Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
Spud Dastardly  [developer] Feb 17, 2017 @ 8:24am
Version 2.3.1 Feedback and Bug Reports
Feel free to use this thread to discuss and give feedback on the new version and to report any bugs. If you are having save game compatibility issues with the new version, you can finish your game using an older version, which you can download here: http://www.nexusmods.com/masteroforionconquerthestars/mods/6?

Known issues:
  • Getting gas giant compression and artificial planet construction through trading or spying makes you unable to research orbital mining station and research outpost.
  • You can select both +25% and -25% food consumption at the same time on the custom race screen. You can also select both +25% and -50%. This is not actually exploitable since the game will go with the +25% when you start the game, but it does waste points.
Last edited by Spud Dastardly; Feb 21, 2017 @ 5:24am
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Showing 1-15 of 36 comments
What is the correct way to revert to an older version? I need to roll back to 2.2.1 to finish a game, and I tried unsubscribing from the mod in Steam Workshop, then downloading 2.2.1 from NexusMods, then copying its contents to the Master of Orion\Modding folder but I am unable to load my games, they don't even show up in the list of saved games when I go to Single Player->Load Game.

Any thoughts?
Last edited by deal BIG MCLARGEHUGE master; Feb 18, 2017 @ 7:54am
Spud Dastardly  [developer] Feb 18, 2017 @ 8:03am 
You need to copy its contents to Documents\Master of Orion\Mods. It should show up in the mods menu in game as a "local" mod.
Last edited by Spud Dastardly; Feb 18, 2017 @ 8:03am
Doing that got the game to load, which is good. However, clicking next turn causes the game to never resolve the turn, it just keeps spinning on the first alien race's turn. All actions in diplomacy with another race cause the other race to never respond to my request, be it for technology, offering money, etc.

I tried verifying steam files for the game and some couldn't be validated and we re-downloaded, but it doesn't seem to have fixed the problem. I guess that's another save game that has bit the dust.

Edit: I found this stacktrace in the output_log folder:
(Filename: Z:/Work/nobackup/unity/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Server Thread Exception: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[Backend.Civilizations.RaceType,System.Collections.Generic.List`1[Backend.Research.TechApplication]].get_Item (Backend.Civilizations.RaceType key) [0x00000] in <filename unknown>:0

at Backend.Fleets.ShipModule+<GetResearchCost>c__AnonStorey13B.<>m__437 (Backend.Research.Technology m) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Backend.Research.Technology].MoveNext () [0x00000] in <filename unknown>:0

at System.Linq.Enumerable.First[Technology] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable.FirstOrDefault[Technology] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

at Backend.Fleets.ShipModule.GetResearchCost (Backend.Civilizations.Civilization researcher) [0x00000] in <filename unknown>:0

at Backend.Civilizations.ShipBlueprintBuilderComponent+<GetBestWeaponModule>c__AnonStoreyC7.<>m__284 (Backend.Fleets.ShipModule o) [0x00000] in <filename unknown>:0

at System.Linq.SortSequenceContext`2[Backend.Fleets.ShipModule,System.Single].Initialize (Backend.Fleets.ShipModule[] elements) [0x00000] in <filename unknown>:0

at System.Linq.QuickSort`1[Backend.Fleets.ShipModule].PerformSort () [0x00000] in <filename unknown>:0

at System.Linq.QuickSort`1+<Sort>c__Iterator21[Backend.Fleets.ShipModule].MoveNext () [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[Backend.Fleets.ShipModule].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[Backend.Fleets.ShipModule]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable.ToList[ShipModule] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

at Backend.Civilizations.ShipBlueprintBuilderComponent.GetBestWeaponModule (Backend.Fleets.ShipHullType hull, System.String subType, Int32 bestIndex, System.Collections.Generic.List`1 acceptedModifiers, System.Boolean& initialModule) [0x00000] in <filename unknown>:0

at Backend.Fleets.ShipBlueprint.GetBestFittingWeapon (Single spaceToUse, System.String shipModuleSubType, Int32 desiredQuantity, System.Collections.Generic.List`1 mods, Side facing, Boolean restrictedToQuantity) [0x00000] in <filename unknown>:0

at Backend.Fleets.ShipBlueprint.UpgradePointDefense (System.Collections.Generic.List`1 oldWeapons) [0x00000] in <filename unknown>:0

at Backend.Fleets.ShipBlueprint.AssignUpgrades () [0x00000] in <filename unknown>:0

at Backend.Fleets.ShipBlueprint.Upgrade (Backend.Civilizations.Civilization civ, Boolean isPreview, Boolean registerInUniverse) [0x00000] in <filename unknown>:0

