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  #1  
Old August 23rd, 2002, 03:35 AM
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Ed Kolis Ed Kolis is offline
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Default 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
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  #2  
Old August 23rd, 2002, 05:57 AM
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Fyron Fyron is offline
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Default Re: The MOO2 Mod Project

With MOO2 graphics too? 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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  #3  
Old August 23rd, 2002, 06:38 AM

tesco samoa tesco samoa is offline
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Default 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....
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #4  
Old August 23rd, 2002, 05:06 PM
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Default 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.
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  #5  
Old August 23rd, 2002, 06:03 PM
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Default Re: The MOO2 Mod Project

Quote:
Originally posted by Imperator Fyron:
With MOO2 graphics too? If so, I have already converted most of the comps over to SE4 format, but I never finished all of them.
Actually I was thinking of doing a Mrrshan or Meklar (or maybe Elerian) shipset with MOO2 ship graphics, but I lost the program that lets me extract the graphics from the game... it might still be on my grandparents' computer though... But yes, I would LOVE to have your comps! Are you doing facilities, too???
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  #6  
Old August 23rd, 2002, 08:35 PM
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Default Re: The MOO2 Mod Project

Actually, I already finished the facilities. Look in the Image Mod (linked in my sig).
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--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
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  #7  
Old August 23rd, 2002, 09:56 PM

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Default 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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