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.0.0.6.3a: <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: Custom Race Screen can show the yellow popup indicating incompatible choices, even if the perks that are incompatible are hidden racial perks
Fix.0.0.6.3: Added to only show that line of text if a onscreen perk would be colored yellow

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 AI invasion logic for planets so that it will bombard a planet if invasion ships are not available. This makes the AI more aggressive in general.

Chg.0.0.6.3: Adjusted Antaran Portal completion to only show the new Antaran Portal Built video instead of randomly picking the Antaran Portal Built or the Antaran Introduction video.

Chg.0.0.6.3: Modified new Adaptive trait to only increase the workable food cells if the biome's viability for that is not 0. This works better with mods like 5X which place more restrictions on certain colony structure based off of a planet's biome.

Add.0.0.6.3: TACTICAL: Adjusted torpedo target selection. Torpedoes will now attempt to target larger ships than before. This increases their efficiency as it the larger targets are more likely to be hit.

Chg.0.0.6.3: Adjusted RandomEvent chances. The new ones added in a UCP 5.9 will occur more often now. Set the population boon random event back to the base game setting.

Add.0.0.6.3: New Difficulty Setting "espionage_multiplier_bonus". This effects the AI's security level and offensive spy rating. The goal is to make the AI's spies more effective on harder difficulty levels.

Add.0.0.6.3: New Difficulty Setting "disposition_multiplier_bonus". This effects the AI's initial disposition with non-AI races. It will also factor into all disposition changes between AI and non-AI races. The goal is to make the AI's start with a lower initial disposition and to make it harder to positively gain disposition with the AI based on harder difficulty levels.

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"

Add.0.0.6.3: TACTICAL: Adjusted default (min/max) weapon selection ranges for profiles.

Add.0.0.6.3: TACTICAL: Brawler profile changed to use logic from Sniper profile but at a much closer distance.

Add.0.0.6.3: TACTICAL: Adjusted orbit logic for ships set to sniper or Brawler with the most efficient arc of sides to allow them to attack better.

Add.0.0.6.3: TACTICAL: Adjusted some of the AI target selections to more accurately handle ships that are not targetable for a variety of reasons.

Add.0.0.6.3: TACTICAL: Adjusted UI squadron weapon range indicator. It is now accurate when it was not before. Also rotated so the min range is at the bottom and the Max Range at the top. This makes it more consistent with the speed controller.

Add.0.0.6.3: TACTICAL: Adjusted formation settings that control the positioning of the squad member. The effect is to make them closer together.

Add.0.0.6.3: MOD SUPPORT: Corrected a minor UI issue with Colony Base. On the build popup screen and on the build queue tooltip, the game was assuming the first negative line would always be cost. Only for the Colony Base this is not a true statement. The actual first negative line was being discarded and production cost would show up twice. This is just a display issue, it had no game effects.

Add.0.0.6.3: Modified PD Weapons so they do not suffer accuracy loss over their short range. The old implementation have them firing at max range and suffering the highest level of accuracy loss.

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RSS Files
ReadMe

ReadMe

Other

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

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.

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

Unofficial Code Patch Release 6.3b

Full Version 7 comments

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

Comments
MrDeo
MrDeo

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...

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Guest
Guest

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

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MrDeo
MrDeo

No. Pirate bases are generated randomly by the game.

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Guest
Guest

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.

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WhatIsSol Creator
WhatIsSol

Fixed

Moddb.com

Reply Good karma+1 vote
Guest
Guest

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 ^__^

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WhatIsSol Creator
WhatIsSol

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

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
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