Unofficial Code Patch Release 6.3b
Full Version 8 commentsZip file containing all files needed for the Unofficial Code Patch for Master of Orion Conquer The Stars
• Rally Points
• Custom Build Queues
• New Random Events
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)
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.
(See readme for full listing)
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Zip file containing all files needed for the Unofficial Code Patch for Master of Orion Conquer The Stars
THIS IS AN OLDER VERSION OF THE MOD Corrects bugs in the final version of the game and adds some much needed additional features such as Rally Points...
Fix for Path to Victory Screen not working with the Wargamer version of the game.
Zip file containing all files needed for the Unofficial Code Patch for "Master of Orion Conquer the Stars"
Corrects bugs in the final version of the game and adds some much needed additional features such as Rally Points, Custom Build Queues, Extra Shortcuts...
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Hi WhatIsSol.
I see you are making 6.4 now, Can i ask a question. I have High"ish" cpu usage and long wait times (15-20 min) late in the game. Do you expect some improvements with this in 6.4?
Two suggestions for 6.4 If possible.
Leaders on conqured planets = return in (x)turns (Like destroyed ship).
Spy/Agents, if your unable to travel due to the flux event, can you stop agents moving from system to system?
I am a WG Freebie user with UCP 6.3b and 5x, I can not post on Steam Forums as I have never spent money on steam ;P...
Is there a way to use a Space Factory to build Pirate bases on unoccupied planets?
No. Pirate bases are generated randomly by the game.
UCP mode broke my "path to victory" menu
After installing UCP 6.3a on a wargame's installation of MOO (not steam) using the instructions of the readme file, The path to victory menu, initially doesn't work at all. after a few tries it opens, BUT get stack to 500 turns (doesn't count progression) and in second page cannot show any charts or give the opportunity to load the game from a previous turn.
Fixed
Moddb.com
Hi! Can we get an optional mod that brings back rebuilding small destroyed (via stellar) planet into large-huge? Or at least tell what files to alter. :) Was felt like feature taken away >_> . High tech miracles & all stuff ^__^
Just posting the same answer from steam forum
That was deemed a bug and corrected in UCP 5.9. The old logic always made it large regardless of original size. The final size could be smaller or larger, since destroyed huge planets or larger would be reduced in size. The logic for that is contained in the dll code. So adjusting it would require decompile, editing, and recomplication. It might be kind of neat to allow construction of various size planets. But not something I’m looking to do in 6.3
Hi, I have moved the Unofficial Code Patch Mod from NexusMods to modDB.
Most discussions on this mod occur on the Steam Forums for Master of Orion
General Forum: Steamcommunity.com
or
Workshop Specific: Steamcommunity.com
I would recommend posting any questions or comments to the above forums.
I will be monitoring this forum as well, but I'm new to modDB and unsure on its alert capabilities at the moment.