Master of Orion

Master of Orion

eXoMods - Antarans Rebalanced
52 Comments
Project Dandelous 19 Nov, 2024 @ 9:51pm 
i will die more with this mod :d2antimage:
Rex Bellator 1 Mar, 2024 @ 11:46am 
is this compatible with 5X mod?
blackknight3273 10 Sep, 2023 @ 8:39pm 
The only issue with removing the shields is that the dampening field that was in MOO2 is not in this game.
hamtidamti 8 Aug, 2023 @ 4:03am 
I can confirm what BigRedz and others wrote. I also had 5X + UCP installed in parallel and the game hangs during the Antaran turn.
Mithrandale 14 Jul, 2023 @ 9:43pm 
Antarans were showing up with larger and larger fleets of cruisers. They finally showed up with a couple of battleships once I'd built a half dozen. Then the next attack, when I was just starting to build some titans, they show up with a Doom Star and blow up my homeworld!

So is this mod working properly now? I think it's worse than lame that all of a sudden they not only got more powerful with no warning, but rebuilding a large Gaia is going to take like seventy turns just for the terraforming and Gaia transformation, and I don't know of I get my moons back.

I'd lie to see them go back to attacking different planets, not just piling onto my homeworld -- tht's all they attacked for like the last five or six attacks.
BigRedz 1 Mar, 2022 @ 10:20am 
Ya, game still hangs on turn change at least with 5X properly installed. I might take a look at it and see if I can fix it. I'm a developer and I've done some modding in other games.
Ash 23 Nov, 2021 @ 2:07pm 
Confirmed bricks games at turn change.
Briansama 12 Feb, 2021 @ 1:23pm 
exactly what I needed to make this game perfect. Thank you.
Novaa 1 Apr, 2020 @ 9:13am 
This needs to exist lol. I have a few frigates spread through my colonies and then the Antarans get a supremely powerful fleet
duncs 26 Apr, 2019 @ 10:43am 
No Other mods loaded and this hangs the game on processing the antaran turn as jazyhead
Jin Tsu 11 Mar, 2019 @ 11:58am 
pyrce, had that attack fleet without using any mod in very easy game at turn 170 with the fleet about 5 turns away..no chance
Something completely different 12 Nov, 2018 @ 7:57am 
I had the same issue as Jayzhead. Might be another mod though.
pyrce 10 Oct, 2018 @ 2:19pm 
Btw after playing with the mod, I don't see any crashes as @jayzhead found. But it might not be playing nice with 5X mod as I got a fleet 10x the strength of my fleet attack with a 30 turn distance from my planet. If I figure out what caused this I'll post an adjustment to the yamls
pyrce 7 Oct, 2018 @ 10:27pm 
Do you have the source code posted anywhere? I could patch it up for the latest version (this mod was exactly what I wanted differently with Antarans)
Exoclyps  [author] 9 May, 2018 @ 8:01am 
Haven't been playing for months now, so might have been an update that I've missed, related to the Antarans. In that case the mod would be outdated and no longer work.
jayzhead 6 May, 2018 @ 5:40am 
Doesn't work for me. Every time there is an antaran force turn it hangs the game between turns, forcing closing it via task manager.
Exoclyps  [author] 26 Dec, 2017 @ 6:00am 
I think it would work with any mods that changes it, as long as you load this mod last. The Antarans without attacks would be moot as this mod would overwrite all the changes that mod makes.
Venusaisha 24 Dec, 2017 @ 1:58am 
I think it more like Antarans were created by the orions. Orions sealed em in pocket diemension after notice their failed creation. Antaran ruins only evidence to bringing em back thou orions did not have enough ships to destroy em. (no differeance then babylon-5 thirdspace and mass effect referances). Q: dose this mod work with 5x(dose alot on antarans changes) , antarans without attacks(holds em off till turn 9999 ect ) as well orion techs mods?
rhohltjr 27 Apr, 2017 @ 11:18pm 
What I don't understand Exoclyps, is why these Antarians which were second only to the Orions need to use the same tech that the other races do? Why do they have the same tech as me all the time? Shouldn't they have their own uber high weapon, sheild, avionics....to start? Then they can send out tiny task forces at first ...just like in Moo2.
Exoclyps  [author] 28 Mar, 2017 @ 10:07pm 
Due to how my mod works you need to create a new game once you install it. If you're trying to use it on an existing save it'll not work.
Havoc7784 27 Mar, 2017 @ 10:47am 
just got the game on friday and love it. first time ive used mods on it. Im only using 2 but it stalled on the turn screen when it was antarans turn. just had the spin that you see its trying to process the turn. i waited 15 minutes and it stayed that way so i had to shut off the game. i dont know if its the order (which i heard can effect some mods), or the other mod. anyone have any ideas
Exoclyps  [author] 10 Mar, 2017 @ 4:23pm 
Yeah, it was getting insane before. Their fleet might still be bigger than yours, but now nothing like before.
Vertbird 10 Mar, 2017 @ 1:03pm 
nice work, i will like it.

