Master of Orion

Master of Orion

Diverse Specials and Massive Planets v2.5
57 Comments
Doc✪Hollywood 31 Jul @ 6:13pm 
I get the specials part of this mod. What about the "Massive Planets" part, you don't write anything about them.

I really love large or huge planets with either good food or massive production. Is that it?

It's just that the game punishs large and huge planets with slow pop growth, but there's a mod against it.
Doc✪Hollywood 31 Jul @ 6:12pm 
I get the specials part of this mod. What about the "Massive Planets" part, you don't write anything about them.

I really love large or huge planets with either good food or massive production. Is that it?
Noblewolf 16 Sep, 2020 @ 6:15pm 
Wonderful mod and such an interesting mix of good and bad planets now. I love how with this mod some planets I would ignore for being too toxic or poor in mineral I go for. While some that are rich and Terran I now hesitate. Thank you so much for this mod. It really makes the game more interesting and fun.
SMOKING BANANA 30 Jun, 2020 @ 6:57pm 
I had a colony with Botanical Plains and it was one of the first colonized. It was arid so that should be at least decent population growth but it was one of the slowest growing of my first colonies. It did have low gravity, but the special resource said it would add to pop growth, so that should balance it out. Instead it was one of my slowest growing colonies. You might want to look into this.
Coop 17 Feb, 2020 @ 8:52am 
Also noticed that the production choice of "pollution clean up" is not available with the diverse specials mod loaded.
Coop 17 Feb, 2020 @ 8:38am 
I'm enjoying revisiting this game and playing with your (and others) mods. I have the 5X ultimate balance mod, the UCP, 5x UCP, Lots of Planets, and Diverse Specials and Massive planets activated at the moment. I have noticed that the advanced toxic condenser is not showing up as buildable, although i have built the regular toxic condensers already. I played a game before without the diverse specials mod active and it was available to build.

I wonder what is causing the issue between these mods.

Thanks for your work on these mods though!
thainion 6 Aug, 2019 @ 4:25pm 
@Morpheus So I see. Subscribed! Thanks!
Morpheus  [author] 4 Aug, 2019 @ 6:01pm 
@thainion FYI there is a version of this mod with no Massive planets if you hadn't seen yet!
thainion 3 Aug, 2019 @ 1:35pm 
Hey, I appreciate the thought anyway @Morpheus. Life goes on. Thanks for creating this mod just the same!
MightyMouse 17 Jul, 2019 @ 8:02pm 
Thank you!
Morpheus  [author] 17 Jul, 2019 @ 7:26am 
@MightyMouse I was worried I had too many versions, haha. That is simple enough I can set that up this weekend for you.
MightyMouse 17 Jul, 2019 @ 5:28am 
I would love to see a version of this without the massive planets that doesn't require the 5X rebalance mod.
Morpheus  [author] 16 Jul, 2019 @ 6:15pm 
I have added the extra specials to this mod...finally.

