Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
900 Comments
Fate 20 Jul @ 10:27am 
One wish to the next patch, would it be possible to stop the game from suggestion computer module as an upgrade if the ship has no energy weapons or is that hardcoded? Early game, generally not going to fit both lasers and missiles in a frigate!
Fate 19 Jul @ 7:44pm 
Thank, think it's the other mod
WhatIsSol  [author] 18 Jul @ 12:45pm 
@Fate: This mode does not make any changes to the size of MIRV

@Vfighter: The defaults game setting is 5 for the limit for bulk buying. By default this mod turns off Bulk buying cause the AI cannot use it and people consider it a cheat for multiplayer. You can turn it back on by setting ALLOW_BULK_BUY to 1
Vfighter 28 Jun @ 9:45am 
does this mod changes the bulk limit to 5 on the build count? and does it also change the two types of ships not being shown? (e.g destroyer, Ironcloud - but only destroyer shows up when using creative perk)
Cend 8 Jun @ 5:37pm 
@Wrayday
You might want to reduce difficulty if that's what you're seeing. The AI gets progressively bigger bonuses to their development the higher you go with difficulty.

The difficulties are aptly named.
Wrayday 29 May @ 5:21am 
Not sure I like this patch.

3rd game where playing as Mrrshan my research sucks. Somehow my population growth sucks. Enemy shows up with massive fleets while also getting tons of planets at the start. So somehow they are super fast building colony ships while also producing tons of ships AND subsequent star bases to support them....

Researching special equipment for my ships is pointless as they never fit on them.

But hey... at least the game works now.
freyland 1 May @ 10:51am 
Hi
I'm in a late game, and have had 3 battles where both sides do nothing and I have to auto-resolve the battle to get out of combat. A forum review shows a couple of mentions about this, but no sign of a fix. Yet, I would have expected more complaining if it happened to everyone. Is this fixed in UCP (which I'm using)?
hltobleriv 23 Apr @ 12:19pm 
added one mod at a time, found it was mikes V3 sorry for posting in wrong mod comments
WhatIsSol  [author] 23 Apr @ 10:02am 
@hltobleriv: Going to be a mod issue or load order, if the progress bar stops it indicates that the galaxy generation failed. Some options changed in mods can easily cause this generation to fail. You can post your log and maybe the authors of those mods you have listed could assist in the issue.
hltobleriv 23 Apr @ 7:29am 
game will not start, after i pick custom race screen says master of orion and a blue bar fills up and it stops, it has started before but it just stopped yesterday
load order
5X
UCP
UCP Steam
DSMP
mikes v3
5Xcpc
tactical
splittree
custom 5X Dsmp
All ai
MuDBomb 22 Apr @ 1:09pm 
My apologies, it was the load order. 5x compatibility patch was the culprit. Thank you for responding and thank you for a great mod.
WhatIsSol  [author] 17 Apr @ 6:41am 
@MuDBomb/@PDF Terra: Not an issue with this mod - this is either another mod you have enabled or a mod loading order issue. Mod ordering issue in particular has been know to break the tech tree. Note that some of tech tree gets backed into a save so just shuffling mods around will not fix a broken save.
MuDBomb 16 Apr @ 1:55pm 
I have tried several combinations and concur, missing tech so can't research Galactic trading or subsequent technologies.
PDF Terra 15 Apr @ 11:31am 
@WhatIsSol There is a certain tech required for Galactic trading that is missing. Completely gone and can not research anything past it. I followed the steps to the letter and mods are in correct order. Is this a known issue?
WhatIsSol  [author] 23 Mar @ 10:24pm 
@dan5tr4n63r: There is definitely a scroll bar, the scrolling on that screen is odd - the wheel mouse will not work unless you are on a mod section, if I recall correctly.
thainion 20 Mar @ 12:28pm 
@WhatIsSol That is pretty awesome of you to be responding to comments and continuing to update this mod-- and with a game nearly a decade old no less. I'll try 6.5 when it comes out!
dan5tr4n63r 16 Mar @ 9:44am 
A question...on the list "MODS" inside game...i'm only showing 9 mods...6 are the must have so they are always top : 5xUB, UCP, DSMP, 5xCPC and All AI + 5xGalaxies...only 3 tabs remain for other mods which i have more installed...The question is :Is this mod the cause of not being able to see all the other mods?...There's no scroll so i can't see more than 9...Thanks in advance
Radecliffe 1 Mar @ 4:43pm 
@WhatIsSol Tried it with and without other mods. Here is a clean, mostly, log with just the UCP enabled. https://drive.google.com/file/d/18vYUpk2Hk3pIBKHH-QMh8-AhTxa9bI2W/view?usp=sharing
WhatIsSol  [author] 19 Feb @ 7:13pm 
@Radecliffe - Are you attempting with any other mods - could you post the entire log somewhere I could review?