without this mod i was facing antaran fleet somehow 8x of my fleet count.
(somehow over 999 ships came to me ROFL)
full combat control was impossible, the tact sreen flodded all over ...
RAZORDy 12 Jan, 2017 @ 9:56am 
Finally some good sh*t. thanks
synchronos 6 Jan, 2017 @ 10:08pm 
@Sgt.Tiki, thanks, but unfortunately this was the only mod I was using, so not a matter of load order with me.
Sgt.Tiki 6 Jan, 2017 @ 9:12pm 
@synchronos
I was having the same problem as you. The only other mod I have running is the 5X ultimate balance mod v2.11. I found the order of the mods was important. When I moved this mod to the top the freezing went away. Hope this helps.
Nny 6 Jan, 2017 @ 3:54am 
Ah, I see! Thanks for the explanation, that seems reasonable.
Exoclyps  [author] 3 Jan, 2017 @ 3:02am 
@valorianaurvae
What you're experiencing is the "min fleet" setting. In vanilla it is set to 2 frigates and 2 destroyers. So when I increased each ships strength it made the "min fleet" a lot stronger, but end game fleets is weaker. I personally never found the new min fleet strength that hard to deal with since I play on high difficulty and need a decent fleet to stay on top the AI. Hence why I didn't change it that much. I did reduce it to 1 frigate and 2 destroyers (I meant to do 2 frigates and 1 destroyer though, but seems that I accidentally reduced the wrong one).

But I can see how it can become quite a difficult nut to crack in slower games and I'll make an update to change it to 2 frigates. With a Starbase and your fleet it should be possible to deal with that. But do let me know if you feel that is still too much.
Exoclyps  [author] 3 Jan, 2017 @ 3:02am 
@synchronos
Yeah, I imagine that you have no choice but to start a fresh game with the mod. Had to be quite creative with the blueprints to make things work as I wanted it.
Nny 1 Jan, 2017 @ 6:17pm 
I feel as though the Antarans are insanely more powerful with this mod than without. They no longer make ridiculously large fleets that take 5 minutes to load into the game, but they make massively overpowered fleets in comparison to the forces/resources I have available in the early game(800 attack/600 defense initial attack fleet vs my 40 attack/50 defense fleet)...so I'll just play with Antarans turned off. Far better result than WG has managed, but still broken in my opinion. Was interesting, thanks for your efforts~
synchronos 29 Dec, 2016 @ 9:10am 
@Exoclyps, thanks for the answer. I'm using tha latest version, actually downloaded the game for the first time on Dec 23. The point where I activated the mod was just before the second Antaran attack (a fleet of five destroyers and six frigates against my puny fleet of four frigates and one destroyer on my first complete game, on moderate difficulty, was enough to create a "no fair" moment to get some balance). I might try to go back to the point before the first Antaran attack and see if it works, but as the Xmas Holiday is over, I'm avoiding spending whole days playing "one more turn". Let's see if I have time later to try.
Exoclyps  [author] 29 Dec, 2016 @ 12:23am 
@Edward Snowden
Haven't changed the ships skins per say. All I did was to make the game use battleships when it wanted to use frigates and so on to force the Antarans to focus on bigger ships. But the battleships still use the battleship skin though.

@Crazael
Glad you like my mod! That is the main reason I made the mod. Even if I had my whole fleet defending it'd get crushed late game, that was no fun.
Crazael 28 Dec, 2016 @ 11:23am 
This is much appreciated. I was playing on Very Easy and the Antarans were still managing to crush my defenses unless I sat nearly my entire military on the planet they were attacking.
Noopy 28 Dec, 2016 @ 7:24am 
How did you change the skin of the ships? You just changed the picture in the productions or the models displayed in galaxy view? ^^
Exoclyps  [author] 27 Dec, 2016 @ 12:22am 
1) The mod needs the most recent patch to work, if you'd be using an earlier version of the game it will freeze when they try to attack. But considering we're on steam here and they just love to force people to update their game I do imagine the likelihood for that is low, but figured I'd mention it.

2) Since you're installing the mod mid-game the blueprints for the ships that are going to attack you is already decided. That part seems to be calculated at either the start of the game or during an attack. During making of the mod I had to restart each time I made a new version since it would not work properly. The game never froze for me though, but I'd imagine it's not impossible for it to end up like that considering I had to throw around a few of the blueprints to reach my goal.

Would it be possible to confirm if it works in a new game? I do think thou' that you might have to wait to play with my mod until you start your next game.
Exoclyps  [author] 27 Dec, 2016 @ 12:22am 
@synchronos
Thank you for using my mod. So if I understood this correctly, you installed the mod after you started your game? Did the Antarans attack previously, or is this the first time they show up?

I've successfully been playing with the most recent version of the mod myself for quite a few attacks, so the mod should work as intended. But lets troubleshoot things here.

