Master of Orion

Master of Orion

570 ratings
Unofficial Code Patch Steam Workshop
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18.874 MB
13 Aug, 2017 @ 12:37pm
5 Jan, 2024 @ 9:28am
30 Change Notes ( view )

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Unofficial Code Patch Steam Workshop

Description
VERSION UCP 6.4b

To make this mod actually work you MUST follow the included “ReadMe.txt” for the install instructions. This must be done everytime you want to upgrade to the new version!

Version 6.4+ of UCP requires a new game, older saves will not work.

Here is a Steam Guide for installing or finding full readme file: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2946034255

This mod actually makes NO game modifications. It is just the files for the Unofficial Code Patch delivered via Steam Workshop.

This mod is available here: https://www.moddb.com/mods/ucp for non-steam users.

All the needed files will be located in the game’s Master of Orion's Workshop folder location. This folder will be located in your Steam’s main folder under this game’s workshop folder. Which at least for me is under "Steam\SteamApps\workshop\content\298050\1109736522".

Full change log can be found in the included "ReadMe.txt" file. Also going to post to discussion thread.
https://gtm.steamproxy.vip/workshop/filedetails/discussion/1109736522/4038104984937687911/

For compatibility with "5X - The Ultimate Balance Mod" please see Spud Dastardly instructions on the workshop mod located here: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1190572281

:::: Significant New Features:

Rally Points
Custom Build Queues
New Random Events

:::: Fixes Included in this patch

Bug.0.0.6.4b: <UCP-6.4a>Bombing of none-colonies is not working causing the game to lockup
Fix.0.0.6.4b: Just corrected this logic issue, hoping 3rd time is the charm on this routine

Bug.0.0.6.4a: Mouse wheel on the Options screen does not operate properly
Fix.0.0.6.4a: Drunked Rompa supplied the needed P-Code to correct

Bug.0.0.6.4a: Tech achievement, techachievement_xeno_psychology, "Alien Psychology" does not actually do anything in the game
Fix.0.0.6.4a: Added logic to treat it similair to the racial perks of perk_diplomacy_improved_effects "Improved Disposition" and perk_diplomacy_high_acceptance "Improved Negotiations".

Bug.0.0.6.4a: Mouse wheel on the Mod Manager screen only works if you hovering over a mod
Fix.0.0.6.4a: Drunked Rompa supplied the needed P-Code to correct

Bug.0.0.6.4a: <UCP-6.2> If the player is attacking a planet that has a planetary shield that blocks Invasion or Mind Control this operation will fail if at the start of the attack the colony's shield strength is greater than 0
Fix.0.0.6.4a: A check is not taking into account the damage already applied during this attack, just added logic so bringing it down to 0 will allow the invasion or mind control to work as expected

Bug.0.0.6.4a: <UCP-6.4> Empire Management Screen for large colonies, test case was with 222 colonies, is having issues with the scrollbar resulting in a blank empire management screen.
Fix.0.0.6.4a: This is actually a previous issue that I had fixed but managed to reintroduce while working on this screen for 6.4. It is some sort of timing glitch in the SWF. This screen really needs to just be reworked. Anyway fixed again.

Bug.0.0.6.4a: Upon completion of a colony's production, if there is a next item in the queue the game is not properly indicating that on the notification if the next item is a race or mass produced ship
Fix.0.0.6.4a: Corrected the bad comparison the game was doing

Bug.0.0.6.4a: <UCP-5.9> Negative Diplomatic Incident are not showing the GNN event to the player
Fix.0.0.6.4a: Corrected so all Diplomatic Incidents will always be displayed to the player, even if they are not an effected race

Bug.0.0.6.4a: <UCP-5.9> Hitting the LIMIT_FACTOR in a Reseach or Trade Treaty, is not calculating the correct output, resulting in a unexpected dip in final benefit. This effects the AI and player equally
Fix.0.0.6.4a: Corrected the return to the intended value of lowest output times (LIMIT_FACTOR + 1)

Bug.0.0.6.4: Combat Chance Calculations is pulling the Repair Drone blueprint for normal fighter bays, thus treating them as if they do no damage
Fix.0.0.6.4: Corrected logic so the actual combat fighter blueprint is used

Bug.0.0.6.4: AI will not build the Interplanetary Administration and by extension will not use the colony project export
Fix.0.0.6.4: Added logic to give that structure a default value based off a race's industrialist and added logic to make an idle AI colony prefer export over trade goods. The AI not being able to bulk build might make this of limited advantage

Bug.0.0.6.4: AI will not build the Artemis System Net
Fix.0.0.6.4: Added logic to give that structure a default value based off of a race's defensiveness

Bug.0.0.6.4: Combat Chance Calculations for PD Effectiveness was not accounting for missile mods of MIRV, Armored, or Fast.
Fix.0.0.6.4: Corrected this missing code to properly adjust missile effectiveness to account for those mods vs PD weapons

Bug.0.0.6.4: Fleet Compare on the Galaxy Map is not showing accurate data when comparing against the Amoeba
Fix.0.0.6.4: This was an UI only issue, did not effect the AI or anything to do with combat.

