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Master of Orion 1 unofficial patch

Hello everyone. Just discovered this nice moo community. I've been playing moo1 continuously from 1995. It's one of my favourite games along with ufo1 and I'm looking forward to try this unofficial patch.

Pleas write on the first page what embryo_18 is, and that it is a beta patch that should be renamed into starmap.exe. Took me a while to figure.

Thanks for your great work to make this beautiful game even better.
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Alright, I'm back. I'll take another look at my LBX tool, and see what I can do to fix the two issues that I posted:

The image not being loaded
The compression algorithm

Will let you guys know how it goes.
Dominus Galaxia, a Master of Orion inspired game I'm working on.
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Zeraan Wrote:Alright, I'm back. I'll take another look at my LBX tool, and see what I can do to fix the two issues that I posted:

The image not being loaded
The compression algorithm

Will let you guys know how it goes.

Debugging through the code, I discovered that the images are loaded correctly, so the issue was with the compression algorithm. Whew, that's a relief, because if image loading wasn't working correctly, it'd be very difficult to debug!

I thought the problem was that all images were loaded using the same image, and the compression algorithm stripped all the other images to 0 bytes as a result. But I added a check to see if there's any difference between the two frames, and it triggered that check, so that's working well.

That's one of the two problems resolved!
Dominus Galaxia, a Master of Orion inspired game I'm working on.
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Does anyone have the source code of the game? If not, then how do you make the unofficial patches?

Anyway, in the long-year playing MOO1 I have noticed a lot of bugs. I'll look into version 1.40m and will report what bugs are still there.
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outcast Wrote:Positive, they didn't show up at all. I play long games on huge galaxy maps. The number of events that occur at all also seems to be significantly less than before. In one game there were only two events of any kind during the whole thing.

Played 2 games with v1.4m and Crystal/Amoeba appeared in both of them. Small galaxy.
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orion24 Wrote:Does anyone have the source code of the game? If not, then how do you make the unofficial patches?

Anyway, in the long-year playing MOO1 I have noticed a lot of bugs. I'll look into version 1.40m and will report what bugs are still there.

No, kyrub modifies the .exe at the assembly language level. Yes, it is very tedious, and he have to figure out the logic from the sequence of codes. Kinda like trying to read in morse code (Convert morse to letter, then assemble letters together to form words, a tedious process)
Dominus Galaxia, a Master of Orion inspired game I'm working on.
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kyrub Wrote:Are you guys sure?
Amoeba and Crystal are not meant to appear until very late in the game. There is a year threshold in the vanilla (someone, help me with the exact date). I had never witnessed them in my game, for instance.

(Although I have messed with the random events generator, because it had bad habits of supporting the strongest player with good events. Also it does not work properly with small universe, so I reccommend to switch it off in that case)

Actually they do appear, but GNN does not report of their arrival. I have finished my list of bugs, if you want to have a look. Here it goes:

- After you clear a colony from revolt, that colony does no longer auto-set the production from ecology to industry (or technology) when the ecology work is finished (with the exception of atmospheric terraforming and soil enrichments). (fix suggestion).
- In a revolted colony, if you clear the rebels with the first group of transporters, you regain the colony with a population of the surviving troops plus the rest 50% of the colony (normal). But if the rebels defend themselves against the first group of transports and you regain the colony with an additional one, then the regained colony will have 100% of its population (not normal).
- Rebellion “random event” occurs only against your empire, while ancient derelicts only in favor of AI players. The rest happen in a far from “random” way of appearance, when it comes to who the victim race or colony is. The 1.4m games I played are not enough to guarantee this bug is still here, yet I can confirm that GNN does no longer warn you for the appearance of Crystal/Amoeba.
- AI colonies that go into revolt behave very differently. AI has to kill 100% of the population to regain them and if the colony is not full then there is a population growth inside the colony as well (that AI also needs to kill).
- Scatter pack missiles that are fired from missile bases do not have the +1 speed gain that missiles from bases and 2-shot ship missiles do.
- The text for scatter pack VII missiles is displayed incorrectly. It says mirv versions of Hyper-X rockets, while they are actually mirv versions of Merculite missiles.
- AI ships in combat, move forward to fire their biological weapons even if you have antidotes and they do no damage, instead of retreating.
- The ecology work gets “stuck” (instead of automatically moving to industry or technology) when a colony was about to go above 300 population, as the game does not allow that.
- While having researched a planetary shield and started auto-producing it, if more than 10 colonies finish building it in the same turn, the game automatically places the production back to technology only for the first 10 of them. The rest keep the production at “defense” until you manually change it.
- Oracle interface technology is not working.
- When a colony suffers from a space crystal attack, it is reduced to 0 population with the rest of the structure intact. But if a space combat occurs there before additional population lands, the colony will be destroyed even if it receives no damage, because it is stated as 0 population.
- If space amoeba attacks a NONE planet, it turns it into a Radiated one. The rest of the attributes remain the same and are usually Terran-icon, 10-15 size, normal ecology and wealth. (save2.gam)
- If a space Crystal/Amoeba attacks you at Orion after the guardian has been defeated, then, instead of battling with the Crystal/Amoeba, you battle with the guardian again. If you win, you get 3 more techs. The Crystal/Amoeba will bomb the planet either way. (save6.gam) (fix suggestion)
- If a planet is originally fertile (without applying the soil enrichment) and you apply the advanced soil enrichment on it, then the size will be increased by an entire 50%, as if it wasn’t fertile. (fix suggestion)
- Combat turn bug: During a combat, when a group of ship retreats or is being destroyed, the calculation as to which group of ships is to move next can go wrong. (save1x.gam, read txt for details)
- AI players are not interested in attacking a colony of yours that they are unable to colonize (unless you have fleet above, where they might opt to attack it if a war is on). Not yet played enough to confirm it in v1.4m, but they never attacked me do deny it either.
- If a non-hostile colony suffers from industrial accident/amoeba/nova and you apply the atmospheric terraforming and a soil enrichment, then the colony will end up with +30/35 population. If the same colony suffers from more than one of those events, the effects are additive (save4.gam) (fix suggestion)
- Factory REFIT is not working properly.
- AI players never attack the guardian of ORION. There probably is a good reason for this, because if I redirect fleet of theirs to ORION with hex-editing, I notice that they can destroy it even with a handful of small ships. Same as easy as they destroy the Crystal/Amoeba.
- Sending transports from a colony to invade an AI planet, if their number exceeds the size of the colony, then all those above the colony size will not be able to land. This does NOT happen when the AI sends transports against a colony of yours, where all of them land, up to the #300 ceiling. Also, if transports from more than 1 colony arrive at the same turn, it those that fail to land, are those above the planetary size number for each of the individual transporting troops and not the total. Like that you can send all the way up to #300.

