"Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc

Information, How-to's, and discussion about mod'ing Master of Orion II.
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Overlord2
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Postby Overlord2 » Tue Aug 07, 2012 11:38 am

Sub demo creative isn't a strong race, though it's playable in case you add +60 pop growth pick. There are much stronger (faster) creative combos than this one. Here is my list of viable creative races:

Creative (14 points) with:

#1 Dict, Sub, +100 pop, +0.5 BC, rich hw. (balanced)
#2 Dict , Aqua, +100 pop, +0.5 BC, rich hw. (faster start, but capacity limits in late game)
#3 Dict, Aqua, +60 pop, +2 prod rich hw. (huge prod bonus)
#4 Dict, Sub, +100 pop, +1 food, large, rich hw. (fast start but no bonuses)
#5 Dict, Sub, +80 pop, +1 prod, cybernetic, rich hw. (slower start but faster research)
#6 Dict, Aqua, +100 pop, +1 research, large, rich hw (fast start, faster research, but slower building)
#7 Dict, Aqua, +100 pop, +0.5BC, charismatic, large hw; -food, -gc, -spy. (viable charismatic)
#8 Dict, Sub, Aqua, +80 pop, rich hw. (huge capacity, good for no monster games)
#9 Demo, Aqua, +60 pop, charismatic; -food, -def, -gc. (demo with charismatic)
#10 Demo, Sub, +60 pop. (ordinary demo creative race, huge research bonus in the late game)

In late game the race you named becomes stronger due to its research bonus, but in the beginning it's much slower than other races, which decides the whole outcome.

Toastedamphibian
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Postby Toastedamphibian » Thu Aug 09, 2012 7:55 pm

I'm having a bit of trouble with foodreplicators. For some reason the compute loves the darn things. In base game I would simply avoid researching them so that auto build wouldn't add it. With it being free and always known that's not possible. More importantly I keep findibg AI planets where they are spending all their hammers making food that they could get with far fewer population by just farming. Anywat to fix this?

Toastedamphibian
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Postby Toastedamphibian » Thu Aug 09, 2012 8:20 pm

Also tolerant trait does not seem to work in regards to max population, medium terran gets 18, other medium planets get 9.

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Overlord2
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Postby Overlord2 » Fri Aug 10, 2012 6:50 am

Hi,

Yes, I am aware of AI abusing food rep. I have in plans to fix this...will fix it as soon as it will become possible.
About tolerant, can you please elaborate? I didn't get the point...btw, in xls file there is a table with planets capacity for tolerant race, might want to check it.

Toastedamphibian
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Postby Toastedamphibian » Sat Aug 11, 2012 6:26 pm

Tolerant discription says it treats all worlds as terran for purpose of max population, but it doesn't seem to do that anymore.

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Overlord2
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Postby Overlord2 » Sun Aug 12, 2012 5:23 am

No, it has never been said so. Aquatic races treat tundra and swamp as terran (ocean and terran as gaia).
Tolerant race increases living space by 25%. That's all :P

Edit: I checked the in-game description, and looks like you were right. Then it is completely wrong description. Guess I'll have to correct it.
Here is moo2 manual description of the tolerant:

"Tolerant means that a race is practically immune to extreme
environments. Typically, these races have strong regenerative
properties or a metabolism quite unlike that of the average humanoid.
Races that are tolerant can use 25% more of a planet's surface for
habitation, living in places no other race would dare and boosting the
planet's maximum potential population. Thus, for example, while a
typical race could live on 25% of a Barren planet, a Tolerant race could
use 50% of the same planet. Tolerant races also suffer no harm from
pollution and need not spend production resources cleaning it up."

As you can see it contradicts to the in-game description.

Toastedamphibian
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Postby Toastedamphibian » Tue Aug 14, 2012 4:05 pm

Loaded up 1.4 as silicoid. Description still contradicts manual, but it seems to be using the manuals listed funtion. Guess I just never noticed it was wrong before. Sorry about that.

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Overlord2
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Postby Overlord2 » Wed Aug 15, 2012 8:51 am

NP, the in-game descriptions are so confusing and incomplete I had to change quite a big portion of them.

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Overlord2
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Postby Overlord2 » Fri Aug 24, 2012 7:14 am

The VDC mod updated to 42b version. Among other changes fixed wrong descriptions and improved AI designs, should be much more deadlier :D . Also updated single player race set (got to be downloaded separetely).

Mustard
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Joined:Sat Aug 18, 2012 4:10 pm

Postby Mustard » Sat Aug 25, 2012 4:03 am

The VDC mod updated to 42b version. Among other changes fixed wrong descriptions and improved AI designs, should be much more deadlier :D . Also updated single player race set (got to be downloaded separetely).
The AI is noticably more challenging I just lost a game .. albiet playing standard Psylons but still

Catalyst_Kh
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Joined:Sat Aug 25, 2012 7:49 pm

Postby Catalyst_Kh » Sat Aug 25, 2012 8:20 pm

Thank you very much Irakly, the interest to the game never expires with your excellent improvements.

Please post the link to explanation about Food Replicators, what is wrong with those?

I am sorry, if it was mentioned already, would VDC_mod_42b.xls be anytime soon?

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Overlord2
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Postby Overlord2 » Sun Aug 26, 2012 7:56 am

Hi,

Thanks for appreciation. There are two bugs with foodrep - allows negative prod and chrages 1 BC per each food created. Also another drawback is with AI, which abuses food rep badly.

I am sorry, if it was mentioned already, would VDC_mod_42b.xls be anytime soon?
Oops, I had it ready, somehow missed to enclose.

Btw, found a small bug in 42b creeped in, plasma torps accidentally got old fire rate, so reuploading 42c with plasma torps fixed.

Mustard
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Joined:Sat Aug 18, 2012 4:10 pm

Postby Mustard » Sun Aug 26, 2012 8:28 am

Do you find Pulsars are too strong vs Fighters and missiles? I think Pulsars make is so that missiles are unlikely to hit unless your firing at point blank, which as far as I remember doesn't work against spatial compressors

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Overlord2
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Postby Overlord2 » Sun Aug 26, 2012 12:09 pm

Depends on the missile, pulsons and zeons have higher hp and require 8-10 pulsars - that is one BB capacity, but vs low missiles it will need much less. So low missiles are a little under disadvantage indeed. Probably should do something about it. In MP games pulsars are very difficult choice, since missing stabilizer hits in many aspects, so pulsars wasn't an issue so far.

Mustard
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Joined:Sat Aug 18, 2012 4:10 pm

Postby Mustard » Mon Aug 27, 2012 3:50 pm

Can someone post a chart showing all the VDC racial abilities costs, for some reason, when I installed vdc the costs of abilites have not changed, but the ammount of points available for spending have


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