Bug.0.0.6.4: War is apparently eternal. When a race is destroyed the game is not resetting the relationships, leaving anyone that was at war with this now extinct race in a permanent state of war with them. For the player this is most noticeable by the ambient music staying with the war theme. For the AI this causes all kinds of issues with diplomacy, spending, etc.
Fix.0.0.6.4: Basically just forced a ceasefire for all parties that where at war with this now extinct race

Bug.0.0.6.4: The Leader Bonus "Shield Regeneration" tooltip on the tactical combat screen always shows "0%"
Fix.0.0.6.4: This is just a display bug as the game was not filling in the value and just defaulting to 0.

Bug.0.0.6.4: Large number of colonies will cause the select screens for Spies and Leaders to become unusable, if the screen is closed while the scroll position is too far down the list
Fix.0.0.6.4: Reset the scroll position to 0 on the popup close

Bug.0.0.6.4: The DLC races: Elerian, Gnolam, Trilarian, and Antaran do not have correct ship boundaries/dimension listed in the ShipHullModelConfigTypes.yaml file.
Fix.0.0.6.4: Added missing entries based off existing race entries. Elerian == Human, Bulrathi == Gnolam, Trilarian == Sakkra, and Antaran == Alkari

Bug.0.0.6.4: <UCP-5.8> Large number of Auto Build Queues on the planet screen will cause the UI to become unusable, if the screen is closed while the scroll position is too far down the list
Fix.0.0.6.4: Just closed the dropdown on screen closure

Bug.0.0.6.4: <UCP-6.1> Colony focus type "Clean" does not take into account a race's pollution control perks
Fix.0.0.6.4: Just corrected this - should be more optimal

Bug.0.0.6.4: <UCP-6.2> If a colony is highly desirable by the AI, it will fail to bombard the colony, that has a Planetary Shield blocking the invasion attempt, leading to the AI not being able to conquer the colony
Fix.0.0.6.4: Corrected logic to detect and correctly bombard the planet until the shield is removed

Bug.0.0.6.4: <UCP-5.7 Steam Versions> Calculation for GetThreatRating by the AI is always returning 0.
Fix.0.0.6.4: Corrected merge, that was introduced during the 5.6->5.7 process.

:::: 7.0: Enhancements
Chg.0.0.6.4a: Adjusted the Difficulty Setting "espionage_multiplier_bonus" to be additive vs multiplicative.

Add.0.0.6.4a: Added right-click exit to the Leader Ship Selection dialog

Add.0.0.6.4a: Adjusted the player’s colony on autobuild to treat the Export project the same as treats the Trade Good project. So it will automatically deselect that project if there is something better to be built. If not the colony will default to Export if available and Trade Goods if not.

(Out of space - please see readme included in the patch or discussion forum)
Popular Discussions View All (79)
65
26 Sep @ 9:14am
UCP 6.4 Bugs
WhatIsSol
117
29 Dec, 2024 @ 5:40pm
UCP 6.3 / 6.3a Bugs
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PINNED: UCP 6.4a/b Bugs
WhatIsSol
913 Comments
SneakyBoa 27 Oct @ 5:23am 
Even in vanilla, the "victory chances" is more of a guess than a true prediction. I wouldn't trust it unless you have a sizeable attack/defense advantage over their fleet
freyland 25 Oct @ 7:05pm 
Narrator: It is not.
ashbery76 23 Oct @ 4:16am 
There is a bug with the amoeba.It shows an easy victory with early games ships.
WhatIsSol  [author] 22 Sep @ 10:38am 
@Trondesson: You can easily disable that just edit the "ColonyStructureTypes.yaml" file back to its original value OR better would be to make your own local mod and load it after UCP, with just that file and settings adjusted back to normal.
Bambi 17 Sep @ 1:50pm 
It would be preferable to have a "purist" version without all these unnecessary changes, just fixes.
Bambi 17 Sep @ 1:49pm 
probably the assassination attempt was removed for a reason, since assassinations are an actual thing that you can do in the game, so it makes no sense to have it as a GNN event that doesn't interact with the real espionage at all.
Bambi 15 Sep @ 11:12am 
Yes, bug fixes much welcomed, creative changes and "balancing" not wanted.
Trondesson 23 Aug @ 6:59pm 
I like this UCP so far but just wish the Biospheres were working like before and not like a simple dormitory like in MOO2. Maybe add just 1 max population and leave the food and research bonus untouched. It's called "Bio"sphere for a reason.
WhatIsSol  [author] 19 Aug @ 1:30pm 
@McCoyote: Differently happens in this game, but normally it is only on really odd galaxies. Without using other mods, I have not encountered that issue in forever. What settings are you using on galaxy creation? Post your output.log file for review
McCoyote 13 Aug @ 9:53am 
Just went through the install, everything seems to be working in the main menu, but the game keeps stalling out on the load screen when starting a new game. When compared to a clean install, it looks as if it is stalling out when it would go to the new game video that normally plays. No other mods are installed and I went though two different installs of the mod, with the game working normally prior to the mod each time. Any ideas?