@thainion a late reply is better than no reply? Lol. This is not something I know of a way to change myself, tho I don't think this is a problem with the 5X/UCP version because WhatIsSol worked some of his magic. I would need to confirm tho haven't played in so long I barely remember T-T
thainion 18 Apr, 2019 @ 4:06pm 
One problem I find with the mod is for massive worlds. When you need to scrap Interplanetary Admin, sometimes it puts the "scrap" pop-up at the bottom of my screen, so the "button" isn't possible to click. This seems to happen when the Int. Admin is placed near the bottom of massive planets. Other planet levels rotate up so you can scrap the Int. Admin no prob. But the massive planets don't rotate when you want to scrap something. Fixable?
Hate Bear 28 Feb, 2019 @ 1:20pm 
Holy crap, I have to try this.
mikegoyette 11 Feb, 2019 @ 10:38am 
Yes - please add the 25 other specials. I know most use the 5x. I don't.
Chippoka 14 Sep, 2018 @ 3:55pm 
I subscribed to this mod, yes. I don't see another version. The other 25 plus specials would be nice to see. Thanks again.
Darth Eric 9 Sep, 2018 @ 3:01am 
I am still playing though not as often as i used to.
Morpheus  [author] 8 Sep, 2018 @ 5:25pm 
Ty @Old1, I hope you are still playing. And I hope this year has been treating you well :)
Morpheus  [author] 8 Sep, 2018 @ 5:24pm 
@Chippoka thanks for saying. I'm surprised to see a comment here, and it makes me realize that I haven't updated this non-5X/UCP version since I began working with those mods. Is this the version you are using? I can update this in the near future to include the remaining 25+ specials I added after this was released.
Chippoka 8 Sep, 2018 @ 2:22am 
This is a really WONDERFUL mod! It adds a lot of interestering random tactical fun to the exploration phase. Thanks for making it.
Darth Eric 10 Jan, 2018 @ 11:53am 
Great mod, thanks.
I have been playing it for about a month now and man it is fun.
Darth Eric 31 Dec, 2017 @ 11:27am 
I hope everyone here has a happy new year.
Rex Bellator 30 Dec, 2017 @ 11:32pm 
Ah okay, I forget how the 'last updated' status on Nexus isn't accurate to the last time the file was updated. I was alerted to your mod because Nexus' twitter account highlighted your mod yesterday.
Morpheus  [author] 30 Dec, 2017 @ 10:04pm 
@Rex Bellator so far everything available on Nexus is here on Steam as well
Rex Bellator 29 Dec, 2017 @ 10:35pm 
Noticed you updated this on Nexus. Will you be uploading it here as well? Prefer to use Workshop for MOO if at all possible.
Spud Dastardly 13 Nov, 2017 @ 4:15pm 
You could always buy it on GoG.com . It's pretty cheap and runs on a DOS emulator that works on modern computers.
ubuibme1st 13 Nov, 2017 @ 12:47pm 
I would like an Original MOO on CD that will play on modern computors. The original one I liked a lot all the rest have been a disgrce to the Name.
Spud Dastardly 13 Oct, 2017 @ 8:29pm 
Either thread is fine, as Sol should get notified of your comment either way.
jpoisel 13 Oct, 2017 @ 8:15pm 
Will do, if for no other reason than I wanted to let all three of y'all know this just cropped up after I started using DSMP and I have hopes that DSMP will become the third part of making this game much more (re)playable.

Just to verify, are you talking about me going to the "UCP 5.5 Start" thread in the main forum, or going to the UCP workshop section?
Spud Dastardly 13 Oct, 2017 @ 7:58pm 
Not sure, but it's possible UCP is the cause or it could be yet another bug in the base game. I would bring it up in the UCP thread and see if you can get Sol's insight.
jpoisel 13 Oct, 2017 @ 7:29pm 
To add to my last comment, when the ship "reaches" the anomaly, it visually appears to stop at a point just short of the actual anomaly graphic. The anomalies I can use normally let the ship stop ON the anomaly.

For all three bugs, it's as if the game is calculating "object is at x,y to initiate action, but results are applied at x,y+1 and thus invalid."
jpoisel 13 Oct, 2017 @ 6:27pm 
Don't know yet. I do know this wasn't happening with UCP/5X alone after you fixed jump gates.

Just spitballing here, but there is one other bug that's appeared since using DSMP - twice now I've had anomalies appear (in different games) that I can reach, but can't activate. The ship just turns around and comes back.

I'm wondering if the difference between orbital sizes in this mod and your/Sol's/base game orbits is causing the game to slightly miscalculate where some objects actually are in terms of allowable action or result of action.
Spud Dastardly 13 Oct, 2017 @ 6:11pm 
That definitely sounds like a code bug, not a modding bug. Does this happen every game for you?
jpoisel 13 Oct, 2017 @ 5:36pm 
@Spud The bombing sequences appears to work correctly (you can "attack structure", a bomb is deducted, the explosion sounds happen, structure is reported as destroyed, back button returns to main screen) but the structure remains afterward. The ability to "attack" it again greys out (so the game does register an actual attack movement) until the next turn. Your own space factory cannot build while that structure remains. One can repeat this as long as you like.

This happened throughout all systems that the race controlled, not just, for instance, at the Meklar system only.
Spud Dastardly 13 Oct, 2017 @ 5:26pm 
This mod doesn't do anything as far as I know to affect space factory structures. It's unlikely it's causing the issue. What exactly happens when you try to attack such a structure with a ship equipped with bombs? Does it not allow you to bomb them?
jpoisel 13 Oct, 2017 @ 4:56pm 
Enjoying this mod a lot! A couple of issues:

1. This mod seems to have reintroduced at least some of the Meklar jump gate bugginess - they can't be destroyed until the Meklar (or race that has conquered the Meklar) have been eliminated (in which case the structures disappear, of course). This also includes partial structures at warp points. Don't know if it's the same for gas giant/asteroid field structures. Fully built military outposts ARE attackable/destroyable.

