Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
Albinator 21 Dec, 2020 @ 2:09am
Volcanic cooling issue
Hey,
I don't know if it is 5X or UCP related, so I post here, but here is the issue I encountered:
I had a medium volcanic planet, 10/11 pop, 6 workers (I have the advanced city planning + biosphere)
I built the volcanic cooling, and my planet became barren, with 2 farmer cells, so ok, and max pop is now 14.
But it seems like the "barren" biome allows one less worker (only 5 workers). So I had a worker with no digit on his head (because he was on a "gray" cell). But when I drag him, I see he actually produces +5 (as other workers). If I drag and drop him on the same cell, I can, but once I dropped him on science, I couldn't take him back to production.
Is it a biome issue (a barren should not have 1 less worker than a barren), or game issue (if the biome has one less worker, this worker should be affected to an other work) ?
Last edited by Albinator; 21 Dec, 2020 @ 3:16am
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Showing 1-7 of 7 comments
Spud Dastardly  [developer] 21 Dec, 2020 @ 3:24am 
Appears to be a vanilla issue exacerbated by a 5X change to give volcanics slightly more production capacity. Can you link a save file from the turn before you finish the volcanic cooling?
Albinator 21 Dec, 2020 @ 3:34am 
Indeed, I'll link it in the "leaderboard" thread when I'll end the game (so you have 1 saved game for both purposes), in few days I hope (I got 2/3 of the galaxy, but my 2 oponents are not able to stop me anymore, so it's a matter of travelling time...). I'll write on a paper the turn number I am on, so you will be able to go in the timeline graph and go to that turn number too.
Albinator 24 Dec, 2020 @ 4:36am 
Hey,
As promised, here is the saved-game: https://drive.google.com/file/d/1LaMKFAXy4KckvkERFPCjGbF7scBBuP84/view?usp=sharing
You can go at turn 450 (where 2 volcanic planet have just been cooled, with too many workers).
If you want to go right before it has been cooled, you may go to turn 450, and then auto-play to the turn 452 (an other planet is cooled on turn 453), or even go to turn 445 and then auto-play to turn 449 ;)

An other point 'related to 5x ?), I've also noticed that plasma torpedoe had very low attack score, whereas it does massive damages. I think the attack score is at least 2-3 times lower than it should, you may see my "battleship torpedoe" and "titan torpedoe" attack score, which is very low (but soooooo effective vs orbital defenses and battleship and larger ships, which are slow...) !

Merry Christmas !
Last edited by Albinator; 24 Dec, 2020 @ 4:37am
Spud Dastardly  [developer] 24 Dec, 2020 @ 5:31am 
Torpedoes do a lot of damage but have a high miss rate, at least against ships. The game assumes torpedoes only have a 40% hit rate (70% with semi guided) for calculating attack value. Of course they will hit far less against frigates and 100% against planetary defenses, so these values are skewed, but attack power has only ever been an estimate anyway. However, those percentages are moddable. I could bump them up to say 50% and 75% to see if it scales a bit better.
Last edited by Spud Dastardly; 24 Dec, 2020 @ 5:34am
Albinator 24 Dec, 2020 @ 5:43am 
Dunno if that's possible, but maybe give a different percentage for plasma-torpedoes than for others ? Because if you have the tech for plasma torpedoes, then you may assume the opponent have mainly battleships+ ships. Whereas with proton/anti-matter is a tech level where opponent is likely to have many destroyers/cruisers which are faster (so 50% looks great)... ?
If not, let's give a try to 75% for all ships... ;)
Also, I noticed the fighter-garrison avoids a lot of torpedoes (maybe 75-90% avoidness), whereas star-fortress/batteries/missile-base avoids very few... May be tactical-mod related, dunno...
Last edited by Albinator; 24 Dec, 2020 @ 5:45am
Spud Dastardly  [developer] 24 Dec, 2020 @ 6:26am 
I don't think I'm going to be able to resolve the volcanic cooling this time around. Reducing the production slots on volcanic is a nerf for Silicoids I don't want to do. My preferred solution is to get some logic in UCP 6.3 that will prevent this, though that is several months off. Oh well, at least I'm aware of it. Merry Christmas.
Last edited by Spud Dastardly; 24 Dec, 2020 @ 6:26am
Albinator 2 Jan, 2021 @ 5:31am 
Issue will be fixed in next UCP version:
Originally posted by WhatIsSol:
Add.0.0.6.2a: MOD SUPPORT: The game will now set the colony's focus to Balanced if Manual or reassert its population mixture whenever a planet biom is modified. This corrects an issue with mods that allow volcanic cooling leaving civilians on non-working squares.
Last edited by Albinator; 2 Jan, 2021 @ 5:31am
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