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Kahn is offline Kahn
Chieftain

Mar 2003
time: 00:28
  Old Post 07-06-2003 11:13
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Well, I can tell you-all that the code patch will install over a previously data patched game (though I DID remove all the extracted spreadsheets before I did it).

My initial impression of gameplay post-patch is that the game flows a lot more like what I'm used to in MoO2 and R4TS. Before the patch it seemed that the first 50 turns or so went very fast verses the later turns which move at a snails pace with a lots of micromanagement (mostly fighting against the AI in its attempts to wreck your planets economies and development).

Can anyone tell me if the fools actually got rid of the persistant DX problem with the patch?

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:28
  Old Post 07-06-2003 13:54
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They did...

at least the refresh problem with DrectX was removed.

cheers

ChristopherC is offline ChristopherC
Warlord

Apr 2003
time: 05:28
  Old Post 07-06-2003 13:58
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'Well, I can tell you-all that the code patch will install over a previously data patched game (though I DID remove all the extracted spreadsheets before I did it).'

Kahn,

May I please ask what you meant by that?

How did you install the code patch? Just over a game program in which you had previously had installed the 'data patch'?

What files ('extracted spreadsheets') did you delete?

'Stormhound' has heard that the code patch broke previously saved games?

I have never been this confused by the publication of a patch, before. I dont know whether I should install it? I dont know how to install it!

Live long and prosper.

BobD is offline BobD
Chieftain

Feb 2003
time: 05:28
  Old Post 07-06-2003 13:59
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No, they didn't!

First instance at turn 60 while scrolling through the Sitrep. Happened again a couple of turns later in the technology matrix screen.

I also notice that I am no able to "lock" the percentage share of technology, but I can't remember if that was also the case before the code patch. Anyone know?

KWAiRT is offline KWAiRT
Settler

Jun 2003
time: 05:28
  Old Post 07-06-2003 15:34
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If you want your tech levels to stay the same just lock all but one field and you should be set. If you lock them all the AI will change them. Yes thats wacked but it seems to be working this way

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:28
  Old Post 07-06-2003 16:45
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quote:
Originally posted by KWAiRT
If you want your tech levels to stay the same just lock all but one field and you should be set. If you lock them all the AI will change them. Yes thats wacked but it seems to be working this way




cheers

CharlesBHoff is offline CharlesBHoff
Prince
el paso texas
May 2002
time: 05:28
  Old Post 07-06-2003 17:40
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I think Files Planet writer screw up. All he or she have to say
the data patch willnot work with the code patch so the code patch have the new data patch needed, it will backup the data files and savegames into a folder call backup before deleting these files an installing the new one. It will delete all of your mod's also.

I than finding out thought trail and error that some of the mod's still worked.

You can rename your planets and it have than history section in the victory section. In the region section it give you than breakdown on unrest, than number for both biohaboring and mineing to guible you in which to built.

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 07-06-2003 18:12
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Now I have installed the Codepatch (but without uninstalling the Datapatch or reinstalling the game first) and have played a few turns.

Al I can say up to this point is:
It is just great. Especially the planetary Infrastructure Section, where you see for every region of you planet, which Race it inhabits, whats the ecological Classsification of the region for the race living in (sweet spot and the like), how many inhabitants every region has, the Unrest of the population living in the region and even the modifiers of the region for harvesting and mining.

For Planets with magnate races the race living there is shown before Colonization of the planet and the fleets on the map now have a small symbol on the lower right corner which has the colour of the empire it belongs to.

Til now I am very pleased with the patch and after reading the readme I think I will continue to be pleased (for example the colony ships now will show which race they have within their colony Pods, so you wouldn´t have to wait til after the colonization to detect that you have brought Darloks to the planet which you wanted to colonize with Psilons).

As for the the Data Patch, I haven´t detected any problems yet for not uninstalling the data patch prior to installing the Code Patch, but of course they may still occur later (and force me to reinstall the Game prior to installing the Codepatch).

