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  • Defensive anti-blitz mod

    I found this mod pack on the net. Required me to do a little work and a little hex editing. But, it seems to be fully functional. This is the only example of a function mod for Moo2 that I have seen.

    Is anyone familar with it? Does anyone know of others?

  • #2
    I can't say as I know anything about. What does it do

    Comment


    • #3
      Originally posted by vmxa1
      I can't say as I know anything about. What does it do
      The "Defensive" anti-blitz mod for MOO2

      by Jukka Mikkonen

      Usually I was never very happy with MOO2 in that if there ever
      was a player that tried to blitz anyone else, he usually won
      the game. Production was all you needed, really, along with
      all-too easily accessed few key techs to equip your ships. This
      is how I got to prepare this mod for MOO2. Now planets are
      easier to defend yet you can't really count on planetary
      defenses only since you have to get rid of the blockades as well..

      Contents of the package :

      Defens.rul - the OCL script file
      help.lbx - the "eye candy" in the game, shows you what each
      technology does in Help and such.
      modhelp.txt - this file

      Usage :

      1) Use the OCL script file to convert MOO2 to my settings using
      OCL editor found at
      ftp://ftp.sff.net/pub/people/zoetrop...tilities/Rare/
      2) Backup your original help.lbx and overwrite the current one with
      the one included in this package.
      3) For the Missile Base upgrade - download any hex editor, open
      ORION95.EXE (version 1.31) and change the values "2C 01" at hex
      address C558 & C559 to read "20 03". Save changes. (Propably a
      good idea to backup the original .exe file before this.)

      Major changes :

      1) Missile Base has 800 space units for missiles, not 300. This value is
      found in the ORION95.EXE version 1.31 binary at hex addresses C558 and
      C559.
      2) Ground batteries have increased space for weapons. In reality it's
      just 300, but since weapon damages are increased while ships are made
      only half as large, ships have the same damage potential as before
      while ground batteries have the double. Naturally, ship equipment is
      made smaller as well, with some balancing to make those "never-used"
      installs worth the while.
      3) An upgrade to ship hit points, and even larger for star bases and
      up. Also a very major cost upgrade for huge ships. It takes a bit of
      shooting to bring down a titan now, but building one takes an
      eternity. HP upgrade was needed since shields can't be boosted
      too much.
      4) Strong ground installation with 10x the hit points. Thus bombs are
      a necessity, beams will take forever to inflict enough damage.
      Combined fleet with primary bombers and beam escorts very valuable.
      5) Severely upgraded space monsters & Guardian of Orion, damagewise.
      Antarans should prove to be a threat once again.
      6) More distinct Pd and Hv weapons. Pd's are pretty useless against any
      shielded object (naturally!) while even the weak Fusion Beam with
      Hv mod will cut through Class X shield. Basically it's a small
      warp upwards in both min and max damage for all weapons, giving an
      extra bonus for Hv mod when fighting ships with better shields.
      Lesser shielded units are better handled with lesser weapons,
      as you get many more of them. Also less diversity in shields,
      but stronger all-around.
      Interceptors remain the anti-missile force, since missiles are
      deadlier later on. Fighters in general much harder to shoot down.
      7) A slight emphasis on peaceful expansion by making military techs
      take longer to research than "corresponding" colony-improving ones.
      Also techs that were nearly obsolete at the time they finally
      got invented are now earlier in the tech tree (Artemis System Net,
      Recyclotron, Barrier Shield, Ground Batteries etc) and some later
      (Auto-Repair Unit). A few automatic techs, such as Auto-Factory,
      Fighter Bays, Fighter Garrison, Reinforced Hull and Heavy Armor.

      Hope you enjoy!

      Comment


      • #4
        I haven't really had a problem with this mod yet. It seems to work fine. My typical game is single player huge pre-warp and it takes a while to play out so there might be problems lurking.

        I have not confirmed all the changes. The tech tree has definitely been changed. Costs for a lot of things have been changed. I might not agree with all the changes but so far this guy seems to have been able to jump some of the hurdles. I had read that the .lbx format had not been cracked but he seems to have found the key.

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        • #5
          Looks like a lot of interesting changes.

          Comment


          • #6
            Looks interesting i agree, though without trying it out it sounds a lot like cybernetic would be the way to go with all the increased hp for bases and ships while ships do less damage due to space for equipment.

            Comment


            • #7
              I think Creative is even more potent now.
              (\__/) 07/07/1937 - Never forget
              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
              (")_(") "Starting the fire from within."

              Comment


              • #8
                That was my first thought.

