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Old May 29, 2004, 16:50   #31
TheUltimateEnd
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F:\Program Files\Microprose\Orion2

I modified the original.rul file

and I have all the modding utilities for this game...HOW do I put the rul into the game...keep in mind I'm dos retarded.

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Old June 16, 2004, 15:07   #32
siron
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@Ultimate....
Have u solved ur problem already?
I just can repeat what flenser wrote:

I guess u have the OCL_V021.EXE in the folder u wrote above. Create a shortcut of this exe in this folder. Look at the properties of this shortcut.
The cmd line is probably:
F:\PROGRA~2\MICROP~1\ORION2\OCL_V021.EXE

"I modified the original.rul file"

This modified file has a name....lets call it "ultimate.txt" and it is also in the same folder i guess.

Because of the name of your folder i guess that you are playing the windows version of moo2 (orion95.exe). [And not the dos version orion2.exe. Just look at your desktop shortcut if you are not sure.]

Just edit the above-mentioned cmd line:

F:\PROGRA~2\MICROP~1\ORION2\OCL_V021.EXE ultimate.txt

and after that....doubleclick on shortcut.....thats all.

[for the case you play the dos version the cmd should be: F:\PROGRA~2\MICROP~1\ORION2\OCL_V021.EXE -d ultimate.txt ]


@Whoha

"I believe strategic damage is bombardment, though I'm not sure about that."

hmmmm.....the above-mentioned damage numbers in that file....i have changed them...and i saw no effect at all...maybe some old test values..
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Old June 17, 2004, 03:30   #33
mooncalf
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Nice instructions for OCL, Flenser. I've been using Melting Pot and Pick Hack to keep the game interesting and challenging, but had never tried this utility. The shortcut trick was especially helpful.

If anyone is interested, I created my own mod over the last few days:

moomod_06.zip

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.
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Old June 17, 2004, 13:54   #34
siron
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Yeah! I made my own mod some weeks ago and tested it in some games online....

but i havent changed anything with respect to weapons (mp-mooers wont accept such changes i guess.) my aim is to make dict and demo races stronger. (The mainly changes are therfore: marine barracks only 20 PP, holo 80 PP and only 400 RP, VNet directly behind supercomp. and the sociology and biology techs are 1 step cheaper behind alien management and soil/cloners. Noone took this techs in MP)

Some comments to ur readme:

"Fighter values for armor have also been increased."

Are u sure u have done that? I saw u altered the values in the last column of ARMOUR. I saw some comments to this column...Sth like "fighters (?)" but i think this column has nothing to do with them....

Some months ago i checked this values here:

http://members.fortunecity.de/wurzel...23.html#3.2.20

structure bonus under b) i mean. and i thought they were correct. (i know there are some mistakes on this site.) So, fighters have the "normal" structural bonus with respect to armor....imho. and this last column.....hmmm.....i dont know so far.....what it does....
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