at Backend.Civilizations.ShipBlueprintBuilderComponent.AreShipModuleModifiersUseful (Backend.Fleets.ShipModule sm) [0x00000] in <filename unknown>:0

at Backend.Civilizations.ShipBlueprintBuilderComponent.IsTechAppUseful (Backend.Research.TechApplication techApp) [0x00000] in <filename unknown>:0

at AI.T_Research.GetTechAppScore (Backend.Research.TechApplication techApp) [0x00000] in <filename unknown>:0

at AI.T_Research.<GetTechnologyScore>m__17C (Backend.Research.TechApplication m) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<Max>c__AnonStorey28`1[Backend.Research.TechApplication].<>m__42 (Backend.Research.TechApplication a, Single b) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable.Iterate[TechApplication,Single] (IEnumerable`1 source, Single initValue, System.Func`3 selector) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable.Max[TechApplication] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0

at AI.T_Research.GetTechnologyScore (Backend.Research.Technology technology) [0x00000] in <filename unknown>:0

at AI.T_Research.Run () [0x00000] in <filename unknown>:0

at AI.Planner.RunTasks () [0x00000] in <filename unknown>:0

at AI.AIPlayer.Play () [0x00000] in <filename unknown>:0

at Backend.Core.Universe.RunAI () [0x00000] in <filename unknown>:0

at Backend.Core.Server.Tick () [0x00000] in <filename unknown>:0

at Backend.Core.Server.Update () [0x00000] in <filename unknown>:0

at ServerThread.ServerLoop () [0x00000] in <filename unknown>:0
Backend.Core.Client:LogError(String)
Last edited by deal BIG MCLARGEHUGE master; Feb 18, 2017 @ 10:30am
It looks like it can't find a particular file, given the "filename unknown" repeated over and over again.
Stoker182 Feb 18, 2017 @ 2:15pm 
Stargate problem

I picked up "Stargate" as a starting perk. Works well; I could build them and the fleets used them.

As the game continues, there was a point where I couldn't build these stargates on new planets; the symbol over the planet appears soon after the colonisation, and the option to build a stargate was gone. At the beginning, I got the symbol only when the stargate was finished.

I am not very sure but I think this "turning point" came up after researching the technode, where you get the stargates normally.

Spud Dastardly  [developer] Feb 18, 2017 @ 9:51pm 
Originally posted by deal BIG MCLARGEHUGE master:
It looks like it can't find a particular file, given the "filename unknown" repeated over and over again.
I'm not sure what file it's looking for. Could you try loading it with the previous version, then using the timeline to rewind a few turns before hitting "next turn?"


Originally posted by Stoker182:
Stargate problem

I picked up "Stargate" as a starting perk. Works well; I could build them and the fleets used them.

As the game continues, there was a point where I couldn't build these stargates on new planets; the symbol over the planet appears soon after the colonisation, and the option to build a stargate was gone. At the beginning, I got the symbol only when the stargate was finished.

I am not very sure but I think this "turning point" came up after researching the technode, where you get the stargates normally.
I included them on the Advanced Colony Ship blueprint. Apparently star gates placed by advanced colony ship don't generate a jump connection properly. I'll have to remove that. You should look for the star gate as a built structure on those planets, scrap it, and built it again.
Last edited by Spud Dastardly; Feb 18, 2017 @ 9:52pm
Stoker182 Feb 19, 2017 @ 8:39am 
Ok thanks; it was really a very good idea...

Edit:
I found this in "ShipHullTypes.yaml"

colonizationStructures:
- structure_colony_base
- structure_automated_factory
- structure_hydroponic_farm
- structure_research_laboratory
- structure_jump_gate

If I delete the last line ( structure_jump_gate ), is that ok? Or do I have to delete any other lines too?
Last edited by Stoker182; Feb 19, 2017 @ 8:50am
tinukedaya Feb 19, 2017 @ 12:20pm 
Economic Victory doesn't work with this mod (for me).

I just finished a 1v1 game vs the computer (no other mods loaded) and the very last turn before victory will never finish. I let it run for an hour, tried saving and reloading, nothing fixed it. Everything else seemed to work fine for me.
Originally posted by Spud Dastardly:
Originally posted by deal BIG MCLARGEHUGE master:
It looks like it can't find a particular file, given the "filename unknown" repeated over and over again.
I'm not sure what file it's looking for. Could you try loading it with the previous version, then using the timeline to rewind a few turns before hitting "next turn?"

I tried, and unfortunately it didn't work. I'm just going to download the latest version off Nexusmods and not use Steam Workshop since it pushes updates without notifying you. Unfortunate, since it's so convenient, but it really should have an auto-update option that you can disable for subscriptions.
Spud Dastardly  [developer] Feb 19, 2017 @ 7:34pm 
Originally posted by tinukedaya:
Economic Victory doesn't work with this mod (for me).

