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1oom's Introduction

1oom

1oom aims to accurately reproduce the original DOS version of Master of Orion (1993) in a form that can be run on modern computers. 1oom is Free Software (GPLv2), see COPYING.

1 Installation

1oom requires a copy of the Master of Orion (v1.3) LBX files.

1.1 Windows, MSDOS

Simply copy the EXE and DLLs (if any) to your MOO1 directory. Alternatively copy your MOO1 LBX files to your 1oom directory. See usage_common if you prefer to use a separate directory.

1.2 Unix (Linux)

1oom requires the following libraries:

Also recommended:

Check your distribution's package manager or the library website on how to install them.

1.3 Android (DOSBox)

To play on Android you will need the 1oom executable for MSDOS, DOSBox application for Android and DPMI extension, for example CWSDPMI. You can build the 1oom executable for MSDOS using i586 DJGPP and Allegro4.

2 Configuration

See usage_common.

3 Development

See COMPILING and HACKING for more information.

4 Executables

1oom consists of a few executables:

See usage_common for common documentation.

Some ports have shorter filenames due to filesystem limitations.

5 Abbreviations

The following abbreviations appear in the documentation and code:

  • MOO1: Master of Orion 1 as represented by the v1.3 DOS binaries
  • OSG: The Official Strategy Guide (ISBN 1-55958-507-2)

6 Acknowledgements

Most of the credit for this software belongs to the progammer who authored 1oom v1.0 under the pseudonym Kilgore Trout Mask Replicant. Thank you for creating this and publishing it free and open source!

The original game Master of Orion was developed by Simtex Software and published 1993 by MicroProse. Thanks for the great game!

Thanks to Alan Emrich and Tom Hughes for documenting the game mechanics and AI decision making in great detail in the official strategy guide.

Ideas and text snippets have been taken from kyrub's unofficial patch 1.40m Readme. Thanks for the patch!

Thanks to shikadi.net for documenting the music format.

Thanks to CivFanatics forum user sargon0 for partial save game format info.

Thanks to those who contributed code, ideas or bug reports.

Some code has been pilfered from Chocolate Doom and VICE.

The files HACKING and PHILOSOPHY are based on Chocolate Doom.

1oom's People

Contributors

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1oom's Issues

Small Descrepancies on Planet Screen in Ships and Transports Interfaces

There are several minor interface inconsistencies in the planet screen related to ships and transports.

  1. The error messages in the Transports dialog have different styles:

Green text without outline
image

Green text with outline
image

Black text
image

Black seems the most appropriate for me in all cases.

  1. Accept button in the Ship Relocation dialog should be disabled unless a valid target is chosen:
image

Compare with the similar button on the Transports screen.

image
  1. Cancel and Accept buttons in the Ships dialog have the same functionality
image

No matter which button you click, the selected ship will be chosen for production anyway. I think that the Cancel button should leave the ship that was selected before.

Also, clicking Cancel button should produce a different sound, but on this screen the sound for Cancel and Accept buttons is the same.

  1. Ship production carousel can be rotated only to the right
image

There are only 6 items on it, so it's not a big deal, but I prefer to have an option to rotate it to the left too. Can we use the right mouse button click for that? Looks natural for me.

Thanks!

Feature Request: Make fleets clickable on the Galaxy Map and/or make the entire map clickable

Originally posted by sytnik-aa March 23, 2024
Now on the Galaxy Map you can only click on stars.

I think it would be cool if fleets were also clickable (I know it can be messy becuase sometimes there are just a lot of fleets on the map, but I ask to consider this option anyway).

image

Also, why can't I just click anywhere on the map and focus on this particular piece of the galaxy (that's how minimaps usually work).

Thanks!

Feature request: expose race's special abilities to patchable game numbers

Originally posted by sytnik-aa March 19, 2024
Thank you very much for your work!

If possible, I would like to have the option to play around with the race's special abilities modifiers. Can the numbers be exposed in patchable game numbers?

Honestly, I didn't think much about it. I understand that this a large body of work and I'm not a big modder myself, so I would start small. Modifying the existing numbers looks easy, but it could be enough give the game a new perspective.

However, even this may not work as expected. The goal is not to give me as a player more bonuses, but to make the AI opponents more diverse. But I don't know to what extend the AI is aware of these bonuses. If, for example, I increase Bulrathi's racical bonus to ground combat to 50, will they emphasize ground envasions even more?

There are also some important traits that are not expressed in numbers. For example, it makes sense to me to give Melkars a lesser version of Silicoid's Tolerance. I think they shoud settle tundra worlds easly. But is it even possible?

The main questions for me are:

  • Do changes to racial bonuses affect AI behavior?
  • Can bonuses be penalties?
  • Are bonuses attached to the race or they can be interchanged?
  • Can new bonuses be introduced (for example, a bonus to ship HP)?
  • To what extend non-numbered bonuses can be modified?

Thanks!

maybe rare bugs

Originally posted by pirate486743186 December 22, 2023
These are not bugs directly found in 1.8, but they are hard to replicate and may or may not still be present.