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 07-06-2003 19:04
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Now, after playing some more turns I have found a few weaknesses:

Encyclopedia:
The new version doesn´t contain any informations about the Planetary Specials or Magnate Races. So it would be recommended, to use another Version of the Encyclopedia or from the data patch instead of the Encyclopedia from the Codepatch (The codepatch overwrites the encyclopedia, so you´d better keep the wstrings.mob with your altered encyclopedia at a secure space)

Savegames:
You still get to thne Beginning of the turn if you load a saved game. Any changes you made during the turn are discarded.
But, as an improvement over the unpatched version, you now get the Situation Report after loading the Savegame (before the patch your SitRep for the saved turn would be empty)

BobD is offline BobD
Chieftain

Feb 2003
time: 05:28
  Old Post 07-06-2003 21:49
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quote:
Originally posted by KWAiRT

If you want your tech levels to stay the same just lock all but one field and you should be set. If you lock them all the AI will change them. Yes thats wacked but it seems to be working this way


Thanks for the tip KWAiRT. I had tried locking only a few techs, but I hadn't tried 5 locked and 1 unlocked as you suggest. I'll do that now.

CharlesBHoff is offline CharlesBHoff
Prince
el paso texas
May 2002
time: 05:28
  Old Post 08-06-2003 01:11
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You can also rename the stars to what name you want when you colonize than system.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:28
  Old Post 08-06-2003 01:23
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or by clicking on the star in the system screen

-Jam

Papa Chubby is offline Papa Chubby
Warlord
Iceland
Jun 2002
time: 05:28
  Old Post 08-06-2003 02:09
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So what about AI aggression. I thought that would have been the paramount bug to be fixed opposed to all theis esthetic fixes. Nor meant as anything but a subtle, very subtle probe for info on AI agression.

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 08-06-2003 02:54
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Dunno,
I have just met the Klackons, but we have very peaceful relationships to date (no wonder if you are Psilon )

Maybe I have to meet some other races for my first major war
(The silicoid would be fine )

ACEofHeart is offline ACEofHeart
Warlord
Bear, DE
Apr 1999
time: 05:28
  Old Post 08-06-2003 03:07
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"or by clicking on the star in the system screen"

I know where you can rename planets but Stars too ??
Exactly what is the "System" screen ???

KWAiRT is offline KWAiRT
Settler

Jun 2003
time: 05:28
  Old Post 08-06-2003 03:46
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So far the patch is working quite well. It has definantly improved many aspects of the game. Tech seems to be moving a little too fast for my liking but the modders have already fixed that. AI is definantly alot more aggressive. Ive been slaughtered a few times already. If you want to rename a system just zoom in once from the starmap and select the star itself instead of one of the planets in that system.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:28
  Old Post 08-06-2003 04:09
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quote:
Exactly what is the "System" screen ???


The system screen is the level between the galaxy screen and the planet screen. Its the one with the star in the top left corner, and the planets all hanging down.

-Jam

Proteus_MST is offline Proteus_MST
Prince

Dec 2001
time: 06:28
  Old Post 08-06-2003 05:43
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Further Impressions after some more turns:

The Galaxy Map seems to be a lot larger.
I played with a huge Galaxy, as always, but somehow this Galaxy seems to be really huge, much huger than the Galaxies I had in my games without the patch.

FLUs (Forced Labor Units, the Slaves of your Empire ) are now shown in the Infrastructure Screen. Now you can see to which DEA the FLUs are assigned. They appear directly beneat the DEA which has assigned them, below the Improvements the DEA possesses.

For some strange reason my Psilons now only psossesses Government Types from Despotism up to Constitutional Monarchy and Oligarchy.
In all my Previus Games I could choose between more democratic forms of government, such as Democracy and Republic.
I am still not sure if it means that they have altered the racepicks, or if it means you have to develop a certain Tech Level to get the more advanced Governments or if the Goverment Types are now chosen randomly (I assume the first one). I have to find out.

The ability to see in which region yozu have unrest has already become very handy for me. I colonized a Red 1 Planet (with a Standard Colony Ship, so I had to wait several turns with migration turned on). After a while the Planet turned into a Colony, but started with Unrest Level 2. I looked at the Planetary Infrastructure Screen and was able to locate the reason for the unrest at a glance.
The Klackons, my neighbours had also tried to establish a Colony on the Planet, but my Population grew faster than theirs. So, as the Planet turned into a Colony of my Empire, I had one Sector of the Planet populated with Klackons. And it was just those Klackons who were somehow discontent about becoming part of my Empire (maybe because I had a constiututional Monarchy insted of their Hive). So I just waited a few turns and the Unrest calmed down.

