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Master of Orion 1+2

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Arcane
Joined
Jul 5, 2013
Messages
882
1oom-fork v1.7.1 released
1oom-fork is an improved version of 1oom.

https://github.com/1oom-fork/1oom/releases/tag/1oom-fork-v1.7.1

Changelog:
Ui Starmap:
- The "Build finished" text position now matches v1.6.4
- Alt+c now centers on the selected fleet
- F4, F5 now works for enemy orbits

Ui Main Menu:
- Fixed the "Interface" hotkey
- Pressing Shift + hotkey works as RMB
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,595
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.
SE's biggest problem is that you can't kill enemy ships if they are faster than you. They can then run around blowing up your stuff like crazy. You end up building massed Cruisers, the biggest ship you can get for the max top speed to stop the enemy running around your defensive ships. It got really boring after a while.

EDIT: Opps! I didn't realise the post was back in April...
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
SE's biggest problem is that you can't kill enemy ships if they are faster than you.
That's true of basically everything, though. If something is faster than you, it decides when and if it fights. Short of games filled with artificial bounding boxes, in any open environment without natural obstacles to pin your opponent in, there's nothing you can do about an opponent that's faster and outranges you.
 
Joined
Jan 7, 2012
Messages
14,284
SE's biggest problem is that you can't kill enemy ships if they are faster than you.
That's true of basically everything, though. If something is faster than you, it decides when and if it fights. Short of games filled with artificial bounding boxes, in any open environment without natural obstacles to pin your opponent in, there's nothing you can do about an opponent that's faster and outranges you.
You should still very easily be able to have weapons that are faster than them. Also sci fi games have tons of ideas like hyperdrive inhibitors or short ranged teleportation/jumping and so on.
 

Cael

Arcane
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Nov 1, 2017
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SE's biggest problem is that you can't kill enemy ships if they are faster than you.
That's true of basically everything, though. If something is faster than you, it decides when and if it fights. Short of games filled with artificial bounding boxes, in any open environment without natural obstacles to pin your opponent in, there's nothing you can do about an opponent that's faster and outranges you.
In other games, you can blockade the crap out of areas, which allows you to defend with smaller ships. There are reasons why battlestations are strongpoints in a defense network. In SE, that doesn't happen. A faster ship can literally run right past your defending ship sitting on a wormhole entry because the computer randomly places your ship OUT OF WEAPONS RANGE of the entry it was supposed to defend. That is the most frustrating thing about SE that I recall.
 

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Arcane
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Jul 5, 2013
Messages
882
https://github.com/1oom-fork/1oom/releases/tag/1oom-fork-v1.7.2

1oom-fork-v1.7.2
----------------

Galaxy generator:
- Added new Custom Game menu options
- The 'Fix homes too close' option checks the distance
between all homeworlds instead of only 2 of them
This option disables Moo v1.3 check for good planets nearby
- The "Fix satellites" option ensures that each homeworld
has a suitable planet next to it instead of only 2 of them
- The "Good satellites" option ensures that each satellite
will be at least not bad quality

Ui Starmap:
- Fixed Alt+m grid limits

Ui Main Menu -> Game -> Custom Game:
- Changed 'Players' option text
- Changed 'Galaxy seed' option text

Updated COMPILING MinGW instructions
 

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Arcane
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Jul 5, 2013
Messages
882
https://github.com/1oom-fork/1oom/releases/tag/1oom-fork-v1.7.4

1oom-fork-v1.7.4
----------------

Ui Main Menu -> Game -> Custom Game:
- The 'Fix factory cost' option (now enabled by default in new games):
Continue building cheap factories after researching
the 'Improved Robotic Controls' tech. This also changes
the refit cost to match the value described in OSG.
- The 'Waste calc fix' option (from fixbugs ruleset)
(now enabled by default in new games): Fix waste calculation.
MOO1 adds waste twice: first using a perfectly sensible formula
and then a baffling one. The waste elimination cost is calculated
in between. The second amount added is often negative due to the
waste amount not being limited. This is why Silicoid planets
end up with 0 waste. Other races only see the effect when setting
the Eco slider below Clean.

AI:
- Fix AI transport range

UI Starmap:
- Fix slider behavior

1oom-fork-v1.7.3
----------------

Ui Main Menu -> Game -> Custom Game:
- The 'Fix population growth' option
(now enabled by default in new games):
Do not add Population Tenths twice. MOO1 adds
Population Tenths twice when calculating population
growth. This results in nonlinear changes of growth value.

Ui Main Menu -> Interface
- Random News (on/off)

Ui Starmap:
- Eco slider can show 'MAX'
- Removed alt-strings (now available in search UI as slash-commands):
/alt-string

Galaxy generator:
- Fixed some bugs in the new galaxy_gen logic

Fixed static build scripts for SDL1 and SDL2
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,469
Location
Dragodol
Wow I went out to check this Patch 1.50 for MoO2 but I am not impressed, because stars_in_galaxy is (aparently) maxxed at 71. But why? Sounds like a dumb and/or hardcoded limitation.

I want more stars! MORE MORE MORE MORE!

but admit that 71 is a good number. i mean you wont conquer a galaxy in 2 hours not even in 4.
Speaking of MORE does anyone knows what happend with that M.O.R.E 4x moo clone?
 

Morblot

Aberrant Member | Star Trek V Apologist
Patron
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Location
Finland
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut
Wow I went out to check this Patch 1.50 for MoO2 but I am not impressed, because stars_in_galaxy is (aparently) maxxed at 71. But why? Sounds like a dumb and/or hardcoded limitation.

I want more stars! MORE MORE MORE MORE!
Since MoO2 is such a fast-paced game I'm not sure what would be gained from having a bigger galaxy. Longer endgame grind with Xentronium armor and all sorts of superweapons all around? Meh...

If you want the game to last longer, just drop the cycles in DosBox. :smug: It's more authentic like that anyway; games usually lasted two whole days when playing on a 68040 Mac in my youth...
 

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Arcane
Joined
Jul 5, 2013
Messages
882
https://github.com/1oom-fork/1oom/releases/tag/1oom-fork-v1.7.6
1oom-fork-v1.7.6
----------------

- Restored original behavior of spies when NoEvents rule is enabled
(this may corrupt some saved games related to NoEvents mode)
- Removed undefined auto-resolve hotkey behavior when combat
auto-resolve is disabled
- CFG: Added texture filtering option
- SDL2: Fixed some screen resolution issues (might need to wipe
configuration file)
- Fixed several issues with the intro movie

1oom-fork-v1.7.5
----------------

Keyboard:
- Changed volume hotkeys '+','-' to '[',']' to avoid conflicts
- Improved hotkeys for Tech screen:
- 1-6 selects tech tab
- +,- adjusts related slider
- L locks related slider
- Holding Ctrl changes slider by 10
- Holding Alt changes slider to maximum
- Fixed various bugs and odd behaviors related to numpad 1-9 keys
- The game is now expected to be playable without mouse

Other:
- Planets and fleets screens retain sort order
- Fixed main menu background
- Fixed stream/bomb/stasis animations for uiscale > 1
- Renamed some main menu items
- Added animation for current routes in Modern Controls mode
- Fixed =,# reserve transfer behavior in case if empire reserve is 0
 

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