@thainion: Identified as a bug - fixing in 6.5

@aeroth: Yep see that - you can click on it but it takes a bit of work - something in the SWF file - will hopefully take a look in 6.5
Radecliffe 17 Feb @ 3:03pm 
I haven't been able to get this to work on Steam Deck. The issue seems to be the modified dll doesn't play well with the modified Linux that is SteamOS. It's too bad too because I do like playing MOO with UCP on my PC and was hoping to be able to do it with the Steam Deck on my TV (with my dock.)

Kudos to the manual install instructions. They worked great. I am pretty confident I got everything where it was supposed to be. The output log has a lot of null reference exceptions when I try to run the game. I can start a new game but it won't load the map. It pretty much hangs once the progress bar finishes.
thainion 30 Jan @ 7:56am 
I'd be cautious about installing this. While it does fix some things, it fundamentally changes game play.

1. Research pacts are too cheap and easy to get. With 6 opponents, 125 turns in, expect 400+ rp a turn, and it goes up quickly from there. You finish the tree far too quickly, and it hardly matters if you build research buildings.

2. Human is the best race now, because they're charismatic traders. The AI wages more wars now, but humans can keep their deals and get massive money and research bonuses. I'd never play a repulsive race now. Without treaties, you'll never win.

3. Psilon especially will give you all their tech for nothing, if you enter in deals with them. No need to spy for tech anymore!

I've got nearly 5000 hours logged, nearly all of it at Extreme difficulty, and this mod is a huge exploit IMO, as long as you play a race that can make deals. I like the vanilla version better.
aeroth 27 Jan @ 12:47am 
Population growth -7 can no longer be clicked on.
luisdlc 1 Jan @ 6:39pm 
@Peanut Butter: This is not really a "Mod", in the sense that it modifies (fixes) much more than what the modding system of this game would allow.

It is indeed a PATCH: It needs to be installed in order to replace files. Having it "as a mod" is simply the most convenient way to distribute it.

When you subscribe to it, you would be able to see the pertinent instructions within the mod menu inside MoOCTS game; or you can follow said instructions from the description tab of this mod.

If you don't have Java installed, the java installer will simply not work. You don't NEED to install Java, as there is a (true) manual installation method available. But I don't see why would you do that, instead of just installing java in order to enjoy this beautiful java installer that automates installation process.

It's not that complicated and the reward is immense: I do not recommend anyone to play this game without UCP. It's a must.
Peanut Butter 1 Jan @ 2:33pm 
So, if I understand this correctly, "subscribing" like every other mod doesn't actually install this? There's a manual process that requires Java? Does it matter what version of Java? Will this manual install process automagically know that I installed Java?
luisdlc 30 Dec, 2024 @ 11:35am 
Happy holidays for everybody and specially for WhatIsSol.

I, recently, have been able to play the game again and I am very grateful for this UCP mod.

@WhatIsSol: I hope you are doing as good as possible. Thanks for everything!
Arkan 19 Nov, 2024 @ 3:37pm 
this is surely now , a very essencial mod in our list of mandatory loading order to play the game. If this project, we say goodbye to vanilla old version of the game and play only with this mod forward, combining very carefully with other new mods to avoid bugs and crashes :bandit:
Satyr 2 Nov, 2024 @ 1:53pm 
When I have this mod I see there is problem with purchasing ships if I want to build more than 1 - is it only mine problem or intended feature:
RealTheProfessor 29 Oct, 2024 @ 3:46pm 
yeah that sounds like a lot lol...
SneakyBoa 28 Oct, 2024 @ 6:02am 
Hehe I wouldn't recommend it if you value your time, but if you must, use ILdasm to disassemble the raw binary (assembly sharp.dll) into .NET assembly, make modifications, and use ILasm to reassemble it. I do know that there is a distance check for home worlds at Galaxy generation so you could re-use that code for wormholes, but have fun coding in .NET assembly. Though, if it helps for readability, use JetBrains DotPeek to get it to nearly perfect C#, but know that this method doesn't allow you to modify it.
RealTheProfessor 18 Oct, 2024 @ 7:43pm 
I appreciate the response!

Another thing i have noticed that would be a good addition to the UCP, is that currently when you have spies embedded with another race, you only receive info on what colonies they have at the moment you infiltrate them... it would be great if that information could be updated every turn as long as you have spies still embedded with them, so that there could be a benefit to having spies lay low and you could monitor their spread or if they are shrinking due to another race conquering them...

