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Master of Orion the SwanSong patch (1.40n)

(February 16th, 2015, 03:03)rboplayer Wrote: Are you able to fix the planetary production calculation when transports are leaving the planet? Most importantly how much needs to go to ecology to keep the planet clean, but also everything else would be nice for those who like to do micromanagement in the early days.

I thought this was solved ages ago and it was the part of the patch 1.40m? Looking at my notes, it seems that the fix for transports is not mentioned. I surely created the fix, but maybe it was the part of infamous "larval" patch that proved to be bugged. Real pity, as the larval patch had great number of good AI fixes inside.
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I'm getting numerous lbx error crashes, with this and the not-Swansong patch. I couldn't find any instructions on how to properly install the patches, is there a document about it somewhere?
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AFAIK you just unzip into the MOO directory and overwrite the MOO files with the patch's files.
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Hi mikemayday, welcome to RBO.
To use the current patch, you need to
a) download 1.40m, overwrite in MoO directory
b) download 1.40n Swansong, overwrite.

I forgot to include some files, sorry for your troubles, it's probably my fault. I'll make a new patch it in a few days, I'll post a new and better version, complete with all files this time.
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Sorry, it appears I've had the wrong version of the game. All looks good now, gonna try it out! Many thanks for your work on the patch!
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Hmmm, might be worth mentioning: the AI behaviour was always erratic at best in MOO (so I never paid attention to their quirky actions), but now that you're working to improve it, here's a small problem worth mentioning:

I have an NAP with some Silicoids, yet they keep trying to invade one of my planets (my latest colony). The presence of their COL ship suggests I beat them to the planet by a small margin. Is this normal? Shouldn't they at least be pretending to honour the NAP?

I have little knowledge of the inner workings of MOO, so if this is normal, sorry to bother you.
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(February 20th, 2015, 18:34)mikemayday Wrote: I have an NAP with some Silicoids, yet they keep trying to invade one of my planets (my latest colony). The presence of their COL ship suggests I beat them to the planet by a small margin. Is this normal? Shouldn't they at least be pretending to honour the NAP?

I have little knowledge of the inner workings of MOO, so if this is normal, sorry to bother you.

Hmm ... it's "normal" in the sense that we've all come to expect it, but it looks like changes are in the works; see e.g. this post from up-thread:

(February 9th, 2015, 19:35)kyrub Wrote: OK, I got the idea.
a) Upon entering NAP, AI will always stop its transports incoming [bug]
b) AI will reconsider breaking its NAP with player, whenever it feels it can use an advantegous position to send troops to enemy position
c) the NAP will be formally dissolved once the AI sends the troops, with AI informing you about it (?)

Is that right?

So it looks like the AI improvements kyrub is planning to introduce in 1.5 will include changes to this behavior.

As for what the old behavior is ... I believe it works like this:

Whenever an AI has in a ship in orbit above a rival's colony, it basically always sends transports (exceptions are made during an active peace treaty or alliance, but that's it). In the base game (I think kyrub's patch fixes this) this even applies when they have a scout or LR colony ship over a planet that's beyond the range of their fuel cells. Of course, like the player, the AI is also unable to redirect fleets if a treaty is signed with the ships en route, and once ships arrive at a rival colony, they always attack any defenses there unless an alliance is in effect. (Another exception: If the AI has an active peace treaty with you, and their ships arrive at one of your colonies, they'll immediately turn around as long as you have even a single ship or base in orbit. Otherwise, they'll show up but not attack.) Note that peace treaties are not the same as NAPs: They are established when you make peace following a declared war, and remain active for a random number of turns (around ten...ish) after that. Unfortunately, there's no way to know when one is in effect.
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Alright, so here's my impressions from the first two games. Mind though, I haven't played with the unoffcial patch in general yet, so this is both about 1.40 in general and Swansong:
Playing on hard, as Sakkra:

-game 1, Meklars and Silicoids are the strongest, while I chip away at the Silicoid empire, the Meklars build up armies of 32k large ships. I give up and give them them Senate victory.
-game 2, Meklars and Silicoids are the strongest (...?), I'm a bit secluded. By the time I make contact, both have Alliances with everyone else. I quickly lose the galactice Senate vote to the Silicoids (80:20).

The latter felt especially weird, I had basically no chance of winning, as I was at war with everybody most of the time - which wouldn't be as much of a problem, if the entire galaxy didn't vote for the Silicoids. (While the elections were Meklars vs Silicoids, there was a balance, as soon as I entered the elections - I lost.).
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(February 23rd, 2015, 12:09)mikemayday Wrote: I quickly lose the galactice Senate vote to the Silicoids (80:20).

The latter felt especially weird, I had basically no chance of winning, as I was at war with everybody most of the time - which wouldn't be as much of a problem, if the entire galaxy didn't vote for the Silicoids. (While the elections were Meklars vs Silicoids, there was a balance, as soon as I entered the elections - I lost.).

The possibility to lose the game in an early vote is a typical feature of Master of Orion 1. It is quite frustrating, we all know it, we saw it happen. Part of it is due to a bad dice roll, part of it is mechanic vote for your Allied partner.

As far as SwanSong goes,
- I am not a fan of the current inner-AI game mechanic regarding the Councils. It is too easy to lose sometimes, it is too easy to win sometimes. The mechanics will be changed, and I intend to open a discussion here on RBO about how it should be done / changed.
- the last SwanSong patch may have strengthened AI alliances (being partially at fault for your losses).
- the coming patch (hopefully this week) will push the AIs that have no space to expand to become more aggressive. So the alliances and NAPs are not gonna hold so long as they did.
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Yeah, I'm in my third game now and it's alliances all around again.
This weird kind of friendliness is ok for Impossible, but hard should be... a bit more balanced I think.
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