Some other suggestions:

- Some of the interface changes are giving me a hard time. In particular the “a”=accept key, when you select the fleet orbiting a colony and try to send it somewhere, it will either choose “all ships of the group #1” or “accept”, depending on where the cursor is. I find this very uncomfortable. One thing I would suggest is that the “SPACE BAR” key should be the “ACCEPT” (instead of the CANCEL). The “CANCEL” is better suited for the “ESC” key. Also, under technology, the cursor does not longer move upon the arrows that add/reduce the work of a field and you need to use the mouse for this.
- The AI player not to send ships to attack a colony if it can do no damage and is about to immediately retreat anyhow. (VERY annoying AI behavior. Sometimes they attack you almost every turn and you just wait all the time for them to retreat).
- The AI player not to send ships to attack a colony of yours if there is no war between you.
- The ability to declare war
- All beam weapons from Disruptor and up to have a firing range of at least 2 (Death Ray, Tri-focus plasma cannon and Mauler Device)
- “Integrated” battle scanner in ships with a Battle Computer V or higher
- Unlock the maximum 99 technology level. Let everyone develop up to advanced technology X and achieve whatever level this means, based on the number of devices they researched. (With some save game hex editing, I notice it can support up to level 255, if it didn’t have a ceiling at 99. Works for 1 year, then the game resets the level to 99)
- Let the player take control of the Crystal/Amoeba when it attacks an AI planet. In fact AI destroys Crystal/Amoeba way too easy at hard levels. Not exactly right for a “random event”.
- Increase the Plasma Torpedoes speed from 7 to 9 (where it should have normally been, based on the increasing torpedo speed till the Proton Torpedoes)
- Ships equipped with Death Rays to have to ability to “destroy” planets.
- Increase the high council requirement to ¾. Make the AI players less likely to vote in favor of one candidate and more likely to abstain. If someone wins it, then the final war could better be “those that voted the one candidate” against “those that voted the other”, instead of you against everyone.
- Planet names to be viewable on the map before you explore them
- ORION planet to be a 300 max Ecological Gaia from the start
- Automated repair system/Advanced damage control to work in missile bases

Note: Wherever I mention fix suggestion, I have found a way to deal with the bug by modifying saved games. I can provide details if needed. I can also provide saves to demonstrate every bug, if required. For now I've done so for only a few.
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Thanks, orion24, for your thourough analysis.
My MoO effort is currently on hold, I am afraid. When it's back, I will certainly use your data. The saves and bug descriptions are most appreciated.
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I would say the only thing I have noticed that's not on that list is:

- Any ships that the defender retreats at a battle at a one-planet empire seem to disappear after the battle (presumably because there is no place for them to go). Probably the best solution would be for the AI to not retreat ships in that situation.

By the way great job on the unofficial patch. thumbsup I can only imagine how difficult it is to modify the game that way.
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I just played through a game using the latest patch, and noticed a couple of odd things. First of all, it seemed that the pirate event happened, and I never got notification from GNN. I didn't even know about it until one of the AIs moved one of their fleets into the affected system and then I got the message from GNN that the pirate activity had been eliminated.

The other odd thing, maybe not a bug, was that my Planetology tech tree had only Barren and Tundra controlled environments in it. I thought that Toxic (or was it Inferno...) was one of the techs that was guaranteed to be in everyone's tree? I was even playing the Sakkras who are supposed to be excellent at Planetology. In any case it did make for a more interesting game lol. I was an impossible game, large galaxy, five opponents.

Anyhow, keep up the good work.
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