I like the idea of medium, 5 opps, impossible, Sakkra. However I would like to use my build, or maybe a different 1oom build which i patch to remove those darn built-in cheats. :-)
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Which patch to use? 1oom or kyrub?
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Well, it sounds like we've got a consensus on settings, so it's (appropriately, I guess) back to the question in the thread's title:
- DaveV, do you remember which version of 1oom you've been playing? (I feel like the forks by RFS-81, Ignatius, and maybe Tapani have significantly more quality-of-life improvements than base 1oom, but it's been more than a year since I looked at 1oom, so I might be remembering wrong.) - Haphazard, do you have a preference about kyrub vs. 1oom or which fork to use? - jez9999, if we use some form of 1oom, it should be fine to build and use a micro-fork that just disables the cheat codes if you want to, since it shouldn't break the saves. (It's funny: I'm so used to observing variant rules and avoiding exploits and generally other tricks that I consider "unfair" to the AI (e.g. "threatening to attack" or using the Wait button in combat or redirecting retreating fleets) and of course also refraining from obvious cheating like reloading a saved game to get better results or to take advantage of information gained by playing ahead - that the existence of ALT-WHATEVER codes to also make sure not to use has never bothered me. I can understand why you might feel otherwise though!)
1oom fixes a bunch of exploits in the base game though. Seems a bit crazy to me to fix them but leave the purpose-built ones in there!
No opinion on 100m here, as I have not tried any version of it. If a particular build can be agreed on, I can look into getting it set up.
(March 4th, 2022, 14:08)RefSteel Wrote: - DaveV, do you remember which version of 1oom you've been playing? (I feel like the forks by RFS-81, Ignatius, and maybe Tapani have significantly more quality-of-life improvements than base 1oom, but it's been more than a year since I looked at 1oom, so I might be remembering wrong.) Is there a way to tell? I don't see a version number anywhere (other than 1.3 on the loading screen) I have the little LEDs on the tech screen, and the year on the map screen; I believe those were two of the more recently added changes. Edit: sorry, that was for kyrub's version. I think I have base 1oom.
I shall look forwards to lurking this (can't play - aside from anything else I'm about to go on holiday for over two weeks) - it's been too long since the last MOO(ish) SG.
It may have looked easy, but that is because it was done correctly - Brian Moore
(March 7th, 2022, 13:29)DaveV Wrote:(March 4th, 2022, 14:08)RefSteel Wrote: - DaveV, do you remember which version of 1oom you've been playing? (I feel like the forks by RFS-81, Ignatius, and maybe Tapani have significantly more quality-of-life improvements than base 1oom, but it's been more than a year since I looked at 1oom, so I might be remembering wrong.) Guess my vote is for using base 1oom's AI and save format then. Then we can play with base 1oom, or indeed that with any cosmetic or purely UI-fixing patches, as mine is. Classic+ AI too, which I believe fixes some stuff.
I was looking over the 1oom thread and found this:
(November 7th, 2019, 12:37)DaveV Wrote: Here's a definite bug: I cranked up my trade with a friendly AI from minimum to maximum the turn before I settled two new worlds. I didn't readjust my ECO slider, so several of my planets had some waste because of the lost trade income. I transported a bunch (35-40) of colonists to the new colonies, and was puzzled when the ECO slider text stayed at CLEAN when I adjusted it to buy some of the transported population back. The next turn, all the transported population had magically reappeared! From context, it looks like this was using the fork built by ignatius, but also that the bug was extant in all versions of 1oom at the time. Several of us (including me) opined that this might be a display bug, not a population bug, but we were incorrect, as merlinp demonstrates pretty clearly later in the thread: (July 22nd, 2021, 12:33)merlinp Wrote: I started a game with 1oom from Tapani's repo and quickly noticed a bug, reproducible using undo save (attached) by clicking next turn. Main world's population goes from 49 to 100 in one turn, two turns after Klackon sent ground troops that reduced the pop to about 49. All of which makes me very strongly inclined to just go with kyrub's patch (plus SDragon's minor interface fix). If haphazard has 1oom working now though, and everyone's in favor, I'm fine with taking it out for its first OSG! (Orion Succession Game - this would be OSG-37, I believe!)
I'm grateful to Jez9999 for asking what I was about to ask, and for the same reasons.
I've got a couple questions to add though if I may. First. Will Kyrub's patch work with the steam version? I mean if not no big deal, the GoG version isn't exactly expensive, but if it works with steam I'll just do that. Second. Are there any other mods I should be aware of. I'm still just starting out but I've discovered a deep abiding hatred of the 'council' as they've wrecked two of my 'learning' games. First by the whole universe voting some other guy wins the game. Then by the whole universe voting that I won the game just as I was starting to get my shit together. I would love a mod that could turn that thing off, at least until I've got a firm grasp of the game's many mechanics. Finally, a question unrelated to mods. I've been getting some conflicting thoughts in my comments and am confused about espionage. Actually i'm confused about diplomacy in general, I'm afraid the manual didn't help much there. Just having hidden spies pissed other powers off? Could having a small amount of resources set to making spies be that what's causing everyone single faction to hate my guts? Are spies perhaps only a wartime measure? I had assumed, and I someone suggested to me that I should keep a hidden spy or two everywhere. I'm kinda groping in the dark here as so far my experience is even giving techs and BC as well as making treaties and trade seems to be ineffective at keeping a buddy. Is diplomacy just bugged to hell without Kyrub? (March 9th, 2022, 06:34)Hadriex Wrote: I'm grateful to Jez9999 for asking what I was about to ask, and for the same reasons. 1. Don't know, I suspect so. It replaces the .exe file, so in the unlikely event that Steam has done some fiddling with that file, you might have a problem. 2. You can turn off the council (and events, my personal bugbear) in the 1oom setup screen. 3. I don't think I've ever had an AI complain about spies who have the "hide" mission selected. Sometimes you're framed for other races' spying; sometimes the AIs just declare war on you and will fabricate a pretext. Trade and non-aggression pacts are the key elements in building positive relationships, but the positive goodwill builds up very slowly over time. Absent a sufficiently large offsetting bonus, all relationships tend to drift back to the default. In general, doing well (e.g. having more than 25% of the galaxy's planets) will hurt your relations with the AIs and there's not a lot you can do about it other than being at war with the same third party. |
