Master of Orion

Master of Orion

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Unofficial Code Patch Steam Workshop
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18.874 MB
Aug 13, 2017 @ 12:37pm
Jan 5 @ 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://steamcommunity.com/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://steamcommunity.com/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://steamcommunity.com/sharedfiles/filedetails/?id=1190572281

:::: Significant New Features:

Rally Points
Custom Build Queues
New Random Events

:::: Fixes Included in this patch

Bug.0.0.6.4b: <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 (76)
53
Jul 21 @ 7:50pm
UCP 6.4 Bugs
WhatIsSol
115
Aug 15, 2023 @ 5:44pm
UCP 6.3 / 6.3a Bugs
WhatIsSol
14
Mar 18 @ 11:07am
PINNED: UCP 6.4a/b Bugs
WhatIsSol
854 Comments
Qneqel Jul 13 @ 5:41am 
I dont quite understand what Im doing wrong. Making a single change to AutoBuildQueue.yaml makes it not work anymore and makes the autobuild template list only show "undefined". Even something as simple as adding or removing a single structure from an already existing list.
WhatIsSol  [author] Jul 12 @ 1:18pm 
@Qneql: The keys can be found here: https://steamcommunity.com/workshop/filedetails/discussion/1109736522/3365901931425883000/

structure_advance_data_center is the right key name, it is a type-o but that is how they entered in the base game.
Qneqel Jul 12 @ 1:04pm 
Hello,
Im having trouble making a custom autoqueue. Everytime I add structures to an existing list and save, when I go ingame the autoqueue list just shows "undefined".
Ive triple checked my spelling of all the structures and I have made no errors.
Are there perhaps certain structures that it doesnt recognize or something?

Thanks in advance!

Also I noticed a tiny typo in the current queue lists. It says:

- item: structure_advance_data_center

instead of:

- item: structure_advanced_data_center
raven_gotreks Jun 17 @ 9:41am 
Hello, I have two gugs using the ucp, the first is that the shift change button does not work, preventing me from changing turns and I have to load the game for it to work again and the second is that the game remains processing the turn, I have to exit the game again has to enter and load a game that is not a turn prior to the failure
roland.johansen May 28 @ 10:08pm 
Did you remove your subscription before deleting and reinstalling? I think you automatically reapply a mod if you don't unsubscribe.

There must be something lingering. UCP is very widely used and widely appreciated, so I think some conflict between mods is still lingering on your end. Maybe check the various subscriptions that are still there or even go over to the location where they are downloaded and manually delete any remainder.

Maybe WhatIsSolln has some better advice. He is the expert.
mercury1978kevin May 28 @ 9:43pm 
No, I installed your UCP mod not just subbed to it. IDK why I'm getting the terraforming error even after deleting the entire game and reinstalling MOO and then only UCP without that extra planets mod.. only UCP.. and still the same damn error. I just lost my 2nd match after winning my 1st without UCP installed (base game that worked with no errors terraforming). The Meklar in UCP on the normal skill level were way ahead of me in a huge galaxy. I know I did not have balanced starting conditions... but come on man! Ha, ha! Crazy... so, I'm just going to unintall UCP and try a new match using only the base game with no mods at all. See if I can win then on the normal skill level (I did so my 1st match in a medium galaxy, easy). So, my guess is that UCP increases the difficulty of MOO by a lot, even on the same skill level setting. *sigh*
roland.johansen May 28 @ 3:27pm 
I think he installed a bunch of mods and now he just gets Gaia transformation when inventing terraforming. That's what I got out of it. I bet the mods are conflicting.

Also, he is talking about subscribing she activating your mod, but I didn't see anything about installing it. So maybe he didn't do that.
WhatIsSol  [author] May 28 @ 9:25am 
@mercury1978kevin: Having a hard time understanding what you are saying, but I know of no active bugs with terraforming
mercury1978kevin May 14 @ 3:29pm 
opps... I meant to say version 6.4b of UCP has that error...
mercury1978kevin May 14 @ 3:27pm 
Says 'terraform' but really does a Gaia Transformation to my planet's biome. That is the game-breaking error occuring now with both UCP and Lots of Planets mods subbed and activated. I deactivated the one that I could, being the Lots of Planets mod, and still this game has that same exact error. I cannot terraform any planet that is less than 'terran'. NOTE: I researched up until that Gaia Transformation tech and got it to see what (maybe the opposite?) if anything it would do. NOTHING! So, any easy fix for this WhatIsSol? I guess you should update/fix version 6.2b of UCP for us?