Latest version: MoO 1.40m patch.
[MODERATOR ACTION: The previous link to the 1.40M patch appears to be broken, so I've attached a link to another copy in its place:
Version 1.40m
The link that used to point to the copy on kyrub's hosting space is in spoilers below.]
Important:
!! Before you patch/play, you should BACKUP your Moo folder. !!
- Unzip the files into your Moo folder and play.
If the game crashes (or you experience a bug), go immediately to the Moo folder and conserve for me the save7.gam file - please.
version 1.40m
----------------------------
- no more eternal alliances for AIs (reverted back to the vanilla version)
- the missiles now use correct to hit bonus against ships with high missile defence
- at least 5% of missile will always hit (was 6%)
- AI huge, armored ships now cannot cause a negative overflow (prevention taken, maybe not a bug)
- the game now uses "Controlled Barren" on the Race report screen instead of strange "Control Barren ENVIRON"
version 1.40i
----------------------------
- 4th colony ship curse removed
- nebula speed and nebula ETA should work correctly when launching, with transports and ships having the same speed
- [bug fixed] AIs now actually take their treaties in consideration, when asked to declare war on their allies
- annoying bug / cheat when a fleet with bioweapons automatically bombed an enemy planet while orbiting is gone for good
- during strategic bombing, the game now actually checks whether you have your latest researched battle computer on board of at least one orbiting ship before giving the bonus
- the 'Wait' button allowing to fire unlimited number of rounds with unique weapons (pulsars, projectors etc.) during the combat - fixed
- the 'Wait' button triggering the repeated auto-repair function of a ship during the combat - fixed
- AI clears his spies' missions when succesfully threatened
- entering the general "threaten / break treaty" dialogue no more equals to a penalty of -100 to all temporary diplomatic (see OSG; is reserved for the concrete threats)
- the Meklars now can build up to # 2700 factories on a planet [credit to Lydon]
- the tech tree generation routine now checks for presence of at least one planetary shields tech for every race (see OSG)
- the Silicoids don't have the planetology techs useless to them in their researchable tech tree
- NEW: fixed an important bug preventing the right distribution of the AI big fleets in the mid-late game
interface
- the annoying Scout II redesign feature lives no more [credit to Lydon]
- the discovery percentages on tech screen are no more only 1/2 of the true probability of a tech hit
- AI sabotage message continue = space
- Psilon Leader "Zygot__" Name Correction: (removed empty spaces after name) [credit to Lydon]
- reenabled the cursor over the star
- the game autosaves every turn after the 7th turn into your folder
-------------------------------------------------------------
Embryonic 18 (last stable version).
embryonic stage - included if not in "regressions"
----------------------------
[MODERATOR ACTION: The previous link to the 1.40M patch appears to be broken, so I've attached a link to another copy in its place:
Version 1.40m
The link that used to point to the copy on kyrub's hosting space is in spoilers below.]
Important:
!! Before you patch/play, you should BACKUP your Moo folder. !!
- Unzip the files into your Moo folder and play.
If the game crashes (or you experience a bug), go immediately to the Moo folder and conserve for me the save7.gam file - please.
version 1.40m
----------------------------
- no more eternal alliances for AIs (reverted back to the vanilla version)
- the missiles now use correct to hit bonus against ships with high missile defence
- at least 5% of missile will always hit (was 6%)
- AI huge, armored ships now cannot cause a negative overflow (prevention taken, maybe not a bug)
- the game now uses "Controlled Barren" on the Race report screen instead of strange "Control Barren ENVIRON"
version 1.40i
----------------------------
- 4th colony ship curse removed
- nebula speed and nebula ETA should work correctly when launching, with transports and ships having the same speed
- [bug fixed] AIs now actually take their treaties in consideration, when asked to declare war on their allies
- annoying bug / cheat when a fleet with bioweapons automatically bombed an enemy planet while orbiting is gone for good
- during strategic bombing, the game now actually checks whether you have your latest researched battle computer on board of at least one orbiting ship before giving the bonus
- the 'Wait' button allowing to fire unlimited number of rounds with unique weapons (pulsars, projectors etc.) during the combat - fixed
- the 'Wait' button triggering the repeated auto-repair function of a ship during the combat - fixed
- AI clears his spies' missions when succesfully threatened
- entering the general "threaten / break treaty" dialogue no more equals to a penalty of -100 to all temporary diplomatic (see OSG; is reserved for the concrete threats)
- the Meklars now can build up to # 2700 factories on a planet [credit to Lydon]
- the tech tree generation routine now checks for presence of at least one planetary shields tech for every race (see OSG)
- the Silicoids don't have the planetology techs useless to them in their researchable tech tree
- NEW: fixed an important bug preventing the right distribution of the AI big fleets in the mid-late game
interface
- the annoying Scout II redesign feature lives no more [credit to Lydon]
- the discovery percentages on tech screen are no more only 1/2 of the true probability of a tech hit
- AI sabotage message continue = space
- Psilon Leader "Zygot__" Name Correction: (removed empty spaces after name) [credit to Lydon]
- reenabled the cursor over the star
- the game autosaves every turn after the 7th turn into your folder
-------------------------------------------------------------
Embryonic 18 (last stable version).
embryonic stage - included if not in "regressions"
----------------------------
- bugs corrected- the races now have the appropriate choice of objective at the beginning of a game - the AI now uses the right race and the right objective when it takes decision about where to allocate the research points- the spies you educate on the same turn against different races are no more overpriced - breaking a NAP / alliance no more positively contributes to your rellations with the AIs (-10, -20 respectively)- the player (AI or Human) who commits an oath breaker is not taken as a victim anymore, but as the tresspasser- combat transporters now work, subspace interdictor works against them - 8th stargate bug corrected (no ship maintenance overflow)- bombing damage with torps halved, normal damage with missiles (was the contrary)- AI-AI positive diplomacy problem corrected- the AI now correctly uses the radius of action during its decision making- the AI intentionally aggressive fleet positioning during the final war now actually works- a small issue concerning the change in AI defence and ship production when too many MBases on a planet, has been corrected- the Guardian now gets on impossible Adv.dam.control, hard gets Adv.rep.system, others none (was Adv. dam.control only on hard )- the research BC now get no 90% discount when starting new technology project- Silicoids do not have unusable techs in their tech tree: they now always get the Cloning tech
- flaws (= not exactly bugs, but clearly not intentional issues)- Bulrathis bombing decision when they are orbiting a planet and have transports incoming corrected to reflect their race gropo bonus- Alkaris and Mrrshans bonus for AI-AI combat corrected to reflect their race bonus- early tech decisions corrected to include a fourth decision point for all AI races- all diplomatic temporary modifiers are now really capped at 100 (was 109)
- interface changes- you may 'continue' a game directly by running starmap.exe- the game autosaves every turn in save9.gam (for the purpose of bug reports)- "SPACE bar" = continue, process to the next / works now on many screens- hotkey "A" = accept dispatching of a fleet, transport etc.- side cursor works for a single slider on a screen- rehaul of TECH screen, TAB runs through tech fields, hotkeys, the diodes lit under the tech level show when you reach max research bonus- rehaul of RACES screen, hotkeys, clickable portraits bring REPORT page- REPORT screen shows name of AI leaders, MAP screen shows current year- after running through the Next turn phase + extra messages (shield build, max pop reached...), the game always recenters on your last planet of choice