Master of Orion

Master of Orion

Colony Bases - 5X,UCP
28 Comments
AngleWyrm 29 Dec, 2022 @ 9:01pm 
Created a sub-light colony ship, but it refused to move from orbiting the builder planet to any other in-system location.
JasonHarperNM  [author] 7 Jul, 2022 @ 9:17pm 
Hi Dragon, thanks for the comment and I apologize for my late reply. I just logged back into Steam. In MOO2 building a colony base lets you colonize a planet in the same system. That's not possible in MOO4. In MOO4 the colony base is a structure that can be built by planets that have moons.

What this mod does is create a new ship type, the sublight colony ship. It cost less to build than a regular colony ship, just like how colony bases cost less to build than a colony ship in MOO2. So, look in your colony build options for the sublight colony ship and build it to colonize in the system at a lower cost than building the standard colony ship.
Dragon 11 Jun, 2022 @ 11:18am 
hello, I am trying to get this mod to work and I can't seem to get the sub-light colony ship to appear when I had build my colony base. Is there a special route I need to go through before I can get the sub-light colony ship, also will this mod work with Diverse Specials and Massive Planets v2.5, or All AI? The planet that has built the colony base has other planets in the system and a Star base in orbit of that planet, I guess I'm confused with how to get this mod to build the sub-light colony ship. Thanks in advance.
exxatron 18 Aug, 2020 @ 12:52am 
Test worked out good. I made a local copy of this mod, added death ray modifications back into technode root, and they were indeed available when I conquered Orion.
JasonHarperNM  [author] 15 Aug, 2020 @ 9:43pm 
Hi Daggerstan13, I just uploaded the Colony Bases Mod that will work with Spud's split tech tree. I ran a couple quick tests and it appears to be working fine. Please let me know if you run into any issues. Enjoy!
lord_locksley 15 Aug, 2020 @ 12:15pm 
Man, cannot thank you enough. Will test on a new game tonight!
JasonHarperNM  [author] 15 Aug, 2020 @ 12:08pm 
Lord_Locksley, Vanilla Colony Bases is done, tested, and uploaded. Enjoy! DAggerstan13, you version of Colony Bases with the Split Tech tree compatibility is up next! Later tonight it should be done.
lord_locksley 15 Aug, 2020 @ 3:39am 
Hello Jason. Great to hear that.

About 5X, the couple of times I've tried to play games with it I just didn't get hooked to it. I couldn't say if it's due to certain specific features, or just an overall feeling.

While playing vanilla (plus UCP) I have that feeling of "being at home" with the MOO franchise, everything feels familiar. But with 5X is like playing a different game. Given the sorry state in which MOO was released back in the day that was a boon for many players, and I admit that 5X is way more 'polished' as a game, but now that vanilla is more than playable thanks to UCP, I just find it (5X) a bit too complex and strange (coming from the original MOO and MOO2 games)
JasonHarperNM  [author] 14 Aug, 2020 @ 9:36pm 
Hey Lord_Locksley, thanks for the complement! I'd be happy to make a UCP+vanilla version. I'll try to get that done tomorrow morning. I really love Spuds 5X mod, but there are some things I don't like. So, I made a couple dozen major to minor changes to it and my family uses my adapted mod when we play multiplayer together. Do you really like the vanilla better, or are there just some things in 5X that are not acceptable?
JasonHarperNM  [author] 14 Aug, 2020 @ 9:29pm 
Hi Exxatron, thanks for taking a look. I believe you are correct - I just double checked and I missed including death ray mod in the tech root. Please let me know how your test went. I have some time tomorrow morning - I plan to update the mod then.
exxatron 13 Aug, 2020 @ 3:26pm 
So I took a look at the modding code, and in the base game techapp_modifications_death_ray is in technode_root. This mod overwrites technode_root and that is why death rays aren't modifyable once the guardian is taken when this mod is applied as I reported earlier. I'm testing now the mode with that tech put back in.
lord_locksley 13 Aug, 2020 @ 4:58am 
Hi. This mod is just what I was looking for, I miss Colony bases so much from MOO2.

Nevertheless, I have to ask. Is there any chance of backporting this mod to vanilla+UCP without needing 5X?.

I always play with latest UCP for fixing all the broken stuff, but I prefer the vanilla flavor of the game to the heavily modified 5X environment.

