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StrateguWiki MOO2 TechtreeIts split into eight pages so you have to go to the bottom and click Power, Chemistry, etc. To view the next tech. Technology is the most powerful single element in MOO II, because. A high-tech warship can usually beat at least 2 lower-tech warships. A high-tech empire can usually out-produce, out-farm (if not Lithovore) and out-research a larger but lower-tech empire, so a small early advantage in technology tends to grow during the course of the game.
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I'm having a lot of fun with these yaml files. It's like I can fix almost all the balance I don't like in the game. I hope you all are enjoying my mods as well. Perhaps eventually I'll combine them into one big mod, but for now I'll keep them separate so you can pick and choose which ones you like.
Anyway, here's another one for you: (version 2.3)Instructions: Move the yaml files and the ShipData folder to C:Program Files (x86)SteamSteamAppscommonMaster of OrionMasterOfOrionDataStreamingAssetsGameplayData, move the csv files to C:Program Files (x86)SteamSteamAppscommonMaster of OrionMasterOfOrionDataStreamingAssetsLocalizationBackend (make sure to make a backup copy of Backend.csv, ShipModule.csv and Technology.csv!). If you're not on Windows or using the GoG version, find the corresponding GameplayData and Backend folders in the StreamingAssets subfolder of the Master of Orion directory.Instructions: Move TechTree.yaml and ColonyStructureTypes.yaml to C:Program Files (x86)SteamSteamAppscommonMaster of OrionMasterOfOrionDataStreamingAssetsGameplayData. If you're not on Windows or using the GoG version, find the corresponding GameplayData folder in the Master of Orion directory.Version 2.1 is available!
It adds several new endgame technologies as well as the ability to terraform volcanic planets.This mod addresses several issues with technology that I and others brought up in the last general gameplay balance thread as well as a couple others goodies I thought up. The colony base is now buildable and scrappable once you research it including on your home world. I'm having a lot of fun with these yaml files. It's like I can fix almost all the balance I don't like in the game.
I hope you all are enjoying my mods as well. Perhaps eventually I'll combine them into one big mod, but for now I'll keep them separate so you can pick and choose which ones you like. Anyway, here's another one for you:Instructions: Move TechTree.yaml and ColonyStructureTypes.yaml to your GameplayData folder.This mod addresses several issues with technology that I and others brought up in the last general gameplay balance thread as well as a couple others goodies I thought up. The colony base is now buildable and scrappable once you research it including on your home world.
Thanks for your work, and yours mods!After some time on an other game i launch Moo again.I directly installed your mods (Tech tree + Balanced races),I don't saw details of this mod yet, but i saw some points i asked for in past thread in this forum. This is enought for me to directly test this 'new version' with these mods (for me it is a new version: My last Moo game was played on previous version).So i will not post lot of messages about gameplay of the 'new' official version.For the 'Race balance' i have some others ideas to change races. Perhaps i will see how to mod this game (if i found the time, and the courage )It seems not too difficult to mod this game. (i already made some mod for other games; age of wonder 3 some mounth ago.)Edited by Laegad, 28 September 2016 - 08:03 PM. All these mods sound killer!
I'd definitely download a bundled up package. As it stands I don't really trust myself to make a bunch of individual modifications without accidentally busting something, so I'd definitely hop in line to grab an ultimate mod sampler of some sort. Especially if it had a simple one click install/uninstaller or very explicite space-chimp style instructions for the clueless like meOnce I have them all balanced and working properly, I'll be sure to bundle them together. I don't really know how to create an installer, especially given that there are different versions of the game (Steam/GoG) and different operating systems to work with. Hopefully when they officially release modding support, they'll make an easier way to apply them without having to dig around in the local game files.By the way, ElPozoleOlmeca wants to know whether all of you would like a new subforum just for mods. Respond to his poll here.
I haven't had time to look into this myself, but since you've been poking around in the tech tree stuff, I was wondering if you have an idea about something I've been wanting to do:How tough would it be to add some tech research nodes at the end of the tree that continue the miniaturization of the ship systems, similar to what used to happen in Moo1 (and maybe moo2, I don't remember for sure)? If I ever get some free time to take a crack at this, I would like to, but perhaps you have some time to look into it before that (or maybe you have already).I like the work you've been doing on the other mods, keep it up!. I haven't had time to look into this myself, but since you've been poking around in the tech tree stuff, I was wondering if you have an idea about something I've been wanting to do:How tough would it be to add some tech research nodes at the end of the tree that continue the miniaturization of the ship systems, similar to what used to happen in Moo1 (and maybe moo2, I don't remember for sure)?
If I ever get some free time to take a crack at this, I would like to, but perhaps you have some time to look into it before that (or maybe you have already).I like the work you've been doing on the other mods, keep it up!I'll look into it. I know I can add more nodes, but I'm not sure I can create more miniaturizations.Edit: Done!
I hope you're happy with the result. Do let me know if the miniaturizations are working properly since I probably won't get a chance to test them.Edited by SpudDastardly, 29 September 2016 - 01:59 PM. Something else I would like to do with the tech tree is encourage big ships over frigate swarm. One way would be to refocus the Space Academy. Rather than reduce CP cost of little ships by 50%, reduce the CP cost of the big ships by 25-30%. Besides, isn't that kind of what a 'Space Academy' would be more geared toward?Or, the basic one could be left alone and create an Advanced Space Academy upgrade that adds the above mod.Wow, I never realized space academy only affected frigates and destroyers. I definitely want to change that.
I might be able to add a new tech, but I can't guarantee it will function properly. I'll make a note of this for my next update. I tried to make a similar mod, because I just wanted the miniaturization parts (and I had a slightly different idea about how to make it that I wanted to try), but I keep getting errors parsing the yaml files. I can't figure out what I've done wrong, but I'm a little bit frustrated.
Spud, if you have a little time to maybe look at what I did and share some insight, please let me know and maybe we can coordinate offline.Thanks!Sure, I can take a look. You can either post a download link for the files here, or I can pm you my email. To make the miniaturiazations, you need to edit Miniaturizations.yaml (defines the miniaturization), TechApps;yaml (defines the tech that unlocks the miniaturization), TechTree.yaml (defines where the tech is on the tree), Technology.csv (defines the name of the tech node), and Backend.csv (defines the name of the miniaturization).
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