24.1.06

Moo2v140b22 released

LordBrazen released a new version of his 1.40 patch. You can find it in his download section.

New features:

VESA.COM error fixed
Cloak or Phasing Cloak have the stealth feature now.
Phasing Cloak decloak bug fixed.
/noscan switch: scans in combat disabled
/nohousing switch: housing disabled, +150% bonus to basic population growth.
Added a cluster galaxy for single player games. More stars in a large galaxy.
/nonebula switch
/minstart switch: excludes rich/ultra rich large/huge race G planets now.

More details here.

20.1.06

How to play -=UniTol=- !?

How to play UniTol !?
-Tutorial Movie-


I made an UniTol Tutorial Movie, with the following commando line :
/nobh /nosplint /planets=4 /minstart /nowh /noreport
in a "large avrg orgarich norandom noants" galaxy.

U can download the movie in 2 parts + turn0 and turn39 save (1-3), or just all in one (4).


TURN 0 :
In turn 0 I checked my planets in HW, then I scrapped the starbase to receive 200BC and to save 2BC maintenance each turn. Scrapping Starbase isn't always a good idea, but I won´t tell about in this guide.
Then I put all my 5 workers on prod to get ((5 x 4)+50% government bonus) = 30pp each turn.
Now I checked how much stars I could fly to, I decided to fly with 1scout & 1cship to the orange star in 2 turns and with the other to the red star.
Production order:
Cbase -> Freighter fleet -> Cbase -> Cbase -> Freighter -> Cship.

TURN 1 :
Now I had choosen research labs on my tech field. I scrapped my marine barracks to save 1 maintenance each turn and to get 30BC.

TURN 2 - 4 :
My Scout was shot down by a monster, so my cship retreated back to HW system. My other scout was on his way to a white star. Further I bought colonybase on t4, 80pp for 160BC.

TURN 5 :
I put my colobase on the best planet selectable in my HW. On that new colobase I put the worker to prod and choose housing to increase my popgrowth.

TURN 6 - 7 :
I found a good system with 1 rich and 1 huge urich/HG. I settled the huge urich/HG, cos he makes same prod as the rich one, but the planet had a greater size, which increases a bit the basicpopgrowth. On that new planet I choose housing again, to let the pop grow.

TURN 8 - 13 :
I build another cbase, and made housing with 1 pop on it. On t13 I got 1 new pop on my huge urich/HG, which I put to prod too, to increase groth more. Further I got, in my HW, on a cbase 1 new pop too, which I put to my homeplanet to increase production there.

TURN 14 - 20 :
I build another cbase, and made housing with 1 pop on it. After all cbases were build I build another freighter and put my pop to research on homeplanet. Further I send 1 pop to that urich/HG planet to get there fast a cbase too.

TURN 21 - 26 :
I build a cbase on my urich/HG to settle the rich ng. I researched further to rlabs.

TURN 27 :
After I got rlabs, I took reinforced hull as next tech. I build rlabs on my homeplanet and on that rich ng.

TURN 28 - 31 :
I build some further rlabs on my cbases, as u can see in the movie.

Note:
Rlabs have 60pp, try to save 30pp to a planet, the last 30pp can be bought for 60BC. While u buy PP on a planet let ur pop there to save the next 30pp for auto factories.

TURN 32 :
I got rhull and next tech was automated factory.

TURN 33 - 34 :
I saved some prod for auto factories.

TURN 35 :
I got breakthrough in autofacs tech. I was able to build/buy autofacs on most of my planets in 1 turn, cos I saved prod on planets.

TURN 36 - 39 :
I build the last autofacs, and techd further to bios. On that urich/HG I build a cship further. After bios the next tech is soil enrichment.

I really dont know if this is the best way to play, there r many ways to build an empire. Instead of researching rhull u could choose fighters to conquer the system, which was protected by a hydra. But I think, this tutorial will help new players, who played a lot LAN or singleplayer, to be able to compete faster with the vets on KALI.

I used a lot shortcuts, but I think its understandable for someone who know MoO2.

If u found another or better way to play or if u have ideas or if u have suggestions, I would be glad about any feedback.
Please post ur feedback on LBs Forum, I made already a thread UniTol_tutorial_movie
.

Thanks for reading !


