Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
This topic has been locked
WhatIsSol  [developer] Mar 24, 2018 @ 9:17pm
UCP 5.7/a/b Issues
Post any questions/comments/etc here or on the main forum
Last edited by WhatIsSol; Jun 21, 2018 @ 9:52pm
< >
Showing 1-15 of 80 comments
Douglas Miller Mar 30, 2018 @ 11:14pm 
I haven't updated to 5.7 yet, but I don't see anything in the fix list that addresses this. I recently destroyed an enemy space factory that was part way through building something, presumably a military outpost. Now I can't get rid of the partially built thing and it's permanently blocking me from building something in its place.
Sensei Mar 31, 2018 @ 2:24am 
Did you try to bomb it?
Douglas Miller Mar 31, 2018 @ 9:15am 
...no, I didn't have any bomb weapons in that fleet and the attack command was unavailable. Why the hell are bombs specifically required to destroy the incomplete form of something that when complete is destroyed by normal combat weapons?
Last edited by Douglas Miller; Mar 31, 2018 @ 9:17am
WhatIsSol  [developer] Mar 31, 2018 @ 9:22pm 
Yeah that is a base game thing, has nothing to do with UCP 5.7. I do agree that I think it is an odd game choice.
Sensei Apr 1, 2018 @ 4:36am 
Maybe this one is designed to make bombs more valuable. When you can start your first attack without bombs to have more firepower, you don't have a way to get rid of unfinished outposts or sensors - your choice.
Douglas Miller Apr 6, 2018 @ 10:50pm 
Ok, I'm pretty sure it's not just me missing something this time.

I recently researched (stole) Cyber Security Link. This upgraded all of my existing spies to level 5, which is reasonable and nice though not mentioned in the technology's description. However, I had a few level 6 spies, and they were downgraded to level 5. Getting a new technology should never be a mandatory downgrade.

Scrapping ships does not distinguish between a) civil transports carrying different races or b) ships with leaders. Whichever ship has the right design and is first in the fleet's list is the one that will be scrapped, no matter what ship(s) you have selected.
WhatIsSol  [developer] Apr 6, 2018 @ 11:27pm 
Neither of these are caused by UCP 5.7.

The spy level in base game is level 5. When you acquire the tech “Cyber Security Link” it sets all your agents levels to that max. So yeah, any spy over that will actually loss levels. So this is a mod bug.

Update: I have fixed this in UCP 5.7a
***** Enhancements *****
Chg.0.0.5.7a: MOD SUPPORT: Adjusted logic for Cyber Security Link so that it only sets the agent's level if their current level is less than the value for this tech.

Not surprised about the scrapping issue for transports, but why would you scrap a transport? I’m just curious? But they had similar issues with unloading transports. Did you test if this was just for transports or does it work with all ships?

Update: Nevermind just tested it and the scrap issue does seem to apply to all ships. Just scraps the first one it finds that matches the blueprint.
Last edited by WhatIsSol; Apr 7, 2018 @ 12:33am
Sensei Apr 7, 2018 @ 3:13am 
You could be forced to scrap transports when you are over your CP limit.
I usually scrap transports to get rid of population that is worse than mine.

Once you have 2 different ships (blueprint versions is enough) you have to select which ships shall be scrapped. Does the game scrap exactly what you select or can this scrap ships with leaders that you didn't select?
My problem with you need to select ships first: when your ships are travelling (on connection/to or from anomalys) you cannot select ships and therefore you cannot scrap ships if there are different ships.
Finding a destroyer in an anomaly and then being 3 points above the limit for 3 rounds can ruin your early game...
Douglas Miller Apr 7, 2018 @ 12:22pm 
Originally posted by Sensei:
I usually scrap transports to get rid of population that is worse than mine.
Exactly. I had captured some planets from a race whose population has less bonuses than mine, and I was replacing their population with mine by unloading my population onto the planet and building and scrapping transports with their population.

