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 for better navigation, Better AI, and the list goes on and on. To see the full list you will have to refer to the ReadMe in Files.
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 for better navigation, Better AI, and the list goes on and on. To see the full list you will have to refer to the ReadMe in Files.
Zip file containing all files needed for the Unofficial Code Patch for "Master of Orion Conquer the Stars"
:::: 6.0: 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)
:::: 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.