Fighter Mods

Information, How-to's, and discussion about mod'ing Master of Orion II.
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Matthew
Posts:186
Joined:Mon Mar 13, 2006 10:06 am
Fighter Mods

Postby Matthew » Thu Apr 12, 2007 1:55 pm

It seems that the original design of the game allowed you to use weapon mods with fighters.
3.5 Fighter Craft

Fighters are small, short-range, one or two man combat craft. Fighters are typically equipped with one or two short range weapons, the best armor available, and a limited supply of fuel and power.
Fighters lack hyperspacial capabilities, but their small size makes them extremely quick and manuverable. Fighters are rearmed and repaired in the hangers of larger WarShips, where they are launched at specific targets. Fighters are hangered and launched in squadrons of 4, and the fighters in a squad move and attack in unison.
Fighters do not miniturize, although a race with a tech level higher than the fighter's tech level may be able to modify the fighters somewhat. A fighter has a certain number of "hits" -- the damage a fighter can take before it is destroyed. This is further modified by the best armor available to the race, as follows:

Table 6-5: Armor modification to fighters

Armor

Modifier to Hits

Titanium
Tritanium
Zortium
Neutronium
Adamantium
Xenotronium

+0%
+50%
+150%
+250%
+350%
+450%

Fighters are vulnerable to the effects of armor piercing weapons (ignore the effects of armor's modifier to "hits") and shield piercing weapons (igore the shield, if the fighter has one).

The following mods are applicable:

Shielded fighters are equipped with a small version of the best shield available to the race. The shield blocks damage normally, and can absorb damage equal to its rating before falling. The shield, like the fighter, however, is considered to have only one facing. For example, a shielded fighter with a Class III Shield can block 3 damage from each attack, and absorb a total of 3 damage before the shield falls. Equipping a fighter with shielding requires 1 level of research be done beyond the fighter's tech level, and increases the fighter's size and cost by 50%.

Fast fighters are equipped with powerful afterburners and extra fuel that give them a combat speed bonus of +8, and a defense bonus of +40. This modification requires 1 level of research beyond the fighter's tech level, and increases the fighter's size and cost by 25%.

Assult Equipped fighters replace the normal point defense weapons with a normal sized version of the best beam or ballistic weapon available to the race (i.e. the weapon with the highest tech level) with a size of 10 or less, taking miniturization in account. This reduces the Hit % for the fighter by 25. This mod cuts the number of beam strikes the fighter can make in half, however, and adds 50% to the fighter's size and cost. It also requires 2 levels of research beyond the fighter's tech level. This modification is exclusive with Fully Modified fighters.

Fully Modified fighters use the most advanced version of the point defense beam or ballistic weapon available (i.e. the weapon with the highest tech level), and adds all the possible mods (any modifiers to the Hit % are applicable). This increases the cost and size of the fighter by 50%, and requires 2 levels of research beyond the fighter's tech level. Fully Modified fighters cannot also be Assult Equipped.

Hornets are small, computer controlled versions of an Interceptor. Hornets are smaller and faster than an Interceptor (although they are still added in squads of four), with only two hits (modified by armor), and a +4 to combat speed and +20 to defense. They still use point-defense weapons, but only have enough energy to fire twice before needing to return to the carrier. This modification requires 2 levels of research beyond the fighter's tech level, and reduces the size and cost of the fighter by 50%. Hornets cannot be Assult Equipped or Shielded (they are too small for normal-sized weapons or a shield generator).
Source.

How difficult would it be to add this to the DOS version of MOO2?

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Tifi
Posts:41
Joined:Sun Mar 04, 2007 11:23 am

Postby Tifi » Mon Jul 30, 2007 8:33 am

Is it me, or is this very similar to the way fighters were implemented in MoO3?

How completely brilliant it would be to be able to do this in MoO2 :lol:


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