Thanks
daggerstan13 26 Jul, 2020 @ 7:01am 
Thanks
JasonHarperNM  [author] 25 Jul, 2020 @ 6:13pm 
Hi Exxatron, thanks for the complement! That is an odd bug - I was not aware of it, and it was not intentional. Let me look into that and see if I can find the issue and fix it.
JasonHarperNM  [author] 25 Jul, 2020 @ 6:11pm 
Hi daggerstan13, you are correct. This mod does not work with Spud's Split tech tree. I'd be happy to made an additional version of this mod that is compatible. Life is a little crazy at the moment. It may take a couple weeks. I'll let you know when it is up.
exxatron 24 Jul, 2020 @ 9:07am 
Love the mod, works with 5X and UCP well enough. Discovered an odd bug in that with this mod enabled, once one gets Death Ray technology from the Orion Guardian, they do not get Death Ray Modifications. WhatIsSol said this normally defined in the tech_root node, which this mod redefines. Not sure if this was intentional, as with Death Ray mods, those beams are very overpowered -- heavy death rays have the longest beam range in the game.
daggerstan13 8 Jul, 2020 @ 2:42pm 
Hi Jason, this mod doesn't seem to be compatible with Spud's Split tech tree (5x Addon) mod. Any chance you could make it compatible please?
d_iperione 5 Mar, 2020 @ 12:12pm 
:) Thanks
JasonHarperNM  [author] 25 Dec, 2019 @ 2:19pm 
And, a reminder to follow MOO-fans: The original Mod (v1.0) only included Sublight Colony Ships. With the update to include Sublight Advanced Colony Ships and Sublight Hyper Advanced Colony Ships (v1.1), a new game needs to be started with the updated Mod in place for the first turn. Otherwise, you won't be able to build them, even though the techtree shows that you've unlocked the technology.
JasonHarperNM  [author] 25 Dec, 2019 @ 2:19pm 
I'm glad it's working now. Please let me know if you have any more trouble. Merry Christmas!
JasonHarperNM  [author] 24 Dec, 2019 @ 8:39pm 
Thanks for the note - looking into it
Raghalin 24 Dec, 2019 @ 8:00am 
Dec 24, playing as custom, start game have sublight ships, when researched Galactic Trading all sublight ships removed from build options.
JasonHarperNM  [author] 26 Nov, 2019 @ 7:45pm 
Hi Raghalin, thanks for the comment/suggestion! I miss the good old DOS days... The *.yaml modding method used here is not quite like coding. I wish it was- there are some fun things I'd like to add to the game. The *.yaml modding is essentially ways to change features within the existing code. Spud has written a great intro to modding guide if you are interested in learning more. Back to your code - is the point to not allow planets in a given system to build the Sublight ships if all planets in that system are already colonized? That would be a great feature, but I don't think that is possible using the *.yaml modding system. I'll give it some more thought, but I don't currently see a way to do that. Thanks again!
JasonHarperNM  [author] 26 Nov, 2019 @ 7:32pm 
Just uploaded v1.1 update which now includes Sublight Advanced Colony Ship, and Sublight Hyper Advanced Colony Ship designs. Thanks to d_iperione for the great suggestion.
Raghalin 23 Nov, 2019 @ 3:26am 
To start off, I haven't done any type of coding since about 1990 (and DOS to boot :P) so I don't even know how the current coding works. So my question is, can a part of coding be " <system name> colonized planets = <system name> planets -1, then not allowed"? I would think someone smarter then me could translate that better for you :P but anyways THANK YOU THANK YOU THANK YOU!!!!
d_iperione 18 Nov, 2019 @ 12:10am 
:)
JasonHarperNM  [author] 17 Nov, 2019 @ 3:36pm 
Hi, d_iperione, thanks for the great suggestion. I plan to add the Advanced Sublight Colony and Hyperadvanced Sublight Colony ships soon. I wanted to give this mod some more testing to make sure there were not any compatibility issues with other mods, etc. It looks good so far - so I'll likely make that update soon. Thanks, again!
d_iperione 17 Nov, 2019 @ 1:16am 
Hi, I like the idea as I too often thought that Master of Orion lacked the possibility of building a cheaper version of a colony ship to colonize the system. You could improve this Mod by adding more advanced versions of Colony Base, as they are for the Colony Ship (eg Advanced Colony and Hyperion Colony), as they are in the UCP mod. So when you colonize it adds buildings to the planet.