LordBrazen posted recently interesting data about the map generator in his modification forum.
You can use this data easily to create your own map mods. In fact, a lot of things are possible, especially more MapBalance and even totally different GamePlay. In this zip file is my first approach (see also the GoodMap mods further down this page and the Decent Rocks Mods.):
Download Orange Mod (b23)
Orange Mod
Some characteristics about orange systems:
a) At least 2 orbits of an orange star system are filled.
The exact probabilities are:
30% 2 or 5 orbits filled
20% 3 or 4 orbits filled
Be aware that these statistics include asteroids and gas giants.
b) An orange system does never contain an ultra rich planet.
c) Orange systems contain more often ocean, swamp, arid, terran and gaia planets than other stars.
The orange mod is quite simple. Any unguarded system is now de facto orange. That means that the previous star color is still displayed but the probabilities are identical to orange stars. Since many players complain about empties, singletons or rocky planets in their neighborhood this mod should help a lot. Additionally, an early Ultra rich was often decisive in regular moo. (Especially tolerant races are unstoppable in this case.) Be aware that only monster systems contain UltraRich planets now.
I don't know if these steps are enough. ALEXD pointed out that it is still possible that one side finds a lot of systems with asteroids near his homeworld while the other player has a dream start with a 5 planet system. I just thought this is quite a simple solution for more map balance. We will see....I appreciate feedback.
When you use this mod in a huge galaxy, you should verify that less than 250 planetary objects were generated. Otherwise it might be bugged.
BTW. Budee already created a nice icon for his orange mod launch button: orange.ico
Nice idea. Thanks.
Download GoodMaps (b23)
GoodMap Mods
Personally, I prefer orange systems in regular moo but of course even better system stats are possible. The systems in these GoodMap Mods have even better climate. I decreased the probabilities of toxic, radiated, barren, desert and tundra even further. Additionally, I excluded asteroids and gas giants.
GoodMap5
This mod generates systems with 5 planets. Be aware that there is a maximum of 249 planets in Moo2. Therefore this mod works only for small and medium maps. Don't use it for large or huge galaxies.
GoodMap4
All systems have 4 planets in this mod. This mod works in small, medium and large galaxies.
GoodMap3
3 planets for all systems. This works even in a huge galaxy.
GoodMap2
No, not what you might expect. In this mod there is just a 50% chance for a 2 planet system. The other 50% are 3 planet systems.
Installation
a) Find the Install.exe on your Moo2 CD and double click it to start the DOS installer.
b) Apply the v1.31 patch
c) Apply the v1.40 patch
Unzip the Orange_b23.zip & GoodMaps.zip into your moo folder. NO BACKUP IS NECESSARY! The new files (different file names) can coexist with the 1.40 patch.
Example: orange mod
Test the Orange.exe ---> Singleplayer should work already.
d) Multiplayer via DosBox:
Instead of orion2~1 (last line of step 8 in this guide, btw that is the exe name of the1.4 version) you can simply paste the exe names of the mods, fore example:
orange
or
goodmap2
etc.
23.4.06
Map Mods
Posted by siron at 5:37 am 5 Comments
Labels: Mods
8.4.06
Further duels - evaluation round
Dmitry defeats dottore1 2-0 15:0
dottore2 defeats Bake88 2-0 36:0
DJ defeats ALEXD1 2-0 16:0
ALEXD2 defeats Larsman2 2-0 20:0
Cabman1 defeats Cabman2 2-0 16:0
Cabman3 defeats Futurist2 2-0 4:0
Feuerzahn1 defeats Nalla1 2-0 20:0
Nalla2 defeats SkyBandit 2-0 20:0
Brutalisk2 defeats Gusset1 2-0 18:0
Jaded defeats Gusset2 2-0 20:0
ALEXD3 defeats Larsman3 2-0 11:0
Larsman4 defeats SpaceWolf1 2-0 8:0
And the last duels of the 6 saves:
dottore2 defeats Dmitry 2-0 29:0
ALEXD2 defeats DJ 2-0 20:0
Cabman1 defeats Cabman3 1-1 6:4
Feuerzahn1 defeats Nalla2 1.5-0.5 14:4
Brutalisk2 defeats Jaded 2-0 18:0
ALEXD3 defeats Larsman4 1-1 8:4
Posted by siron at 2:26 am 0 Comments
Labels: Battle Contest
6.3.06
The first duels
UPDATE: I have received 50 designs yet and the first 48 designs participate in the evaluation round. The first duel is already finished BUT YOU CAN STILL SUBMIT FURTHER DESIGNS. When I have 56 designs I will build the next 8 player save and so on. Be aware that this is just a first round to gain some experience about the pool of designs.
