Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
WhatIsSol  [developer] Sep 25, 2021 @ 7:12am
UCP 6.3 / 6.3a Bugs
UCP 6.3/3a Issues Please post any findings
Last edited by WhatIsSol; Sep 30, 2021 @ 6:44am
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Showing 1-15 of 117 comments
Zash Sep 29, 2021 @ 12:50pm 
hi, made the 1st game without complications, but the second game keeps processing the end of the turn 385 forever.
save:
https://drive.google.com/file/d/1qT3lFv9gts2sdx2TRiFigoBMp2uM09BE/view?usp=sharing
output log:
https://drive.google.com/file/d/1QrJmtJvDy5sDH7SC0cF3J05gfLo6ck-3/view?usp=sharing
WhatIsSol  [developer] Sep 29, 2021 @ 2:18pm 
Yeah workshop discussions are back, The output log has nothing in it. Is this repeatable if you reload the game ?
Zash Sep 29, 2021 @ 2:58pm 
Yes, everytime i quit (taskmanager) and load the game again it hangs up at the end of the turn.
Last edited by Zash; Sep 29, 2021 @ 3:00pm
WhatIsSol  [developer] Sep 29, 2021 @ 4:50pm 
Not seeing the hangs on that save. I loaded it and it ran just fine ?

Edit: OK that was using 5X, which complains about the save, but loads and runs fine. If I load your mod I get no complaints but it does in deed lockup - unsure of reasons.

Just posting this for others.
Last edited by WhatIsSol; Sep 29, 2021 @ 5:06pm
WhatIsSol  [developer] Sep 29, 2021 @ 5:06pm 
Blue Angel - If you are having lockup I would need what Zash provided to research,
WhatIsSol  [developer] Sep 29, 2021 @ 6:15pm 
Update: Zash was able to send me a save file that highlights the issue only using 6.3. At the moment not sure what it is.
WhatIsSol  [developer] Sep 30, 2021 @ 6:45am 
Found at least the issue Zash reported. If you are playing with Antarans enabled almost certainly your issue as well.

Please upgrade to 6.3a - save games should be 100% fine
Zash Sep 30, 2021 @ 5:32pm 
Hi, made my 3rd game now with 6.3 (one aborted because of the Antaran bug) and have some feedback ...
Overall the ai plays much better, but there are a few things that could be even better:

1. All any weapon (360°) ships don't keep their distance to enemy ships, their donut (red circle) is set correct but they are not holding the distance and getting much to close to the enemy ships ... vs stationary targets they are doing fine.

2. The ai seems to be very aggressiv now, my Psilons are set to pacifist 10 and opportunist 2, but they attacked a stronger empire (Klackon) with just a few ships as soon as they could travel the red lanes (cluster galaxy).
Perhaps the numbers they use to compare fleet strengths are out of balance with their ai profile numbers so that their profiles don't have much influence anymore to decide if and when to go to war or not. I don't know.

3. The map trading got much better, but in the end they are just paying what they can for an omniscient map if they haven't enough credits or techs.
You can get lucky and get a lot of stuff but if they've only 140 creds they offer just 140 creds, so the omniscient map is sadly not unbuyable, if they don't have the cash, just more worth.
(Of course you could just reject them but im a nice guy ;-)
Lukily, with the cohesivity numbers now working, it's not a big deal anymore, they all colonized well (after some rebalancing) without getting to cracy.

4. In 6.2b most planets were conquered .. i would say ~80% were conquered with troop transports and ~20% bombed empty, now the ratio is the opposite, most planets get bombed empty and that's not good.
The ai doesn't have enough troop transports anymore ... in the 1st game the Gnolam had already 2 titans, 6 battleships and i don't know how many cruisers and destroyers, but only 5 troop transports at the point they started a war... that's not enough.
Even if they've troop transports ready they are often not using them, the Trilarians had 6 troop transports ready in an early game stage in a war vs the Mrrshan, but they didn't use them.
They were sitting 2 jumps away on a planet while the little fleet of the Trilarians bombed the home planet of the Mrrshans, over several rounds, empty. Then the Trilarians had to recolonize it.

