Master of Orion

Master of Orion

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Unofficial Code Patch Steam Workshop
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17.749 MB
Aug 13, 2017 @ 12:37pm
Sep 30, 2021 @ 6:41am
27 Change Notes ( view )

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Unofficial Code Patch Steam Workshop

Description
VERSION UCP 6.3a

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!

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://steamcommunity.com/workshop/filedetails/discussion/1109736522/2950411088488453540/

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

:::: Significant New Features:

Rally Points
Custom Build Queues
New Random Events

:::: Fixes Included in this patch
Bug.0.0.6.3a: <UCP 6.3> Endless processing turn caused by an unreleased change in Antaran Victory Scores
Fix.0.0.6.3a: This is something I was going to add to 6.3, but decided to remove and did a poor job of removing correctly. Correctly removed the code for this.

Bug.0.0.6.3: GetPlanetRating has no adjustment for rating based upon distance from empire. This leads to the AI sometimes moving large distances to colonize a planet.
Fix.0.0.6.3: Added logic to calculate distance from a planet and the closest empire point. Adjustment is based upon the unused AI's "cohesivity" personality setting.

Bug.0.0.6.3: A hostile presence in a star system will prevent the AI from moving, even if it could escape on a warp lane
Fix.0.0.6.3: Added logic to have the AI check the destination star system for hostile forces instead of the current star system

Bug.0.0.6.3: When assign ship construction the AI starts with the most costly ships, but checks colonies in order acquired. This can lead to an inefficient build of large ships.
Fix.0.0.6.3: Added logic to sort colonies by production output and ship reduction structures, thus making it more likely that larger ships will be built at more capable colonies

Bug.0.0.6.3: AI colonization does not check current location of colony ships when assigning tasks. This can lead to a colony ship that is in a system that has a desirable planet to get assigned to a different colony ship.
Fix.0.0.6.3: Added a pre-check on allocation so that an in system colony ship will always be preferred

Bug.0.0.6.3: Fleet combat calculations for a fleet can result in a result of infinity, this leads to the combat chance result being completely incorrect
Fix.0.0.6.3: Added check to detect this condition and return the max float value instead.

Bug.0.0.6.3: Issues with Tactical Orders in this game results in the game mistaking creating maneuver orders basically every frame, this makes absolutely no sense
Fix.0.0.6.3: Removed the redundant calls, that would just slow the game down and fragment memory. Now the current maneuver order will complete instead of being restarted over and over again. I would expect at minor speed improvement for tactical combat with this change, especially on large battles.

Bug.0.0.6.3: Initial notification for building the first scientific building adds a notification event that if clicked on crashes the game
Fix.0.0.6.3: Just removed this error causing notification

Bug.0.0.6.3: Augmented Engine usage by the AI has an incorrect check resulting in it firing when the ship is within the attack envelope.
Fix.0.0.6.3: Adjusted firing logic so the boosters will be used to enter the attacker envelop.

Bug.0.0.6.3: AI diplomacy when asking for Shared Charts has an incorrect operation, it is taking the min of 100 or the unknown stars/planets calculation using the YAML settings. So when asking an omniscient race this will almost always result in an offering value around 100
Fix.0.0.6.3: Corrected this operation, to use the max of 50 or the calculation

Bug.0.0.6.3: Lucky Trait is not making the race 50% resistant to negative random events. This is due to a mistake in the random number type being generated in comparison to the racial trait
Fix.0.0.6.3: Corrected logic so random type is a float and will generate 0.0 to 1.0 values instead of 0 to Maxint

Bug.0.0.6.3: Population growth on mixed race planets has a bad calculation that results in races with higher growth rates having less chance of being selected as the next population unit.
Fix.0.0.6.3: Adjusted check to reverse this

Bug.0.0.6.3: If a Leader is in transit to a ship that is destroyed and the civilization does not have the Survival Pod tech, the leader is killed anyway
Fix.0.0.6.3: Take 2 on correction this logic

Bug.0.0.6.3: Leader's gain experience while traveling
Fix.0.0.6.3: Added a check to prevent this minor issue

Bug.0.0.6.3: On game load, Omniscient races do not get the most updated information on node structures
Fix.0.0.6.3: Corrected check if node is in scanner range for Omniscient races

Bug.0.0.6.3: Colony Notifications leave the galaxy indicator after they are closed
Fix.0.0.6.3: Corrected logic so they are removed with the notification button

Bug.0.0.6.3: Trade and Research Treaty are recalculating cost after signing. This can lead to the deal failing if the recalculation cost is too high.
Fix.0.0.6.3: Removed code that is recalculating the cost. It is now only be calculated once when the deal is first setup.

