Master of Orion v1.3 Patch : MicroProse : Free Download, Borrow, and Streaming : Internet Archive
********************* TECHNICAL NOTES *********************
— NOTE: You can’t run save games from version 1. You must start
a new game. You can run save games from version 1.2.
— Make sure that you have at least 570K conventional, and 1040K of
expanded memory. Use the DOS command MEM to determine if you have
enough conventional and expanded memory.
— If you receive a «reconfigure hardware» error message when trying
to run Master of Orion, check your sound card settings. You must
have the correct ADDRESS, IRQ, and DMA settings. Also, make sure
that you don’t have programs in memory that may conflict with your
sound card settings.
— The Install program’s sound card detection routines may cause some
systems to lock up right after sucessfully installing the game. If
this happens to you, run the Install program by typing
«INSTALL -S» instead of just «INSTALL». This bypasses the
auto-detection, and lets you select any sound card on the menu.
— Sound Blaster Pro Cards should have all environment variables
(specifically the BLASTER variable) fully specified in the
config.sys file to be properly recognized.
— Roland sound cards take several seconds to load custom instrument
files at the beginning of the program, when switching to and from
the main menu, and at the end of the game.
— Adaptec controller cards must use the hard drive drivers supplied
with the controller cards to access the game properly.
— The program automatically saves your game in a special file that
allows you to Continue where you left. However, if you fail the
ship identification security check, this file is deleted and the
Continue function is disabled.
— If you are using Stacker, Double Space, or some other hard drive
compression utility, «Master of Orion» will appear to use more
than the amount of space the Install utility checks for. This is
because the program files are already compressed, and your
compress utility will not be able to get the usual space savings.
******************** VERSION 1.3 CHANGES ******************
-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.
1. Pressing ALT-P will change all emperor personalities at random.
2. Tech Screen: ‘=’ sets all research allocations to the same
amount.
3. You can toggle random events off and on by holding the ALT key
down and typing ‘EVENTS’.
4. ALT-M will display a 5 parsec by 5 parsec grid on the control
screen.
5. The «C» key will tell you how many spies were caught that turn.
6. The «B» key will allow you to scrap missile bases.
7. ALT-C centers the screen on the current planet.
8. ALT-R changes all RELOCation destinations to the selected
planet.
— DIPLOMACY CHANGES
1. If you ask another race to break an alliance or declare war, they
are more likely to request a technology tribute.
2. 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.
3. You can now offer tech tribute if you have no planetary reserve.
4. Allies that have lost contact will not appear until contact is
reestablished.
5. Committing genocide penalizes all diplomatic relations.
— INFORMATION DISPLAYS
1. Race Status screen highlights technology you do not have.
2. 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).
3. Stargates are shown on the main screen.
4. Colony flags are shown on MAP screen in all three modes.
5. MAP screen frames portion of galaxy in Main view.
6. Instructions displayed for TRANS and RELOC buttons are worded
more clearly.
7. Eliminated races no longer appear in STATUS screen.
— COMBAT AI
1. Ships retreat away from enemies, not just left or right.
2. Ships with Warp Dissipators do not continue firing them at
immobilized targets.
3. Ships avoid friendly ships with Pulsar weapons.
4. Ships with long range beams now close to range of 1 when
attacking planets.
5. Ships do not fire missiles if target ships could back out of
range.
6. First salvo of planetary missiles correctly uses scatter pack or
single shot type.
7. AUTO combat runs faster.
— GENERAL AI
1. Improvements in estimating size of attack fleets needed for
assaults.
2. Colony ships will usually travel with armed escorts.
3. When player’s ships have Warp Dissipators, AI will compensate in
new ship designs.
— COSMETIC CHANGES
1. End Game Victory — Emperor’s robes changed.
2. V1.3 and copyright notice on main menu screen.
— FUNCTIONAL CHANGES
1. Enemies can no longer use your stargates.
2. Repulsor beams end movement for ships they are used against.
3. Discovering any Artifact planet gives you a chance to find new
tech.
