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Old April 11, 2003, 02:58   #1
MarkG
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MOO3 Data Patch Released
http://moo3.quicksilver.com/downloads/Moo3DataPatch.zip

(with installer) http://apolyton.net/upload/files/tleng/datapatch.zip

Quote:
Do not expect miracles. There is nothing here that couldn't have conceivably be fixed by a mod (although several items would have been unlikely).

The changes are:

Actual reported bugs fixed:
Corrected some typos reported on the boards.

Added Bill Seconded message which was already in the code to sitreps, so Orion Senate bills now issue a sitrep when seconded and up for a vote.

Corrected tag in sitreps that caused a bad sitrep for trying to land an outpost on a full planet.

Removed duplicate star names from starnames.txt

Corrected order of weapons in GroundCombat.txt so that the correct higher tech weapons are preferred.


Changes which specicifically address the Military AI:

The changes made to MilitaryAI.txt are very similar to existing mods. If you find you like an existing mod of MilitaryAI.txt better, you should have no problem continuing to use it.

We added four to the base ThisMeansWar trigger value in all the race definitions. (higher values in MeansWar in the race picks means you have a lower war trigger) This will reduce the number of sudden war declarations, and will also reduce the number of wars the AI has to deal with, which should make him stronger. One of the problems actually is that the AI is too aggressive in the sense that he is perfectly willing to try to fight many wars simultaneously. Part of what the MilitaryAI mods do is up the border setting so that one war is concentrated on above the others. This change will reduce the number of wars, helping that further. The trigger value is clamped in code between 1 and 8. The base was incorrectly set to 0, so everyone was ending up with a hair trigger, no matter what. We have essentially moved the base to 4. This was done after the beta testers saw the patch, so it may not be the optimal value, but it should improve things quite a bit.


Other changes:

Number of ground troop weapons types reduced from 21 to 9 and weapons standardized.

Added comments and some new tables to MilitaryAI.txt that require the code patch and are subject to change (including parameters for MOB centers, system ships). Marked as unused tables in MilitaryAI.txt which are read in but not used (will be removed in code patch).

Increased research costs in main fields.

System ship and orbital hulls are cheaper.

Cost of ship and orbital armor halved

Missiles have been reduced in power by halving the warhead strength. The reload rate now varies by missile chassis size.

ECM and ECCM values slightly changed.

Ship star drives have increased in size and system drives are smaller so they are now equal in size at equal techs.

Ship movement over galaxy map is a little faster for any given tech.

Galaxy Map - relative offroad (non starlane) movement penalty changed from 20 times slower to 7. This will facilitate at least some offroad movement.

Race pick text descriptions updated and clarified to be more consistent with their function.

Environment race pick slightly improved

Economy race pick removed.

Tolerant race pick now reduces pollution by 20% instead of 50% and natural absorption bonus now works

Tolerant attributes of Saurian species now work

Removed ability of Harversters to move more than one level in any of the race pick categories.

Cost of some race picks changed. For example, increasing industry now costs 30 pick points.

New Orions now get proper bonuses to research.

Several regional specials that deplete are now really special.

Removed some tables that are not read in from LeaderPersonality.txt. Add age columns to leaders (not active until code patch)
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Old April 11, 2003, 09:15   #2
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So far, im pleased. Started a game early this AM after installing it and by turn 34 had lost 2 planets. I have been playing with several mods that did improve the game, but not to this level. Granted, this wasnt an all-out code patch, but so far I like.

My usual strategy involves a blitzkrieg style of expansion and colonization. Difference now is that any hostile AI will start picking off my newly colonized/lightly defended planets. On one planet, my militia held off an initial attack but several turns later the AI returned with a larger force and took it anyway.

I know its too early to get excited, but this kind of stuff is what I expected from the game.
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Old April 11, 2003, 10:07   #3
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I'll just add a note that the table changes will mean that at least some mods are going to be incompatible with the data patch. I guess it'll give the mod-makers plenty to do...
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Old April 11, 2003, 10:54   #4
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The patch and Mods
I see a line 'Increase Research costs in main fields'. Can someone who has the patch installed say if it includes a general Research slowdown? I prefer playing with Colin the Grey's Mods and would like to keep the slow rate of research (or something similar to it, say Level 20 by around turn 150). If not, are you there Colin? If so, get working!

I hope Romanus' experience with an aggressive AI isn't just a fluke. Even with the MegaMod 4.1 and playing at Hard difficulty, I rarely get attacked by the AI and never in a methodical manner (an early Armada or two might steam into a system of mine but they aren't followed up with troops or a hop to the next system).
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Old April 11, 2003, 11:01   #5
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Does point defense work now!?
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Old April 11, 2003, 17:22   #6
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Quote:
Originally posted by The Templar
Does point defense work now!?
That's only fixed in the code patch. The data patch is just a table manipulation patch. BTW, anyone notice that warp engines seems to be bigger? I tried to equip my colony ships with Nuclear Engines but the ship was overloaded even if I tried to place the Retro engines back on.
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Old April 11, 2003, 23:03   #7
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Quote:
Originally posted by Crostoneman
That's only fixed in the code patch. The data patch is just a table manipulation patch.
Gee, I could have sworn:

Quote:
Yes, work is in progress on a patch. We have no delivery date at this time. We are concentrating on the Military AI (offensive, defensive and build queue) and point defense problems, along with some UI glitches and any crash or easy to fix bugs.
Posted here

Told ya, Stuie
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Old April 11, 2003, 23:46   #8
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I don't know if the patch helped, but I has the Silicoids attack on of my planets today.

