To see full patch notes, disclaimers, and installation instructions please see the ReadMe in the Files!


:::: Significant New Features

• Rally Points
• Custom Build Queues
• New Random Events

:::: Fixes Included in this patch

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)

:::: 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.

(See readme for full listing)

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

RSS Files
Unofficial Code Patch Release 6.3b

Unofficial Code Patch Release 6.3b

Full Version 8 comments

Zip file containing all files needed for the Unofficial Code Patch for Master of Orion Conquer The Stars

UnofficialCodePatch Release 6.2b

UnofficialCodePatch Release 6.2b

Full Version

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...

Unofficial Code Patch Release 6.3b - Wargaming Only

Unofficial Code Patch Release 6.3b - Wargaming Only

Patch 3 comments

Fix for Path to Victory Screen not working with the Wargamer version of the game.

Unofficial Code Patch Release 6.4

Unofficial Code Patch Release 6.4

Full Version 3 comments

Zip file containing all files needed for the Unofficial Code Patch for "Master of Orion Conquer the Stars"

ReadMe

ReadMe

Other

Unofficial Code Patch Readme File. Please at least read the installation instructions

UnofficialCodePatch Release 6.4b

UnofficialCodePatch Release 6.4b

Full Version

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...

Post comment Comments
Guest
Guest - - 689,843 comments

This comment is currently awaiting admin approval, join now to view.

MrDeo
MrDeo - - 5 comments

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...

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,843 comments

Is there a way to use a Space Factory to build Pirate bases on unoccupied planets?

Reply Good karma Bad karma0 votes
MrDeo
MrDeo - - 5 comments

No. Pirate bases are generated randomly by the game.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,843 comments

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.

Reply Good karma Bad karma0 votes
WhatIsSol Creator
WhatIsSol - - 21 comments

Fixed

Moddb.com

Reply Good karma+1 vote
Guest
Guest - - 689,843 comments

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 ^__^

Reply Good karma Bad karma0 votes
WhatIsSol Creator
WhatIsSol - - 21 comments

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

Reply Good karma+1 vote
WhatIsSol Creator
WhatIsSol - - 21 comments

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.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

You may also like
Conflict on Chiron

Conflict on Chiron

Turn Based Strategy

Would you like to play a turn based strategy Sci-Fi Mod, settle and fight on Earth, Sea and into the Orbit? Then you should download Conflict on Chiron...

Long War 2

Long War 2

Turn Based Strategy

Pavonis Interactive's final XCOM 2 mod is what fans have been expecting: Long War 2. More details on the free mod, developed in partnership with 2K Games...

Civilization 2 - C&C Red Alert 2 Siege of New York Scenario

Civilization 2 - C&C Red Alert 2 Siege of New York Scenario

Turn Based Strategy

A rather bold attempt to recreate and extend the siege New York first Allied mission of Red Alert 2 in a total conversion scenario for Civilization II...

Civilization 2 - Star Wars Battle of Hoth Scenario

Civilization 2 - Star Wars Battle of Hoth Scenario

Turn Based Strategy

I worked on and off my Star Wars Civilization 2 scenario from 1999 to 2000. As usual with my mods all graphics have been completely modified. This scenario...

Fallout: Tame The Wastes

Fallout: Tame The Wastes

Turn Based Strategy

Bringing The Fallout Universe into an empire building genre, take control of one of the Wasteland Factions vying for the power and control of the wastes...

Community bug fix and balance mod

Community bug fix and balance mod

Turn Based Strategy

A community bug fix and balance mod for Endless Space. See description for details.

X
Tags