4. 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.
5. If you want to DESIGN when you have six ships in play, you do not
have to SCRAP until after the design is done.
6. 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.
7. Fertile and Gaia planets increase your planets’ base populations
by 25% and 50% respectively, in addition to the increased growth
rates.
8. 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.
9. The High Council is formed when 2/3rds of the planets have been
colonized, not 1/2 as stated in the manual.
— INTERNAL CHANGES
1. Stargates cost 3000 not 350
2. Crystal & Ameoba kill pirates now.
3. Cost of colony bases fixed.
4. Displacer Device costs corrected
5. Text for zeon missiles corrected.
6. Less likely to start game in a bad position at harder levels.
7. Research rolls now guarantee a selection of some key technologies
such as missiles.
8. Missile Bases are slightly cheaper, about .6 of a large ship.
9. Fleet sizes over 32,000 are no longer shown as negative.
10. 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
Playlist Track #2: 5X and the Unofficial Code Patch Mods for Master of Orion 2016
The next track on our Modify Playlist is the combination of the 5X and the Unofficial Code Patch mod for Master of Orion: Conquer the Stars!
We’ll focus on the 5X “Ultimate Balance Mod” (Steam Workshop Link) first! Creator “Spud Dastardly” has massively overhauled many aspects of the base game to make it bigger, better, and frankly, more fun. In his own words, Andrew “Spud Dastardly”, says this on his Steam Workshop page:
This mod is massive overhaul of the gameplay experience. It’s like a whole new game! It includes a total rebalance of every aspect of gameplay, new technologies, improved AI, and much more. For a more specific overview of what this mod does, see the Readme on Nexus Mods.
There’s a lot more to this mod than we could ever cover in one article, which is a testament to how massive this mod is, but we did manage to wrangle in Andrew for a short interview about the 5X mod and this is what he had to say:
1) First, thanks for taking the time to answer our questions, Andrew! Please tell us a little more about yourself and your modding history!
I’m a 29-year-old American graduate student who is a few months away from getting my PhD in mathematics. I grew up playing MoO 2, and it has always been my favorite 4X game. Prior to MoO:CtS, I hadn’t modded any games before.
2) Why have you decided to mod Master of Orion? What have you hoped to accomplish?
When I first got to play MoO:CtS in early access, I really enjoyed it, but I could see that there were some glaring flaws in the game, particularly in the way it was balanced. When the modding files became available, I discovered that modding MoO was actually relatively easy and could be done with a simple text editor, so I decided to try to fix the balance issues as I saw them myself.
Over the next month or so, I made 5 different mods addressing different parts of the game like race balance and tactical combat. I then decided that I could do more if I integrated those 5 into one big mod, and that’s how 5X was born. My goal with the mod since then has been to overhaul not just the balance of the game but the gameplay itself with as many new and interesting features as is possible within the modding system in order to provide the best experience MoO:CtS can offer. I had always hoped that with mods we could keep this game alive and well long past the end of developer support of the game.
3) What’s left on your agenda?
At this point, 5X is largely complete, and I don’t have much else to do outside of some minor balance tweaks. I would add more features if I could, but at this point I have reached the limits of what MoO’s modding system is capable of doing. However, WhatIsSol’s Unofficial Code Patch (UCP) does add new modding features with almost every new release, and I intend to take advantage of those as they come along.
4) What is the most satisfying aspect of the project for you? The most frustrating?
The most satisfying thing has been the positive response I’ve gotten to the mod. I never expected it to get so popular, and it’s nice to know that a hobby of mine has had a positive impact on thousands of people. Perhaps the most frustrating thing was when Wargaming suddenly stopped development on the game without any official announcement or explanation, leaving promised modding features unimplemented and numerous bugs that modders have had to fix without developer support. Fortunately, most of the bugs have since been fixed by UCP.
5) Anything else you want our audience to know about this fantastic mod?
