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Master of Orion 1+2

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,220
Location
Bjørgvin
nitm
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,479
Location
Djibouti
Y2K8K6.png


:philosoraptor:
 

Endemic

Arcane
Joined
Jul 16, 2012
Messages
4,326
You can see their techs yes (same as when you request a tech swap in the diplomacy screen), but spying is still useful for stealing them or protecting yourself from enemy spies.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
It'a harder to get a feel for how effective enemy ships are, and an overview of the "battlefield". The damage "bubbles" are tiny and if you blink your eyes you miss them. But maybe I just need more practice to adjust.
I see this a bit differently: it's harder to get a feel for how effective enemy ships are because they all tend to explode instantly when you look at them funny and the flash of the explosion drowns out the damage bubbles. Also, remember that the Quantum Detonator is the gift that keeps on giving and that you should give it to everyone, especially your enemies. If they'll give you something back for it, great, otherwise, GIVE TO EVERYONE. Revel in the glorious, glorious chain explosions that result.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,467
Location
Dragodol
I don't like the look of the humans in MoO2.

The leader reminds me of Fredrik "Bald Dickhead" Reinfeld, former Prime Idiot of Sweden

The head scientist looks like Jon Michelet, a Norwegian left wing extremist, who also wrote a novel called "Orion's Belt":

1-AtmosphericRenewer_zps234f6008.png


220px-Jon_Michelet_2011.jpg

to me its more
MTE1ODA0OTcxNTkzNzk1MDg1.jpg
 

Endemic

Arcane
Joined
Jul 16, 2012
Messages
4,326
This thread inspired me to try MOO3. If I don't go insane I'll check back in a few days with impressions. :P
 

Endemic

Arcane
Joined
Jul 16, 2012
Messages
4,326
MoO3 is just a lifeless game that can entirely play itself. Banality of evil in video game form.

I resisted touching the automation options. IMO the interface is the most glaring problem, being locked at 800x600 is a joke. Sadly mods can't fix that issue.
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,378
Location
Itaca
I don't know about SE V, but SE IV is an uninspired mix of features whose whole is less than the sum of its parts. It has some interesting ideas, and the PBEM is alluring yet unpractical, but in the end it just falls flat.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,467
Location
Dragodol
Remember when prosper actually worked in gamedev? Crazy times

0000000243.1920x1080.jpg


brings sooooo many memories. it had mines, drones, asteroid mining (automated). it had anything you could imagine in a space game back then.
 
Last edited:

index.php

Arcane
Joined
Jul 5, 2013
Messages
882
MOO2 Patch version 1.50.18 has been released!

https://moo2mod.com/

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!

Game changes:
- Fixed combat crash in network MP game with AI. Occured when AI vs AI
combat had been processed in the middle of human combat.
- Fixed buggy capitol check when homeworld has been bombed or destroyed.
Now capitol can be immediately rebuilt.
- Fixed bug in nebula check.

Interface changes:
- Leader experience points are now shown in Leaders screen.
- Fixed build outpost button appearing when travelling.
- Better disable_vsync, reduces occurences of screen flashes.

Config:
- Game configuration is now stored in save file. Every time the game is
loaded full configuration is restored.
- Changed how paths are handled in config, a\b\c is now a relative path.
- Accumulative string parameters (needed for mod scripts).
- newgame_postprocessor_script is now accumulative.

New config parameters:
- no_future_tech_peek, forbids seeing future techs in tech tree.
- send_last_pop, allows to create ghost colony.
- max_pop_freighted, sets max pop that can be in transit at one time.
- housing_no_popagg, allows to change housing formula.
- strategic_xp_bonus, makes strategic experience bonus optional.
- Extra weapon slot for both system and event Dragon.
- Table satellite_orbit_chance, holds satellite chance per orbit for each
galaxy age.

Changed config parameters:
- growth_rate_bonus boom_event is now capped to 127.
- Split galaxy size table into two levels.
- Renamed group_to_climate_young_avg_gal to climate_chance_young_avg_gal.
- Renamed group_to_climate_old_gal to climate_chance_old_gal.
- Renamed planet_specials_chance to planet_special_chance.
- Renamed gal_age_to_star_class to star_class_chance.
- Renamed gravity_table to mineral_to_gravity.

Lua Scripting:
- In-nebula status of stars is now recalculated after scripts (1.50.7 bug).
- Fixed zoom cur/max in get_game (1.50.8 bug).
- Experimental rget/rset/radd/rdel API for leaders, nebulas, ships, players.
- Added script_pregame for randomizing picks and techs.

Mods:
- Added Mirroring mod.
- Added Randomize Tech mod.
- Updated 150 improved.
- Updated ICE to version 26.
- Removed Vanilla-MP mod.
- Removed GM3_MP map.
 

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