Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
magignis Jan 2, 2017 @ 5:10am
Stuck processing turn
I stuck on the antarans processing of the turn and using the 5x The ultimate balance mod v2.1.1. Appearantly I am not the only one https://steamcommunity.com/app/298050/discussions/0/358415738190385718/?ctp=5 so might be worth looking into?

BuildID : 1544112 (I believe 12/28/2016)

Turn 232

Savefile link: https://www.dropbox.com/sh/koxs0c05t5epdm3/AACdQcZAUIuDxocfixI2IACPa?dl=0
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Showing 1-15 of 22 comments
Exoclyps  [developer] Jan 3, 2017 @ 3:11am 
The issue is due to the fact that in 54.8 the devs made a change to the file that is used to modify the Antarans Fleet size. Due to this the file included in the mod is outdated. I'm sure Spud is aware of the issue, just that he currently do not have access to the game due to the holidays.

A temporal fix that you can do to fix the issue yourself is to go to the
SteamLibrary\steamapps\common\Master of Orion\Modding
folder, then copy AntaranSettings.yaml to a new folder that you create at
Documents\Master of Orion\Mods
Then activate the new mod with the same name as the folder and put it after this mod.
capran Jan 5, 2017 @ 3:55pm 
THANKS for the fix! It helped me out!
Nemesis1369 Jan 11, 2017 @ 12:38am 
I believe it has to do with the "Transdimensional Drive" upgrade in the new research tree in the mod. When I upgraded my engines to this drive my ships would travel all over the galaxy and get stuck in the middle nowhere near any solar systems or outside of the galaxy. Once they "arrived at destination" I would get the "fleet needs orders" prompt but couldn't click it. Deleting the ship was the only way to fix this issue. If the AI opponents are getting stuck in a similar way the turn will just continue to process as the AI can not end its turn. I played around with my own ships and manually swapped them back to the Interphased Drive engines and it fixed the issue for my own ships. The AI still glitches out, though.

It is possible that it isn't JUST the Trans Drive, though. The reason I believe this is the case is that I equipped the Trans Drive when I upgraded and it appeared to work fine until I hit lvl 2 on some of the other tech. Perhaps a speed multiplier or something is making it go dodgy.

Hope this helps.
Last edited by Nemesis1369; Jan 11, 2017 @ 12:47am
Fingersniffer Jan 12, 2017 @ 10:17pm 
All I did was take the games original AntaranSettings.yaml file and copy it into the 5x Mod doler and overwrote the modded file. No matter how many times I tried to edit the file to match the mods settings did it work. This method doesnt need to make a new folder or mes with additional mods or ordering. When you load your game it will tell you that your mod isn't the same, just hit OK and load the game anyway.
Last edited by Fingersniffer; Jan 12, 2017 @ 10:19pm
Fingersniffer Jan 12, 2017 @ 10:48pm 
After messing with this for a bit longer it looks like you can change some variables and some you can't.

You can change:
ANTARAN_DESIRED_VICTORY_CHANCES: 50
ANTARAN_DESIRED_VICTORY_CHANCES_TOLERANCE: 5

To match the mod but if you go to change any of the:
ANTARAN_FRIGATE_CHANCES: 25

Then it doesnt work. At first I thought the issue was that the stock file has all the chance lines add up to 100, so I assumed that everything might need to add up to 100%, but no go. I'm not sure what the point is to having moddable variables if you mod them and they break the game.

I was also able to mod the following line to match the mod:
ANTARAN_SHIP_MODULE_BIOLOGICAL_BOMB_KEY: shipmodule_neutronium_bomb

Here is the final file, that actually worked for me, if someone else figures out what needs to be changed to actually fix the mod properly let me know, I just dont have the time or desire to dig around in the horrible documentation for modding this game. I changed the top two lines to help soften up the Antarans a little, like the mod used to do.