5. The colonization got better too, it seems that the ai is ignoring now toxix and radiated planets if they don't have researched the colony base, but they keep loosing some colonies to barren planets with the wrong gravity.
But if i remember correclty you said that the ai doesn't know anything about gravity ?!?
That would be a little sad.

That's it for now ... i'll update to 6.3a and keep playing ... thx for your continuous never ending work :-)
Zash Oct 1, 2021 @ 6:50pm 
Hi, it's me again ...

Played a little more now, but had to quit 1 game because the ai was to aggressive for me.
The Alkari decleared war on me as soon as he had a little more ships than me even we didn't had any border tension or destroyed ships of eachother.
I don't like such aggressive ais .. so i was going back to a cluster galaxy, watching the ai colonizing a little to improve the cohesivity numbers for my mod.

The cohesivity setting seems to be a little to strong ...
The Sakkra had the choice between a small, barren and poor planet (low grav) with jewels (3 turns/jumps away) and a huge, swamp and rich planet (high grav) with gold and a moon (6 turns/jumps away) and he chose the barren planet. (Both planets were in neighbouring systems)
He is on cohesivity 3 ... i can lower this number but i don't think i can make an ai completly skip a system with bad planets and go for the next one with better planets with such strong cohesivity settings.
Zash Oct 2, 2021 @ 1:58pm 
Hi, i watched the ai colonizing a little ...

In this game the Gnolams effectivly kicked themselfs out of the game (i've a save if you want it). It was a cluster galaxy, so they were not disturbed by other races.

A medium, abundant, barren planet (normal gravity) was their death.
I don't know exaclty how many colony ships they lost on this planet but i guess it were 8 or 9 !
At turn 168 they could finally buy a colony base for that planet and had their 3rd planet colonized savely ... other races had ~9-10 planets already. So the Gnolams are no competition for them anymore and will be the 1st victim to war in this galaxy (most most likely).

I think it would be a good idea to include barren planets into the toxix, radiated and volcanic (?) set of planets to forbid that they are colonized before the ai has a colony base researched.
You could go even further i think and include desert and tundra planets, im not completly sure but it could be tested.
Before the colony base is researched it's the basic colonization phase in the game and at this time you should colonize planets that can pump out additional colony ships in a reasonable amount of time, barren planets are defenitly not that kind of planet.
Desert and tundra planets could produce some colony ships perhaps (depends on the race) and are discutable.

I was thinking about just slapping the colony base onto the space travel tech but if you could it this way i would like that more.
Ara Seva Oct 3, 2021 @ 9:20am 
I've installed the 6.3b just today over the actual version (from March 28th) and everything seemed to be alright - until I opened the research page. It doesn't open but after that I can't go back to the map and nothing works anymore. Various strange graphic failures occure - only switching to the other screens (diplomacy, ships, plans etc.) works, but I can't get back to the map - not even going back to the main menu works, only exiting the game :-(
Ara Seva Oct 3, 2021 @ 9:23am 
Ah - I'm on Linux with Steam and this was the very first Mod I ever installed (as it seems to be necessary to be able to install other mods)
WhatIsSol  [developer] Oct 3, 2021 @ 10:44am 
@Ara Seva: 6.3b ? Latest version is 6.3a.

If you are not running that one upgrade it. If issue presets then send the player.log file for review.
I repeat what I said in private with the author of the mod...

"Hello again! How are you? The path for the completion are clear and polite. :) Now I should do the battle against the Antaries, but when I decide to build the portal, the game freezes and I have to close everything, I also deactivated all mods, except yours. What will be the cause of the problem? Thanks again. :)"

Now would I have to reinstall all over again to update the mod?
WhatIsSol  [developer] Oct 3, 2021 @ 12:23pm 
Yes - 6.3a has a critical fix for Antarans. It will work with fine with saves.
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