Master of Orion

Master of Orion

Diverse Specials and Massive Planets v2.5 - 5X/UCP Compatible
227 Comments
Spud Dastardly 27 Aug @ 10:08pm 
You may need to start a new game if your game predates your correct mod order.
BattleHodor 27 Aug @ 4:37pm 
I see comments about UCP/5X and the load order for Galactic Trading working - I have the mods in that exact order listed below and yet I still can't research the tech. No other mods in play except for 5X, UCP, this, the UCP/5X compatibility mod and the extra textures etc for 5X.

At least it's visible now, albeit with a padlock sign over it. Any ideas, anyone?
Spud Dastardly 22 Aug @ 9:12am 
No, but it wouldn't be too hard to create a new mod for it. I might even be able to include it in 5XCPC.
Phr0stByt3 21 Aug @ 7:56pm 
Did this MOD ever implement the AI desirability that UCP offers? i.e. Are "bad" specials less desirable and really good specials extra desirable for AI to colonize?

"
:::: 4.4: PlanetaryResourceTypes.yaml
desirability: 0.05 (Default) or F
"
I'm looking at the PlanetaryResourceTypes.yaml in the MOD folder and not seeing this line anywhere, but maybe I misunderstood how this works.
freyland 18 Apr @ 5:46am 
That was an amazing answer, and also rather startling. I didn't expect to hear back! Thank you.
roland.johansen 17 Apr @ 3:18pm 
Growth bonuses would reduce the amount of food that you need to grow to the next population level and are therefore not that visible. The only way to see it is if you have a planet that is of the exact same size and population level without that growth trait and notice that it needs more food to grow than the one with the growth bonus.

Note that food bonuses or penalties would be visible in the food output and thus be a more apparent bonus.

From my recollection, there are indeed a few specials that were configured incorrectly and gave a bonus while a penalty would be more appropriate. So you'd need to edit the right xml file ke mod to fix that.
freyland 17 Apr @ 12:49pm 
I realize I'm probably yelling into the void here, but I'm not seeing the food benefits working for some of the specials. Frozen water and "Metroidians" don't seem to provide any changes visible on the growth breakdown, despite having 10 and 50% bonuses, respectively. (I acknowledge the poster from a year ago who said that Metroids should actually be a negative)
Last Knight 15 Apr @ 3:14am 
It would be so nice if you could translate this mode to Russian. I am willing to help!
Spud Dastardly 30 Sep, 2024 @ 9:06am 
@pawlito your mod load order is wrong. You need to put DSMP above 5XCPC like in the list on this page.
pawlito 30 Sep, 2024 @ 7:43am 
There is an issue. When I am using 5X ultimate balance and this mod there is a single tech missing, blocking me from researching galactic trade tech
Azyreal 14 Sep, 2024 @ 4:50pm 
would anyone know the mod list I need to make larger galaxies? Everything is so tiny its unplayable
Azyreal 14 Sep, 2024 @ 4:49pm 
No matter the options I choose the galaxy is tiny
djconklin66 13 Aug, 2024 @ 9:19pm 
QUOTE:
*Correct order for mods is now as listed (Thanks to Spud)
1) 5X - The Ultimate balance Mod
2) Unofficial Code Patch
3) Diverse Specials and Massive Planets
4) 5X/UCP Compatibility
5) 5X Custom Assets

HOW do I install after I have subscribed?
ecjones1975 14 May, 2024 @ 11:40am 
how do you scroll the tech tree with this mod installed
Aarobot 7 Mar, 2024 @ 11:27am 
Not sure if this gets updated anymore but I noticed that some resources which appear intended to lower population growth increase it instead, like the Phazon/Mocktroids.

It's pretty easy to see even in the YAML. For example, "planetary_resource_microbial_life", whose description says it boosts pop, has populationGrowthPercentualBonus = 0.1, and "planetary_resource_phazon" whose description claims to reduce pop growth, has populationGrowthPercentualBonus = 0.35. These are both positive, they both boost pop. Probably the intent was to set pop growth TO 35% of normal, not increase it by 35%, i.e. it should be -0.65 instead.

So essentially, instead of being interesting tradeoffs, these resources are massively OP. The numbers are probably supposed to be negative, like they are for Biomorphic Fungi or Zerg Infestation.
Grambo 27 Feb, 2024 @ 6:57pm 
In case this ever gets updated again, one request. Natural Wells... this specially *really* could use a bonus to either food or pop growth in addition to the morale boost.
nitaydadon 24 May, 2023 @ 3:08pm 
its cool but -
1. cant use the tech tree - wich is probelmatic to long trem planning
2. it show you sometimestech youve already learend again
Crazed Chikin 6 Apr, 2023 @ 8:25pm 
Ran into an issue after following recommended load order where Terraforming is no longer present in tech tree. Any suggestions as aside from 5x this is the only one I have altering trees
rroos85 3 Apr, 2023 @ 12:44pm 
this is causing a issue with research with the main 5X mods so you cant get the research to get the advances colony and mining ships
Spud Dastardly 18 May, 2022 @ 7:57pm 
Make sure that you have installed the unofficial code patch according to the instructions and that you have your mods in the order 5X, UCP, DSMP, 5XCPC in game. To be clear, what matters is the order displayed in game, not the order in which you subscribe to the mods. If you have done everything correctly, there should be no issue.
Brusix1984 18 May, 2022 @ 2:47pm 
Hey @spud, is it possible that this mod still breaks the tech tree (Macro Economics bug, etc)?
I tried with different load order but it doesn't seem to work for me. Any help? Thanks a lot!
RevReese 21 Mar, 2022 @ 9:37am 
@Spud: Nice one thank you installing now!
Spud Dastardly 21 Mar, 2022 @ 9:33am 
It works as long as you put it between UCP and 5XCPC in the load order.
RevReese 21 Mar, 2022 @ 8:35am 
Hi all, just found this mod and it looks great and i was wondering if it is compatible with the latest version of 5X as this mod only states 4.4.1 which is old. I currently have 5X+UCP+5XCPC and 5X custom assets. Thank you.
wotb0 9 Mar, 2022 @ 1:25am 
completly broken mod
nameistoad 12 Jan, 2022 @ 5:52am 
it still works fine for me, @lutieiv
your problem must be something on your end
lutieiv 11 Jan, 2022 @ 9:23pm 
it is now broken with the 5x mod
DMMWolf 23 Oct, 2021 @ 5:44am 
Ok I gotta ask... Is it intentional that this mod removes Phasing cloak from the tech tree?
Tebok 5 May, 2021 @ 8:07am 
Is there a link for a quick tutorial for how to change mod load order?