It is a so called knock-out but nothing serious happens this round. Even when you lose the first round your design will participate in the qualifyings next month. The results of this evaluation are just used to determine the qualifying groups.
When you lose the first round it doesn't mean you have a poor design. It is simply a lot of Rock-Paper-Scissors in these duels. Check out the other designs in the save, ask some participant for training duels (you should have his e-mail address). I hope that you'll have new ideas after the first battles and you'll submit new designs for the qualifyings next month. You can also redesign your current fleet but you can't choose new techfields in this case. The most successful designs of the first evaluation will be presented here. It is a first "small deadline": After presentation there is a maximum of 2 further designs. There are further restrictions: For example I won't accept copies of the successful designs. (But counterdesigns are ok.)
The first duels:
Dmitry defeats YQ1 2-0 10:0
dottore1 defeats Maclin4711 2-0 20:0
dottore2 defeats YQ2 2-0 30:0
Bake88 defeats jbbigkat 2-0 9:0
ALEXD1 defeats Larsman1 1-1 8:4
DJ defeats Seb791 2-0 20:0
Larsman2 defeats Brent 2-0 18:0
ALEXD2 defeats Seb792 2-0 20:0
Cabman1 defeats Jano1 2-0 20:0
Cabman2 defeats Futurist1 2-0 16:0
Cabman3 defeats Nuke 1.5-0.5 12:4
Futurist2 defeats Jano2 1-1 10:6
Feuerzahn1 defeats Brutalisk1 2-0 16:0
Nalla1 defeats Feuerzahn2 2-0 12:0
Nalla2 defeats Feuerzahn3 1.5-0.5 14:4
SkyBandit defeats Feuerzahn4 1.5-0.5 14:5
Brutalisk2 defeats dottore3 2-0 20:0
Gusset1 defeats bachman 2-0 16:0
Jaded defeats Brutalisk3 2-0 20:0
Gusset2 defeats dottore4 2-0 18:0
ALEXD3 defeats Quietscheente1 2-0 20:0
Larsman3 defeats Seb793 1.5-0.5 20:5
SpaceWolf1 defeats Quietscheente2 2-0 20:0
Larsman4 defeats ALEXD4 2-0 20:0
Posted by siron at 10:27 pm 5 Comments
Labels: Battle Contest
22.2.06
Battle Tournament FAQs
How do I register?
Send a save and you are registered.
When does the tournament start?
The first evaluation rounds will start soon. These rounds will be knockouts.
Later on the qualifying rounds will be played in groups with around 8 designs. (early October)
Finals should start in the late October of 2006.
How many designs?
We decided to accept 4 different fleet designs, but on each of the four fleet designs the tech fields must be different.
Can I redesign?
Yes. Between the evaluation, qualifying rounds and the final you will be able to redesign your ships but you have to use the same techfields. You can also replace one of your designs before the evaluation round starts. (That means you can chose new techfields in this case.)
Is there any deadline?
In the next weeks we will start with our first evaluation rounds. I will present information about the most successful designs afterward. Obviously, I won't accept any copies of these designs after I have published them. Counter designs are ok. The beginning of the qualifying rounds (1st October) will be the deadline.
Who will control designed ships during fight?
The designers will have the option to control their own ships. I recommend using kali or DOSbox and the new 1.40b23 patch (dos version). Find details here:
http://masteroforion2.blogspot.com/2004_02_01_masteroforion2_archive.html
But Win 2k, Linux and Mac OS users can also join. See the DOSbox guide for details.
If you would prefer not to play the fleet on your own, you can also submit short instructions on how best to use your fleet. Otherwise, you could simply propose to use autocombat.
I like to join but I have timetrouble. What should I do?
Use this tool:
http://moo3planet.de/clandb/WSW/WSW_tabelle.php
It will be taken into account.
Is there any resource, where I can look at submitted designs and their scores?
Currently, there is not a site providing information on designs. I want to avoid later participants having too much knowledge about their competition. This would biased and an advantage to late arrivals or re-designs. Therefore, I am the only one who knows all of the designs and I will not participate. When the first evaluation round starts I will publish the scores on this blog.
How will the issue of "waiting" be resolved?
