Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
893 Comments
hltobleriv Apr 23 @ 12:19pm 
added one mod at a time, found it was mikes V3 sorry for posting in wrong mod comments
WhatIsSol  [author] Apr 23 @ 10:02am 
@hltobleriv: Going to be a mod issue or load order, if the progress bar stops it indicates that the galaxy generation failed. Some options changed in mods can easily cause this generation to fail. You can post your log and maybe the authors of those mods you have listed could assist in the issue.
hltobleriv Apr 23 @ 7:29am 
game will not start, after i pick custom race screen says master of orion and a blue bar fills up and it stops, it has started before but it just stopped yesterday
load order
5X
UCP
UCP Steam
DSMP
mikes v3
5Xcpc
tactical
splittree
custom 5X Dsmp
All ai
MuDBomb Apr 22 @ 1:09pm 
My apologies, it was the load order. 5x compatibility patch was the culprit. Thank you for responding and thank you for a great mod.
WhatIsSol  [author] Apr 17 @ 6:41am 
@MuDBomb/@PDF Terra: Not an issue with this mod - this is either another mod you have enabled or a mod loading order issue. Mod ordering issue in particular has been know to break the tech tree. Note that some of tech tree gets backed into a save so just shuffling mods around will not fix a broken save.
MuDBomb Apr 16 @ 1:55pm 
I have tried several combinations and concur, missing tech so can't research Galactic trading or subsequent technologies.
PDF Terra Apr 15 @ 11:31am 
@WhatIsSol There is a certain tech required for Galactic trading that is missing. Completely gone and can not research anything past it. I followed the steps to the letter and mods are in correct order. Is this a known issue?
WhatIsSol  [author] Mar 23 @ 10:24pm 
@dan5tr4n63r: There is definitely a scroll bar, the scrolling on that screen is odd - the wheel mouse will not work unless you are on a mod section, if I recall correctly.
thainion Mar 20 @ 12:28pm 
@WhatIsSol That is pretty awesome of you to be responding to comments and continuing to update this mod-- and with a game nearly a decade old no less. I'll try 6.5 when it comes out!
dan5tr4n63r Mar 16 @ 9:44am 
A question...on the list "MODS" inside game...i'm only showing 9 mods...6 are the must have so they are always top : 5xUB, UCP, DSMP, 5xCPC and All AI + 5xGalaxies...only 3 tabs remain for other mods which i have more installed...The question is :Is this mod the cause of not being able to see all the other mods?...There's no scroll so i can't see more than 9...Thanks in advance
Radecliffe Mar 1 @ 4:43pm 
@WhatIsSol Tried it with and without other mods. Here is a clean, mostly, log with just the UCP enabled. https://drive.google.com/file/d/18vYUpk2Hk3pIBKHH-QMh8-AhTxa9bI2W/view?usp=sharing
WhatIsSol  [author] Feb 19 @ 7:13pm 
@Radecliffe - Are you attempting with any other mods - could you post the entire log somewhere I could review?

@thainion: Identified as a bug - fixing in 6.5

@aeroth: Yep see that - you can click on it but it takes a bit of work - something in the SWF file - will hopefully take a look in 6.5
Radecliffe Feb 17 @ 3:03pm 
I haven't been able to get this to work on Steam Deck. The issue seems to be the modified dll doesn't play well with the modified Linux that is SteamOS. It's too bad too because I do like playing MOO with UCP on my PC and was hoping to be able to do it with the Steam Deck on my TV (with my dock.)

Kudos to the manual install instructions. They worked great. I am pretty confident I got everything where it was supposed to be. The output log has a lot of null reference exceptions when I try to run the game. I can start a new game but it won't load the map. It pretty much hangs once the progress bar finishes.
thainion Jan 30 @ 7:56am 
I'd be cautious about installing this. While it does fix some things, it fundamentally changes game play.

1. Research pacts are too cheap and easy to get. With 6 opponents, 125 turns in, expect 400+ rp a turn, and it goes up quickly from there. You finish the tree far too quickly, and it hardly matters if you build research buildings.

2. Human is the best race now, because they're charismatic traders. The AI wages more wars now, but humans can keep their deals and get massive money and research bonuses. I'd never play a repulsive race now. Without treaties, you'll never win.

3. Psilon especially will give you all their tech for nothing, if you enter in deals with them. No need to spy for tech anymore!

I've got nearly 5000 hours logged, nearly all of it at Extreme difficulty, and this mod is a huge exploit IMO, as long as you play a race that can make deals. I like the vanilla version better.
aeroth Jan 27 @ 12:47am 
Population growth -7 can no longer be clicked on.
luisdlc Jan 1 @ 6:39pm 
@Peanut Butter: This is not really a "Mod", in the sense that it modifies (fixes) much more than what the modding system of this game would allow.

It is indeed a PATCH: It needs to be installed in order to replace files. Having it "as a mod" is simply the most convenient way to distribute it.