AntaranSettings.yaml

---
- collection: &Backend.Civilizations.AntaranSettings
items:
- key: antaran_default_settings
ANTARAN_DESIRED_VICTORY_CHANCES: 25
ANTARAN_DESIRED_VICTORY_CHANCES_TOLERANCE: 5

ANTARAN_ATTACK_SPAWN_PORTAL_MIN_DISTANCE: 2
ANTARAN_ATTACK_SPAWN_PORTAL_MAX_DISTANCE: 4

ANTARANS_TURNS_TO_FIRST_MIN: 70
ANTARANS_TURNS_TO_FIRST_MAX: 90
ANTARANS_TURNS_TO_NEXT_MIN: 25
ANTARANS_TURNS_TO_NEXT_MAX: 45

ANTARAN_FRIGATE_SHIP_BLUEPRINT_TEMPLATE: design_frigate_antaran
ANTARAN_DESTROYER_SHIP_BLUEPRINT_TEMPLATE: design_destroyer_antaran
ANTARAN_CRUISER_SHIP_BLUEPRINT_TEMPLATE: design_cruiser_antaran
ANTARAN_BATTLESHIP_SHIP_BLUEPRINT_TEMPLATE: design_battleship_antaran
ANTARAN_TITAN_SHIP_BLUEPRINT_TEMPLATE: design_titan_antaran
ANTARAN_DOOMSTAR_SHIP_BLUEPRINT_TEMPLATE: design_doomstar_antaran

ANTARAN_ATTACK_MIN_FRIGATES: 2
ANTARAN_ATTACK_MIN_DESTROYERS: 2
ANTARAN_ATTACK_MIN_BATTLESHIPS: 0
ANTARAN_ATTACK_MIN_CRUISERS: 0
ANTARAN_ATTACK_MIN_TITANS: 0
ANTARAN_ATTACK_MIN_DOOMSTARS: 0

ANTARAN_FRIGATE_CHANCES: 25
ANTARAN_DESTROYER_CHANCES: 25
ANTARAN_CRUISER_CHANCES: 20
ANTARAN_BATTLESHIP_CHANCES: 15
ANTARAN_TITAN_CHANCES: 10
ANTARAN_DOOMSTAR_CHANCES: 5

ANTARAN_ATTACK_MAX_FRIGATES: 24
ANTARAN_ATTACK_MAX_DESTROYERS: 24
ANTARAN_ATTACK_MAX_BATTLESHIPS: 12
ANTARAN_ATTACK_MAX_CRUISERS: 12
ANTARAN_ATTACK_MAX_TITANS: -1
ANTARAN_ATTACK_MAX_DOOMSTARS: -1

ANTARAN_DEFENSE_FRIGATES: 16
ANTARAN_DEFENSE_DESTROYERS: 16
ANTARAN_DEFENSE_BATTLESHIPS: 8
ANTARAN_DEFENSE_CRUISERS: 8
ANTARAN_DEFENSE_TITANS: 4
ANTARAN_DEFENSE_DOOMSTARS: 2

ANTARAN_SPAWN_PORTAL_PREFAB_PATH: "sample"

ANTARAN_SHIP_MODULE_DRIVE_KEY: shipmodule_antaran_drive
ANTARAN_SHIP_MODULE_BIOLOGICAL_BOMB_KEY: shipmodule_neutronium_bomb
ANTARAN_SHIP_MODULE_MISSILE_KEY: shipmodule_antaran_nuclear_missile
ANTARAN_SHIP_MODULE_TORPEDOE_KEY: shipmodule_antaran_proton_torpedoes
ANTARAN_SHIP_MODULE_BEAM_KEY: shipmodule_antaran_fusion_beam
...
Nemesis1369 Jan 13, 2017 @ 4:06am 
Mine still seems to be due to the Trans D drive in conjunction with jump gates. Somehow all of my planets also become jump gates and this eventually breaks the game. I have recreated this issue 4/5 games. The fleet I am using just goes all over the map with no actual jump points. If I let the computer get to the same tech level...it gets stuck in "processing turn." Loaded my game and let is process turn for about 1 minute....it finally completes but the fleet is still off the map. The fleets window says "arriving in 15 turns" no matter whee I send it or how many turns I let process.