In the original from Microprose, the amoeba attacked an empty system and "destroyed" it in to a radiated planet. I saw this only once.

In version 1.0 . If in the same turn a planet turns into a gaia and also has the accident the game crashes. I saw this only once. It was rather annoying, because the accident seams predecided in the savefile, so a simple undo wasn't enough. The game probably crashes for similar combinations.

In version 1.0 . You are already at war with a race and you get framed for espionage. You'll get an audience warning you to stop, as if you weren't at war already.

an other bug from version 1.0 . When the comet destroys a planet with an attribute (example poor) visible on the map, the attribute stays. So you are left with a "poor" empty system.

probably not a bug. The crystal was destroyed by a single scout of an other race. That's probably the AI just cheating.

Feature Request: Racial bonuses wise science spending rates autodistribution

Originally posted by sytnik-aa March 23, 2024
I really like the feature when you press the "=" key and all science spending ratios are set to equal.

image

This feature may be even more interesting if it takes into account racial differences in technology development (page 57 of the manual).

image

For example, equal spendings are 16,67% per technology field.

But the adjusted equal spendings for Alkari (since they poor in Force Fields and excellent in Propulsion) are:
x + x + 1.25x + x + 0.6x + x = 5.85x;
x = 17.09%

Computers = 17.09%
Construction = 17.09%
Force Fields = 17.09% * 1.25 = 21.37%
Planetology = 17.09%
Propulsion = 17.09% * 0,6 = 10.25%
Weapons = 17.09%

I think it would be great if the first press on "=" key set spendings as equal and the second one -- as adjusted-equal.

Thanks!

Good Proposition

Welcome back, commander.
I have good idea about battle grid. Its possible to add movement range (optional of course) to battle grid?
All modern strategy games have this. Grid+movement range can make battle more pleasantly :) Simple graphic,
ex. brighten or darkened squares, only this.
And, I'm curious, in nearest future its any chanse add something graphic filter? Game include "best" and "linear", but its no good effect,
i tested many resolutions. I think majority players used standard "linear". I know many old games which use many graphic filter,
ex. HQ3x, or xBRZ. is it a lot of work? My question about filter its no super priority.
But only one thing always is lacking in MoO, grid + ship move range. I think is very important in turn battle strategy.
Can you imagine chess without chessboard? :D

Please Update

Why not added simple battle grid in space combat? This allow better orientation in space.
I play MoO and other strategy games early '90, (atari,commodeore, amiga,). MoO is my best strategy gamer ever.
Always i miss battle grid in combat. Can be very simple, players can enabled/disabled this in menu. Why no one mentioned it??
Players nod need this? I know battle grid size, 8x10, but minor patch update this will be excellent! Thnx for all team for hard working for free on this excellent project nad many hours yours work makes our happy :)
I joined to Github by add this post. MoO occupies special place in my heart.
Best regards all MoO team. You are my hero.
Sry for my english

Either disable the copy protection or mention it is active

I just tried the game for the first time. I was doing really well because the galaxy generation was favorable. At some point I got the copy protection question and as per usual I simply clicked somewhere. Oddly, I got a second question and then a third and BOOM. Game over.

Seriously, having the copy protection active is not really enjoyable. I don't want to ALT+TAB out of the game and browse some .pdf manual. I paid for the game, alright. Multiple times: Boxed copy, Gamestop, Steam, Gog, Master of Orion: Collector's Edition).

At the very least mention in the README that the copy protection is not disabled. It killed my first experience.

Planet "Pop xx max" display error

Thanks for working on 1oom.
See attached v1.7.5 save.
It says for the "Crius" system, south-west on the star-map: Pop 50 Max / Pop(ulation) 125 / Planet size 125.
That 50 is a display error AFAIK.
In this same game I have seen this Pop Max display error occur multiple times, in different places. This game was started in v1.7.5.

Edit: also seen it for a planet that was occupied by me.

1oom_save5.zip

Suggestion: Create free art pack?

Since 1oom has been included the Debian repositories, I wanted to float the idea to create a free art pack (sort of like OpenTTD does), to effectively make the project 100% free and able to run on its own. We could try either sourcing pixel art from the community or alternatively we could do a crowdfunding drive to contract a couple of good pixel artists to produce quality artwork. This would mean 1oom could turn into a more encompassing project, not only providing a better way to run the original MoO, but also gain a life of its own and be a truly free 4x game available for all audiences free of charge.

Crowdfunding could be done via Patreon, Indiegogo, Liberapy of Kofi, and we could even discuss what sort of artwork could fit the game best.

original moo1 license check is present

It appears that the latest version ( v1.10.2 ) has enabled the original moo1 license check i.e. asks user to identify ship name. I hope this was not intentional. regards.

Combat screen hit / death explosion effects

Build: 1.6.2
Bug / unexpected behavior:

  • Hitting a stack and not wiping out the last ship plays the "big explosion" animation.
  • Hitting a stack, destroying the last ship thus wiping out the stack plays the "small explosion" animation.

It seems that this is the reverse of the behavior in Master of Orion 1.3. Tested on both the DOS and the SDL2 executables with default settings / New Game and the behavior is the same.

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