And last but not least another Difference to unpatched Games I noticed:
I seem to encounter more Magnate Races than before. Even in my own Home Planet I had 2 Planets with Magnates on them (Darloks and Phaiogur).
And they tend to like migrating to other not settled Planets, where there is also a Mgnate Race Specials with members ofg their own Race. I had the Darloks migrate to 2 other Planets with the Magnate Race (Darloks) - Special which, of course came very handy, because I had to do nothing to get 2 Planets with a population of 4500 each

krait23 is offline krait23
Chieftain

Nov 2001
time: 06:28
  Old Post 08-06-2003 16:13
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Any opinions on the patch from some of the harsher MoO3 critics? No offense Proteus, but you liked MoO3 even before the patch so I am taking your reviews with quite a large crystal of salt

I want to know if this patch has the potential to bring back people that didn't like the game at all (like me), not whether it improves it for those that already liked it (which should be a given)...

And I don't really have the time to test it myself, and neither the desire because I still think chances are high that I will be disappointed after wasting dozens of hours with MoO3 again....

Lata
Krait

ChristopherC is offline ChristopherC
Warlord

Apr 2003
time: 05:28
  Old Post 08-06-2003 16:15
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Was it too much to ask for the code patch to allow games on which you are presently engaged to be played? I am in the middle of a very long and taxing though enjoyable one and would hate to give up on it.

It seems to me I should wait for the revised code patch, which is compatible with the data patched game (one hopes!), before modifying the game.

Live long and prosper.

Seran is offline Seran
Settler

Feb 2003
time: 05:28
  Old Post 08-06-2003 17:26
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quote:
Originally posted by ChristopherC
Was it too much to ask for the code patch to allow games on which you are presently engaged to be played? I am in the middle of a very long and taxing though enjoyable one and would hate to give up on it.

It seems to me I should wait for the revised code patch, which is compatible with the data patched game (one hopes!), before modifying the game.

Live long and prosper.


It is not uncommon for a patch to break saved games. It is risk that is there when you make major changes to the code, esp. with all the changes they made to saved games.

SirOsis is offline SirOsis
King
Oregon
Nov 2001
time: 21:28
  Old Post 08-06-2003 23:47
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I have played a little with this patch. The interface improvments are great. Makes it a little easier to get into when I don't have to click so many buttons and get lost.

I would say that the game is in fact playable now. It remains to be seen if it can keep my interest. I just wish the documentation was better.

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:28
  Old Post 09-06-2003 02:06
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quote:
Originally posted by SirOsis
I have played a little with this patch. The interface improvments are great. Makes it a little easier to get into when I don't have to click so many buttons and get lost.

I would say that the game is in fact playable now. It remains to be seen if it can keep my interest. I just wish the documentation was better.


Yup... it is playable...

and after the second patch i expact it to go above playable


you can get a great encyclopedia mod here:brians encyclopedia mod

cheers

CharlesBHoff is offline CharlesBHoff
Prince
el paso texas
May 2002
time: 05:28
  Old Post 09-06-2003 03:57
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I just delete over 800 megbytes of save games from MOO3 as the code patch make playing the games go much better than pre codepatch. The games Arena was to allow you to tranfer your savegames to daggerfall which they where working on. When they finish Daggerfall you where unable to do so for very good reason. The games system where total different from each other.

beandip242 is offline beandip242
Settler

Apr 2003
time: 05:28
  Old Post 09-06-2003 05:13
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Finally got the patch downloaded, and loaded.

I was expecting more from the patch really. Playability is better. I ahve not found the AI to be anymore aggressive though, but it is still early in my game. But I usually have at least 1 AI civ at war with me by now though........
Still having DX errors!!!!! Had 2 in this game already! On the second one the game just quit! thought this was to be fixed???????????????????????
and the other bug is when I click on a link from the sitrep for a specific col, then go back to the sit rep and click on a link for a newly explored star system and I go right back to the specific col page, not the new star system. Have to get out of the sitrep and use the Gal map to view the new star system. Not a big deal, but it is new since the patch.
It just seems that the developers dropped the ball with the initial release, and are now having to play catch up big time, and are still fumbling along the way. Lets just hope the game gets enough of a boost out of this patch, so another(better) patch will be possible!!!

