Master of Orion

Master of Orion

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Less Frustrating Mod 1.1
   
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6 Nov, 2016 @ 1:25am
15 Dec, 2016 @ 10:38am
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Less Frustrating Mod 1.1

Description
Now part of the: T-Best Uber Unbalanced Mega Mod http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=826220410

I call it the less frustrating mod because I didn't want to change too much, I just wanted to fix the issues that bothered me (and many of you). What are the issues?

1. I don't like that at the beginning of the game you colonize a planet and you have no production and no money to buy a factory.
2. I don't see why we are limited to 3 types of weapons on a frigate.
3. I don't like that we can't terraform a volcanic planet.
4. I don't like that we can't go from any of our star systems to another, directly.
5. I got tired of redesigning my ships every time to include torpedoes.

If that sounds good to you, you can get it here.

1. So... yes. Back by popular demand, all new colonies have minimal food, production and research!

2. All ship types now have 8 slots of both specials and weapons.

3. I want to thank Spud for all of his hard work making mods. I haven't actually had the time to play any of them, but I did go through most of them to see what and how he did things. While I did start with all original yaml files, I did borrow the volcanic cooling from him. Is that allowed? As long as I give him credit, right?

4. I added Jump Gate technology to the beginning of the game. You still have to build your own space factory, but you can build jump gates whenever you have the time & factory to do so.

5. Since I gave all ships 8 slots, I thought I might as well use them. So, I have expanded each hull type to use every type of weapon. The smaller ships now will contain all 4 types of weapons (Beam, Torpedoes, Missiles, & Cannon), and the bigger ones will contain 2 sets of them (one set fully loaded, one set basic). Now I am going on the principle here that it is easier to remove what you don't want than to add. So on Cruisers and above, it gives you two sets of beam weapons, one heavy mount, enveloping, and one without. This also means that when you get a new beam weapon, it gives you the new one on the without slot, and the old one modified. Then when you research the modifications you get the new one on both. This should give maximum firepower and flexibility.

Please let me know if you have any questions, comments or suggestions. :-)

More info can be found at: http://tonybeier.com/moocts/
18 Comments
Reogaz 15 Dec, 2017 @ 12:23pm 
can you make a build a jumpgate anywhere mod?
I don't need all the rest, infact the rest couses problems with other mods.
tbeier  [author] 4 Jan, 2017 @ 8:33pm 
There are a lot of silly limits in the game. I was able to up the slots in the ship design, but I don't think that there is a way to up the number of ship designs.
archer 3 Jan, 2017 @ 7:03pm 
it the limit of design slots can they be increased to say 10 it seem silly to have only 6 differnt ships
tbeier  [author] 2 Jan, 2017 @ 11:18pm 
In my T-Best Uber Unbalanced Mega Mod I have added the Corvette ship mod. I was considering making a Frigate-B that used more Beams and Bombs, but I stopped when I got the Corvette. Would that help?
archer 2 Jan, 2017 @ 11:00pm 
could we please have a few more ship design blueprints its silly to have so few
tbeier  [author] 29 Dec, 2016 @ 12:01am 
One of them must be overriding my colony mod. Try moving my mod to the top or bottom of the list, I am not sure which has priority.
M Bison[FNF] 28 Dec, 2016 @ 1:42pm 
yeah, I have 5x and Orion tech installed.
tbeier  [author] 27 Dec, 2016 @ 10:47pm 
Hey Everyone! I just posted my first Mega Mod that includes this and all my other mods. Please check it out at: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=826220410
tbeier  [author] 27 Dec, 2016 @ 10:04pm 
Do you have any other mods loaded at the same time?
M Bison[FNF] 27 Dec, 2016 @ 8:45pm 
This no longer appears to be working. When I colonize new planets I have 0 research, food and industry production.