When you subscribe to it, you would be able to see the pertinent instructions within the mod menu inside MoOCTS game; or you can follow said instructions from the description tab of this mod.

If you don't have Java installed, the java installer will simply not work. You don't NEED to install Java, as there is a (true) manual installation method available. But I don't see why would you do that, instead of just installing java in order to enjoy this beautiful java installer that automates installation process.

It's not that complicated and the reward is immense: I do not recommend anyone to play this game without UCP. It's a must.
Peanut Butter Jan 1 @ 2:33pm 
So, if I understand this correctly, "subscribing" like every other mod doesn't actually install this? There's a manual process that requires Java? Does it matter what version of Java? Will this manual install process automagically know that I installed Java?
luisdlc Dec 30, 2024 @ 11:35am 
Happy holidays for everybody and specially for WhatIsSol.

I, recently, have been able to play the game again and I am very grateful for this UCP mod.

@WhatIsSol: I hope you are doing as good as possible. Thanks for everything!
Arkanthus Nov 19, 2024 @ 3:37pm 
this is surely now , a very essencial mod in our list of mandatory loading order to play the game. If this project, we say goodbye to vanilla old version of the game and play only with this mod forward, combining very carefully with other new mods to avoid bugs and crashes :bandit:
Satyr Nov 2, 2024 @ 1:53pm 
When I have this mod I see there is problem with purchasing ships if I want to build more than 1 - is it only mine problem or intended feature:
RealTheProfessor Oct 29, 2024 @ 3:46pm 
yeah that sounds like a lot lol...
SneakyBoa Oct 28, 2024 @ 6:02am 
Hehe I wouldn't recommend it if you value your time, but if you must, use ILdasm to disassemble the raw binary (assembly sharp.dll) into .NET assembly, make modifications, and use ILasm to reassemble it. I do know that there is a distance check for home worlds at Galaxy generation so you could re-use that code for wormholes, but have fun coding in .NET assembly. Though, if it helps for readability, use JetBrains DotPeek to get it to nearly perfect C#, but know that this method doesn't allow you to modify it.
RealTheProfessor Oct 18, 2024 @ 7:43pm 
I appreciate the response!

Another thing i have noticed that would be a good addition to the UCP, is that currently when you have spies embedded with another race, you only receive info on what colonies they have at the moment you infiltrate them... it would be great if that information could be updated every turn as long as you have spies still embedded with them, so that there could be a benefit to having spies lay low and you could monitor their spread or if they are shrinking due to another race conquering them...

btw let me know if you have any idea where to start in regards to messing with the DLLs to fix the wormhole issue.
SneakyBoa Oct 15, 2024 @ 4:57am 
@RealTheProfessor, for your first comment, this can be fixed through a patch to the DLL, but for your second, I bet you this exists as a separate mod to remove diplomatic impact to specific things. I personally use the biological warfare mod to remove the harmful effects of using BioBombs.
RealTheProfessor Oct 13, 2024 @ 11:29am 
Another thing that again i'm not sure if it's possible but it's obnoxious and immersion breaking that a race would kill spies and then be pissed that you killed their spies, it would be awesome if either that would not effect relations or even better if when you have good relations or one of their spies imprisoned that they would not kill your spy.
RealTheProfessor Oct 13, 2024 @ 11:29am 
I had another idea i thought you might be interested in: I have issues with wormhole generation, as in sometimes two or even all three wormholes will have both ends be right next to each other, essentially making them almost the same as a single wormhole... it would be nice if the galaxy generation could not do this or reroll when this happens. it's cool when one end of the wormholes are closed together, just kind of disappointing when both ends of multiple wormholes are within a couple systems of each other... not sure how hard or possible this would be to implement but it causes me to want to reroll galaxy generation a lot, which in and of itself can be tedious...
Cend Sep 26, 2024 @ 3:44am 
@SneakyBoa This change would not make any changes to balance on the vanilla game as large and huge are the two biggest colonizable planet sizes in vanilla so without mods it would use those even afterwards.
SneakyBoa Sep 24, 2024 @ 6:07pm 
@Cend UCP does not introduce any balancing changes. But if you want to do that you can find another mod or make it yourself with a simple yaml edit. The files needed to make the mod are already part of your game install.
Cend Sep 24, 2024 @ 1:24pm 
Hi,
is it possible to have the gas giant compression use the two biggest available planet sizes instead of using fixed large/huge?
SneakyBoa Sep 9, 2024 @ 5:44am 
@RealTheProfessor the steam workshop download will update but you still have to run the installer again to update it. Maybe sometime(tm) there will be a method of auto-updating.
RealTheProfessor Sep 8, 2024 @ 8:16pm 
also, i was going to try playing with a friend but the ucp doesn't seem to be updating itself automatically or anything... i don't see any instructions on how to update it... how do i do that and will it cause any issues if i don't?
RealTheProfessor Sep 7, 2024 @ 7:44pm 
hey, i had an idea i just thought i would throw out there, if it's possible and not too difficult it would be cool if you could make the people rescued from pirate bases random instead of always your own race
djconklin66 Aug 22, 2024 @ 1:44pm 
I am subscribed and in play yesterday, it showed up, now it does not (along with all of the 5x mods)!
roland.johansen Aug 8, 2024 @ 8:35am 
The mod files are not in the game folder at all.
lynodie Aug 7, 2024 @ 11:52pm 
I fixed that by adding another mod that removes that restriction.