I just finished a 1v1 game vs the computer (no other mods loaded) and the very last turn before victory will never finish. I let it run for an hour, tried saving and reloading, nothing fixed it. Everything else seemed to work fine for me.
My mod doesn't change any settings related to economic victory. What was your GGP and stock market share, and how many opponents were you against?



Originally posted by deal BIG MCLARGEHUGE master:
Originally posted by Spud Dastardly:
I'm not sure what file it's looking for. Could you try loading it with the previous version, then using the timeline to rewind a few turns before hitting "next turn?"

I tried, and unfortunately it didn't work. I'm just going to download the latest version off Nexusmods and not use Steam Workshop since it pushes updates without notifying you. Unfortunate, since it's so convenient, but it really should have an auto-update option that you can disable for subscriptions.


Originally posted by deal BIG MCLARGEHUGE master:
Originally posted by Spud Dastardly:
I'm not sure what file it's looking for. Could you try loading it with the previous version, then using the timeline to rewind a few turns before hitting "next turn?"

I tried, and unfortunately it didn't work. I'm just going to download the latest version off Nexusmods and not use Steam Workshop since it pushes updates without notifying you. Unfortunate, since it's so convenient, but it really should have an auto-update option that you can disable for subscriptions.
Okay, sorry I messed up your save. I wish it didn't auto update, but there's nothing I can do but try to notify people of major updates in advance. You won't run into this problem with Nexus mods for sure at least.
tinukedaya Feb 20, 2017 @ 8:23am 
Originally posted by Spud Dastardly:
Originally posted by tinukedaya:
Economic Victory doesn't work with this mod (for me).

I just finished a 1v1 game vs the computer (no other mods loaded) and the very last turn before victory will never finish. I let it run for an hour, tried saving and reloading, nothing fixed it. Everything else seemed to work fine for me.
My mod doesn't change any settings related to economic victory. What was your GGP and stock market share, and how many opponents were you against?

My GGP and stock market share were both around 90%. I was playing 1v1 vs the computer so only one other computer. I got the notification each turn saying that I was 5,4,3,2,1, etc turns away from winning via economic victory. It was just when I got to the turn when it said I was 1 turn away from victory that it messed up. I didn't get any error message, that final turn just would never complete after I clicked the end turn button.

Edit: I want to clarify that I really like and enjoy this mod. Thank you for all your hard work on this.
Last edited by tinukedaya; Feb 20, 2017 @ 8:25am
Spud Dastardly  [developer] Feb 20, 2017 @ 8:27am 
That is quite odd. If you could post a save file using Dropbox or Google drive, I could look into it. It might be unrelated to my mod though.
Spud Dastardly  [developer] Feb 20, 2017 @ 9:19am 
I'm getting the same thing. The game won't complete after hitting next turn. I tried rewinding 5 turns and giving all my shares to the humans. It still got stuck after 289. So then I tried rewinding to turn 265 and buying out a stock exchange as soon as it was available. I got the victory around turn 281 without issue.

So somehow your game is breaking on turn 289 irrespective of the economic victory condition. I don't know why this is happening. The error log seems to suggest the game is getting stuck in some loop. I can't tell whether it is related to the mod. Without the tools the developers have access to, it is difficult to assess the cause of these sorts of things, so I can't always tell why they are occurring. Hopefully it's just a one time thing.
Last edited by Spud Dastardly; Feb 20, 2017 @ 9:19am
tinukedaya Feb 20, 2017 @ 10:56am 
Originally posted by Spud Dastardly:
I'm getting the same thing. The game won't complete after hitting next turn. I tried rewinding 5 turns and giving all my shares to the humans. It still got stuck after 289. So then I tried rewinding to turn 265 and buying out a stock exchange as soon as it was available. I got the victory around turn 281 without issue.

So somehow your game is breaking on turn 289 irrespective of the economic victory condition. I don't know why this is happening. The error log seems to suggest the game is getting stuck in some loop. I can't tell whether it is related to the mod. Without the tools the developers have access to, it is difficult to assess the cause of these sorts of things, so I can't always tell why they are occurring. Hopefully it's just a one time thing.

Thanks for the help. Hopefully it is just a one time thing.
Sazapahiel Feb 20, 2017 @ 11:23am 
In a few multiplayer games now the Darlok and the Trilarian have consistently had exceedingly high research treaty costs (13k BC and up) compared to other races that are all still down in the 100s BC range. This includes when they're controlled by a player and are not ahead in research or anything like that.
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