If you’re going to use 5X with UCP, and I recommend that you do, be sure to pick up the 5X UCP Compatibility mod as well which makes them work together. There are some add-ons linked on the 5X mod page that you might enjoy as well. Feedback and suggestions are welcome. I hope you enjoy the mod!
Thanks a lot to Andrew for taking the time to answer our questions. I recently took the 5X and Unofficial Community Patch mod for a spin on Twitch, which you can watch below, if you’re so inclined. Needless to say, the changes are eXtraordinary.
Next up is the aforementioned “Unofficial Code Patch Mod” (Steam Workshop Link)! The creator of this mod, “WhatisSol”, has worked tirelessly to take up the mantle when it comes to fixing those remaining bugs that were left when Wargaming and NGD seemingly stopped working on the game.
We also nailed downed John “WhatisSol” so that he could answer a few of our questions regarding this mod and all the work he’s had to put into it.
1) Please tell us a little more about yourself, John, and your modding history!
My interest in computers started as a kid from a desire to tinker with video games back in the 80s. At the time I imaged working in the gaming industry so naturally out of college I took a job working at a Financial Institution. Wait what?
Anyway, modifying games is just a creative outlet that I find peaceful. I cannot draw or write, but coding is something I consider myself fairly decent at and regardless I enjoy.
Over the years I have released a few mods out there that are still circulating. Probably the most downloaded one would be “Sol’s Six Thousand Implants” for Fallout 4 on PC and Xbox.
Lots of great quality of life additions in the “UCP”
2) Why have you decided to mod Master of Orion? What have you hoped to accomplish?
Since 1993, I have purchased and played every incarnation of Master of Orion. With “Conquer the Stars”, I liked the production values, but found some technical issues annoying. The one that got me started modding it was the MIRV missile bug.
This is the one where the missiles would launch, travel to the enemy ship, and then suddenly disappear. They would reappear at the launching ship, this time as MIRVed missiles, and travel once again back to the enemy ship. To make it even more fun, the MIRVed missiles fragments were not target-able by point defense weapons.
I posted videos of this issue and my fix to the Wargaming.net forums. At one point, Spud Dastardly noticed my videos and asked if I would release the code fix for them and as they say the rest is history. So, you can thank or blame Spud Dastardly for the Unofficial Code Patch public release.
3) What’s left on your agenda?
Really, I just work on whatever I find interesting at the moment when I have the time. So my focus tends to shift a lot. Currently, I’m trying to finish up testing and merging so I can release 6.1, hopefully within the next month or so.
The only feature I know of that will make a future 6.2 will be modding support for asset importing.
4) What is the most satisfying aspect of the project for you? The most frustrating?
The most satisfying would be the act of squashing a software bug or adding a new feature.
The most frustrating would be a lack of tools, both in software and hardware. For instance, consider the Mac OS. I do not have access to a Mac OS and therefore cannot support or test UCP on it.
5) Anything else you want our audience to know about this fantastic mod/patch?
I do not always comment on people’s reviews and posts but I read them. It is nice to hear that people are enjoying all the time and effort I have put into this endeavor. I do after all get enough people in my personal life telling me I’m crazy for still working on this after three years.
Both Spud Dastardly and WhatisSol have worked tirelessly to help Master of Orion: Conquer the Stars reach its true potential and it really shows. There are an incredible amount of improvements, additions, and a fine coat of polish here that simply isn’t in the base game. Anyone who has MoO: CtS should subscribe to these two mods immediately, as they vastly improve the game!
Thanks to both of these fine gentlemen for taking the time to answer our questions and for the impressive amount of work they’ve put into making this game so much better than how Wargaming/NGD left it.
For more on how the mod improves the base game, you can see some of it in my stream below. Stay tuned as I will also highlight the changes and improvements in a future short Let’s Play series!
Until next time, keep eXploring!