Anyways, there is two main reason I can see that would potentially cause this issue.
synchronos 26 Dec, 2016 @ 2:13pm 
I activated this mod on a game I just recently started, a couple of turns before the Antarans attack. Now it freezes on the turn the Antarans are supposed to attack (on the Antarans' turn). If I deactivate the mod, the game continues as supposed. Do I have to start a game anew to get this working or is there a bug in the mod leading to an endless loop when determining the attack fleet size?
Lucius Kern 21 Dec, 2016 @ 9:37am 
Agree, your Antares mod solved the whole fleet issue.
Exoclyps  [author] 21 Dec, 2016 @ 5:58am 
(cont.)
I really enjoyed a few earlier games vs the Antarans where I had mustered up a bunch of frigates just to handle their few ships coming my way. Really my main goal here, the player should be the one to outnumber the Antarans like in MoO2, not the other way around.
Exoclyps  [author] 21 Dec, 2016 @ 5:58am 
@Redhotviking, That is a big reason why I felt the need to properly check things out before moving forward. Also my main goal was to make the Antarans tougher using tech as that. Actually very possible to keep things separated so that even if I would add the Dampening Fields and Particle Beam it would not necessary mean that you can get them from Orion. Unless you download that mod ofcourse.

And I really feel with you about the AI being too easy. Most of my recent games I've just dropped because it always end up with me picking off the passive AI's one by one. They barely even fight each other. But that's really another mod. This mod my main goal is to keep the fights with the Antarans in a size that is fun yet still allows for some flexibility so you don't have to keep your full fleet at standby just to be able to barely beat them.
Exoclyps  [author] 21 Dec, 2016 @ 5:57am 
@Eichi, feel free to send me a PM and we can discuss things.
Lucius Kern 21 Dec, 2016 @ 3:53am 
Regarding Dampening Fields and Particle Beam mods they are so overpowered they are boarderlining cheats. They are excellent to use in a game where you want to cheat and be overpowered, or if you have sever struggle against the regular race AI and the Antares. But I have the other problem, the game is to easy for me and I need the other races AI to improve, the speed the expand, invest their credits, fleets and command point usage ect, and I dont use mods that give me an unfair advantage. If someone is brilliant enough to make a mod that places the AI races into overdrive, that will form alliances to attack another race thats to strong (me) and send fleets that are similar in size to Antares that would be great. The only real challenge I have had in the game is the Antares but at some point their fleet sizes became so large it crashed my game or my computer, but it seems this have been fixed and I am about to embark on another Darlock - Creative - Telepathic campaign. :D
Eichi 21 Dec, 2016 @ 1:11am 
@Exoclyps, sounds good to me, if you want and we have some time we could chat about that. I would like to explain the damperfield and be glad to exchange some ideas with you.
Exoclyps  [author] 20 Dec, 2016 @ 10:19pm 
Updated to v.54.8 with some minor tweaks included.
Exoclyps  [author] 20 Dec, 2016 @ 9:25pm 
@Arakus, sorry about the delay! Long day yesterday, but will work on an update today. Shouldn't take to long, stay tuned!
Exoclyps  [author] 20 Dec, 2016 @ 9:25pm 
@Eichi, I actually had a look at your Damperfield and Particle Beams mods. Initially I wanted to give the Antaran Ships some strong Death Rays together with weaker but faster Particle Beams, but had to create the tech from scratch so delayed that. After I found yours though I decided to take a look and perhaps ask you if I could implement it in my mod. Hadn't gotten around to checking the Beams yet, but the Damperfield had me slightly worried since I actually wasn't sure how it worked. Don't want to make the ships near impossible to beat early game. So, yeah. Something I'll have to do some research on before I can decide if I want to use it or not.
Exoclyps  [author] 20 Dec, 2016 @ 9:25pm 
@Redhotviking, I'm not sure I need to upload mod that only changes the priority of ships. Seems like the devs added a new function that adds a cap to how many small ships that can appear. So end game you'll see a few (up to 72) ships, then the rest will be Titans and Doomstars. If a need to tweak things further is present I might do it, but for now I think the basic stuffs the Devs added should be good enough.

That said, I might still make a hardcore version that adds more Stella Converters and stuffs like that. Since I still think you'd be seeing a LOT of ships due to the fact that the ship designs are still quite weak.
Arakus 20 Dec, 2016 @ 4:49am 
Update for 54.8 please?
Eichi 19 Dec, 2016 @ 5:53am 
Hi, this is great, have you seen my mod damperfield? I think it could be awesome to combine this with your thought about removing the shield? Maybe we could give us some inspiration to enhance our mods :)
Lucius Kern 18 Dec, 2016 @ 11:24am 
Awesome, yeah The game have been not really that challenging for me, the AI doesnt really match my speed of expanding or seem to know how to make ships that efficently use the mods and weapons together, however the Antares gives me a challeng, just from the share amount of forces they send your way, and if you main fleets are far away you need to use a lot of credits to have a fighting chance, however.... without a real cost of losing aside from the population, and just spending credits on civ transports is actually smarter than attempting to fight them, they should be harder. Using Stellar converters on the conqured planet however would make it so that you lose everything, and will have to spend at least 8 turns rebuilding the planet with a factory. That would make the Antares something you have to fight, rather than flee. But bombing it back to the stone age works as well, the cost of losing would be greater.