ACK!
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Old April 12, 2003, 03:53   #9
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I'm curious, why is this the only place the patch is mentioned? It's nowhere to be found on the Infogrames site or the MOO3 site (the link for the patch on the MOO3 page only works directly and can't be found by going to the site itself).

Just wondering...
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Old April 12, 2003, 07:39   #10
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Quote:
Originally posted by ucla_vince
I'm curious, why is this the only place the patch is mentioned? It's nowhere to be found on the Infogrames site or the MOO3 site (the link for the patch on the MOO3 page only works directly and can't be found by going to the site itself).

Just wondering...
Obviously there's a small bug in the data patch regarding help text. QS will release a revised data patch after the weekend and at the same time update the website.
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Old April 13, 2003, 01:18   #11
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Just out of curiousity I was wondering if its possible to see how many hits the links providing the data patch are getting?
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Old April 13, 2003, 03:50   #12
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I am sure that each hosting site knows how many people downloaded it, I am not so sure that any coordination of the info is occuring. IOW proobably no ones know the whole picture (count).
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Old April 13, 2003, 07:37   #13
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Quote:
Originally posted by The Templar
Told ya, Stuie


I'm waiting for the code patch. I want a fully functioning game to play.
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Old April 13, 2003, 12:49   #14
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Quote:
Originally posted by Stuie




I'm waiting for the code patch. I want a fully functioning game to play.
So am I. Waiting and waiting ...
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Old April 13, 2003, 13:52   #15
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Quote:
Originally posted by Crostoneman
BTW, anyone notice that warp engines seems to be bigger? I tried to equip my colony ships with Nuclear Engines but the ship was overloaded even if I tried to place the Retro engines back on.
I noticed this problem too. I think it is because the Thrusters are at 1500Gm/sec. You can set lower speeds to reduce the space they take up.
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Old April 13, 2003, 15:42   #16
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WarpDrive sizes
Quote:
Originally posted by SirOsis


I noticed this problem too. I think it is because the Thrusters are at 1500Gm/sec. You can set lower speeds to reduce the space they take up.
It's simpler and more nasty. The hull space percentage taken by FTL drives used to be 9% or lower. Now it's 23% or something like this.

But the data patch left old standard ship designs unchanged, so they enjoy better, smaller and illiegal drives...
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Old April 13, 2003, 16:47   #17
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Re: WarpDrive sizes
Quote:
Originally posted by Quintus_AP


It's simpler and more nasty. The hull space percentage taken by FTL drives used to be 9% or lower. Now it's 23% or something like this.

But the data patch left old standard ship designs unchanged, so they enjoy better, smaller and illiegal drives...
Good grief! They take over a month to realease a simple data patch and screw up something like this? Oh wait - I know it's a feature! Viceroys are supposed to be better at designing ships when left alone right?
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Old April 13, 2003, 19:42   #18
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They said it will be fixed till Monday (and several other smaller problems).

Then it will be released on official MOO3 site.
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Old April 14, 2003, 03:40   #19
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Gotta love them thrusters that go at 500 times the speed of light!
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Old April 14, 2003, 05:00   #20
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This data patch IS worth the download. The game feels much more polished now.
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Old April 14, 2003, 17:35   #21
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Quote:
Originally posted by player1
They said it will be fixed till Monday (and several other smaller problems).

Then it will be released on official MOO3 site.
Well... Monday's almost gone and I still haven't seen a slightest sign of this revised patch... Can you help me?
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Old April 15, 2003, 23:34   #22
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Quote:
Well... Monday's almost gone and I still haven't seen a slightest sign of this revised patch... Can you help me?
Well with all the delays in making the game, is anyone shocked the patch is late???
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Old April 16, 2003, 17:01   #23
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Quote:
Originally posted by clumsydwarf


Well with all the delays in making the game, is anyone shocked the patch is late???
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Old April 17, 2003, 01:00   #24
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Quote:
Originally posted by clumsydwarf
Well with all the delays in making the game, is anyone shocked the patch is late???
Well, I am shocked! How could they do this? They have had an excellent track record and reputation to date. All the reviews were glowing and everything has been completed in a timely manner so far. The staff has been nothing but friendly, open, and customer oriented.

(Ok, Ok, I apologize. That was a poor attempt at sarcasm.)
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Old April 18, 2003, 13:20   #25
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Any idea how to install the patch with a Mac?
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Old April 18, 2003, 18:08   #26
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Quote:
Originally posted by AlexisV
Any idea how to install the patch with a Mac?
A bottle of Jamaican Rum helps...
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Old April 24, 2003, 05:31   #27
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It's been a while since the last newsflash from QSI...
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Old April 24, 2003, 06:37   #28
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Yeah, the revised data patch is finally there, downloadable from the official moo3 site. Didn't change much, though, I think.
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Old April 25, 2003, 02:28   #29
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Don't think I've noticed any real difference between the two patches.
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Old April 25, 2003, 02:51   #30
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New patch info out from infogrames.
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