Rob Honaker
Rob founded eXplorminate, and quickly brought on Nate, as his passion for 4X needed an outlet. You can find Rob in just about every 4X game beta and 4X game forum, too. He’s equally obsessed with the strategy and tactics genres and constantly combs the internet for new and exciting titles in those genres. He’s proud to be a member of Amplitude Studios’ VIP program and the concept creator of Endless Space 2’s Unfallen.
5X Mod Master of Orion: Conquer the Stars Modify Playlist Unofficial Code Patch Mod
files for Master of Orion (2016)
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All endings, money hacked, research and production in one turnSave / SaveGame (Game completed 100% for Darloks)
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C:\Users\ #%User%# \Documents\Master of Orion\Saves upload 100% save Darlocks here/all planets are populated to the maximum/galaxy size is small/type is round. ..Trainer (+5) [0.5.16218: 64 Bit] [MrAntiFun]
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Options: Inf.Credit — infinite. Fast Research Credits Super Command Points Fast Population Growth Fast Population Fast Production Fast ProductionDownload
Author:>MrAntiFun Edition: Steam Game Version: v.0.5.17902: 64 Bit Trainer Language: English Number of Functions: 5 Trainer Creation Date: 03/28/2016 Trainer Hotkeys and Features: F1:Inf.Credit — infinite credits F2:Fa …Trainer / Trainer (+5) [43.6 64 Bit] [MrAntiFun]
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Author:>MrAntiFun Edition: Steam Game Version: v.43.6 64 Bit Trainer Language: English Number of Functions: 5 Trainer Creation Date: 04/02/2016 Trainer Hotkeys and Features: F1:Inf.Credit — infinite credits F2:Fast Research ..Trainer (+5) [48.3 64 Bit] [MrAntiFun]
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Author : MrAntiFun Edition : Steam Version : 54.6: x64 Language : Eng Functions : 5 Release date : 12/04/2016 Hotkeys and trainer features: — F1 — Endless. Money (Inf. Credit) — F2 — Fast Research (Fast Research) — …Trainer / Trainer (+5) [55.1: x64] [MrAntiFun]
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Author : MrAntiFun Edition : Steam Version : 55.1: x64 Language : Eng Functions : 5 Release date : 06/03/2017 Hotkeys and trainer features: — F1 — Endless. Money (Inf. Credit) — F2 — Fast Research (Fast Research) — …Battle at Antares on Old-Games.RU
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Master of Orion II: Battle at Antares
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Rip version Download file | 26. 51 MB (added: 08/02/2013)
Includes DOS and Windows versions of the game.+ Add property
Documentation Download file | 1.13 MB (added: 11/07/2010)
User manual for the game (in PDF format).+ Add property
Documentation Download file | 381. 44 KB (added: 01/07/2015)
Brief information about the game (in PDF format).+ Add property
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Documentation Download file | 2.53 MB (added: 04/12/2021)
Game Installation Guide (PDF format).
Contributed by Eulisker .+ Add property
Update Download file | 1. 64 MB (added: 12/25/2014)
Official patch for the game from version 1.1. up to version 1.2.+ Add property
Update Download file | 2.72 MB (added: 09.05.2015)
Official patch up to version 1.31.+ Add property
Update Download file | 20. 35 KB (added: 09.05.2015)
Unofficial patch to version 1.40b24.+ Add property
Update Download file | 11.22 MB (added: 06/15/2017)
Unofficial patch to version 1.50.8.+ Add property
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Update Download file | 11. 74 MB (added: 09/19/2022)
Unofficial patch to version 1.50.19.+ Add property
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An «electronic copy» of a game disc is its full version, which requires installation and, in most cases, the presence of a disc in the drive.ISO disk image.
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An «electronic copy» of a game disc is its full version, which requires installation and, in most cases, the presence of a disc in the drive.Disc image in CCD/IMG/CUE/SUB format. Game version — 1.1.
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This is interesting
It turns out that many favorite tactics Incubation uses an improved engine from another game by BlueByte — Extreme Assault . It’s common practice to use upgraded versions of your old engines in your new games, you might say. That’s just Extreme Assault is a helicopter simulator.
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