Bug.0.0.6.3: The AI can sometimes attempt to force a structure to be built. When this happens it does not properly check that an upgrade of that structure does not already exists, resulting in the colony building nothing.
Fix.0.0.6.3: Added a check to make certain the colony can actually build this forced structure, otherwise ignores force build

Bug.0.0.6.3: The planet UI does not have a sound effect for clicking on the "use Autobuild" option
Fix.0.0.6.3: Added sound effect, also added one for the "Auto Cleanup" option as well

Bug.0.0.6.3: Fleet combat calculations has a flipped check if one side is unable to harm the other this leads it to think the side that can do no damage will win the fight
Fix.0.0.6.3: Just set the winning side correctly.

Bug.0.0.6.3: <UCP 5.8 Chat> Fix to multiplayer chat functionality disabled the keyboard bind for Move Fleet on the Galaxy Map
Fix.0.0.6.3: Corrected issue

Bug.0.0.6.3: Economic Victory conditions are set by the number of major civilizations alive or dead, this makes this condition easier to win as races die off
Fix.0.0.6.3: Adjusted check so that is looks only at the major civilizations that are still alive to determine the winning percent needed

Bug.0.0.6.3: Space Monster Eel's lightning field does not work as the ShipModule has an invalid weapon type
Fix.0.0.6.3: Switched the ship module to be use the same weapon type as used by the Amoeba

:::: Enhancements
Add.0.0.6.3: Adjusted Options -> Content Menu to include the "Maintain Zoom on Panning" option to make it easier for people to turn that on/off. Also added code to support setting of defaults for this page with the new UCP settings.

Add.0.0.6.3: Added Galaxy Sensor Range indicators. This shows the sensor range of all ships, colonies, etc for the player. This can be toggled on/off using the "`" key or by going to the Options -> Content Menu and selecting the option "Show Sensor Range"

(Out of space - please see readme included in the patch or discussion forum)
Popular Discussions View All (67)
96
Aug 26 @ 10:36pm
PINNED: UCP 6.3 / 6.3a Bugs
WhatIsSol
7
Oct 11 @ 9:14am
PINNED: UCP to work on MacOS using these steps
WhatIsSol
55
May 31 @ 4:15am
UCP 6.2a/b Issues
WhatIsSol
< >
751 Comments
WhatIsSol  [author] Nov 2 @ 5:48pm 
@usane: The minor civ sounds like a bug, but without a reproducible save not something I would look at.

Your second issue is when u deactivate a mod like 5X it messes up the settings for a new game. Start a new game and pay attention to the advanced settings, cause it sounds like "Allow Racial Traits" got toggled off.
usane Nov 2 @ 4:13pm 
2.This is surely a mod bug, I don't know though if it is UCP or 5Xmod bug. I have UCP 6.3.a installed as default. Recently i installed the 5x ultimate balance mod to try it out. After the tryout I deactivated it since i have an ongoing game-play without it. After deactivation a lot of thing doesn't work. Well, probably not altered my ongoing game-play, but in a new game for example the racial traits (custom race) was bugged. For example, the creative trait didn't give all tech in the field. I didn't check the research bonus, i will check it later. The red fungus special also did not work. These are what i experienced at first, but i'm sure other racial traits also have some issue. Try to check it more deeply if i will have time.
usane Nov 2 @ 3:58pm 
Hello!
During my latest gameplays i have found 2 bugs.
1. I don't know if it is UCP, but i note it anyway. In my previous game-play, there was a minor race that was revealed by map sharing. When u sent a ship there it was not introduced.Later, i don't know why, when one of my other ship arrived there the introduction was worked.
WhatIsSol  [author] Oct 22 @ 7:39am 
Not on purpose, but language translations depend upon the interest of someone that can read/write the language. If there is something specifically wrong and you want to provide proper translations I would include in the next release.
Varek GrimmReaper Oct 22 @ 7:27am 
huhu, great mod, awesome good work. I have translation problems since last year. it is not german anymore?
WhatIsSol  [author] Oct 18 @ 7:11pm 
What platform/OS?
Zaanzabar Oct 18 @ 4:56pm 
So I installed this using the java installer, but it gave 3 errors. It said that the 2 .csv files, and the description.txt files failed to be found. I apologize if this has already been asked. Is there a fix to this? is it safe to try to copy those manually from the zip or something?
WhatIsSol  [author] Oct 8 @ 2:14am 
There is also the pinned thread on the Discussions page that contains the full text for the readme file.

https://steamcommunity.com/workshop/filedetails/discussion/1109736522/2950411088488453540/

I have updated that to hopefully be clearer in the description.
HurtfulPlayer97 Oct 8 @ 2:12am 
It's also in ~\Documents\Master of Orion\UCP\UnofficialCodePatch-Releas.2
WhatIsSol  [author] Oct 8 @ 2:03am 
The readme is contained in the Zip file. It is also part of the downloaded workshop. The location of which is detailed above:

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".