Hello guys, im new to this board. And very happy to have found it. You have some nice mods going around here. I just picked up MoO2 again, giving a nostalgic feeling. Still a great game. But, as you guys here, I feel that the game needs some changes. The first thing I would like to tweak with is weapon stats. But I couldnt find how to do this. Can someone help me with to start off?
Gratz, Zach
Modding Weapon Stats
Re: Modding Weapon Stats
Hi, Zachariah.I would like to tweak with is weapon stats. But I couldnt find how to do this. Can someone help me with to start off?
Use ocl editor - U can find it at Lord Brazens Blog (for more info read TXT with it)
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As to details, it seems very few things can be done beyond possibilities used in MoO2. I tried to modyfy weapons properties (StructLook, definition based on OCLplus data).
MoO2 can't use extra "Mods enabled" flags on Design Screen / weapon selection if they aren't already used in this weapon group (NRD for beams and torpedos, Pd|Hv|Co|SP|AP|AF for beams only, etc).
The same for innate properties. I set "hard-radiation" (Neutron Blaster & Death Ray) flag for Nuclear Missile, burned off starbase's shield and Pd with IonPulse-s and started to hurl missiles in packs. No way. 80 HP damage and not a single Marine hit, again and again.
Hence - obey known limits until respective code will be located and remade.
MoO2 can't use extra "Mods enabled" flags on Design Screen / weapon selection if they aren't already used in this weapon group (NRD for beams and torpedos, Pd|Hv|Co|SP|AP|AF for beams only, etc).
The same for innate properties. I set "hard-radiation" (Neutron Blaster & Death Ray) flag for Nuclear Missile, burned off starbase's shield and Pd with IonPulse-s and started to hurl missiles in packs. No way. 80 HP damage and not a single Marine hit, again and again.
Hence - obey known limits until respective code will be located and remade.
"Two Eyes Good, Eleven Eyes Better."
- Michele Carter
- Michele Carter
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