And i looked in the only folder that contains yaml files: the modding folder. All other folders of the game contain no yaml files at all.
roland.johansen Aug 7, 2024 @ 12:30pm 
I bet you are looking at the globals.yaml file of the main unmodded game instead of the file of the same name in the mod.

The unmodded file of course doesn't have the changes of the mod.
lynodie Aug 7, 2024 @ 11:29am 
Ok, the changelog says that there are options in Globals.yaml to allow buying such ship stacks, but that is not true. Many of the options that the changelog mentions are not even in the yaml files and the changelog also mentions that if they are not in the files then you shouldn't add them.

ALLOW_BULK_BUY is the option that i would need and it seems that the default setting of the patch is to disable that (while the default of the game is to enable that).
roland.johansen Aug 7, 2024 @ 10:31am 
I believe that is a mod option. Check the change log.
lynodie Aug 7, 2024 @ 8:05am 
Something strange happens in my game. I'm not able to buy stacks of ships. I can buy for example a single scout, but as soon as i add 2 scouts to the queue the "buy" button disappears. Still need to test if a mod that allows me to build more than one deathstar (or what the biggest ship is called xD) is the guilty or not.
Qneqel Jul 13, 2024 @ 5:41am 
I dont quite understand what Im doing wrong. Making a single change to AutoBuildQueue.yaml makes it not work anymore and makes the autobuild template list only show "undefined". Even something as simple as adding or removing a single structure from an already existing list.
WhatIsSol  [author] Jul 12, 2024 @ 1:18pm 
@Qneql: The keys can be found here: https://steamcommunity.com/workshop/filedetails/discussion/1109736522/3365901931425883000/

structure_advance_data_center is the right key name, it is a type-o but that is how they entered in the base game.
Qneqel Jul 12, 2024 @ 1:04pm 
Hello,
Im having trouble making a custom autoqueue. Everytime I add structures to an existing list and save, when I go ingame the autoqueue list just shows "undefined".
Ive triple checked my spelling of all the structures and I have made no errors.
Are there perhaps certain structures that it doesnt recognize or something?

Thanks in advance!

Also I noticed a tiny typo in the current queue lists. It says:

- item: structure_advance_data_center

instead of:

- item: structure_advanced_data_center
raven_gotreks Jun 17, 2024 @ 9:41am 
Hello, I have two gugs using the ucp, the first is that the shift change button does not work, preventing me from changing turns and I have to load the game for it to work again and the second is that the game remains processing the turn, I have to exit the game again has to enter and load a game that is not a turn prior to the failure
roland.johansen May 28, 2024 @ 10:08pm 
Did you remove your subscription before deleting and reinstalling? I think you automatically reapply a mod if you don't unsubscribe.

There must be something lingering. UCP is very widely used and widely appreciated, so I think some conflict between mods is still lingering on your end. Maybe check the various subscriptions that are still there or even go over to the location where they are downloaded and manually delete any remainder.

Maybe WhatIsSolln has some better advice. He is the expert.
mercury1978kevin May 28, 2024 @ 9:43pm 
No, I installed your UCP mod not just subbed to it. IDK why I'm getting the terraforming error even after deleting the entire game and reinstalling MOO and then only UCP without that extra planets mod.. only UCP.. and still the same damn error. I just lost my 2nd match after winning my 1st without UCP installed (base game that worked with no errors terraforming). The Meklar in UCP on the normal skill level were way ahead of me in a huge galaxy. I know I did not have balanced starting conditions... but come on man! Ha, ha! Crazy... so, I'm just going to unintall UCP and try a new match using only the base game with no mods at all. See if I can win then on the normal skill level (I did so my 1st match in a medium galaxy, easy). So, my guess is that UCP increases the difficulty of MOO by a lot, even on the same skill level setting. *sigh*
roland.johansen May 28, 2024 @ 3:27pm 
I think he installed a bunch of mods and now he just gets Gaia transformation when inventing terraforming. That's what I got out of it. I bet the mods are conflicting.

Also, he is talking about subscribing she activating your mod, but I didn't see anything about installing it. So maybe he didn't do that.
WhatIsSol  [author] May 28, 2024 @ 9:25am 
@mercury1978kevin: Having a hard time understanding what you are saying, but I know of no active bugs with terraforming
mercury1978kevin May 14, 2024 @ 3:29pm 
opps... I meant to say version 6.4b of UCP has that error...
mercury1978kevin May 14, 2024 @ 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, 2024 @ 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