Unofficial Code Patch Steam Workshop

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Author: WhatIsSol

Last revision: 31 Oct, 2023 at 12:11 UTC (1)

File size: 17.93 MB

On Steam Workshop

Description:

VERSION UCP 6.4

To make this mod actually work you MUST follow the included “ReadMe.txt” for the install instructions. This must be done everytime you want to upgrade to the new version!

This version of UCP requires a new game, older saves will not work.

Here is a Steam Guide for installing or finding full readme file: https://steamcommunity.com/sharedfiles/filedetails/?id=2946034255

This mod actually makes NO game modifications. It is just the files for the Unofficial Code Patch delivered via Steam Workshop.

This mod is available here: https://www.moddb.com/mods/ucp for non-steam users.

All the needed files will be located in the game’s Master of Orion’s Workshop folder location. This folder will be located in your Steam’s main folder under this game’s workshop folder. Which at least for me is under "SteamSteamAppsworkshopcontent2980501109736522".

Full change log can be found in the included "ReadMe.txt" file. Also going to post to discussion thread. https://steamcommunity.com/workshop/filedetails/discussion/1109736522/3873718561390759260/?ctp=2

For compatibility with "5X – The Ultimate Balance Mod" please see Spud Dastardly instructions on the workshop mod located here: http://steamcommunity.com/sharedfiles/filedetails/?id=1190572281

:::: Significant New Features:

Rally Points
Custom Build Queues
New Random Events

:::: Fixes Included in this patch
Bug.0.0.6.4: Combat Chance Calculations is pulling the Repair Drone blueprint for normal fighter bays, thus treating them as if they do no damage
Fix.0.0.6.4: Corrected logic so the actual combat fighter blueprint is used

Bug.0.0.6.4: AI will not build the Interplanetary Administration and by extension will not use the colony project export
Fix.0.0.6.4: Added logic to give that structure a default value based off a race’s industrialist and added logic to make an idle AI colony prefer export over trade goods. The AI not being able to bulk build might make this of limited advantage

Bug.0.0.6.4: AI will not build the Artemis System Net
Fix.0.0.6.4: Added logic to give that structure a default value based off of a race’s defensiveness

Bug.0.0.6.4: Combat Chance Calculations for PD Effectiveness was not accounting for missile mods of MIRV, Armored, or Fast.
Fix.0.0.6.4: Corrected this missing code to properly adjust missile effectiveness to account for those mods vs PD weapons

Bug.0.0.6.4: War is apparently eternal. When a race is destroyed the game is not resetting the relationships, leaving anyone that was at war with this now extinct race in a permanent state of war with them. For the player this is most noticeable by the ambient music staying with the war theme. For the AI this causes all kinds of issues with diplomacy, spending, etc.
Fix.0.0.6.4: Basically just forced a ceasefire for all parties that where at war with this now extinct race

Bug.0.0.6.4: Large number of colonies will cause the select screens for Spies and Leaders to become unusable, if the screen is closed while the scroll position is too far down the list
Fix.0.0.6.4: Reset the scroll position to 0 on the popup close

Bug.0.0.6.4: Custom Race Screen will not allow selecting negative perks if your total points is less than 0
Fix.0.0.6.4: Just added a check to always enable negative perks, unless incompatible with other selections already made

Bug.0.0.6.4: <UCP-5.8> Large number of Auto Build Queues on the planet screen will cause the UI to become unusable, if the screen is closed while the scroll position is too far down the list
Fix.0.0.6.4: Just closed the dropdown on screen closure

Bug.0.0.6.4: <UCP-6.3> Maintain Zoom UI was updating the wrong cfg section when adjusted
Fix.0.0.6.4: Just corrected the location.

Bug.0.0.6.4: <UCP-6.1> Colony focus type "Clean" does not take into account a race’s pollution control perks
Fix.0.0.6.4: Just corrected this – should be more optimal

Bug.0.0.6.4: <UCP-6.2> If a colony is highly desirable by the AI, it will fail to bombard the colony, that has a Planetary Shield blocking the invasion attempt, leading to the AI not being able to conquer the colony
Fix.0.0.6.4: Corrected logic to detect and correctly bombard the planet until the shield is removed

Bug.0.0.6.4: <UCP-5.7 Steam Versions> Calculation for GetThreatRating by the AI is always returning 0.
Fix.0.0.6.4: Corrected merge, that was introduced during the 5.6->5.7 process.

:::: Enhancements
Chg.0.0.6.4: Added a new option value of 2 to the AntaranSettings USE_RANDOM_ATTACK_LOCATION. This attempts to target high priority colonies, based upon factors such as population, structures built, etc.

Add.0.0.6.4: Added a scrollbar to the Custom Race Screen for perks. This will not be visible if using just the UCP and/or 5X.

Add.0.0.6.4: <5X Mod Merge> Independent Civilization will accept the Interplanetary Administration Structure in determining which civilization gets the Protectorship

Chg.0.0.6.4: Cleaned up and condensed the built-in auto-build logic for both the AI and Player, both will also now properly use and prefer Export over Trade Goods if that project is available on the colony. Export now works the same as Trade Goods and will be changed if a different structure should be built.

Chg.0.0.6.4: AI will now build all system unique structures on the planet with the highest population and best mineral resources. This is just a generalization of the old logic that only did this for research system unique structures

Chg.0.0.6.4: Adjusted auto_filter for AutoBuild queues to skip Morale Increasing structures if colony has no strikers

Add.0.0.6.4: Adjusted Torpedo trajectory. They will be less accurate than before, currently they are way too spot on.

Add.0.0.6.4: Adjusted ARU healing rate to be based off a ship’s hull health and not total health. This prevents a massive increase to this healing rate by just adding armor to a ship.

Add.0.0.6.4: Uncreative Race in a game with the Economic Victory condition will always select the Planetary Stock Exchange if they do not already have that tech.

Chg.0.0.6.4: Adjusted ARUs combat calculations to make them more accurate for the AI to determine fleet combat chances.

(Out of space – please see readme included in the patch or discussion forum)

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Revisions:

Old revisions of this mod are available below. Click the link to download.