* Impossible-x: The most balanced difficulty setting, but still with some strength varieties between all race variants. * Impossible: Have taken quite a bit of care to balance things out and most race variants have a fighting chance (plus all of them are a lot stronger than in classic) * If you play on hard: i have brought in extra abilities per race to balance things out better than in classic (Bulrathi, Darlok and Elerian improved Klackon and Sakkra slightly weakened) Generally this approach leads to unbalanced races. * if you play on average: I have created 'new stock' races that I think still closely resemble the classic races but with some improvements or changes that enhance character. Perhaps to partially answer the question
About the races do you mean you see a specific race come out on top each time, or you mean just a -random- race comes out on top? the tactical tech tree can be found here (pdf): battle pods, troop pods, assault shuttles, repair unit, etc. In strategic mode, a number of technologies do not play a role i.e. If you are playing a strategic game, then you cannot refit ships (all ships are automatically updated with the new techs.) i see one race still comes out massively dominant over the other AI races is this changeable in order to have a more balanced see saw type battle through out the game?Ĭool that you are playing this modded golden oldie. can you not design/refit ships anymore? the buttons are greyed out (or is this cause i turned off tactical combat?) where are battle pods now? im at deep core mining/dump and no battle pods?
I have never used the tool though because for single player games i like the randomness in galaxy gen.Īlso I understand that for MP the GoodMaps3 by Siron is heaviliy used so I have included that in a seperate download for ice mod as well.Įdited by MOO2MOD, 31 August 2015 - 01:02 PM.
Multiplayers use a tool called 'CRYOGEN' to update their maps and make them more fair. If you type a number outside of range it will default to 2. Note that the # planets in your home world can be set at start of the game with the command line parameter /planets=# Small but noticeable changes and perhaps favours Aquatic races the most. Order of magnitude is that each type of desert, tundra ocean get 2/400 more chance to appear, terran and gaia each 1/400 less and toxic 4/400 less. age setting) to have slightly more desert, tundra and ocean worlds and a little bit less toxic terran and gaia. So in older versions of ice, the galaxies already had more planets than classic moo.īut recently I found two tables that govern the planet types in the game.įor the new ice iteration, I carefully modded it to generate galaxies (Avg.
etc.Īnd all of that without access to the source code.īut a lot is unknown still unfortunately, and deciphering is a truly sloooowww process involving a lot of grunt work and a lot of trial & error. ICE is a mod that progresses whenever I unlock new stuff in the code.Ī lot of work has been done in the past already by other fans, modding tools, disassembler analysis, bug fixes, etc. Back to can you explain the map files in your more recent update?.Many, many texts have been reviewed and corrected, improved or beautified throughout the game.Įdited by MOO2MOD, 14 March 2016 - 06:36 PM. The Guardian and the Antarans have been strengthened. * The Phasing Cloak only lasts for 2 turns instead of 10 and then functions as a Class III Cloak. * Stealth Field has become a Class I Cloak Cloaking Device is Class II Cloak. * Phase Shifter technology (re)introduced: a Sub-Space Teleporter variant. * Improved map generation and planets have higher pop. races for Hard and Impossi ble difficulties. * All traits have been revalued for the Custom race design, using a 45pt scale instead of the old 20pt scale. The ICE Mod for Master of Orion II is a new mod for the old game that aims to create a more challenging single player game.