Masters of orion trade treaty bug

Offline

kyrub
obsolete gamer

Posts: 901
Threads: 28
Joined: Oct 2008

Latest version: MoO 1.40m patch .

[MODERATOR ACTION: The previous link to the 1.40M patch appears to be broken, so I've attached a link to another copy in its place:

The link that used to point to the copy on kyrub's hosting space is in spoilers below.]

Important:
!! Before you patch/play, you should BACKUP your Moo folder. !!
- Unzip the files into your Moo folder and play.
If the game crashes (or you experience a bug), go immediately to the Moo folder and conserve for me the save7.gam file - please.

version 1.40m
----------------------------
- no more eternal alliances for AIs (reverted back to the vanilla version)
- the missiles now use correct to hit bonus against ships with high missile defence
- at least 5% of missile will always hit (was 6%)
- AI huge, armored ships now cannot cause a negative overflow (prevention taken, maybe not a bug)
- the game now uses "Controlled Barren" on the Race report screen instead of strange "Control Barren ENVIRON"

- 4th colony ship curse removed
- nebula speed and nebula ETA should work correctly when launching, with transports and ships having the same speed
- [bug fixed] AIs now actually take their treaties in consideration, when asked to declare war on their allies
- annoying bug / cheat when a fleet with bioweapons automatically bombed an enemy planet while orbiting is gone for good
- during strategic bombing, the game now actually checks whether you have your latest researched battle computer on board of at least one orbiting ship before giving the bonus
- the 'Wait' button allowing to fire unlimited number of rounds with unique weapons (pulsars, projectors etc.) during the combat - fixed
- the 'Wait' button triggering the repeated auto-repair function of a ship during the combat - fixed
- AI clears his spies' missions when succesfully threatened
- entering the general "threaten / break treaty" dialogue no more equals to a penalty of -100 to all temporary diplomatic (see OSG; is reserved for the concrete threats)
- the Meklars now can build up to # 2700 factories on a planet [credit to Lydon]
- the tech tree generation routine now checks for presence of at least one planetary shields tech for every race (see OSG)
- the Silicoids don't have the planetology techs useless to them in their researchable tech tree
- NEW: fixed an important bug preventing the right distribution of the AI big fleets in the mid-late game

interface
- the annoying Scout II redesign feature lives no more [credit to Lydon]
- the discovery percentages on tech screen are no more only 1/2 of the true probability of a tech hit
- AI sabotage message continue = space
- Psilon Leader "Zygot__" Name Correction: (removed empty spaces after name) [credit to Lydon]
- reenabled the cursor over the star
- the game autosaves every turn after the 7th turn into your folder

#2 July 4th, 2009, 10:07

Offline

SDragon
Regular User

Posts: 56
Threads: 1
Joined: Jun 2009

Wowzers. Something has changed, that's all I gotta say.

My game settings are Large, Hard, Five playing HUMANS (thinking it'd be easier).

First game I played, I got stuck in the west region with Silicoids in the northwest and Bulrathi in centersouth region. Okay, no problem, let's spread, split territory and all be chummy right? Well, I guess I wanted a planet that the Bulrathi also had their eyes on and let's just say my first turns that should have been used for spreading and building up planets was used replenishing my POP that it took to defend the planet. I really needed that planet as it was the only planet within 3 parsecs and without it I would only have 2 planets. Sigh. Let's just say by the time I got to 4 parsec tech, Silicoids had already spread to 12 planets and the Bulrathi had sneaked their way onto my flank in the southwest region making their total at 7. Not looking good for the 'Diplomatic' Humans. End result, Silicoids had spread and made contact with all the other Races who decided in the first Galactic Council that they rather like the slimy bastards. Of course the other Candidate were the Bulrathi, so if the other Races had the same experience I had with them, I'm not surprised that they'd vote for the Silicoids ;P

Second game was somewhat similar to the first. Except this time it was the Klackons taking all my planets on my north border. Meeting the Bulrathi on my side border was not what I was looking forward to, but different game, let's give them a chance right? Hell no! They seem to really like their advantage early on and fleet or no fleet they're sending their bulky bodied transporters to 'liberate' my planet. Jeez. I kind of gave up on this game. I'm looking for an easy conquest remember? ;P

Third games a charm and yes, yes it is! There are no pesky Bulrathi to deal with. Alkari, Meklar, Sakkra, Darloks and Mrsshan to deal with. So in a usual game, it means that the competition are only the Meklar and maybe the Sakkra if they spread fast enough.

I might have had a chance except the Alkari spread like viral and kept me stuck in the northeast corner with about 4 planets. All other planets around me were Toxic and they beat me to that Tech and got those planets as well. By the time I met the Darloks and Meklar who were both Aggressive personality types, they seemed to think they'd be better off declaring War with me then being 'Diplomatic'. Other Races are supposed to LIKE Humans no?

I'm currently at year 2577 still with 4 planets and no Planetary Shields to defend myself with. Yup, didn't get either V or X. Hoping for XV otherwise it's going to be a long game. Darloks are in first place, Meklars in second and Alkari in close third. My only strategy is to hold the fort and hope to regain Tech parity while they take turns declaring war on each other. What's really doing it for the Darloks must be Atmos. T which the other two don't have. Alkari's stuck at T +60 and Meklar has Comp. T already, so it's interesting watching how all the different Technologies are keeping them in the game. Hoping for my first victory with this Patch but doesn't look good.

Hard seems pretty hard now. Hate to see Impossible. But overall I'm enjoying it immensely.

PS: Just some feedback. If you'd rather keep the thread clean, please move this to a new thread or to the AI improvement thread.