Application: Master of Orion (DOS v1.4m Patcher)
Took me about a week of effort but once I get a will to do something, I'm like a dog with a bone. This patch application is mainly designed to build on top of kyrub's v1.4m patch, and later, hopefully his v1.4n options will be available. My own bugfixes are designed to work with both vanilla v1.3 and kyrub's v1.4, though with so many fixes in v1.4, I don't think anyone should be using v1.3 unless they want to see if a fix is causing an issue not seen in the original.
Unfortunately, when I attempted to publish the application as a standalone exe, visual basic decided that it needed to add 138 MB of additional libraries and components, so the zip contains 5 files instead of 1.
Kyrub's bug fixes are for detection only, you cannot enable/disable them, and generally I don't think there is any need to unless we believe they are causing issues. Some of the game mechanics and improvements can be enabled/disabled as I don't think they fundamentally break the game per se, and the UI/UX options can be enabled/disabled as well. Autosave preference can be changed from debug mode to game mode or vice versa.
The application is mainly to help with bug fixes or to allow users to play the game in a specific mode (ie. disable galactic council); it's not meant to be a modder.
It's a shame that kyrub has retired, I think we would have been able to work really well together, my IT programming logic and his knowledge of game mechanics and manipulating graphics (which I suck at). Well, if he ever visits again, maybe it'll revitalize his interest in MOO.
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version 011-015 changelogs
- empire tech report technology text fix, all Controlled Colonies show ENVIRON [credit to RefSteel and 1oom_aaron]
- orbiting ship hotkeys changed back to default, ESC to cancel and SPACE BAR to accept; this is because of Kyrub's added 123456, abcdef hotkeys to increase/decrease ship keys (remove overlapping keys like 'c' and 'a')
- spy cost fixed, three options to choose calculations from (details in following post)
- galactic council options available (details in following post)
- destination out of range no longer shows overlapping text over the 6th ship when fleet contains 6 different ships, still shows for 5 or less (part of UX Interface Changes)
- transfer reserves via starmap hotkey fixed, using '=' from starmap will transfer treasury reserves to target planet close to its double production limit
- refit option as per OSG; incremental IIT costs per factory level with a 50% REFIT cost in between
version 016-021 changelogs
- population 0 bug proper fix, confirmed that terraforming, pop inc and pop tenths calculations are in line with v1.3 and v1.4m via save files
- trading for tech or receiving tech as a tribute is now updated on the same turn, instead of having to wait until the interturn [depends if we view this as a bug or not]
- kyrub's swansong v1.40n patch options are now available
- guardian defeated no longer seen if space amoeba, space crystal attacks a colonized orion planet
- pirates event can no longer select orion as a planet to disrupt trade (even if guardian has been defeated though)
- refit loophole closed; transporting away pop no longer can be used to reduce refit costs
- ind display tweaked, if there are idle factories, when prod is placed in ind slider, display no longer shows MAX, but shows [# of factories] *, indicating that factories will be built but will be idle, when pop can work factories,
factories built will again display [# of factories] /Y, MAX will only be seen when building up to maximum IRC level factory number
- comet continues countdown journey and no longer stays in limbo if a planet's colony has been destroyed during it's travel; ships in orbit of an uncolonized planet will not count to destroying the comet, only ships from the planet's owner (this was always the case)
- space amoeba and space crystal should no longer travel to orion; before, they could choose orion as a first planet but never as a subsequent planet (hard to test since if it's working, we'd never know, but the code seems legit)
v022 updated changelog
- yo-yo retreat can now be forced disabled; any fleet retreating from a battle can no longer be redirected, it has to retreat to the nearest owned planet (even if you have Hyperspace Communications)
- [bug was introduced] if guardian never returns not checked, it swapped one hex erroneously which could have unintended consequences; confirmed that applying patch with no options checked results in an exact copy of kyrub v1.40m as it should
[changelog cleaned up to highlight the fix options available]
known bugs will look into
- to look at the waste elimination/pollution bug
Other known bugs that have been looked at but might be difficult to fix (could use some save game files if anyone has any that can reproduce the issues)
Took me about a week of effort but once I get a will to do something, I'm like a dog with a bone. This patch application is mainly designed to build on top of kyrub's v1.4m patch, and later, hopefully his v1.4n options will be available. My own bugfixes are designed to work with both vanilla v1.3 and kyrub's v1.4, though with so many fixes in v1.4, I don't think anyone should be using v1.3 unless they want to see if a fix is causing an issue not seen in the original.
