What's new in Master of Orion Unofficial Patch 1.40m

Feb 28, 2013
  • 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"

New in Master of Orion Unofficial Patch 1.3 (Feb 27, 2013)

  • NEW KEY CONTROLS:
  • F1 - Help
  • F2- Cycle to next colony
  • F3- Cycle to previous colony
  • F4- Cycle to next newly created fleet
  • F5- Cycle to previous newly created fleet
  • F6- Cycle to next fleet
  • F7- Cycle to previous fleet
  • F8- Cycle to next colony that has enemy ships enroute
  • F9- Cycle to previous colony that has enemy ships enroute
  • F10- Instantly saves game to Continue Game File
  • The F8 and F9 keys require Advanced Scanner tech.
  • Pressing ALT-P will change all emperor personalities at random.
  • Tech Screen: '=' sets all research allocations to the same amount.
  • You can toggle random events off and on by holding the ALT key down and typing 'EVENTS'.
  • ALT-M will display a 5 parsec by 5 parsec grid on the control screen.
  • The "C" key will tell you how many spies were caught that turn.
  • The "B" key will allow you to scrap missile bases.
  • ALT-C centers the screen on the current planet.
  • ALT-R changes all RELOCation destinations to the selected planet.
  • DIPLOMACY CHANGES:
  • If you ask another race to break an alliance or declare war, they are more likely to request a technology tribute.
  • High Council Votes: another race voting for you no longer creates an automatic alliance. Instead, voting for a candidate improves your relationship with them, and hurts the relationship with the other candidate. Abstaining slightly harms relationships with both candidates.
  • You can now offer tech tribute if you have no planetary reserve.
  • Allies that have lost contact will not appear until contact is reestablished.
  • Committing genocide penalizes all diplomatic relations.
  • INFORMATION DISPLAYS:
  • Race Status screen highlights technology you do not have.
  • If you have Improved or Advanced Scanners, red lines on the main galaxy map will show enemy ships approaching the current star system being viewed (F7 and F8 keys).
  • Stargates are shown on the main screen.
  • Colony flags are shown on MAP screen in all three modes.
  • MAP screen frames portion of galaxy in Main view.
  • Instructions displayed for TRANS and RELOC buttons are worded more clearly.
  • Eliminated races no longer appear in STATUS screen.
  • COMBAT AI:
  • Ships retreat away from enemies, not just left or right.
  • Ships with Warp Dissipators do not continue firing them at immobilized targets.
  • Ships avoid friendly ships with Pulsar weapons.
  • Ships with long range beams now close to range of 1 when attacking planets.
  • Ships do not fire missiles if target ships could back out of range.
  • First salvo of planetary missiles correctly uses scatter pack or single shot type.
  • AUTO combat runs faster.
  • GENERAL AI:
  • Improvements in estimating size of attack fleets needed for assaults.
  • Colony ships will usually travel with armed escorts.
  • When player's ships have Warp Dissipators, AI will compensate in new ship designs.
  • COSMETIC CHANGES:
  • End Game Victory - Emperor's robes changed.
  • V1.3 and copyright notice on main menu screen.
  • FUNCTIONAL CHANGES:
  • Enemies can no longer use your stargates.
  • Repulsor beams end movement for ships they are used against.
  • Discovering any Artifact planet gives you a chance to find new tech.
  • When discovering technologies that request a resource allocation change (terraforming, robotic controls, planetary shields, etc.), the ALL button has been changed to a 75% button. Also, it only requests changes if the new tech is superior to your existing tech.
  • If you want to DESIGN when you have six ships in play, you do not have to SCRAP until after the design is done.
  • Ships that have been given orders but are still in orbit (on the left side of the planet) can now be selected and have their orders changed. They can also be ordered to stay at the home planet by selecting the planet as destination.
  • Fertile and Gaia planets increase your planets' base populations by 25% and 50% respectively, in addition to the increased growth rates.
  • If you have both standard and scatter pack missiles, you may change which type your planetary bases fire by using the MISSILES button in combat. In Auto-Combat mode, the computer automatically selects the more effective type.
  • The High Council is formed when 2/3rds of the planets have been colonized, not 1/2 as stated in the manual.
  • INTERNAL CHANGES:
  • Stargates cost 3000 not 350
  • Crystal & Ameoba kill pirates now.
  • Cost of colony bases fixed.
  • Displacer Device costs corrected
  • Text for zeon missiles corrected.
  • Less likely to start game in a bad position at harder levels.
  • Research rolls now guarantee a selection of some key technologies such as missiles.
  • Missile Bases are slightly cheaper, about .6 of a large ship.
  • Fleet sizes over 32,000 are no longer shown as negative.
  • A vote of exactly 2/3rds in council wins.
  • Changes to Weapons Reference Tables:
  • Power for Lasers is now 25.
  • Heavy Lasers 75.
  • Maulers 300.
  • Auto-Blaster 90.
  • Power for all Bombs and Biologicals is now 10.
  • Scatter Pack V has power rating of 50.
  • Sizes have changed on the following Weapons:
  • Nuclear Bombs 40
  • Fusion Bombs 50
  • Death Spores 100
  • Anti-Matter 75
  • Omega V 140
  • Doom Virus 200
  • Neutronium Bomb 200
  • Bio Terminator 300
  • Scatter Pack VII 170