Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
846 Comments
mercury1978kevin May 14 @ 3:29pm 
opps... I meant to say version 6.4b of UCP has that error...
mercury1978kevin May 14 @ 3:27pm 
Says 'terraform' but really does a Gaia Transformation to my planet's biome. That is the game-breaking error occuring now with both UCP and Lots of Planets mods subbed and activated. I deactivated the one that I could, being the Lots of Planets mod, and still this game has that same exact error. I cannot terraform any planet that is less than 'terran'. NOTE: I researched up until that Gaia Transformation tech and got it to see what (maybe the opposite?) if anything it would do. NOTHING! So, any easy fix for this WhatIsSol? I guess you should update/fix version 6.2b of UCP for us?
mercury1978kevin May 14 @ 3:22pm 
I got/bought MoO Conquer the Stars about a couple months ago or so. I played the tutorial for this game and in that match/game I experienced no game-breaking problems/issues. I then make the decision to get (I both sub and activated each/both mods within MoO) 2 different mods and now after several turns into a long match in a huge galaxy I basically hit a road-block that was present since turn 1 (I just did not know
WhatIsSol  [author] May 14 @ 6:29am 
Editing the files in ../steamapps/Master of Orion/Modding will have no effect. The game does not actually read those files from what I recall. The developers added that folder to make it easy for others to get the YAML data they needed to create their own mods.

Something like that change I would always recommend a new game, it might work, but it might do something crazy,
Shabutaro Apr 2 @ 11:30am 
Thanks for your answers, i have another question than. Personally i think Lithvore growth is way too slow, so much so that i would consider it a negative trait.
From looking around in the files i found "lithovoreLifePointProduction" in the PlanetMineralRichnessTypes.yaml file. I assume this is for Lithvore growth.

Do i have to edit that one in the MOO Modding Folder? (../steamapps/Master of Orion/Modding, though this file here had completely different values than any of the files in any mod) or do i have to edit the file in the mod i load in last that changes this file (in my case the Compatilibity Patch for 5X and UCP)? I just run the basic mods, 5X, UCP, Comp Patch and Massive/Diverse Planets + Assets.

Also will these changes work in an ongoing game? I am ~Turn 250 and the AI just gets like 5 pops a turn while i get maybe 1 in 19 turns.

I was going to change the values to those who came with base 5x mod (1.6, 2.4, 3.2, 4.0, 5.0)
WhatIsSol  [author] Mar 28 @ 7:19am 
@Sheta: Not possible with the current state of this application.
Sheta Mar 27 @ 3:20pm 
Enable diplomatic victory in multiplayer is possible? How?
SneakyBoa Mar 11 @ 5:38am 
@Shabutaro 1. Yes, 2. No
Shabutaro Mar 10 @ 9:39am 
This was probably asked before, but:

1) Is it possible to enable Diplomatic Victory in Multiplayer?
2) Is it possible to allow Alliance players to win together? (maybe just trigger a win screen if anyone in an Alliance achieves a victory for all in that Alliance?)

Or are these strictly not possible to achieve with the limited amount of modding that can be done to this game?
ShadowDancer1 Feb 29 @ 2:06am 
Hi.
May I suggest 2 additional improvements to the game?
1. When you load a save game, the bubbles above each of your colony that had a change from last turn are not showing, as they are after pressing "End Turn" and starting a new turn. This may be somewhat frustrating later in game, when you have a long list of colonies with a change and you micromanage them. Can this bubbles added when loading a save game?
2. You can't press "End Turn" button till you issued orders to each and every ship currently not in transit (or in sleep/ guard). Later in game, when you have many fleet ships spread across the map, this may be annoying to press "Skip" so many times. Putting the ships in "sleep" mode may cause to forget some ships spread across somewhere over the map. Can a "Skip All" button may be added, so that the remaining ships which you haven't issue any command this turn ("ready" status) will be skipped altogether?
Thanks for the great work.
WhatIsSol  [author] Feb 28 @ 5:03pm 
@SneakyBoa: There is already a javainstaller.sh in the zip file.
ShadowDancer1 Feb 25 @ 11:11pm 
Hi,
Is there a clock (see the real time while playing) option in MoO?
If not, can you add one into the mod (or is there anther mod doing that already)?
Thanks!
Kriton Feb 18 @ 3:09pm 
I had to reinstall this mod and now diplomacy victory/galactic council no longer works. Is there a minimum galaxy size and number of opponents you have to be facing now?