Unfortunately, when I attempted to publish the application as a standalone exe, visual basic decided that it needed to add 138 MB of additional libraries and components, so the zip contains 5 files instead of 1.
Kyrub's bug fixes are for detection only, you cannot enable/disable them, and generally I don't think there is any need to unless we believe they are causing issues. Some of the game mechanics and improvements can be enabled/disabled as I don't think they fundamentally break the game per se, and the UI/UX options can be enabled/disabled as well. Autosave preference can be changed from debug mode to game mode or vice versa.
The application is mainly to help with bug fixes or to allow users to play the game in a specific mode (ie. disable galactic council); it's not meant to be a modder.
It's a shame that kyrub has retired, I think we would have been able to work really well together, my IT programming logic and his knowledge of game mechanics and manipulating graphics (which I suck at). Well, if he ever visits again, maybe it'll revitalize his interest in MOO.
----------------------------------------------------------------------------------------------------------------
version 011-015 changelogs
- empire tech report technology text fix, all Controlled Colonies show ENVIRON [credit to RefSteel and 1oom_aaron]
- orbiting ship hotkeys changed back to default, ESC to cancel and SPACE BAR to accept; this is because of Kyrub's added 123456, abcdef hotkeys to increase/decrease ship keys (remove overlapping keys like 'c' and 'a')
- spy cost fixed, three options to choose calculations from (details in following post)
- galactic council options available (details in following post)
- destination out of range no longer shows overlapping text over the 6th ship when fleet contains 6 different ships, still shows for 5 or less (part of UX Interface Changes)
- transfer reserves via starmap hotkey fixed, using '=' from starmap will transfer treasury reserves to target planet close to its double production limit
- refit option as per OSG; incremental IIT costs per factory level with a 50% REFIT cost in between
version 016-021 changelogs
- population 0 bug proper fix, confirmed that terraforming, pop inc and pop tenths calculations are in line with v1.3 and v1.4m via save files
- trading for tech or receiving tech as a tribute is now updated on the same turn, instead of having to wait until the interturn [depends if we view this as a bug or not]
- kyrub's swansong v1.40n patch options are now available
- guardian defeated no longer seen if space amoeba, space crystal attacks a colonized orion planet
- pirates event can no longer select orion as a planet to disrupt trade (even if guardian has been defeated though)
- refit loophole closed; transporting away pop no longer can be used to reduce refit costs
- ind display tweaked, if there are idle factories, when prod is placed in ind slider, display no longer shows MAX, but shows [# of factories] *, indicating that factories will be built but will be idle, when pop can work factories,
factories built will again display [# of factories] /Y, MAX will only be seen when building up to maximum IRC level factory number
- comet continues countdown journey and no longer stays in limbo if a planet's colony has been destroyed during it's travel; ships in orbit of an uncolonized planet will not count to destroying the comet, only ships from the planet's owner (this was always the case)
- space amoeba and space crystal should no longer travel to orion; before, they could choose orion as a first planet but never as a subsequent planet (hard to test since if it's working, we'd never know, but the code seems legit)
v022 updated changelog
- yo-yo retreat can now be forced disabled; any fleet retreating from a battle can no longer be redirected, it has to retreat to the nearest owned planet (even if you have Hyperspace Communications)
- [bug was introduced] if guardian never returns not checked, it swapped one hex erroneously which could have unintended consequences; confirmed that applying patch with no options checked results in an exact copy of kyrub v1.40m as it should
[changelog cleaned up to highlight the fix options available]
known bugs will look into
- to look at the waste elimination/pollution bug
Other known bugs that have been looked at but might be difficult to fix (could use some save game files if anyone has any that can reproduce the issues)

![[Image: VLvq9Eh.png]](https://i.imgur.com/VLvq9Eh.png)
![[Image: 4yqEFaA.png]](https://i.imgur.com/4yqEFaA.png)
![[Image: l8977wG.png]](https://i.imgur.com/l8977wG.png)