2. Very occasionally a planet isn't attackable during a particularly long session (say, two/three hours). The target shows up, but clicking it does nothing. If you exit/reload, the planet becomes attackable as normal.

Spud had addressed the jump gate issue, so I tried switching mod load order - unfortunately, if your mod is above Spud's, your mod doesn't work. I think your mod has the potential to become one of the "must have" mods (alongside 5X and UCP). Hope to see this worked out soon!
elvathelion 11 Sep, 2017 @ 9:42am 
Is anyone else getting like oodles of space monsters in star systems during the first dozen or so turns of the game when this mod is active? I'm talking like 5-6 of them in nearby star systems. I usually start a new game with this mod disabled because the monsters hamper my ability to expand to next door systems during the early game.
Morpheus  [author] 6 Sep, 2017 @ 7:06pm 
Yes, I will get to work on this ASAP. You can all expect an update very soon. Thanks for the interest, and suggestions.

Resources on Asteroids and Gas Giants, that's crazy!
I like it.
Spud Dastardly 6 Sep, 2017 @ 6:51pm 
I took a look at the files for this mod, and it should be mostly compatible (no major issues) if you load it after 5X. There are some minor issues Morpheus might want to address. For full compatibility, he should delete the biomes section from PlanetRating.yaml (doesn't look like you modded this part, but I did).

Also I slightly shrunk the orbit sizes and planet sizes, so you might get planets that look like they're crashing into each other since his PlanetSizeTypes resets my size settings. This is a graphical issue only.

Also I have resources on asteroids and gas giants, and he doesn't so the 5X resource settings will remain for those. Morpheus, I think adding resources to asteroids and gas giants would be a great addition for this mod.
devin.bass 6 Sep, 2017 @ 3:58pm 
I love the idea of this mod, certainly will spice things up, but the 5X mod is a must and if this mod isnt compatiable with 5X I will have to wait. Is it compatible? If not could you make it so?
Morpheus  [author] 1 Sep, 2017 @ 5:04pm 
DustRider, that is awesome to hear. Nabonassar, it should be noted that the better the special the more rare it is, some of which are so rare you may not even see one in a huge, high density galaxy. There are plenty of specials with low values, some are even a mix of good and bad.
Nabonassar 1 Sep, 2017 @ 1:19pm 
I love the idea of this mod, but the bonuses seem a bit high. I'm going to have to pass.
DustRider 1 Sep, 2017 @ 1:16pm 
This alone just made me reinstall Master of Orion
Morpheus  [author] 1 Sep, 2017 @ 6:59am 
This is great, I was hoping to hear from you Spud, thanks for the work laying out the modding foundation for this game. Though I hadn't tried 5X, I had hoped to make it compatible if this mod got any attention. I am certain it can be made to be with relative ease. :)

I had seen that other mods had created Resource specific structures and I was extremely excited to do that. Actually, Active Volcanoes was a special I created in the hopes of allowing the Silicoid to Terraform any planet with that special, regardless of biome. But there would be one structure for each special and it would be awesome! I hope you check it out, there are goodies for everyone in here.
Spud Dastardly 1 Sep, 2017 @ 12:15am 
This looks pretty interesting! I'll have to give it a try sometime. Is it compatible with the 5X mod? Also did you add any buildings that can only be built on planets with certain resources? If not, that might make things even more interesting.
Morpheus  [author] 31 Aug, 2017 @ 6:46pm 
Thank you, it's pretty exciting finding certain specials. I can work on an update to add more in the near future. I'm open to suggestions on new specials, balance, etc.
Kurnn 31 Aug, 2017 @ 6:36pm 
Ok, Im loving this mod. Awesome work dude.

The ratio of good effects vs bad is kinda low. Mind making more bad ones? =)
Aoi Arashi 31 Aug, 2017 @ 4:59pm 
Final comment _ GREAT mod. I redid a game with the same custom race, same everything as well as same seed. All is working well. The problem below must just be a one-time glitch of some sort. I highly recommend using this mod!
Morpheus  [author] 31 Aug, 2017 @ 4:56pm 
Oh that's great! I'm glad you like it. :)
This is a piece of a much larger mod that I was uncertain if I would release. I thought I'd see how this went first.