Originally posted by Sensei:
Once you have 2 different ships (blueprint versions is enough) you have to select which ships shall be scrapped. Does the game scrap exactly what you select or can this scrap ships with leaders that you didn't select?
My problem with you need to select ships first: when your ships are travelling (on connection/to or from anomalys) you cannot select ships and therefore you cannot scrap ships if there are different ships.
Finding a destroyer in an anomaly and then being 3 points above the limit for 3 rounds can ruin your early game...
The scrap command is enabled only when all ships that are currently selected have the same blueprint. When you give the command, a small window pops up for choosing how many ships to scrap and showing what the effect will be on your money and command points. The number you can choose is limited to how many you have selected. When you have chosen how many to scrap and click the final button, it goes through the active fleet, in order by how they're listed on screen, and scraps ships that match the blueprint until it's scrapped the number you chose. This process completely ignores what ships you have selected. The only effects your selection of ships has are how high you are allowed to set the number to scrap and which blueprint gets scrapped.

They apparently assumed that ships with the same blueprint are 100% interchangeable.

And yes, this can scrap a ship with a leader that you didn't select. If you have 5 ships of the same blueprint, a leader on the second one, and select the first and last ships to scrap, it will scrap the first and second ships, sending the leader back to the unassigned pool.

I would say that how it should work is:
  • When the blueprint is a civil transport, the scrap command is enabled only when all selected transports carry the same race.
  • If any selected ship has a leader, the scrap command is enabled only if only a single ship is selected.
  • Executing the scrap loops through the ships that were selected, not the whole fleet.
Last edited by Douglas Miller; Apr 7, 2018 @ 12:32pm
Douglas Miller Apr 8, 2018 @ 12:02am 
Slight problem with Biospheres, with 100% morale on a class A biome, the 2 extra population are on strike. They work fine on any class B or worse biome. Planet size doesn't matter, I checked this on both a huge planet and a medium planet. Which class A biome also doesn't matter, I checked this on both Gaia and Cavernous. I have Advanced City Planning, don't know if that matters (was testing something else in 5X on a Hyper Advanced start when I saw this). My race has Unwaivering morale, I doubt that matters but haven't tested it.
Last edited by Douglas Miller; Apr 8, 2018 @ 12:03am
WhatIsSol  [developer] Apr 8, 2018 @ 3:11am 
That is odd, I can reproduce it using 5X - seems to be a combo of the biosphere and city planning. GAIA planet medium base 16, city +5, bio+2 = 23 (2 strikers at 100% morale). Just for grins I upped the biosphere to be +7 population and winded up with 7 strikers @ 100% morale.

I do find it odd that the empire screen says 0 strikers for the planet - it is just the colony screen that shows the strikers.

But when I try it without 5X - it works fine, no problems at all. GAIA planet medium size 16 base, with city planning +5 , and biosphere +2 = 23 population (all happy at 100%). Upped biosphere again to be +7, still all happy at 100% morale.

So appears to be some odd interaction with some change 5X is making - not sure what change exactly.
WhatIsSol  [developer] Apr 8, 2018 @ 12:53pm 
Cool I have reproduced it without 5X. On a huge planet Gaia, with biospheres set to +7 yields, 2 strikers at 100% morale. Seems to be after a population goes over some threshold some strikers appear, unsure the cause.
WhatIsSol  [developer] Apr 8, 2018 @ 3:00pm 
And now I have found the issue. It is how the game decides which workers are on strike. It pregnerates a strike list of workers. These new population adds are not part of that list and therefore the games code just marks them as being on strike.
Douglas Miller Apr 8, 2018 @ 4:12pm 
I'm curious, how does this interact with 5X to trigger the issue at different points?
WhatIsSol  [developer] Apr 8, 2018 @ 4:13pm 
This is the actual fix notes for it

***** Fixes Included in this patch *****
Bug.0.0.5.7a: Strikers on Colony Screen does not equal strikers on the Empire Management Screen due to an odd way the game decides a worker is on strike. It is also possible for it to report more strikers than the planet has population count if morale is low enough
Fix.0.0.5.7a: Corrected these issues
< >
Showing 1-15 of 80 comments
Per page: 1530 50