ALEX|D
www.moo2.de.vu

19.1.06

Hypercam, DosBox and the new way of "How to..."

How to make movies of Moo2:
At first I want to say something about the story and how it is finally possible to take screenshots from the Dos-Version of Master of Orion II. Well when I found out that it is still possible to play moo2 online via Kali, I was surprised. I was surprised how different playing against humans is. There were much things I had to learn, and also several things I had to forget. The first months in Multiplayer Moo were hard, and today it is still hard for me. There is so much I still have to learn. But this is whats the fun of moo2 in my opinion, the first time you win, the progress with every game and of course the wonderful moo2 kali-community. One day I had an idea, I remembered hypercam which was normally used to convert "3D Movie Maker films" by me. I thought it would be an amazing help for new players to learn the new things via "Moo2 Movies". So I talked with Siron about it, he was very pleased of my idea. The problem was, that in the beginning it was only possible to capture moo95.exe ( The windows version of moo) and furthermore the colors were wrong. Siron had the idea to use DosBox, a Dos Emulator. After I read several DosBox guides I finally managed it, so that it is now possible to capture the Dos-Version of moo2. Unfortunately it is not possible to run the patched 1.40 or 1.31 versions. Dunno why...
The longer the speech, the less thought. Here is the how to:

  • Download Hypercam
  • Download DosBox (choose the location closest to you)
  • Install both
  • Run DosBox
  • Type "mount c c:/your moo2 directory" without "" ;) with "c" and "c:" replace the drive letter where moo2 is installed at your system, this will emulate a hard drive with the moo2 folder in it. Nothing will be damaged
  • Type "c:"
  • Type "orion2"
  • Moo should start, don't wonder if it's slow, remember it's an emulation.
  • Run Hypercam
  • Click at "Select Window"
  • Click at the DosBox Window
  • Click at "Start Rec."
  • The rest is up to you
I hope this helped you! Any Questions? Post here or contact me: kevituz@web.de / ICQ#: 168210250

AlexD made a movie using this technique I wanted to comment on, for those who can't follow all the steps so far.
At first, we'll take a look at his race:
As you can see (i hope so ;) ) AlexD picked a UniTol race (Unification, Tolerant, Repulsive,Large HW,Industrial Production +1, Ship Defense -20, Ground Combat -10), a Production Race which means that it's recommenced to get much Population as fast as possible. So let us go on to see what is done to do so...




The first step is to transfer all of your scientists to work to have the colony bases built fast enough. Be sure to leave the farmers where they are!






Prepare the Production Queue as followed:
Colony Base
Freighter Fleet
Colony Base
Colony Base
Freighter Fleet
(Colony Base, if possible)
Colony Ship
It's also possible to build the freighter at first!
Meanwhile it is important to discover the environment to be able to colonize the best system. Start scouting at the first turn. If you discovered all systems in reach use the 'Planet' button to colonize the best planet.




Researching Research Labs is absolutely necessary! Else you will be outteched immediately. When you finished ReLabs, pick Reinforced Hull and then Automated Factories! This will give you an important industrial advantage. Without AutoFacs it would be senseless to play.




To get a small financial support it is useful to destroy the marine barracks. As long as you are not playing in a small galaxy their not needed so early anyway.





'Oh no, the hydra destroyed my scout! It'd be stupid to go on playing' - STOP. This is not right, don't worry losing a scout, be happy having a high quality-system in reach. Remember monsterkilling is quite easy. But it's better to comment on monsterkilling another time.




As its said before: If you are able to buy 1 production point with 2BC, do it! Especially the first turns are the best to take some small production-advantages.





When you colonized a new planet transfer the farmer to work and build housing! (If you got no AutoFacs)







Having native-planets in reach is very good luck (though they were defended by monsters). This food bonus makes them very attractive to colonize, so if you got the possibility to colonize them do it!




Shuffle every produced pop in your homeworld to the mainplanet to have the most possible production.






Finally if you got all colony bases, shuffle all workers on science leaving one at work to do housing.






I think if you go on watching, you will wonder why Alex shuffled some pop to the new planet. Well he did that to be able to build all colonybases at the new planet faster. And thus is needing production. So he transferred some pop there and shuffled the restworkers to science.

