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  • MOD packs

    Let's begin


    This pack replaces the part of the UI with custom graphics made by *IX*Led Mirage ,
    eventually this pack will replace the complete interface but it will be done
    in steps.
    It looks great! http://www.moo3.friko.pl/moo3fonts&guimod.jpg


    More readable fonts.

    Home page of these mod packs: http://www.insomniax.net/downloads/downloads.html#MOO3


    =======================
    =ENCYCLOPEDIA MOD V2.0=
    =======================
    Created By: Archangel_Brian
    Original Concept: Tyrsis and Imagiro

    What it does: Adds a bunch of usefull and handy information to the encyclopedia for EASY access!
    =v2.0=
    -LOTS OF MAJOR CHANGES!
    -ADDED LORE WEAVER'S RACE STRATEGY GUIDES!
    -ADDED CHAOS AVATAR'S BEGINNER'S GUIDES!
    -LOTS AND LOTS of reformatting
    -Alphabetized the magnate races
    -Completely Alphabetized the Planetary Specials. *Whew*
    -Separated magnate modifiers from the normal races
    -Added Pictures
    -Added Magnate Civilization to the list of Planetary Specials
    -Added Handy Search Values
    -Added "Related Topics" to many of them
    -Misc. other stuff I can't remember...


    How to change galaxy configuration.


    Enjoy!


    (updated)
    Last edited by Dmitry; March 2, 2003, 11:16.

  • #2
    Let's continue

    Here is a little mod I'm working on. It's the micro / slow down research mod.

    I'll come up with a cooler name when it's done / tested!

    I'm trying to get the hang up uploads here... hope this works:

    Comment


    • #3
      Sorry, a little explanation is in order. This file lets you manually build hidden items such as hydroponic farms in the planetary build queue. It also slows down research a little bit.

      Enjoy!

      Comment


      • #4
        what do u mean by spreadsheet directory?

        What do you mean by: "If this is your first mod, you will have to create the final "Spreadsheets" directory."

        Is it as simple as creating a directory called spreadsheets and having it in the specified directory?

        Comment


        • #5
          Originally posted by Porkins
          Sorry, a little explanation is in order. This file lets you manually build hidden items such as hydroponic farms in the planetary build queue. It also slows down research a little bit.

          Enjoy!
          What? Manually build the hidden items?!? How??!?! Amazing!

          (note, I have 3 other mods I am testing. may get to this one before I return the game).

          K
          "You are, what you do, when it counts."

          President of the nation of Riis in W3's SimCountry.

          Comment


          • #6
            tried creating a directory called spreadsheet

            I tried creating a directory in the specified location, called spreadsheet and placed the file in it, but it doesnt appear to work?

            I tried it on a saved game? Should I try under a new game?

            Does the TechTable file need a suffix of some kind?

            Do I have to uncompress the .mob file and place the TechTable in there?

            Please Help!

            Comment


            • #7
              The folder is "Spreadsheets" as follows:

              C:\Program Files\Infogrames Interactive\Master of Orion 3\GameDataSets\Classic_01\GameData\Common\Spreadsh eets

              With a clean install, you'll have everything up to "\Spreadsheets"

              So you'll have to make that one. And yes, once the file is in there that's all you have to do. It's an automatic override.

              I don't know if you need to start a new game, but that's how I tested it. And I know it works that way.

              Comment


              • #8
                I got it to work by creating the subdirectory (careful to capitalize the first letter, don't know if it's case sensitive) and just putting the file in it. Then I tested it on a "Quick start" game - works GREAT!!!!

                This really goes a long way towards making MOO3 as good as it should be ! thanks for the MOD

                -D

                Comment


                • #9
                  Hey no prob. You must be like me. This change makes all the difference in the world to my appreciation for the game. Although, after about 10 planets, I will be using the macro features... but trying to "trick" my viceroy into building some of this stuff was getting to annoying.

                  I want to tell the masses that the game is fixed. I suppose it wouldn't hurt to give the mod its own thread...

                  Comment


                  • #10
                    Got it to work too!!

                    Woots!

                    Now I see the reason for the Planetary Que. This is really sweet.

                    Is there any chance where you can make it possible to que up multiple items. I noticed you could only make one hydroponic farm at a time, and then it looks like it just puts it in one of the DEAs.

                    Man this game is beginning to rock!

                    Comment


                    • #11
                      Trying to get more than one in the queue at a time would be great. I'm certainly going to have a look to see if it can be done.

                      Comment


                      • #12
                        Porkins before I try I have a question.

                        Say I tell it too build Hydrofarms. Will it be once only or will it go into a sector? and if it goes into a sector can I say wich one or not?

                        Thanks for your effort

                        Davor

                        Comment


                        • #13
                          Developments can be built on several levels, ranging from empire-wide (like your imperial seat of government--one per empire) down through system, planet, regional , and individual DEA developments.

                          Hydrofarm is (currently) a regional development--meaning you can build as many on every planet as you have regions (from 4 to 10 or 11 seems to be the spread here).

                          Whereas soil enrichment affects an individual DEA (two per region). However, anything that affects a DEA can only affect a particular KIND of DEA--in this case, harvest.

                          Now with either your hydrofarm or your soil enrichment, you have to queue them up one at a time, and you don't pick where it goes. They start going in at the highest-numbered (bottom) region, and work up.

                          Right now, you can't have more than one of the same development in the queue at the same time, so you have to go back to your build queue eight times to build eight hydrofarms on your world.

                          I'm trying to find a work-around... it may be there, or it may not.

                          I'm also thinking of doing a sort of "MOO 2.5" mod--making it so that items like Hydrofarms are only built once per planet, and produce a set amount of food--instead of 0.5 per unit, it would be a total of say 3.5, or the amount you would get from a fully-developed planet with 7 regions.

                          The stuff that goes into individual DEAs, though, I plan on leaving as-is.

                          I'll be looking into this more tonight hopefully, and if I arrive at any breakthroughs, I'll post them here.

                          Comment


                          • #14
                            techtable mod

                            I really like the techtable mod....especially since it slows down research TO A MANAGEABLE RATE!!!!!

                            I am just on turn 10 ( i know, not far into the game....), my tech skill is superior....but i am still on level 1 across the board...a few things are on the verge of level 2 (one is 96%, 2 others are 86%)

                            It took 5 turns to get Phaser Rifles....now, this means alot to me actually....it makes researching something seem important to me....before, i was getting research out of the wazoo.....

                            really though...i like this

                            Comment


                            • #15
                              Be careful with the tech mods. One of the early ones is suspected to really spike the cost of the highest tech levels, when a slightly different combination of base and multiplier wouldn't ramp as steeply (while still maintaining roughly the same increase for lower levels).

                              Comment

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