Master of Orion
Unofficial Code Patch Steam Workshop
867 σχόλια
Cend 20 ώρες πριν 
@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 24 Σεπ, 18:07 
@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 24 Σεπ, 13:24 
Hi,
is it possible to have the gas giant compression use the two biggest available planet sizes instead of using fixed large/huge?
SneakyBoa 9 Σεπ, 5:44 
@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 8 Σεπ, 20:16 
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 7 Σεπ, 19:44 
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 22 Αυγ, 13:44 
I am subscribed and in play yesterday, it showed up, now it does not (along with all of the 5x mods)!
roland.johansen 8 Αυγ, 8:35 
The mod files are not in the game folder at all.
lynodie 7 Αυγ, 23:52 
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 7 Αυγ, 12:30 
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 7 Αυγ, 11:29 
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 7 Αυγ, 10:31 
I believe that is a mod option. Check the change log.
lynodie 7 Αυγ, 8:05 
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 13 Ιουλ, 5:41 
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  [Δημιουργός] 12 Ιουλ, 13:18 
@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 12 Ιουλ, 13:04 
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 17 Ιουν, 9:41 
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 28 Μαϊ, 22:08 
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 28 Μαϊ, 21:43 
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 28 Μαϊ, 15:27 
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  [Δημιουργός] 28 Μαϊ, 9:25 
@mercury1978kevin: Having a hard time understanding what you are saying, but I know of no active bugs with terraforming
mercury1978kevin 14 Μαϊ, 15:29 
opps... I meant to say version 6.4b of UCP has that error...
mercury1978kevin 14 Μαϊ, 15:27 
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 14 Μαϊ, 15:22 
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  [Δημιουργός] 14 Μαϊ, 6:29 
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 2 Απρ, 11:30 
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  [Δημιουργός] 28 Μαρ, 7:19 
@Sheta: Not possible with the current state of this application.
Sheta 27 Μαρ, 15:20 
Enable diplomatic victory in multiplayer is possible? How?
SneakyBoa 11 Μαρ, 5:38 
@Shabutaro 1. Yes, 2. No
Shabutaro 10 Μαρ, 9:39 
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 29 Φεβ, 2:06 
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  [Δημιουργός] 28 Φεβ, 17:03 
@SneakyBoa: There is already a javainstaller.sh in the zip file.
ShadowDancer1 25 Φεβ, 23:11 
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 18 Φεβ, 15:09 
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 17 Φεβ, 23:58 
before anyone asks, yes, I do have Java 64 bit
Vuyek 17 Φεβ, 23:52 
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 9 Φεβ, 18:35 
Your name applied itself to the modlist. So I guess it just happens over time.
WhatIsSol  [Δημιουργός] 9 Φεβ, 11:57 
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 9 Φεβ, 11:54 
i copied i can show you with snipping tool
Jago Bear 9 Φεβ, 11:52 
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  [Δημιουργός] 9 Φεβ, 11:37 
What says unknown author ?
Jago Bear 9 Φεβ, 9:33 
says unknown author?
Nebulawolf 4 Φεβ, 10:18 
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 30 Ιαν, 12:53 
for the readme instructions separate them into different ones because it's very hard to read through and find what you need
WhatIsSol  [Δημιουργός] 4 Ιαν, 13:53 
@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 4 Ιαν, 10:54 
appriciated WhatIsSol, very gratefull for the mod
Dizzy Ioeuy 3 Ιαν, 14:39 
ty!
WhatIsSol  [Δημιουργός] 2 Ιαν, 19:14 
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 28 Δεκ 2023, 12:27 
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 20 Δεκ 2023, 6:18 
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?