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Porkins
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Sorry, a little explanation is in order. This file lets you manually build hidden items such as hydroponic farms in the planetary build queue. It also slows down research a little bit.
Enjoy!
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DagSabor
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What do you mean by: "If this is your first mod, you will have to create the final "Spreadsheets" directory."
Is it as simple as creating a directory called spreadsheets and having it in the specified directory?
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Porkins
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The folder is "Spreadsheets" as follows:
C:\Program Files\Infogrames Interactive\Master of Orion 3\GameDataSets\Classic_01\GameData\Common\Spreadsh
eets
With a clean install, you'll have everything up to "\Spreadsheets"
So you'll have to make that one. And yes, once the file is in there that's all you have to do. It's an automatic override.
I don't know if you need to start a new game, but that's how I tested it. And I know it works that way.
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Zanac
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I got it to work by creating the subdirectory (careful to capitalize the first letter, don't know if it's case sensitive) and just putting the file in it. Then I tested it on a "Quick start" game - works GREAT!!!!
This really goes a long way towards making MOO3 as good as it should be ! thanks for the MOD
-D
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Porkins
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Hey no prob. You must be like me. This change makes all the difference in the world to my appreciation for the game. Although, after about 10 planets, I will be using the macro features... but trying to "trick" my viceroy into building some of this stuff was getting to annoying.
I want to tell the masses that the game is fixed. I suppose it wouldn't hurt to give the mod its own thread...
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DagSabor
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Woots!
Now I see the reason for the Planetary Que. This is really sweet.
Is there any chance where you can make it possible to que up multiple items. I noticed you could only make one hydroponic farm at a time, and then it looks like it just puts it in one of the DEAs.
Man this game is beginning to rock!
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Porkins
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Trying to get more than one in the queue at a time would be great. I'm certainly going to have a look to see if it can be done.
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Yolky
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Ontario Canada
Oct 2001 time: 00:26
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Porkins before I try I have a question.
Say I tell it too build Hydrofarms. Will it be once only or will it go into a sector? and if it goes into a sector can I say wich one or not?
Thanks for your effort
Davor
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Porkins
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Developments can be built on several levels, ranging from empire-wide (like your imperial seat of government--one per empire) down through system, planet, regional , and individual DEA developments.
Hydrofarm is (currently) a regional development--meaning you can build as many on every planet as you have regions (from 4 to 10 or 11 seems to be the spread here).
Whereas soil enrichment affects an individual DEA (two per region). However, anything that affects a DEA can only affect a particular KIND of DEA--in this case, harvest.
Now with either your hydrofarm or your soil enrichment, you have to queue them up one at a time, and you don't pick where it goes. They start going in at the highest-numbered (bottom) region, and work up.
Right now, you can't have more than one of the same development in the queue at the same time, so you have to go back to your build queue eight times to build eight hydrofarms on your world.
I'm trying to find a work-around... it may be there, or it may not.
I'm also thinking of doing a sort of "MOO 2.5" mod--making it so that items like Hydrofarms are only built once per planet, and produce a set amount of food--instead of 0.5 per unit, it would be a total of say 3.5, or the amount you would get from a fully-developed planet with 7 regions.
The stuff that goes into individual DEAs, though, I plan on leaving as-is.
I'll be looking into this more tonight hopefully, and if I arrive at any breakthroughs, I'll post them here.
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Craig P.
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Be careful with the tech mods. One of the early ones is suspected to really spike the cost of the highest tech levels, when a slightly different combination of base and multiplier wouldn't ramp as steeply (while still maintaining roughly the same increase for lower levels).
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Yolky
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Ontario Canada
Oct 2001 time: 00:26
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Thanks for the explanation Porkins. I will try out your mod after playing moo3 for a bit so I get the feel of it more.
Davor
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Porkins
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Yup, I had the bad tech mod. Uploading a new version now, courtesy of M3Shadow, as far as I can tell.
This one should give you original rate x2 at the beginning, x3 at the end.
Still playing and testing... just found that you can load up a single player save in multi and control an AI... this will help me to check on how the AI is coping with my changes...
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AlenkiiCvetocek
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Hello all,
I have a new enemy AI mod. It is a combination of ideas (with my interpretation of the right numbers) from the militaryAI.txt mod thread over at IGMOO. Anybody want to test this?
Note: the mod changes many AI params as well as AI cheat level. At impossible, the AI can cheat much more than before and at easy it is not cheating at all.
Cheers,
AC
Edit: Newest version here:
http://www.moo3mods.com/modules.php...wdownload&cid=9
Last edited by AlenkiiCvetocek on 17-03-2003 at 17:52
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AlenkiiCvetocek
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Hello,
Here's another mod that I use. It changes the pace of the game by:
modestly slowing down research (50% increase in research cost at all levels)
20% increase in offroad and starlane travel
40% increase in industry DEA base efficiency and 40% increase in mining DEA base efficiency
You can selectively install/uninstall any of these features if you choose (see readme).
I hope you like! (And I hope it works!)
Cheers,
AC
Edit: latest version is located here:
http://www.moo3mods.com/modules.php...wdownload&cid=9
Last edited by AlenkiiCvetocek on 17-03-2003 at 17:54
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Elucidus
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quote: Originally posted by Dmitry
=======================
=ENCYCLOPEDIA MOD V2.0=
=======================
Created By: Archangel_Brian
Original Concept: Tyrsis and Imagiro
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I have started a similar mod, but ultimately it is meant to update the encyclopedia as well as the in game items descriptions and help/tool tips. Wondering if you would like to work together on these?
let me know.
~Luc
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AlenkiiCvetocek
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Everybody working on these mods is always tweaking the numbers. The results one gets are not a "linear combination" of the inputs. (To continue the statistical analogy) there are a lot of cross-correlation terms. In other words, increasing a parameter to a very high value would seem to make an improvement, and may in fact make an improvement if nothing else is changed. However, the game logic being very complicated, somtimes the behavior one observes is not what is expected.
The latest version of the patch backs off on some numbers that I thought were increased to high, and increases others.
Has anybody played through one or more long games with these patches (or Colin's or Lord Orion's) and have some feeback? My own playtest time is severely limited, and it is important to see what happens on a game that goes several hundred turns.
Cheers,
AC
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Elucidus
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I understand what you are talking about, however I asked so I know what to look for. Is this supposed to make things go faster? Slower? Harder? Easier?
Some sort of general indication more than "updated", would be helpful. It is much easier to test something when you have a good idea what to look for. That was my only point.
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AlenkiiCvetocek
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Sure,
There are two things: a better distribution of forces (a good amount of LR/Car/IF task forces instead of all transport and recon task forces and more "real grunts" and fewer support units), and less likelihood to be at high level of war with many enemies at one time (if the AI is fighting on too many fronts, it can only commit a low level of forces to each).
A good test of the game will go to many hundreds of turns. At first the enemy will just blockade undefended systems and maybe harass. Normally it takes a few defeats before it sends larger groups of ships. Don't necessarily expect the enemy to be so aggressive within the first 100 turns.
Cheers,
AC
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