4 does works, v.1.50 loads it with no problems, but old mapgen ruins all farming settings for each planet on the map, obliterating all balance and interesting strategies of the game. While the game works fine anyway, but it is not interesting to play with that bad altered farming settings.

Thus i am out of ideas and asking for your help in finding the way to implement fixedhw in v1.50.

Catalyst_Kh
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Re: Fan Patch 1.50.11 with Launcher 1.3

Postby Catalyst_Kh » Tue Apr 24, 2018 5:57 am

Just now i had an idea - i simply copied mapgen lines from vdcgm3.cfg to the beginning of ice-x.cfg (after include lines) and to the end of 150i.cfg (also after include lines).

Now it works fine, both 150 and Ice mode gives tfixedhw at turn 0 without restarting the game. And with correct farming now.

I assume it will work with any other cfg inside v1.50 as well. So the problem is solved!

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Rocco
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Re: Fan Patch 1.50.15 with Launcher 1.7

Postby Rocco » Sun Jul 21, 2019 4:00 pm

Patch version 1.50.15 is here!

A note on the interface:
Swapped around the meaning of SHIFT for the build shortcuts; SHIFT-X now acts on all colonies, X only on current colony.

1.50 improved and ICE have been updated and new mods have been added to the pack:
- Version 1.2 (set120). Tries to come as close to the classic v1.2 patch as possible with current config.
- 1.50 improved + picks (150ip).
- Vanilla-MP. Designed by Overlord2.
- VDC X6-V64-B1. Designed by Overlord2.

Full changelog:
http://moo2mod.com/patch/CHANGELOG_150.TXT

Installation instructions:
http://moo2mod.com/patch/install.txt

Note that the file 'README_150.TXT' is no more. Kindly update your links to above mentioned changelog and/or install.txt.

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Rocco
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Fan Patch 1.50.18

Postby Rocco » Fri May 15, 2020 12:18 pm

Patch version 1.50.18 has been released!

Changes are described in the changelog:
https://www.moo2mod.com/patch/CHANGELOG_150.TXT

This release got the all new "Mirror Map" functionality that splits the galaxy in identical shards mirroring each other, so each player gets an identical start.

Also with revamped scripting, you will find in Launcher the option to play with a random tech tree. Combined with a new parameter that can prevent player from seeing future tech tree, it will make for an entirely different moo2 experience.

Enjoy!

Nirran
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Re: Fan Patch 1.50.18

Postby Nirran » Wed Feb 03, 2021 7:32 am

awesome,just got in to moo2 again and enjoying this mod very much! maybe not possible but it would be awesome if one could mass adjust population to food/industry/research

thnx

edit : simpler to enable is add limits to what fields(food/indust/rea) newe pop is added to

loving the hell out of this mod
Fastest way for evil to triump is for good people to do nothing


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