Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
Albinator 12 Jan, 2021 @ 12:07pm
Displaying some missing informations
Hey,
In my curent game, I have the feeling 2 kind of informations are missing:

Spies:
Is it possible (and easy enough to do) to add the spy level in the popup displayed when you detect an ennemy spy ? Maybe already moddable in a .csv file ?
At the moment, I have to capture them, go to the captured spies menu to see the spy level, and then decide if I want to kill him or not. I personnaly do it to know what is my ennemy level in spying (to see if he is a threat or if I can ignore his spies), and I want to kill high level spies (because it takes so much time to have a high level spy, I want the ennemy to start again from scratch), and capture low level hoping he'll give me money to get him back...

Tactical combat:
You can see weapons and specials, but you have no idea about their shields, armor, and drives... Is there any easy way we could add these informations somewhere (in a tooltip when you hover the defense rate of the ship on the left maybe) ? Or are these informations already available, but I just didn't notice where ?
Last edited by Albinator; 12 Jan, 2021 @ 12:49pm
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Showing 1-15 of 22 comments
WhatIsSol  [developer] 12 Jan, 2021 @ 4:22pm 
Spy level is not passed up to the UI for that screen. I could see how that would be beneficial but would require a code change.

Before tactical combat, you can look at ship designs which includes that info during tactical combat do not think that is visible anywhere but I have never really looked for it.
vaaish 12 Jan, 2021 @ 7:57pm 
It's not directly visible in Tactical. You can extrapolate what they have by looking at the tooltip for speed and defense on a enemy ship when you hover over the ratings. It will only give you the values that make up the total score though so you still have to "know" what system gives what bonus.
Albinator 12 Jan, 2021 @ 11:07pm 
Originally posted by WhatIsSol:
Before tactical combat, you can look at ship designs which includes that info during tactical combat do not think that is visible anywhere but I have never really looked for it.
Before tactical combat ? You can see ennemy ship details ? How ?
EDIT: Oh ! just saw it ! Right after clicking "attack" on the galaxy view, where you can choose "attack" or "abort" (or "retreat" if the AI attacks you).
Awesome, I guess it's enough indeed, thanks !
Last edited by Albinator; 12 Jan, 2021 @ 11:23pm
Albinator 15 Jan, 2021 @ 12:16am 
I ran into an other minor UI issue: When an AI has more than 999 pop, the last number is truncated (so instead of "population: 1242", you see "population: 124:", where the 2 dots are the 1 pixel column we are able to see from the "2" digit ^^).
It appears in the diplomacy view, and the council (when someone is voting, and when the result is revealed). As usual, I may give you a save game if you don't use to play large galaxies :)

Edit:
An other one: When you click a "max pop reached" notification, the camera doesn't go to your system (it only opens the colony view). So if I want to see what planet is in the system (to decide if the colony will go to research or building ships), I have to remember the colony name and look for the sytem :/
Whereas other notifications do move your camera.
Last edited by Albinator; 15 Jan, 2021 @ 2:45am
WhatIsSol  [developer] 15 Jan, 2021 @ 4:36am 
Planet Screen:
Clicking on a "Done" or using the Right-Click close while holding down the CTRL key will in additional to the normal operation of exiting the screen, will center the galaxy map on this planet.
WhatIsSol  [developer] 15 Jan, 2021 @ 5:37am 
As to you your other issue that can be corrected by playing smaller galaxies :)
Last edited by WhatIsSol; 15 Jan, 2021 @ 5:52am
Albinator 15 Jan, 2021 @ 10:05am 
Originally posted by WhatIsSol:
Planet Screen:
Clicking on a "Done" or using the Right-Click close while holding down the CTRL key will in additional to the normal operation of exiting the screen, will center the galaxy map on this planet.
Not perfect, but it does the trick, ty :)
WhatIsSol  [developer] 15 Jan, 2021 @ 10:19am 
Notifications are one of the things this game handles oddly. At one point in development someone decided to make them all scriptable and yaml controlled, but they did not go back and like rework the hardcoded ones. That is a hardcoded ones of course and it just does not pan the galaxy.
WhatIsSol  [developer] 15 Jan, 2021 @ 10:23am 
Bug.0.0.6.2a: Minor UI issue with the Diplomacy and Audience Screens if other partner population is over 3 digits, just truncating display
Fix.0.0.6.2a: Set the field to autosize
WhatIsSol  [developer] 15 Jan, 2021 @ 7:59pm 
Bug.0.0.6.2a: Notification of Colony Growth or Colony Population Max does not pan the galaxy camera to the colony as other notifications do
Fix.0.0.6.2a: Added galaxy pan to make it work like the other notifications
Albinator 16 Jan, 2021 @ 1:55am 
Wow, nice ! :steamthumbsup:
Did you fix the council result view too ? Where you see the bar, with each race vote
WhatIsSol  [developer] 16 Jan, 2021 @ 7:25am 
I did not, if that one is broken - please provide a save for it.
Last edited by WhatIsSol; 16 Jan, 2021 @ 9:14am
Albinator 18 Jan, 2021 @ 3:28am 
Ok, here is the link (Elerian_council_and_turn_lock.zip): https://drive.google.com/file/d/1CVn1fENR01pju8CkGr5_nwyQfS3WtGnd/view?usp=sharing
(I had to give Orion to get one of Psilon's colony... and Sakkra did not accept 3 of my colonies vs one of his... -_-)
Just click "next turn" and the council will trigger.

I've also been able to reproduce a new "turn lock" issue, where I can't click the "next turn" button. I have to save game, and load it back to be able to click it.
In the same save file, you can go to turn 400 (via timeline graph), play simple until turn 402 (trade goods, make fleets guarding, spy await, etc...), and while completing every task of turn 402, you should not be able to go to turn 403.
It happened 3-4 consecutive turns, and then did not lock anymore... must be very specific...

Thanks for your analysis ;)
WhatIsSol  [developer] 18 Jan, 2021 @ 5:44am 
You have the output_log.txt for the softlock ?
Albinator 18 Jan, 2021 @ 5:55am 
As I mentionned before, I don't know where to find this "output_log.txt" (Windows) ?
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