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The MOO2 Mod Project
I know this might sound like a dumb idea, and I also know I already have a mod in progress that's never actually been played, but I'm thinking of doing a MOO2 mod - trying to recreate as much as possible of MOO2 within SE4! I've come up with equivalents for most of the techs, now to code it and see if it balances...
If you want to see my ideas, they're on the new SE4 section of my webpage, which is www.geocities.com/edwardkolis |
Re: The MOO2 Mod Project
With MOO2 graphics too? http://forum.shrapnelgames.com/images/icons/icon7.gif If so, I have already converted most of the comps over to SE4 format, but I never finished all of them.
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Re: The MOO2 Mod Project
sugar... I am doing it in the tech grid mod...
Name := Robo Mining Facility I Description := The robotic mining equipment in a Robo Mining Facility automates many difficult and dangerous tasks, dramatically increasing productivity of industrial workers Facility Group := Resource Extraction Facility Family := 1 Roman Numeral := 1 Restrictions := None Pic Num := 104 Cost Minerals := 1500 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 4 Tech Area Req 1 := Minerals Extraction Tech Level Req 1 := 4 Tech Area Req 2 := Planetary Infrastructure Tech Level Req 2 := 4 Tech Area Req 3 := Industry Tech Level Req 3 := 2 Tech Area Req 4 := Robotics Tech Level Req 4 := 1 Number of Abilities := 4 Ability 1 Type := Resource Generation - Minerals Ability 1 Descr := Mines 500 minerals each turn. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Can store 600 minerals for an empire. Ability 2 Val 1 := 600 Ability 2 Val 2 := 0 Ability 3 Type := Shield Generation Ability 3 Descr := Generates 150 Shield Points Ability 3 Val 1 := 150 Ability 3 Val 2 := 0 Ability 4 Type := Resource Gen Modifier Planet - Minerals Ability 4 Descr := Increase mineral production on a planet by 3% (only 1 facility per planet effective). Ability 4 Val 1 := 3 Ability 4 Val 2 := 0 Name := Deep Core Mine I Description := Normal mining only extends into a planet's crust. Advanced structural engineering techniques allow miners to build stable tunnels extending deep into the planet- sometimes even into the core Facility Group := Resource Extraction Facility Family := 1 Roman Numeral := 1 Restrictions := None Pic Num := 116 Cost Minerals := 1500 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 5 Tech Area Req 1 := Minerals Extraction Tech Level Req 1 := 7 Tech Area Req 2 := Planetary Infrastructure Tech Level Req 2 := 7 Tech Area Req 3 := Industry Tech Level Req 3 := 3 Tech Area Req 4 := Robotics Tech Level Req 4 := 3 Tech Area Req 5 := Tectonic Engineering Tech Level Req 5 := 1 Number of Abilities := 4 Ability 1 Type := Resource Generation - Minerals Ability 1 Descr := Mines 1000 minerals each turn. Ability 1 Val 1 := 1000 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Mineral Ability 2 Descr := Can store 2000 minerals for an empire. Ability 2 Val 1 := 2000 Ability 2 Val 2 := 0 Ability 3 Type := Shield Generation Ability 3 Descr := Generates 150 Shield Points Ability 3 Val 1 := 150 Ability 3 Val 2 := 0 Ability 4 Type := Resource Gen Modifier Planet - Minerals Ability 4 Descr := Increase mineral production on a planet by 12% (only 1 facility per planet effective). Ability 4 Val 1 := 12 Ability 4 Val 2 := 0 Name := Subterranean Farm I Description := The Subterranean Farms are an underground cavern system filled with automated agricultural facilities. Facility Group := Resource Extraction Facility Family := 2 Roman Numeral := 1 Restrictions := None Pic Num := 139 Cost Minerals := 1500 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 5 Tech Area Req 1 := Organics Extraction Tech Level Req 1 := 7 Tech Area Req 2 := Planetary Infrastructure Tech Level Req 2 := 7 Tech Area Req 3 := Industry Tech Level Req 3 := 3 Tech Area Req 4 := Astro Biology Tech Level Req 4 := 