What was new to me:
As a relativ new player there were some steps new to me, for example that it is usual to crush the marine barracks or even the star base. I also did not know that it is possible to see the saved production by clicking on "buy", I buy a lot but I did not noticed it ;). Then I did not know the best production queue. And it seems better to build a freighter fleet after the first colobase.
Hmm I think thats it.

Have Fun,
KevituZ

2.1.06

The MOO2 map generator

Some time ago I collected a lot of statistics about the map generator used in Master of Orion 2. Using some custom tools to dump game map data, and a lot of savegames of just started games, I gathered some data that could be used to understand how it works.

This is mostly statistical analysis, made with several assumptions to simplify the math; my assumptions seem to match the collected data, but Im not completely sure they are valid. First, some basic premises:

  • I assume that the number of players in the game does not affect the map generation
  • I assume that information about players (race, color, whatever) does not affect the map generation, except for obvious things like homeworld climate, size and gravity.
  • I assume that game difficulty does not affect the map generation


OK. First step in the map generation seems to be star layout. Black holes are considered like another star kind for this purpose. The number of stars depends on the map size in this way:

  • small: 20 stars or bh
  • medium: 36 stars or bh
  • large: 54 stars or bh
  • huge: 71 stars or bh


The above are averages. I expected 72 for huge galazies, but the result was 71. The numbers above are averages. There is a small variation of 1 or 2 stars, but I didn't measure that. The galaxy map has a physical proportion of 1.4 to 1 (i.e., 10 parsecs tool for each 14 parsecs wide). I didn't have a tool to measure sizes, but from some gameplay I have the following approximations:

  • small: 20 parsecs wide
  • medium: 27 parsecs wide
  • large: 33 parsecs wide
  • huge: 38 parsecs wide


After that, I assumed that galactic size does not affect the map generation in any other way. I might be wrong on this. The following data were all collected in huge galaxies, with 8 player games.

MOO2 stars have a size which doesn't seem to affect gameplay or anything else about the star or its planets. It just gives some stars that look bigger or smaller in the game display. Anyway, the data is in the savegame, and I've got 26.5% small stars, 44.5% medium stars, and 29% large stars. That was a small sample, I'm guessing that the right numbers, assuming the developers used simple rules for random generation (they seem to have done that in several similar places) are 30%, 40% and 30%.

Stars are assigned specials (like pirate caches, wormholes, lost hero). Note that
each star can have at least one special, so you will never find a lost hero at the endpoint of a wormhole. One possible star special is the "Planet special", which means that one planet in the system will get something like artifacts, splinter colony, natives, etc. Note that only one planet will have this, and in this case the star will not get any other special. This can be deduced from the savegame format, it is not just statistical analysis

The probabilities for different kind of specials seems to be independent of any other consideration (this is half a guess, so might be wrong again). Assuming that, the vaules are:

  • 78% No special
  • 10% Any Planet special
  • 5% Wormhole
  • ~2% Ship Debris
  • ~2% Pirate cache
  • ~2% Lost hero


There is also the "Orion special" which will be set in exactly one star system called Orion, of course. I don't know if all planet specials have the same chance of appearing or not.

Another part of star generation is setting their colors (and setting some of them as blackholes). This depends on the galactic age. According to that, the chances are:

For average aged galaxies

  • Black hole: 4%
  • Blue-white: 10.5%
  • White: 14.5%
  • Yellow: 13.6%
  • Orange: 14.4%
  • Red: 40.4%
  • Brown: 2.6%


For organic rich galaxies

  • Black hole: 7%
  • Blue-white: 4%
  • White: 4%
  • Yellow: 30.5%
  • Orange: 19.5%
  • Red: 32.7%
  • Brown: 2.3%


For mineral rich galaxies

  • Black hole: 3%
  • Blue-white: 18.5%
  • White: 22%
  • Yellow: 9.7%
  • Orange: 8.9%
  • Red: 37.2%
  • Brown: 0.7%


After creating stars and setting their color and specials, planets are put around them. The chances of having something in a given orbit seems to depend only on the star kind. For each orbit, the chances of having something are independent. The "somethings" I am talking about are not just planets, but also asteroid fields and gas giants. For each orbit, you have the following chance of having something:

  • blue-white: 20%
  • white: 15%
  • yellow: 23%
  • orange: 25%
  • red: 15%
  • brown: 15%


Once you have something in orbit, there is 20% of getting an asteroid field, a 20% chance of getting a gas giant, and 60% of getting a planet.