Each duel contains 2 battles. Each side has to engage one of these battles(thus becoming the attacker). The defender (positioned on the right side of the battlefield) has the "last wait", i.e. the old SL rule:
1. WAITING. [...] Either player may use the WAIT command on his ships during combat, but if a waiting contest develops, with each player trying to outwait the other, it is ALWAYS required that the Attacker move, fire and hit done with his ships BEFORE the defender is required to. [...]
What about draws?
Evaluation rounds (knockout): When there is a 1-1 draw in these 2 battles, the "surviving" command points decide the winner. When there is still a draw, the participant that submitted a design earlier wins.
Qualifying rounds (groups): Draws are just draws.
Can we add leaders to our ships?
No.
I can't pick anything but Creative? So the extra race points cannot be used?
No further race points. Only several war racepicks would be interesting and the problem is that they would dominate the design decisions. We are more interested in designs. Therefore, no further race picks will be allowed (Creative only).
For questions about weapons:
This is the best weapons FAQs I am aware of:
http://db.gamefaqs.com/computer/doswin/file/master_of_orion_ii_weapon_calc.txt
GameFAQs disabled the direct link but you can still right-click the link and save target as....
Posted by siron at 3:02 am 1 Comments
Labels: Battle Contest
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.
Posted by siron at 10:26 am 0 Comments
Labels: 1.4 patch
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.
Posted by Daniel F Moisset at 3:43 am 9 Comments
Labels: MOO2 formulae
5.11.05
Master of Orion II Mods - An Overview
Update: New DifficultChoiceModb6, Decent Rocks
This is a list of all Moo2 mods I am aware of. Please add a comment when you know further mods. I will try to update this list.
Firstly, before I start with the pure mods I recommend to update the last official 1.31 patch with the:
Master of Orion II v1.40 patch
by LordBrazen
To clarify: His masterpiece deserves to be called patch because not only does it fix the most important bugs of 1.31 it also allows for the multiplayer DOS game to be playable with XP. Additionally, all mods offered by LordBrazen are optional. So you can use 1.40 as a pure patch when you dislike mods.
Download the latest version: http://lordbrazen.blogspot.com/2005/01/download.html
Details http://lordbrazen.blogspot.com/2005/01/moo2v140-patch-faq.html
Comment This patch can coexist with the 1.31 patch (a new exe is generated). Besides his bug fixes it includes very popular mods of the map generator (optional) for better MP-maps (less restarts). Additionally, there are four further mods implemented (of course also optional): pick switch (10-14 positive picks), droid switch (free droids for all), the very popular noreport switch (you can't see the spies and techs of your opponents) and the new galaxy age post warp (you start with all techs up to 250RPs). Post Warp Games are quite fast. I recommend to try them in huge galaxies. (see the above mentioned faq for switch details). Since 1.40b22, the patch contains the interesing noscan, nohousing and nonebula switches. Besides the new cluster galaxy (large gal with 72 stars) there are further bug fixes.
Update: 1.40b23 fixed several redraw bugs (less crashes, for example the tractor beams bug is fixed now) and the blackhole generator works now with enabled shipinitiative.
Further optional mods are planned for the next releases. Visit also his Community Forum for further information. Register there, present and discuss your suggestions.
The next three mods are also listed on the right side bar and they can coexist with the 1.4 patch (no backup necessary):
Demo Dict Mod
Download DDModb8.zip
Details
Comment We have just updated this mod where we try to help the demo and dict races with earlier morale techs (Unification is far too strong in our MP-games). ALEXD and I came to the conclusion that a small mod with just few changes would be fine. This mod contains better map balance, earlier morale techs (holo sim 400, vnet in supercomps field, psionics 650 sociology), telepathic training and neural scanners were swapped and the racepicks are identical to the next mod:
Difficult Choice Mod
Download DCmodb6.zip
Details
Comment Additionally to the DD Mod many changes in the techtree - In any techfield you should have a difficult choice - therefore, the absolutely must haves like auto factories or research labs are singletons and a lot of underpowered techs are improved. See also the DC thread in LBs forum.
Decent Rocks
Download
Details
Comment This mod is called DecentRocks since the tiny and small rocks (i.e. Barren, Radiated, Toxic etc.) have now a decent size.
Orange Mod and GoodMap Mods
Download Orange_b23.zip and GoodMaps.zip
Details
Comment This is 1.40b23 with modded maps.
INver Mod
by INver
Download RACESTUF.LBX
Comment Subt and Warlord for free. Small fine mod of the racestuf.lbx for MP games.