Kahn is offline Kahn
Chieftain

Mar 2003
time: 00:28
  Old Post 09-06-2003 09:01
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quote:
Originally posted by ChristopherC
How did you install the code patch? Just over a game program in which you had previously had installed the 'data patch'?

What files ('extracted spreadsheets') did you delete?

'Stormhound' has heard that the code patch broke previously saved games?


Installed patch over previously data patched installation with no problems.

I had extracted some of the .mob files to test out some mods. I deleted those files prior to installing the patch. I have also since extracted the new .mob files and continue to test mods.

Didn't take a chance on any saved games, deleted those and the auto-save files too before installing the patch.



A couple of small notes:
The patch did not break the mods incorporating more flag formats to the game.

The patch did however introduce a new bug in the colony and recon ships that you start the game with. When opened in the current design screen, recon ships indicate they have ECCM 1 pods installed, colony ships indicate they have Focus Detection Arrays in place of colony pods. Both ships seem to function OK despite the incorrect listing, and creating ships with the correct equipment installed works OK too.

Kahn is offline Kahn
Chieftain

Mar 2003
time: 00:28
  Old Post 09-06-2003 09:19
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quote:
Originally posted by beandip242
Finally got the patch downloaded, and loaded.

Still having DX errors!!!!! Had 2 in this game already! On the second one the game just quit! thought this was to be fixed???????????????????????
and the other bug is when I click on a link from the sitrep for a specific col, then go back to the sit rep and click on a link for a newly explored star system and I go right back to the specific col page, not the new star system. Have to get out of the sitrep and use the Gal map to view the new star system. Not a big deal, but it is new since the patch.


Have you tried the "copy disk 2 music to the hard drive" trick? Though I expected this not to work when I did it, I was pleasently surprised that it did get rid of my DX problem. I believe that the knucleheads at QS programmed the game to check for the 2nd disk every time you transition to another screen. Since the music is already playing, this is a second thread attempting to access the CD at the same time. This is a basic no-no that any first semister programming student learns not to do. If your system is set up not to read-ahead (disk caching off) and you have a fast CD-ROM, then you may be able survive with few, if any, problems. Windows Me has an easily accessable function to set the disk caching parameters, I have yet to locate the same on my Win 2k system though. Please get back to us on wheather this helps or not.

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:28
  Old Post 09-06-2003 12:27
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quote:
Originally posted by Kahn


Have you tried the "copy disk 2 music to the hard drive" trick? Though I expected this not to work when I did it, I was pleasently surprised that it did get rid of my DX problem. I believe that the knucleheads at QS programmed the game to check for the 2nd disk every time you transition to another screen. Since the music is already playing, this is a second thread attempting to access the CD at the same time. This is a basic no-no that any first semister programming student learns not to do. If your system is set up not to read-ahead (disk caching off) and you have a fast CD-ROM, then you may be able survive with few, if any, problems. Windows Me has an easily accessable function to set the disk caching parameters, I have yet to locate the same on my Win 2k system though. Please get back to us on wheather this helps or not.



where to put the files?

cheers

Harry Seldon is offline Harry Seldon
King
Birmingham, AL
Oct 2002
time: 05:28
  Old Post 09-06-2003 17:35
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Check the readme. It has directions and I think this time they're correct.

Ozymandous is offline Ozymandous
Prince
Atlanta, GA
Aug 2001
time: 00:28
  Old Post 09-06-2003 22:51
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quote:
Originally posted by krait23
I want to know if this patch has the potential to bring back people that didn't like the game at all (like me), not whether it improves it for those that already liked it (which should be a given)...


The patch helps if you liked the game at least in principle but didn't like the AI sluggishness, or all the micromanagement headaches.

If you were expecting MOO 2.5 and didn't like the basic premise of MOO3 then you still won't like the game.

quote:
And I don't really have the time to test it myself, and neither the desire because I still think chances are high that I will be disappointed after wasting dozens of hours with MoO3 again..


Provide specifics on what you didn't like and chances are someone will have seen something in the patch to let you know if it was improved or not.

We're not mind readers and people like different things so what I think was a great thing they fixed in the patch may not have mattered at all to you.

 
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