If it is a planet, the size seems independant of other considerations (orbit, star kind, galactic age). Chances are:

  • tiny: 10%
  • small: 20%
  • medium: 40%
  • large: 20%
  • huge: 10%


I also assume that planet gravity and mineral richness depend only on the star color, which seems quite reasonable when checking the data. Notably, I verified that gravity appears to be quite independent of planet size. With that assumption we get the following table about chances of getting different levels of gravity:


low medium high
4.2 66.9 28.9 # Blue-white
10.6 70.1 19.3 # White
13.8 70.3 15.9 # Yellow
22.1 71.2 6.7 # Orange
29.6 66.2 4.2 # Red
13.6 77.3 9.1 # Brown


So, for example, planets at orange stars are 71.2% of the time of normal gravity, 22.1% low gravity, and 6.7% high gravity.

Update, Jan 12: hoserboy posted a comment noting that gravity is actually a function of planet size and richness. The gravity table is


Richness
UP P AVG R UR
Tiny l l l m m
S Small l l m m m
i Medium l m m m h
z Large m m m h h
e Huge m m h h h


The above table does not applies to homeworlds, orion, or other planets with monsters or specials.

There is a similar table for mineral richness:


upoor poor normal rich urich
0 0 39.7 41.6 18.5 # Blue-white
0 19.5 41.2 29.4 9.8 # White
0 30.3 40.4 20.7 8.5 # Yellow
10.4 40.2 39.0 10.3 0 # Orange
18.6 38.3 42.3 0 0 # Red
5.0 11.0 61.0 18.0 5.0 # Brown


The only missing aspect about planets is climate. Climate assignment depends on the galactic age, and on the kind of star. You can get probabilities for the different planet climates based on this table:

For average aged galaxies


# toxic radiated barren desert tundra ocean swamp arid terran gaia
16.3 48.6 27.2 6.9 0 0 0 0 0 0 # Blue-white
16.6 36.8 27.1 6.0 4.3 1.7 1.0 2.6 3.2 0.7 # White
12.7 26.8 30.2 5.9 7.7 4.4 3.8 3.1 4.2 1.2 # Yellow
16.7 17.4 22.8 8.2 7.1 5.7 6.9 6.3 7.5 1.4 # Orange
16.2 12.9 49.7 3.0 6.6 2.2 2.3 2.5 4.0 0.6 # Red
20.8 29.2 10.0 20.0 10.0 2.0 2.0 2.0 3.0 1.0 # Brown


For organic rich galaxies


# toxic radiated barren desert tundra ocean swamp arid terran gaia
13.0 37.0 22.2 26.7 .6 0 0 0 0 0 # Blue-white
7.1 25.5 20.6 21.3 6.3 2.2 3.5 6.4 6.4 .7 # White
8.8 17.5 17.6 15.9 13.8 6.4 5.8 6.2 6.0 2.0 # Yellow
7.0 10.7 15.0 11.9 17.3 9.2 7.9 10.0 8.1 2.9 # Orange
12.8 6.6 37.0 6.4 23.6 3.6 3.2 3.2 3.5 0 # Red
20.0 30.0 10.0 20.0 10.0 2.0 2.0 2.0 3.0 1.0 # Brown


For mineral rich galaxies


# toxic radiated barren desert tundra ocean swamp arid terran gaia
12.9 54.2 26.0 5.7 .7 0 0 0 0 0 # Blue-white
13.2 33.9 34.5 5.0 4.5 2.0 2.2 1.4 3.0 0 # White
13.5 23.0 30.9 6.7 7.0 4.9 3.0 4.0 6.3 .7 # Yellow
11.7 17.5 29.0 5.6 10.0 4.3 6.1 6.1 7.7 2.0 # Orange
17.4 14.0 45.2 4.1 8.7 2.8 2.0 1.8 3.7 0 # Red
20.8 29.2 10.0 20.0 10.0 2.0 2.0 2.0 3.0 1.0 # Brown


The last tables might be slightly biased because homeworlds were taken into account for the stats, and homeworld attributes are set after map generation. So probabilities for medium gravity, medium terran planets may be slightly higher than the real game values.

Loading...