btw let me know if you have any idea where to start in regards to messing with the DLLs to fix the wormhole issue.
SneakyBoa 15 Oct, 2024 @ 4:57am 
@RealTheProfessor, for your first comment, this can be fixed through a patch to the DLL, but for your second, I bet you this exists as a separate mod to remove diplomatic impact to specific things. I personally use the biological warfare mod to remove the harmful effects of using BioBombs.
RealTheProfessor 13 Oct, 2024 @ 11:29am 
Another thing that again i'm not sure if it's possible but it's obnoxious and immersion breaking that a race would kill spies and then be pissed that you killed their spies, it would be awesome if either that would not effect relations or even better if when you have good relations or one of their spies imprisoned that they would not kill your spy.
RealTheProfessor 13 Oct, 2024 @ 11:29am 
I had another idea i thought you might be interested in: I have issues with wormhole generation, as in sometimes two or even all three wormholes will have both ends be right next to each other, essentially making them almost the same as a single wormhole... it would be nice if the galaxy generation could not do this or reroll when this happens. it's cool when one end of the wormholes are closed together, just kind of disappointing when both ends of multiple wormholes are within a couple systems of each other... not sure how hard or possible this would be to implement but it causes me to want to reroll galaxy generation a lot, which in and of itself can be tedious...
Cend 26 Sep, 2024 @ 3:44am 
@SneakyBoa This change would not make any changes to balance on the vanilla game as large and huge are the two biggest colonizable planet sizes in vanilla so without mods it would use those even afterwards.
SneakyBoa 24 Sep, 2024 @ 6:07pm 
@Cend UCP does not introduce any balancing changes. But if you want to do that you can find another mod or make it yourself with a simple yaml edit. The files needed to make the mod are already part of your game install.
Cend 24 Sep, 2024 @ 1:24pm 
Hi,
is it possible to have the gas giant compression use the two biggest available planet sizes instead of using fixed large/huge?
SneakyBoa 9 Sep, 2024 @ 5:44am 
@RealTheProfessor the steam workshop download will update but you still have to run the installer again to update it. Maybe sometime(tm) there will be a method of auto-updating.
RealTheProfessor 8 Sep, 2024 @ 8:16pm 
also, i was going to try playing with a friend but the ucp doesn't seem to be updating itself automatically or anything... i don't see any instructions on how to update it... how do i do that and will it cause any issues if i don't?
RealTheProfessor 7 Sep, 2024 @ 7:44pm 
hey, i had an idea i just thought i would throw out there, if it's possible and not too difficult it would be cool if you could make the people rescued from pirate bases random instead of always your own race
djconklin66 22 Aug, 2024 @ 1:44pm 
I am subscribed and in play yesterday, it showed up, now it does not (along with all of the 5x mods)!
roland.johansen 8 Aug, 2024 @ 8:35am 
The mod files are not in the game folder at all.
lynodie 7 Aug, 2024 @ 11:52pm 
I fixed that by adding another mod that removes that restriction.

And i looked in the only folder that contains yaml files: the modding folder. All other folders of the game contain no yaml files at all.
roland.johansen 7 Aug, 2024 @ 12:30pm 
I bet you are looking at the globals.yaml file of the main unmodded game instead of the file of the same name in the mod.

The unmodded file of course doesn't have the changes of the mod.
lynodie 7 Aug, 2024 @ 11:29am 
Ok, the changelog says that there are options in Globals.yaml to allow buying such ship stacks, but that is not true. Many of the options that the changelog mentions are not even in the yaml files and the changelog also mentions that if they are not in the files then you shouldn't add them.

ALLOW_BULK_BUY is the option that i would need and it seems that the default setting of the patch is to disable that (while the default of the game is to enable that).
roland.johansen 7 Aug, 2024 @ 10:31am 
I believe that is a mod option. Check the change log.
lynodie 7 Aug, 2024 @ 8:05am 
Something strange happens in my game. I'm not able to buy stacks of ships. I can buy for example a single scout, but as soon as i add 2 scouts to the queue the "buy" button disappears. Still need to test if a mod that allows me to build more than one deathstar (or what the biggest ship is called xD) is the guilty or not.
Qneqel 13 Jul, 2024 @ 5:41am 
I dont quite understand what Im doing wrong. Making a single change to AutoBuildQueue.yaml makes it not work anymore and makes the autobuild template list only show "undefined". Even something as simple as adding or removing a single structure from an already existing list.
WhatIsSol  [author] 12 Jul, 2024 @ 1:18pm 
@Qneql: The keys can be found here: https://steamproxy-script.pipiskins.com/workshop/filedetails/discussion/1109736522/3365901931425883000/

structure_advance_data_center is the right key name, it is a type-o but that is how they entered in the base game.
Qneqel 12 Jul, 2024 @ 1:04pm 
Hello,
Im having trouble making a custom autoqueue. Everytime I add structures to an existing list and save, when I go ingame the autoqueue list just shows "undefined".
Ive triple checked my spelling of all the structures and I have made no errors.
Are there perhaps certain structures that it doesnt recognize or something?

Thanks in advance!

Also I noticed a tiny typo in the current queue lists. It says:

- item: structure_advance_data_center

instead of:

- item: structure_advanced_data_center
raven_gotreks 17 Jun, 2024 @ 9:41am 
Hello, I have two gugs using the ucp, the first is that the shift change button does not work, preventing me from changing turns and I have to load the game for it to work again and the second is that the game remains processing the turn, I have to exit the game again has to enter and load a game that is not a turn prior to the failure