Also is it safe to do that with a current savegame?

I got the missing Macro Economics bug
Also, dunno if its related but I keep being offered Missile bases tech by other races even though I have it already.
M1K3 8 Feb, 2021 @ 12:14pm 
Is it possible to use this one with the All AI Mods?
Metztli 28 Jan, 2021 @ 8:51am 
@Spud Dastardly Thank you man, I should've search for this myself, sorry for the bother.
Chippoka 28 Jan, 2021 @ 3:08am 
Thanks for the upgrade Spud. I see the differences in the tech tree.
Chippoka 27 Jan, 2021 @ 2:33pm 
Metztli, didn't the author of this mod make a base version just for UCP?
Metztli 27 Jan, 2021 @ 2:21pm 
Currently I'm trying to make this mod to work only with UCP without using the 5X balancing mod but in the Technology screen I'm unable to navigate through the tech tree and I'm stuck on the first part of it. Is there a way I can fix this or I'm forced to use the 5X mod if I want to use DSMP ?
Chippoka 27 Jan, 2021 @ 2:06pm 
I forget, what was the main difference better DSMP lite (that worked with Spud's Split Tech Tree) and regular DSMP?
Metztli 27 Jan, 2021 @ 1:50pm 
This mod can work without the 5X mod but just with UCP right ?
Spud Dastardly 15 Jan, 2021 @ 8:13am 
Split Tech Tree is now compatible with DSMP. Load in the order

5X
UCP
DSMP
5XCPC
STT
Rattenstein 27 Dec, 2020 @ 10:39pm 
Not sure if it's this mod but UCP and 5X were updated recently, and ever since then my savegames have disappeared.
mwa83 24 Oct, 2020 @ 2:12am 
Hi, folks! All descriptions from DSMP (builidings, ressources, tech) are in English language. I don`t like the mix between German and English in my game. How can I localize the desriptions myself?
briantjack 11 Oct, 2020 @ 5:37am 
In a second game, I played the Elerian race. I colonized a planet with Geomagnetic Fields, which penalized the colony with -2 research and -2 hammer production. Well, I had just finished researching a tech when the Terran Khanate declared war on me. I prioritized hammer production at every colony, which actually changed my net tech research to -2 overall (thanks to that one colony). After managing to defend my colonies and fight back the Khanate to a standstill, I reassigned people to research. My civilization is now producing 8.8 tech points per turn, and Physics is but 1,357,000,000+ turns away from completion.
briantjack 8 Oct, 2020 @ 3:03pm 
Please pardon me if this is a known issue; I skimmed this thread back to the last update and didn't see it.

On a recent playthrough, I colonized a planet with Chemical Storms, which levies a penalty to both food and hammer production. I had an Automated Factory in the building queue but didn't have funds to spare; it sat there for several turns, while the planet had -4 net production. Now that I have increased net production to +2, the Automated Factory requires 226 turns before completion, while more advanced buildings (like Robo-Miners) have their normal durations.
Garviel Loken 13 Aug, 2020 @ 10:11pm 
Round 151 and its loading and loading.. tried now 5 times.

Got
-volcanic cooling
-pollution upgrade
-more perks
-stronger fortifications
Chippoka 9 Jun, 2020 @ 4:29pm 
Check the mod load order, perhaps?
xandamere 2 May, 2020 @ 11:55am 
I'm trying to play with this mod and Spud's balance mod. Whenever I start a game, a tech is just...missing from the tech tree. It's whatever is to the upper right of Private Funding. So, I'm unable to progress past this point in the tech tree...has anyone else experienced this?

I've tried turning off this mod and leaving the balance mod on and the tech tree looks normal. The issue only seems to occur when both mods are running together.
Spud Dastardly 23 Feb, 2020 @ 5:56am 
Correct. You can however use the "Lite B" and "Zero" versions with STT.
Chippoka 23 Feb, 2020 @ 3:10am 
Spud, this version still doesn't work with your split-tech tree does it?
Spud Dastardly 21 Feb, 2020 @ 10:13pm 
DSMP should go below UCP, though it probably doesn't matter. It should fix the tooltip either way. Have you run the installer since the last UCP update?
Grifman 21 Feb, 2020 @ 10:03pm 
I was wrong, went back to the turn I founded the colony. With 3 food per turn, the turns to next pop on the swamp planet is 41. That seems way too low with a supposed boost of 25% growth from aphrodesiacs. Load order doesn't change anything.
Grifman 21 Feb, 2020 @ 9:53pm 
Ok I just loaded UCP below DSMP and the turns to growth dropped dramatically so that seemed to do the trick (even though the display is still wrong). So thanks for the tip.