3 Tech Area Req 5 := Genetic Mutations Tech Level Req 5 := 1 Number of Abilities := 4 Ability 1 Type := Resource Generation - Organics Ability 1 Descr := Grows 550 organics each turn. Ability 1 Val 1 := 550 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Organics Ability 2 Descr := Can store 2000 organics for an empire.. Ability 2 Val 1 := 2000 Ability 2 Val 2 := 0 Ability 3 Type := Shield Generation Ability 3 Descr := Generates 150 Shield Points Ability 3 Val 1 := 150 Ability 3 Val 2 := 0 Ability 4 Type := Resource Gen Modifier Planet - Organics Ability 4 Descr := Increase organics production on a planet by 12% (only 1 facility per planet effective). Ability 4 Val 1 := 12 Ability 4 Val 2 := 0 Name := Core Waste Dumps II Description := Core Waste Dumps take all toxic and polluting agents and stash them deep within the planet. This materail is used to generate refined high-energy materials. Facility Group := Resource Extraction Facility Family := 3 Roman Numeral := 2 Restrictions := None Pic Num := 120 Cost Minerals := 1500 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 4 Tech Area Req 1 := Radioactives Extraction Tech Level Req 1 := 8 Tech Area Req 2 := Planetary Infrastructure Tech Level Req 2 := 8 Tech Area Req 3 := Industry Tech Level Req 3 := 3 Tech Area Req 4 := Tectonic Engineering Tech Level Req 4 := 2 Number of Abilities := 4 Ability 1 Type := Resource Generation - Radioactives Ability 1 Descr := Extracts 650 radioactives each turn. Ability 1 Val 1 := 650 Ability 1 Val 2 := 0 Ability 2 Type := Resource Storage - Radioactives Ability 2 Descr := Can store 3000 Radioactives for an empire. Ability 2 Val 1 := 3000 Ability 2 Val 2 := 0 Ability 3 Type := Shield Generation Ability 3 Descr := Generates 150 Shield Points Ability 3 Val 1 := 150 Ability 3 Val 2 := 0 Ability 4 Type := Resource Gen Modifier Planet - Radioactives Ability 4 Descr := Increase Radioactive production on a planet by 15% (only 1 facility per planet effective). Ability 4 Val 1 := 15 Ability 4 Val 2 := 0 Name := AutoLab II Description := The AutoLab is a completely automated reseach facility that operates under computer control. Facility Group := Research Facility Family := 5 Roman Numeral := 2 Restrictions := None Pic Num := 131 Cost Minerals := 1500 Cost Organics := 0 Cost Radioactives := 0 Number of Tech Req := 4 Tech Area Req 1 := Applied Research Tech Level Req 1 := 8 Tech Area Req 2 := Planetary Infrastructure Tech Level Req 2 := 8 Tech Area Req 3 := Industry Tech Level Req 3 := 3 Tech Area Req 4 := Positronics Tech Level Req 4 := 2 Number of Abilities := 3 Ability 1 Type := Point Generation - Research Ability 1 Descr := Generates 1200 research points each turn. Ability 1 Val 1 := 1200 Ability 1 Val 2 := 0 Ability 2 Type := Shield Generation Ability 2 Descr := Generates 150 Shield Points Ability 2 Val 1 := 150 Ability 2 Val 2 := 0 Ability 3 Type := Planet Point Generation Modifier - Research Ability 3 Descr := Increase all research on a planet by 15% (only 1 facility per planet effective). Ability 3 Val 1 := 15 Ability 3 Val 2 := 0 It's all going to be there... As is Stars and IG2 stuff And some surprises... Fyron can prove that I am actually working on it... Not just talking about it.... |
Re: The MOO2 Mod Project
Yes, and lets have Elerians - they have been slautered by Moo3 team.
Reinforced hull - check out Proportions "armor" - components with very high damage resistance but without armor ability. |
Re: The MOO2 Mod Project
Quote:
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Re: The MOO2 Mod Project
Actually, I already finished the facilities. http://forum.shrapnelgames.com/images/icons/icon7.gif Look in the Image Mod (linked in my sig).
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Re: The MOO2 Mod Project
For the Armor perhaps you also can use the new Abilities of the Component Enhancements and have one Component Enhancement for every Shiphull Size.
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