Thank you.
Vuyek Feb 17 @ 11:58pm 
before anyone asks, yes, I do have Java 64 bit
Vuyek Feb 17 @ 11:52pm 
interesting. I am getting "error opening registry key Software\Javasoft\Java Runtime Environment"
Could not find Java.DLL

super.
running 64 bit Java, is this a 32 bit program dev?
Jago Bear Feb 9 @ 6:35pm 
Your name applied itself to the modlist. So I guess it just happens over time.
WhatIsSol  [author] Feb 9 @ 11:57am 
You should have 2, one that says Local and one that says WhatIsSol. If you do not that is a steam issue. Exit Steam and restart. Make certain that Steam is also not in offline mode.

But it really will cause no issues, it just means Steam did not send the workshop author information to the game to display on that screen.
Jago Bear Feb 9 @ 11:54am 
i copied i can show you with snipping tool
Jago Bear Feb 9 @ 11:52am 
when i open mods in the game menu and look at mod load order your code patch mod doesn't display your WhatIsSol it just says unknown. I not sure it's suppose to do that.
WhatIsSol  [author] Feb 9 @ 11:37am 
What says unknown author ?
Jago Bear Feb 9 @ 9:33am 
says unknown author?
Nebulawolf Feb 4 @ 10:18am 
Awesome mod, thank you for all your hard work and time. You have come close to completely fixing one of my all time favourite games. If you have a chance could you please consider adding another five or six available characters length to star naming. Can't fit Antares Proxima :-(
Der Kaiser Jan 30 @ 12:53pm 
for the readme instructions separate them into different ones because it's very hard to read through and find what you need
WhatIsSol  [author] Jan 4 @ 1:53pm 
@Arrian76: Unsubscribe to the mod, exit the game. Navigate to the Steam workshop folder - "Steam\SteamApps\workshop\content\298050\1109736522". Delete all content there. Navigate to the local mod folder under "My Documents\Master of Orion\Mods". There delete any folders with "Unofficial Code Patch" in the name. After that is done resubscribe and attempt re-install.
LRG_NL Jan 4 @ 10:54am 
appriciated WhatIsSol, very gratefull for the mod
Dizzy Ioeuy Jan 3 @ 2:39pm 
ty!
WhatIsSol  [author] Jan 2 @ 7:14pm 
Bug.0.0.6.4a: <UCP-6.2> If the player is attacking a planet that has a planetary shield that blocks Invasion or Mind Control this operation will fail if at the start of the attack the colony's shield strength is greater than 0
Fix.0.0.6.4a: A check is not taking into account the damage already applied during this attack, just added logic so bringing it down to 0 will allow the invasion or mind control to work as expected
LRG_NL Dec 28, 2023 @ 12:27pm 
did 6.4 change the function for the planetary flux/barrier shield? I have come to notice that I am unable to invade a planet even thought the shield is "depleted". I can now only invade if the shield is properly destroyed.
Arrian76 Dec 20, 2023 @ 6:18am 
WhatIsSol, thanks for your continued work. I decided to update my version of this mod, as I was using 6.2b. First I tried just re-running the javascript. But that didn't change the version. So I thought ok, I'll unsubscribe and resubscribe and do it again. That didn't work (still 6.2b). So this time I unsubscribed and deleted the UCP folder, and then resubscribed. But the UCP folder has not reappeared. In-game, it still says version 6.2b and UCP local is still there. What would you suggest I do?
Alpharius Nov 22, 2023 @ 3:59am 
Hello,
Where would i find the ReadMe.txt? thanks :)
WhatIsSol  [author] Nov 7, 2023 @ 9:44am 
Think it is need to be positive, UCP defaults it to 99999
Jaylo Nov 7, 2023 @ 5:23am 
If i make this number -1 will it kepp the messages on permanently or do i have to make it a high number?

