Master of Orion

Master of Orion

62 ratings
Outposts Anywhere v1.1
   
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2 Sep, 2019 @ 11:25am
27 May, 2021 @ 8:35am
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Outposts Anywhere v1.1

Description
With this mod you can build outposts and jump gates anywhere, even systems you do not own. Please note that jump gates are restricted to one per system.
16 Comments
10of70 20 Sep @ 9:14am 
This mod no longer works for me
Steel  [author] 27 May, 2021 @ 8:36am 
New version was released. The game engine will only allow a single jump gate to work in a system, so multiple gates (added by Advanced Military Outposts) in the same system was causing the disappearing fleet issues.

This version removes the gate from the Advanced Military Outposts, but allows gates to be built anywhere instead.
Chippoka 7 Sep, 2020 @ 3:49am 
Will the AI choose to build outposts at other places not belonging to it; example, early in the game at uninhabited star systems? Is there a mod variant which doesn't have the jump gate built-in the advanced outposts (I rather it be separate)?
King of Amazons 28 Jul, 2020 @ 7:39am 
Well, I started a new game, and eventually came across that same problem again. Fortunately, exiting the game file and going back onto it fixes the problem (though it'd probably also require destroying at least one of the outposts/jump gates). On the other hand, one of my opponents has some of their ships trapped in that loop, and that solution doesn't seem to break them out of it.
Steel  [author] 23 Jul, 2020 @ 9:40am 
I have never encountered this issue, but it seems to be an issue that affects the vanilla game. If two civilizations have jump gates in a system, even in vanilla, you can encounter this bug.

This mod is incredibly simple. Any fixed map project just has a simple flag added to give it the ability to function as a jump gate. This mod simply adds that flag to the Advanced Military Outpost. Any bugs likely already affected the vanilla game, or could be due to other mods which might be modifying the same asset.
King of Amazons 21 Jul, 2020 @ 9:19am 
3) The line that connects the two warp points is missing.

4) When I tried sending a fleet (that is on that same warp point I own) to the other warp point, it would stay stuck travelling there forever, even if I were to change its direction. It has also given it, on the fleet menu, an arrival time that is listed as a negative number, which goes lower with each turn. I am also unable to do anything besides change its direction; I can't even scrap any of the ships

5) When I scrapped the advanced outpost, its number in the arrival time changed to a positive one, but it's still stuck in its eternal travel state; just that its number goes higher each turn. On the other hand, the line connecting the warp points is now visible again.
King of Amazons 21 Jul, 2020 @ 9:19am 
Hey, I've encountered a glitch that I assume involves this mod.

Here's my explanation in a structures list:

1) My empire has a star system with a warp point that leads to one under the control of another empire.

2) We both have an advanced military outpost on our respective warp points connecting the two star systems.

To be continued...
pvtulisov 20 Jun, 2020 @ 1:10pm 
can you please update it to work with moo long war?
MadMatt 28 Mar, 2020 @ 6:55am 
This mod is fantastic. A huge gameplay changer..
I would love to see 2 changes however. Allow warp points to be built anywhere. And integrate the warp point into the standard Military Outpost as well.

My one issue with this game vs moo2 is the limited mobility of ships, especially late game. This changes everything, makes the game flow.
MadSquig 22 Jan, 2020 @ 5:38am 
I have had the "Endless Traveling Fleet" bug as well. Not sure what triggers it, but the fleet keeps moving in the opposite direction. I have tried fixing the bug by scrapping the AMOP but that does not seem to fix it. it only appears to be between other races, not your own systems.