I've been playing MOO2 since it first came out; its a great game but it has some serious flaws.
I've known about and used corion for years but last week I found the OCL editor and let me tell you its a godsend! I've played a little bit with some modifications I have made and here are my thoughts. I am interested on what others think about using these editors to add more life to the game as well.
IMO here are the flaws of MOO2 (along with what I have done to counter them):
1. AI (like everyone else = boost the races with corion; also - some of the mods that follow serve to help the AI).
2. The weakness of planetary defenses. (boosted star bases, battlestations and star fortresses by 400% - space, structure, marines, armor, etc...; decreased production costs of most defensive planetary items by 1/2)
3. Beam weapons are too powerful in the mid-late stages of the game. (deleted structural analyzer, hi energy focus and the achilles targeting computer; decreased the size requirement of fighters/bombers/hvy fighters; increased size of stellar converter to 900) I think this aids the AI as well since human players are more effective using these.
4. Tech research is too fast. (increased the research costs of higher techs by 200-500%)
5. Cheap game exploits/tactics. (deleted death rays, neutron blasters and time warp facilitator). Same as #3 about helping AI. To fully delete the possibility of someone getting death rays from captured Antarans you have to play with antarans off.
6. Too many planets to manage and balance of available planets not even (used corion to modify all systems to have 1 huge planet; also - no toxic or poor planets). I've been doing this for years in multiplayer games with my brother and it works wonders for speeding up the game (less colonies to manage) and allowing for equal starting conditions for all players. I'd rather play on a huge galaxy with 70 planets than a small one with 70 planets - the spread/geography is much more interesting.
7. Point defense and heavy mount are not encouraged enough. (decreased hvy mod to +50% space). This encourages using hvy mods over regular which in turn makes having point defense (or point defense specialists ships) more important.
8. Game is too heavily favored towards just building largest possible ships. (each doubling in ship space = tripling of cost making smaller ships much more efficient). I don't know how to modify the upkeep cost of ships so I figure this is the next best thing. The AI picks up on this and builds smaller ships more often than before.
9. Shields are too weak. (made the size requirement for hard shields, shield capicitor and multiphased shields = ZERO; in effect they are almost automatic shield upgrades).
10. Suffering thru the anti-missile rocket animation (deleted anti-missile rockets; make some point defense lasers for god's sake!).
Some misc changes I made with OCL =
-deleted battle pods and increased ship space by 50% (so you can use more specials instead of wasting a space on battle pods)
-added xenotronium armor, spatial compressor, quantum detonator and particle beams to research trees. I don't like reflection field and damper field (they diminish regular shields to much IMO) so I left them out of the research tree.
Here are the races I usually play against-
Klackons = +2 prod, +2 food, subterranean
Silicoid = tolerant, lithovore
Gnolam = +1 BC, fant trader, lucky, charisma
Mrrshan = +50 offense/defense, +20 ground troops,
warlord, stealth ships, trans dimensional
Psilon = +4 research, telepathic, omniscient, +20 spying
Meklar = +1 prod, +2 research, cybernetic
All have democracy and creative; I think the morale effect of democracy makes it stronger than unification. I was using unification but switched over to democracy after re-reading the manual about morale.
I've known about and used corion for years but last week I found the OCL editor and let me tell you its a godsend! I've played a little bit with some modifications I have made and here are my thoughts. I am interested on what others think about using these editors to add more life to the game as well.
IMO here are the flaws of MOO2 (along with what I have done to counter them):
1. AI (like everyone else = boost the races with corion; also - some of the mods that follow serve to help the AI).
2. The weakness of planetary defenses. (boosted star bases, battlestations and star fortresses by 400% - space, structure, marines, armor, etc...; decreased production costs of most defensive planetary items by 1/2)
3. Beam weapons are too powerful in the mid-late stages of the game. (deleted structural analyzer, hi energy focus and the achilles targeting computer; decreased the size requirement of fighters/bombers/hvy fighters; increased size of stellar converter to 900) I think this aids the AI as well since human players are more effective using these.
4. Tech research is too fast. (increased the research costs of higher techs by 200-500%)
5. Cheap game exploits/tactics. (deleted death rays, neutron blasters and time warp facilitator). Same as #3 about helping AI. To fully delete the possibility of someone getting death rays from captured Antarans you have to play with antarans off.
6. Too many planets to manage and balance of available planets not even (used corion to modify all systems to have 1 huge planet; also - no toxic or poor planets). I've been doing this for years in multiplayer games with my brother and it works wonders for speeding up the game (less colonies to manage) and allowing for equal starting conditions for all players. I'd rather play on a huge galaxy with 70 planets than a small one with 70 planets - the spread/geography is much more interesting.
7. Point defense and heavy mount are not encouraged enough. (decreased hvy mod to +50% space). This encourages using hvy mods over regular which in turn makes having point defense (or point defense specialists ships) more important.
8. Game is too heavily favored towards just building largest possible ships. (each doubling in ship space = tripling of cost making smaller ships much more efficient). I don't know how to modify the upkeep cost of ships so I figure this is the next best thing. The AI picks up on this and builds smaller ships more often than before.
9. Shields are too weak. (made the size requirement for hard shields, shield capicitor and multiphased shields = ZERO; in effect they are almost automatic shield upgrades).
10. Suffering thru the anti-missile rocket animation (deleted anti-missile rockets; make some point defense lasers for god's sake!).
Some misc changes I made with OCL =
-deleted battle pods and increased ship space by 50% (so you can use more specials instead of wasting a space on battle pods)
-added xenotronium armor, spatial compressor, quantum detonator and particle beams to research trees. I don't like reflection field and damper field (they diminish regular shields to much IMO) so I left them out of the research tree.
Here are the races I usually play against-
Klackons = +2 prod, +2 food, subterranean
Silicoid = tolerant, lithovore
Gnolam = +1 BC, fant trader, lucky, charisma
Mrrshan = +50 offense/defense, +20 ground troops,
warlord, stealth ships, trans dimensional
Psilon = +4 research, telepathic, omniscient, +20 spying
Meklar = +1 prod, +2 research, cybernetic
All have democracy and creative; I think the morale effect of democracy makes it stronger than unification. I was using unification but switched over to democracy after re-reading the manual about morale.
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