1.32 Mod
by 4381 et al.
Download 132MOD.zip
Details http://www.masteroforion2.com/patch132.htm
Comment Autofacts and Research Labs for free. Techtree, Racepick costs and Leader changes. Tiny frigates.
Mictian Mod v0.53
by Mictian
Download http://laaja.org/moo2/MictianMod.zip
Details http://laaja.org/moo2/
Comment win version mod - Just backup the orion95.exe and techname.lbx
Some techs are in new techfields - large RP increases for endgame techfields
Defensive "AntiBlitz" Mod
by Jukka Mikkonen
Download AntiBlitzMod.zip
Details http://users.tkk.fi/~jmikkone/
win version mod - Just backup the orion95.exe, help.lbx and techname.lbx
Major changes: Missile Base has 800 (instead of 300) space units - An upgrade to ship hit points, and even larger for star bases - Strong ground installation with 10x the hit points - Severely upgraded space monsters & Guardian of Orion, damagewise - Antarans should prove to be a threat once again - A few automatic techs, such as Auto-Factory, Fighter Bays, Fighter Garrison, Reinforced Hull and Heavy Armor.
Extreme Shield Mod
by Die Noob Die
Download http://de.geocities.com/londoxy
Comment Extremely strong shields and torpedoes
You need the OCL v0.21 to implement the files of the following mods into your exe:
Moomod
by mooncalf
Download http://ourworld.cs.com/moonkine/moo2/moomod_06.zip
Comment by mooncalf: It's mostly an attempt to more balance the weapons, buildings, ship systems and armor (to my understanding, anyway.) For example, significantly improved weapons include: torpedoes of all types, pulson and zeon missiles, maulers, and particle beams. Gauss cannon, phasors and disruptors have been toned down a bit. There are lots of other little tweaks that are documented in the included readme file.
Smiloid Mod
by Arc.Smiloid
Download ftp://ftp.sff.net/pub/people/zoetrope/MOO2/Utilities/Techs/OCL/Mods/smiloid.zip
Details
Comment Many changes in the combat system
How to build your own mod?
When you are familiar with hex editors I recommend once again to visit LordBrazen's Community Forum. Especially the section: Game Modifications: Information, How-to's, and discussion about mod'ing Master of Orion II. You will find lots of info there.
An almost complete archive of Moo2 editors can be found at: ftp://ftp.sff.net/pub/people/zoetrope/MOO2.
Another selection of well documented tools: http://lordbrazen.blogspot.com/2005/01/download.html. There are several Leader editors. (BTW, LordBrazen has a nice list of the Ship Officers and Colony Leaders.) Pickhack is nice when you want to edit the racepick costs. And last but not least there is LordBrazen's second masterpiece an update of the OCL editor: http://www.spheriumnorth.com/blog-images/OCLplusv0.3.zip
He works on further extensions. Stay tuned!
Keep me informed when you have a new mod.
Posted by siron at 1:34 pm 10 Comments
2.11.05
Traffic
When I started this blog in 2004 I didn't care much about traffic. Helping the new players (the kali guide) was my motivation. (LordBrazen started his blog a year later and 4381 left kali and didn't update his kali help.)
I was surprised when LordBrazen told me that he has now more than 70 unique visitors per day. So I was also interested to analyze my traffic a bit. I registered for ClustrMaps last wednesday and included the thumbnail this weekend. When you enlarge it and chose the Map with smaller clusters it looks quite interesting. Then you will also see that the big red spot over germany is not just ALEX|D and me. In fact, almost completely western germany is covered with red spots. Well, ALEX|D has a superb google ranking and this helps me a lot. Thanks. I have also a nice success with search.msn.com and all together I have roundabout 50 unique visitors per day. (Didn't know how this ranking could happen and I swear that I will never criticize MS again.) But my google rankings are pretty bad. Nevertheless most search engine hits are still from google: When moo-users search for technical help (comm failure etc.) they hit often my kali guide. It seems there is still a lot of LAN besides kali.
Update: The last 2 months of 2005 produced following clustrmap:
ClustrMaps Oct-Dec 2005
Posted by siron at 1:01 am 2 Comments
Labels: Traffic
19.10.05
DifficultChoiceMod b4
latest version can be found here:
http://masteroforion2.blogspot.com/2006/07/difficultchoicemod-b6.html
Posted by siron at 1:14 am 1 Comments