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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.
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?
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.
Is this correct?
Edit: Okay, we were posting at same time. Thanks for help!
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.
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.
Just a few clicks at all and works great.
Here I have another question:
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?
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?
What about the other questions?
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?
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.
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.
Thank you, again.