                Comment


                • #9
                  Any Chance you'll post a link to where one may D/L the mod?

                  No real text besides it.
                  Sound's Interesting, I wonder why couldn't he add the edited Orion95.exe file into his pack, and adding OCL Script file to the pack sure makes things a little more simple. Maybe it's a space saving Issue. Do you think he'll mind if I'll make a 'full' pack, containing his files (with given credits, of course), and post it somewhere? Anyhow, without a place where I can download the Mod, This all doesn't make sense either way.

                  Comment


                  • #10
                    I would like help in getting the Defensive anti-blitz mod for Moo2 running. It's rather technical.
                    I have downloaded a hex editor and changed the value for the missile base, but in the "Operational Basics" of the documentation I am stuck after the documentation states "This will produce a text file which you can edit and translate back into the game:

                    CALL FORMAT: ocl_v02q.exe [-e] [-d]

                    I typed this in and I get an error. I'm using windows version of Moo2.

                    Would be nice if someone who is familiar with OCL Script could produce the mod and post a link.

                    Will pay $25

                    Comment


                    • #11
                      cranex - Save your $25 (or donate it where it's needed)

                      OCL (Orion Command Line editor) extracts data from MOO2's LBX data files to a text file, or, inversely, inserts data from a text file into the LBX files. So it needs to know:

                      1) The name of the text file to use;
                      2) Whether to extract or insert, and;
                      3) Whether to work with the DOS or Windows version.

                      You'll supply this information as 'switches' on the command line to the OCL executable. The '-d' switch tells OCL to work with the DOS version, so leave that out as you're using the Windows version.

                      The '-e' switch tells OCL to perform extraction. You'll use this to create a backup data file, containing the original MOO2 settings. Alternatively, copy Orion95.exe and all the LBX files to a backup folder (you don't actually need ALL the LBX files, but I forget which ones OCL modifies).

                      The simplest way to set all this up in Windows is probably to use shortcuts. Right-click on OCL.EXE and choose 'Create Shortcut' from the menu. I did this three times, and changed Windows' helpful 'Shorctcut to OCL.EXE (3)'-style filenames to 'OCL Extract', 'OCL Restore', and 'OCL Modify'.

                      Right-click on one of these shortcuts, and select 'Properties' from the menu. On the 'Program' tab, add the '-e' switch and a suitable filename after the OCL.EXE in the box called 'Cmd Line'. Mine looks like this:

                      D:\GAMES\ORION\OCL.EXE -e Original.txt

                      [Late edit: from your post, I see that your executable has a different name, viz. ocl_v02q.exe. Just bear in mind that mine is called OCL.EXE, and this should still all make sense.]

                      If you've installed MOO2 in a path with long filenames, the full OCL.EXE path will be in quotes - leave the switch and the text filename outside the quotes. And be sure to leave spaces between the OCL command, the switch, and the text filename.

                      This command tells OCL to copy the data it can modify into a file which will be called Original.txt. You'll probably want to make this file read-only (right-click it, and put a tick in the read-only box).

                      The command line for the OCL Restore shortcut is almost the same:

                      D:\GAMES\ORION\OCL.EXE Original.txt

                      But note the missing switch. Without that, OCL assumes that you want to modify the data in MOO2, using the values stored in the file 'Original.txt'. That's why you don't want that text file to suffer any changes.

                      Finally, the OCL Modify shortcut has this command line:

                      D:\GAMES\ORION\OCL.EXE Modified.txt

                      Of course, we don't yet have a file called 'Modified.txt'. What I do is open Original.txt in my text editor (Notepad will do) and then Save As... Modified.txt. Then I make any unbalancing and poorly-thought-through changes that occur to me in random moments of insanity, and save them to the Modified.txt file. A quick double-click on the OCL Modify shortcut, and my unplayable alterations are there for me to suffer.

                      With the Defensive mod, the text file is called defens.rul. To apply its contents to MOO2, you'll want to call OCL thus:

                      OCL defens.rul

                      [edit: ocl_v02q.exe defens.rul ]

                      You don't need either switch, because you're not using the DOS version of MOO2, and you're importing data into MOO2, not exporting to a file.

                      I'd seriously recommend either backing up your Orion95.exe and your LBX files, or using OCL -e somefile.txt, first. OCL does write data to the game files, which you otherwise won't be able to undo without reinstalling.

