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...

Comments
Guest
Guest - - 692,069 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 - - 692,069 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 - - 692,069 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 - - 692,069 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
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

You may also like
Empire in Total War - By Asadex

Empire in Total War - By Asadex

Turn Based Strategy

EMPIRE TOTAL WAR 3.0 This is an old mod I made years ago for personal use, there are many features (the most i don't remember) as: 1) Pirate Faction Playable...

Stargate Shadow Magic

Stargate Shadow Magic

Turn Based Strategy

Build and destroy races such as Tau'ri, Goa'uld and Jaffa in this Stargate-style modification for Age of Wonders: Shadow Magic. Send your troops to enemy...

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...

DuneWars Revival

DuneWars Revival

Turn Based Strategy

DuneWars Revival is a quality mod for Civ IV-BTS based on the Dune Universe created by Frank Herbert. It is an improvement on the popular DuneWars mod...

Civilization 2 - Command & Conquer Tiberian Africa Scenario Remaster

Civilization 2 - Command & Conquer Tiberian Africa Scenario Remaster

Turn Based Strategy

An enhanced version of Wonx2150's old total conversion Command & Conquer African Campaign Scenario for Civilization II MGE.

Civilization 2 - Dune 2 Dynasty Scenario

Civilization 2 - Dune 2 Dynasty Scenario

Turn Based Strategy

This will be my last Civ2 MGE scenario that I plan to finish and release after I release all my other bigger Civ2 mods to the world!

X
Tags