Modifying the Map Generation Algorithm [/parameters thereof]

Information, How-to's, and discussion about mod'ing Master of Orion II.
zooberman
Posts:2
Joined:Mon Sep 22, 2008 2:45 pm
Modifying the Map Generation Algorithm [/parameters thereof]

Postby zooberman » Mon Sep 22, 2008 2:52 pm

My ultimate goal is to modify the map generation algorithm so that habitable systems are sparse, e.g. perhaps 75% of worlds will contain either no habitable worlds [but many will still have outpost-able worlds]

I'm not really sure where to start, however. Is this something that will involve hacking the executable or are there variables hidden in the LBX files that will effectively do what I intend to do?

I found the Moo2 workshop:
viewtopic.php?t=413

But this doesn't seem to be the right place to start.

Anybody have any pointers?

zooberman
Posts:2
Joined:Mon Sep 22, 2008 2:45 pm

Re: Modifying the Map Generation Algorithm [/parameters ther

Postby zooberman » Mon Sep 22, 2008 2:53 pm

A second possibility I just considered is an automated saved-game editor that would just destroy planets randomly throughout the galaxy. Would this perhaps be the easiest option?

Qaz
Posts:9
Joined:Mon Aug 11, 2008 1:26 pm
Location:Tampa, FL

Postby Qaz » Mon Sep 22, 2008 4:03 pm

executable, i think, because the ones that modify that stuff that are common are goodmap2.exe and goodmap3.exe


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