Perhaps my issue is different from the OP? I am not sure. I do know that I dont get this issue when not using this mod....so I guess I just cant use this mod....
Last edited by Nemesis1369; Jan 13, 2017 @ 4:22am
RustyBear Jan 14, 2017 @ 8:58am 
Originally posted by Nemesis1369:
Mine still seems to be due to the Trans D drive in conjunction with jump gates. Somehow all of my planets also become jump gates and this eventually breaks the game. I have recreated this issue 4/5 games. The fleet I am using just goes all over the map with no actual jump points. If I let the computer get to the same tech level...it gets stuck in "processing turn." Loaded my game and let is process turn for about 1 minute....it finally completes but the fleet is still off the map. The fleets window says "arriving in 15 turns" no matter whee I send it or how many turns I let process.

Perhaps my issue is different from the OP? I am not sure. I do know that I dont get this issue when not using this mod....so I guess I just cant use this mod....

I am also getting this awful error. Any chance, you guys can fix this? I want to go back to enjoying this game and this mod! I have been loving it so far, up to now.
Spud Dastardly  [developer] Jan 14, 2017 @ 9:38pm 
I'll include a fix for AntaranSettings in my next patch, which hopefully I can have up today. As for the transdimensional drive thing, I may have set the travel speed too high. I'll reduce from 100 to 20 which hopefully will fix it.
Nemesis1369 Jan 17, 2017 @ 1:40am 
It appears that the Trans D drive works well now. No broken ships going all over the map. I havent treied the Antarans yet. What exactly did you fix for them? Can they be used with your mod now?
Last edited by Nemesis1369; Jan 17, 2017 @ 3:29pm
Spud Dastardly  [developer] Jan 18, 2017 @ 7:54am 
Basically the devs changed the formatting of the yaml in one of the recent hotfixes. My yaml had the old formatting, so it broke the game. I just updated my changes to the new yaml. They can be used with the mod now.
Nemesis1369 Jan 18, 2017 @ 7:57am 
Awesome news. Keep up the good work.
msk Jan 24, 2017 @ 7:46am 
Greetings, I just installed the mod some days ago (latest version V2.1.3). It is so funny and well designed. But know the stuck processing turn issue occurs in my game with this mod in use.

In general the turns are very long after 300 and now at turn 397 i can't pass that turn. Antarans are deactivated.
Last edited by msk; Jan 24, 2017 @ 7:46am
Nemesis1369 Jan 24, 2017 @ 8:58pm 
@ msk Question: Does the AI turn not process or are you unable to end your turn? Have you waited for the turn to process?...i.e. some people are claiming turn times of up to 10 minutes. Do you have other mods installed/activated? If you zoom out, do you see any of your ships, or AI ships, in random spots around the galaxy?
msk Jan 25, 2017 @ 1:27pm 
thx for the response.

the end turn process is stuck after the A.I. turns are handled. The last race are the silicoids. the other A.I. are processed correctly (in the center bottom of the screen). Now the end turn sign is animated, but never stops wheeling. I have waited about 10 to 15 min. but nothing happend.

The game is not freezed (i can move around the galaxy map but are unable to click anything)

My ships and those of the A.I are on their normal spots, nothing weird, if you meant that.

I have several other mods installed but only two other activated. One Enhances the battlepods to +50 space (Battlepods -0 +50) and one that grants you more perk points (PerkPoints). But the whole game there was no problem and after 397 turns they creat a conflict?

I will test to wait even longer than 10 minutes. Maybe there is "only" a game performance thing.
Last edited by msk; Jan 25, 2017 @ 1:30pm
msk Jan 25, 2017 @ 1:57pm 
ok, after 25 minutes still nothing happend.
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