Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
Question from a new user
Hello


I was starting a new game right now after installing UCP. My game is running in german language. It's all fine so far.

Now I found the new options/features in planet screen. At the bottom we have:
- show queue
- auto build
Both I know from vanilla game. But there is a third option now:
- auto clean-up

What is "auto clean-up" good for? Was not able to find it in change list. Found just "2.2 auto build queue" but not sure if this has to do with it.
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Showing 1-15 of 16 comments
WhatIsSol  [developer] Jan 26, 2020 @ 6:16am 
Add.0.0.5.7: Added new colony option - Auto Cleanup. This works similar to the project cleanup. Your colony will spend production points in an attempt to keep the colony clean of pollution. This is hopefully a big anti-micromanagement change. This change is completely optional - you can toggle it on/off on a per colony basis.

So it makes the colony work more like it did in MOO2.

In German I’m sure you will encounter some untranslated text. At one point I was using Google Translate to make translations but people kept making fun of them so I stopped.
Abstract-Player Jan 26, 2020 @ 6:28am 
Okay, I was searching for "automatic" in change log.. :/

Nice feature. I found some english text in mouseover popups. But this is okay for me! Thanks for your work.


I have one more question to this:

Also new for me in planet screen ( after installing UCP ) are some new options in colony-focus.. for example: "clean production". This also will adjust the colonists to prevent pollution?!


Will both features work together? Or do I have to set both options to get this feature work properly?
WhatIsSol  [developer] Jan 26, 2020 @ 7:08am 
They do the same basic thing just differently. I would consider them independent of each other, but nothing bad will happen if you toggle them both on.

Clean Production will move citizens off of producing production to make certain the colony does not produce pollution. So it control assignment of citizens.

Auto-Clean will let you assign as many citizens to production as you want and just use some of the production to clean the resulting pollution.
Abstract-Player Jan 26, 2020 @ 7:08am 
Okay.. after a few rounds I think I know how this works. Focus clean production is adjusting the colonists.. and auto clean-up just limits the production ( no matter how many workers are producing ) so that there will be no ( or just minumum ) pollution.

Is this correct?

Edit: Okay, we were posting at same time. Thanks for help!
Last edited by Abstract-Player; Jan 26, 2020 @ 7:09am
Abstract-Player Feb 1, 2020 @ 11:08pm 
I have more questions and feature requests for AutoBuildQueue..

a) Why items in default listing are ignored completely ?

b) What is auto_filter: true ?

c) If all buildings of a selected listing are built or not researched yet.. the game stop building for this colony and ask for player action. With "auto building" active.. I would assume that the game should build randomly ( or default ) at this point.. not stop working at all. At least this could be new listing-option ( build_basic_after_all: true ) or new item ( - item: build_basic_item ).. so the player has option to use this or not.

d) If endless production of credits is active ( because all buildings are built ).. and a new building becomes available after research.. then the game should stop making money and build the new building instead. It's wasting of time to check all colonies by hand for new buildings. Could you add this to your AutoBuild feature ?

e) AutoSpy: I would love if the game could auto recruit 3 or 5 or 10 spies automatically ( maybe number set in gamefile var ). The number of spies at all.. or the number of defending spies, for example: If the number is set to 5 while I have 5 spies and send one to my enemy.. then the game should recruit 1 more spy so that there are 5 defending spies again.

f) AutoResearch: I play against AI and I don't care what to research next! I never check for research tree. I always choose the research with lowest time needed _and_ most requested by game ( the yellow / gree / blue / purple / .. markers on top right ). So I would love to have ( ingame ) a check-control which will auto choose the next research for me. Also I don't need to see the research-next-screen at all if auto-research is activated.

g) I had some problems after colonizing a new planet with normal colo-ship ( 1 colonist ) without using civil-transporters. I was trying to set the colo to growing or alternately to balanced. But the game moved the single colonist to production ( food = 0, no new colonists ). Then I sent 1 transporter.. but with growing-prio the game moved both colonists to production, with balanced-prio 1 to production and 1 to research ( colo = starving ). I choosed to buy auto-production building and auto-food building to skip this problem. I was able to manually drag them to food production.. but I had lots of planets and my preference is: set it ( correctly ) and forget it.
WhatIsSol  [developer] Feb 2, 2020 @ 6:11am 
The added queues for UCP will skip buildings you do not have or do not need (auto_filter) true. If auto_filter is off it will build pollution structures on a planet that is not generating pollution or food buildings for lithorove races. The autobuild list is checked every turn, it will auto stop building trade goods and build a new structure, this of course assumes the new structure was not filtered out. If nothing can be built stopping and asking for player intervention is the desired outcome.

