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Master of Orion 1 unofficial patch

toddestan Wrote: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.

GNN reports of random events in 1.4m is giving me a hard time as well. As I said above I noticed at least 2-3 individual games where there was no report of the Crystal/Amoeba arrival. But, having played more games by now, there are some where I was actually notified of their arrival. Therefore I'm not sure what's the actual story in 1.4m.

The other thing you mention is normal. The only techs that are guaranteed for everyone to have are Neutronium armor, Complete terraforming and High Energy Focus. And that is because they are alone in their technological groups. If you look at the technical reference, each technology field is divided in 10 groups and each group has a maximum of 5 items. From each group you get a minimum of 1 and a maximum of 3 techs (that is why you always get those 3 techs above).

I'm going to add another 5-10 bugs I have recently noticed shortly. One of them I though it was fixed in 1.4m but it isn't. Now I'm about to investigate a bug with death rays not doing damage while orbital bombing a colony that was the case in 1.3
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And a few more bugs:


- Silicoids do not benefit from atmospheric terraforming and soil enrichments. However, if another race applies these to a colony and the Silicoids colonize it afterwards, they do get the benefits of these techs.
- AI no attack bug. AI players have a number of turns in which they do not engage combat with you, after recently making a peace treaty, or successfully threatening to attack them. If a war starts before these "number of turns" expires, the AI does not "lift" this "no attack state" and still does not engage combat against you until this expires.
- AI Transports bug. If an AI player has fleet in orbit a colony of yours that it is able to colonize, it will send transports to invade it, even if it does not have the necessary fuel cells to reach it (and the ship was doing so with reserve fuel tanks). (save)
- If you have a lot of colonies, you receive warnings from other empires for it. And you even receive from empires that have more colonies than you
- If you start destroying fleet and colonies of an empire, you have a dramatic improovement in diplomatic relations with empires that are at war with the race you bombed. It is so dramatic that if you start bombing everyone, you'll end up with dramatic diplomatic improovements with everyone. (unless an empire has no wars)
- War before contact bug. If an empire decides to declare war on you before the contact with it is made, then the "new contact welcome screen will appear". The most usual scenario is if you destroy a colony with bombers that have "reserve tanks" (save).
- Torpedoes bug. During a combat, AI players do not calculate that torpedoes damage against missile bases is halved. They move forward thinking they are doing full damage.
- In 1.4m with Combat Transporters technology, each million of the invading transports seems to individually have a 50% chance of landing without being attacked. I would expect the normal way to be that the whole group of transporters either lands without being attacked or not. Also, Sub Space Interdictor completely disables the combat transporters, while it is supposed to reduce it to 25% success probability. (save)
- Death Rays do no damage in orbital bombardment (save)
- In 1.4m game does not autosave at save7.gam during gameplay, but only when quitting the game. It autosaves every turn at increasing number of saves.

Suggestions:

- Antidotes to be written under the missile bases status
- Silicoid empire to "view" hostile/fertile/gain environments as "normal", when it comes to planetary size.
- Biological weapons to have no effect against the Silicoids.
- The guardian of ORION to destroy Crystal/Amoeba
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Quote:- Silicoids do not benefit from atmospheric terraforming and soil enrichments. However, if another race applies these to a colony and the Silicoids colonize it afterwards, they do get the benefits of these techs.
I know this is "working as intended", might be true for a couple other things on that list as well.
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Another that seemed wrong but possibly correct. I had a fleet orbiting a planet with no colony and the AI sent an unescorted colony ship there and we went into battle. Both of our designs were ineffective so the battle ended after 50 turns with no winner. After the fight the AI colonized the planet banghead. I thought that in that situation I would be the defender as I was already at the planet and the AI would be forced to retreat if the battle timed out?
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(July 3rd, 2009, 21:47)kyrub Wrote: Latest version: MoO 1.40m patch.

Version 1.40m


The link doesn't work. Is there a way to find the patch?

Thanks!
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Follow the rabbit:

http://koti.mbnet.fi/ton_hur/files/moo/
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kyrub, is there a chance of a new patch version? more fixes/improvements/etc - you are pretty good with the asm wink
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Hey I keep getting this when I try to install embroynic patch " Realms Beyond Forum
The specified thread does not exist."
[Image: CmQTvVS.jpg]
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Hi, Ryan, I cannot find my own embryonic file, sorry.
How this site could go down without storing the files or warning to those who have some resources on the pages, keeps me baffled.
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BTW I found a minor bug with Hyper-X missiles.

Typically the 2-missile version has +1 speed and +2 total range compared with the 5-missile version. But for Hyper-X, I'm getting 2.5/turn (5 total range) using the 5-missile version and 3.0/turn (6 total range) using the 2-missile version. Compare this with Hyper-V where the 5-missile version goes 2.5/turn (5 total range) while the 2-missile version goes 3.5/turn (7 total range).

I think it's likely that the 2-missile version is bugged (rather than the 5-missile version) and should be moving at 3.5/turn rather than 3.0/turn, because you can target ships with it from 7 squares away, just that the missiles won't actually reach them.
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