                      Incidentally, do you happen to know how recent OCL v02q is? My archive contains v021, apparently compiled on 10th Feb 2000. I'd be very interested to know if there is an even slightly updated version around. Not that there are any problems in v021, but I seem to have collected a lot of MOO2 accessories over time, and this is the only one I've found that allows modification of the game data. We take mod-making for granted with most current games, so they're pretty much designed for it. The reverse engineering required to get this much alteration of the game data must have been a herculean task.

                      As a final note, 'packaging' a MOO2 mod is impractical. Since the changes are made directly within the game's data files, a packaged mod would have to include all the altered LBX files and the altered Orion95.exe (and presumably Orion.exe, for DOS). Not only would this amount to several megabytes of data (for only a few kilobytes of actual changes), but it would also infringe Simtex's and Microprose's copyrights. Once you have the hang of OCL, all you need to transfer is the 45k data dump, altered however you wish. And that can only be considered copyright to the modder.

                      Best of luck!

                      p.s. I really DID mean it about the backing up first...

                      Comment


                      • #12
                        Flenser- I got stuck at the part where you said

                        "the text file is called defens.rul. ..To apply its contents to moo2 you'll want to call OCL thus:

                        OCL defens.rul

                        I got an error message.

                        I went to the dos prompt command line and typed in

                        C: Microprose\Orion2\ OCL defens.rul

                        I guess this is wrong. I created a text file called Original.txt and Modified.txt (both empty)

                        I need help getting defens.rul into Moo2. I'm a dummy about OCL

                        What do I do with Original and Modified.txt files after defens.rul is called?

                        I downloaded OCL version Feb 2000.

                        I double clicked the OCL Extract shortcut file but got an error message.

                        Please assume I know nothing about OCL. Would VERY MUCH appreciate a simplified step-by-step instruction guide for dummies. I want this mod!

                        Thankyou for your patience.

                        Comment


                        • #13
                          @ Flenser: Thx for the hint with the shortcuts...works fine for me. Do u know what ALL the numbers mean in those txt-files?

                          @ Cranex: Seems to me that u dont see the whole filename under windows. I ve downloaded that defens file too. And its name was "defens.rul.txt" after download. Renamed it in "defens.txt"

                          IMHO, the cmd line should be at ur pc:

                          C:Microprose\Orion2\OCL.exe defens.rul

                          if name of defens.rul is correct.

                          (i guess ur spaces between "C:" and "Micr.." and after the last slash are just typos)
                          "Football is like chess, only without the dice." Lukas Podolski

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                          • #14
                            @Siron: The numbers were explained in some texts I've got [searches...] here. Attached (I hope).

                            @Cranex: The file 'Original.txt' will be created by OCL when you run it thus:

                            C:\Microprose\Orion2\ocl_v02q.exe -e original.txt

                            You want to copy that file as 'Modified.txt' (or whatever) to ensure that you remember to keep your modifications separate from the original data.

                            Then run:

                            C:\Microprose\Orion2\ocl_v02q.exe modified.txt

                            or

                            C:\Microprose\Orion2\ocl_v02q.exe defens.rul

                            to import the changed data.

                            A point that occurs is to ask EXACTLY what your OCL executable is called - I'm assuming ocl_v20q.exe because you used that filename in your initial post. If it is just call ocl.exe, then you'll need the line that Siron typed.

                            [Aside - Does Windows' (idiotic) 'hide extensions' feature actually hide extensions within a DOSbox?! Just in case, you could type:

                            dir defens*.*

                            to get DOS to list the filename it sees for that file, and then use it (whatever DOS reports) on the command line for OCL.]

                            Of course, just changing the name to defens.txt has the dual simplicifications of making the file editiable by default, and removing any confusion about its type. On reflection, that's probably the way to go.
                            Attached Files

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                            • #15
                              Thx...Flenser.

                              I guess the files in ur attachment are also here available: ftp://ftp.sff.net/pub/people/zoetrop...Utilities/OCL/

                              I ve read those files this afternoon.

                              But....

                              there are still some values unclear....

                              For example....under "weapons"....what are these 4 numbers between these flags???:

                              Can someone explain what damage is meant by these numbers?
                              "Mass Driver" 6, 6, 6, 6
                              "Gauss Cannon" 18, 18, 10, 10
                              ...
                              "Heavy Fighter"0, 0, 4, 16
                              ...
                              "Interceptor"6, 15, 1, 4

                              Btw...at this site http://www.geocities.com/moo3_senate/moo2weaps.html

                              they talk about "damage" and "strategic damage"... i dont understand that too...
                              Last edited by siron; May 18, 2004, 17:04.
                              "Football is like chess, only without the dice." Lukas Podolski

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