"01 Globals.yaml
[code]
- globals: &Backend.Settlements.NotificationReduction
ON_TURN: 200
[/code]"
Dizzy Ioeuy Nov 1, 2023 @ 4:54pm 
You're the best man, thank you so much. Fixed it.

Also for future generations or just me later if I have to redo this- that YAML is in the 5x UCP patch mod- not the base 5x mod.
WhatIsSol  [author] Nov 1, 2023 @ 4:47pm 
01 Globals.yaml
[code]
- globals: &Backend.Settlements.NotificationReduction
ON_TURN: 200
[/code]
Dizzy Ioeuy Nov 1, 2023 @ 3:39pm 
OK... I give up, which yaml has this? I can't find it...
Dizzy Ioeuy Nov 1, 2023 @ 3:30pm 
oh THANK YOU. that setting in 5x is exactly what happened I bet... off to investigate the file that may contain those and change it.
WhatIsSol  [author] Nov 1, 2023 @ 3:25pm 
UCP added a way to disable those, but has it turned off. 5X sets those to stop notify after/on turn 200
Dizzy Ioeuy Nov 1, 2023 @ 2:13pm 
Anyone know how/if it's possible to turn on/off the planet construction anouncements by this mod? I no longer get "X built on Y" announcements anymore- just "select new construction" now. I'm sure I hit a key or something because they were working fine just a bit ago.
Dizzy Ioeuy Nov 1, 2023 @ 11:58am 
Nevermind, fixed at my end. Was a minor patch order not of the main hitters causing it.

Fixed, holy WAH! PIRATES!
Dizzy Ioeuy Nov 1, 2023 @ 11:00am 
This likely is not UCP-

Using
5x
ucp
5x patch,

Pirates on turn 200 are still just two little frigates attacking. Just mentioning in case it's UCP.

No other bugs noticed at all- unless maybe this is intentional?
WhatIsSol  [author] Nov 1, 2023 @ 9:34am 
The parts for the AI made it, just not for the player. I will address in a 6.4a. But going to wait a few days to see if anything else crops up before doing a steam update.
WhatIsSol  [author] Nov 1, 2023 @ 9:19am 
grumble looks like that did not make into the final merge
Ragnaman Nov 1, 2023 @ 8:52am 
Export still is bugged, once a planet has Export as its work item, it will not switch to something else in its automated build queue. You said this is already fixed. I even provided solution.

https://steamcommunity.com/workshop/filedetails/discussion/1109736522/3809535864671816651/
frog_gamer Oct 31, 2023 @ 12:02pm 
Not a itch!! Perfect, thank you
Dizzy Ioeuy Oct 31, 2023 @ 11:37am 
It's beautiful man! Thanks for the latest greatest amazing patch! This game is alive (and aa LOT of fun!) because of you.
frog_gamer Oct 28, 2023 @ 4:18am 
Thank you. Looking forward to it 👍
WhatIsSol  [author] Oct 27, 2023 @ 10:30pm 
UCP 6.4 will be released on OCT 31. Saves from previous UCP versions are incompatible with the new UCP 6.4. So please complete any game before doing an upgrade.
HexeR Oct 25, 2023 @ 12:29am 
This looks like a lot of stuff that the devs left out...Jesus...Did they even try with this game? From the looks of it, just a lot of simple, QOL things that should have been implemented at launch.
WhatIsSol  [author] Oct 4, 2023 @ 5:43pm 
@hamtidamti: Looks like I'm late to answer you but looks like you got it working.

@RealTheProfessorTTV: Non combat retreat is just not something I have ever prioritized looking at. As to custom races, I just included a few extra I added, I assume people will just mod to their taste the ones they want.