If you want the game to build more or less random structures and all structures then use the built in default autobuild since that is what it does. It will happy build all structures on every planet regardless of the planets needs.

AutoSpy/Research no plans at the moment for such a feature.

Cannot comment on your last bit, moving population around happen for a number of reasons in the game based upon tech, planet’s biome, gravity, etc.
Abstract-Player Feb 9, 2020 @ 2:48am 
I changed your New / Basic queue and filled it with lots of my fav buildings. I let them build in Balanced mode with Auto Cleaning. If all is done, I build system / empire buildings and do terraforming, then I set them to Standard in Clean Production mode without Auto Cleaning.

Just a few clicks at all and works great.


Here I have another question:

:::: 2.1: Rally Points
[...](RP2): You can also select a colony you own on the galaxy map and mark it using CTRL + Click, this will put a blue pin on the colony top bar
Why this is just working with colos? Why not harvesters, jump points, asteroids, all planets, labs? No matter if I am the owner or not. Would be great if you could change that. Or can we change this in your UCP files somewhere?


And one more:

With UCP installed.. while starting a new game with custom race.. there is a button to re-use the last saved ( game- ) setting.

Is it possible to load also the last used race, emperor name und number of AI players?
Last edited by Abstract-Player; Feb 9, 2020 @ 3:15am
Abstract-Player Feb 9, 2020 @ 3:22am 
And one last question / request this day:

I would love to have the ability to remove all AI structures from jump points in my own systems.

Sometimes I buy planets from AI but they don't remove their structures. In case of peace, closed borders, mop.. I have no chance to pass the jump points, except making war. But this is not my favor. And even with open borders ( one-way is enough ) I cannot build my own structures.

Is it possible to add "remove your structures from my systems" to diplomacy?
WhatIsSol  [developer] Feb 9, 2020 @ 8:19am 
Removing structures from a system that a race gives you via diplomacy is on the list of features that sooner or later I will get around to implementing.
Abstract-Player Feb 9, 2020 @ 10:39am 
Hey. Thanks for your answer.

What about the other questions?

Originally posted by Abstract-Player:
:::: 2.1: Rally Points
[...](RP2): You can also select a colony you own on the galaxy map and mark it using CTRL + Click, this will put a blue pin on the colony top bar
Why this is just working with colos? Why not harvesters, jump points, asteroids, all planets, labs? No matter if I am the owner or not. Would be great if you could change that. Or can we change this in your UCP files somewhere?


And one more:

With UCP installed.. while starting a new game with custom race.. there is a button to re-use the last saved ( game- ) setting.

Is it possible to load also the last used race, emperor name und number of AI players?
WhatIsSol  [developer] Feb 9, 2020 @ 1:15pm 
Rally points to just colonies you own is due to the trick I used to show that little blue indicator. It does not work on the other nodes. So I was unable to show that indicator and decided to just not allow it. That is also why the last location rally point has no indicator, otherwise it would have one.

The custom race and game settings that I did not include recall on are due to issue encountered with allowing them. Does the game even show the Emperor name you pick anywhere?
Abstract-Player Feb 9, 2020 @ 2:40pm 
Thanks for your answer about the Rally points.

Is it possible for normal / unskilled users to change your files to allow RP2 on all objects?


I'm not sure if I understand you correct @ the custom race part..

By clicking the button the game is loading all perks I have used last time. But it didn't remember the race or emperor name.

I have changed the Race.csv file in
..\Master of Orion\MasterOfOrion_Data\StreamingAssets\Localization\Backend\
to have my fav name there. But I assume I cannot add this to my mod.

Also ( and I'm not sure if this is game-standard or because of the load-button at custom race ) it shows all match-settings I have used last time.. including victory conditions, galaxy size and such.. but not the number of AI players.
WhatIsSol  [developer] Feb 9, 2020 @ 4:14pm 
Modify that way point would require a code change.

Not recalling race type was intended cause it has issues with multiplayer gamer setup. I do not recall why Emporer Name is not recalled could be the same reason.

You should be able to mod that entry. Just copy the line to your own mod.

All the game settings recall is code that I added in UCP. The base game recalls none of them. I did not recall AI count and I’m almost certain at least one other cause it caused a problem during testing. I got tired of attempting to figure out why and just dropped it.
Abstract-Player Feb 9, 2020 @ 11:31pm 
Okay, thats fine for me. I will try to add the emperor name to my mod.

Thank you, again.
WhatIsSol  [developer] Feb 10, 2020 @ 7:20am 
Does the emperer name show up anywhere except for that screen ?
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