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Link Updated: On modDB: https://www.moddb.com/mods/ucp

Full information can be found on Nexus

:::: Fixes Included in this patch
Bug.0.0.6.2: <UCP 5.7 Auto Cleanup> Auto Cleanup when a new population unit is added and they are shuffled to production by the focus settings/AI can cause a desync event between client and server.
Fix.0.0.6.2: Corrected this desync event by calling routine to set Auto Cleanup value after the population unit is moved.

Bug.0.0.6.2: A number of issues exist with the games AI usage of the displacement module. Errors such as not using them when it should, using them too often and leaving the battlefield, or moving in what looks like a random direction before engaging the displacement module
Fix.0.0.6.2: Corrected logic, should be more consistent now in its usage. Also added new aggressive usage of the displacement modules.

Bug.0.0.6.2: Pulsar is not setting the armorPentration value resulting in poor performance versus higher armor
Fix.0.0.6.2: Adjusted it to correctly set the armorPentration value on its damage calculations

Bug.0.0.6.2: Rename system can default to having a leading space when revisited in the application
Fix.0.0.6.2: Reset the caret position on the input field to prevent this from happening

Bug.0.0.6.2: Display Issue with Used Space on the Blueprint Screen, some techs can result in it showing incorrect used space
Fix.0.0.6.2: Switched it to actually sum the different components

Bug.0.0.6.2: Galaxy Creation of player's homeworld with balanced starting conditions turned off can result in less planets then expected, caused by placement picking the player's home world orbit and then skipping that planet
Fix.0.0.6.2: Corrected logic to have it properly reroll a new orbit for the new planet

Bug.0.0.6.2: Manual Fire does not work if the ship has no weapons on Autocast
Fix.0.0.6.2: Corrected firing logic

Bug.0.0.6.2: Tactical crash bug encountered in Hover and Unhover ship visual, this is a rare issue
Fix.0.0.6.2: Added logic to try and defend against this crash

Bug.0.0.6.2: <UCP 6.1/6.1a Steam Version> The game’s publisher failed to update the GOG version with the new localization files thus any mode like UCP or 5X that has Chinese localization data would cause a crash on load. I changed the logic for this to prevent this crash in GOG, but unfortunately inadvertently merged it into the Steam version thus preventing those increased localization from working.
Fix.0.0.6.2: Just unmerged this fix as it is not needed for Steam.

Bug.0.0.6.2: Fleets with movement left and fleets with no movement left will auto-merge if they are on the same node. This will result in the ships that have movement left getting stuck for that turn.
Fix.0.0.6.2: Changed fleet merge logic to prevent fleets that have moved from auto-merging with fleets that have not moved. You can still set both fleets to guard which will force a merge.

Bug.0.0.6.2: Entering tactical combat, setting all weapons to be manual firing, and then selecting "Auto-Resolve" will prevent those manual fire weapons from being used.
Fix.0.0.6.2: Added check for simulated combat to override manual fire setting

Bug.0.0.6.2: Ships with stealth modules - cloaking or phasing cloaking can cause tactical combat stalls where the attacker will stop moving.
Fix.0.0.6.2: This is related to the attacker game's coordinate movement logic, prevented the activation of this module, until that coordinated move is completed.

:::: Enhancements
Add.0.0.6.2: MOD SUPPORT: Added the ability to load external Unity Asset Bundles, thus allowing new sounds effects, models, etc to be imported into the game. I plan on releasing a small unity example project with assets as a reference. This will just be a simple sound effect added to the game, but hopefully would act as a starting point for interested modders.

Add.0.0.6.2: Added logic to make Troop Transports require a number of colony marines equal to its transport capacity for construction and reduce the colony marine total by that capacity upon completion. This slows down the transport swarm and makes a significant number of racial traits actually have a point again. This is turned on by default, but can be disabled using the TRANSPORT_MARINES_REQUIRED setting in the global.yaml file.

Chg.0.0.6.2: Combat Colony Screen - Added actual shield name to this screen versus just a generic "Planetary Shield" text

Add.0.0.6.2: Added a new option to Planetary Shields called blocksInvasion. This setting is false for Radiation and true for all other planetary shields by default. This new option if true will prevent both Marine deployment and Mindcontrol actions against the planet until the shield has been depleted via bombardment. AI has been adjusted to handle this change.

Add.0.0.6.2: Added a "Hall of Fame" that will record the top 10. Adjusted score calculations.

Chg.0.0.6.2: Adjusted calculation for Trade and Research Treaties and LIMIT_FACTOR to make it linear. Before it had a dip that occurred when it hit a threshold condition. Still worked just not as expected.

Chg.0.0.6.2: Corrected a SWF combo box problem with the Planet screen causing UI issues, elements shifting up, with large number of BuildQueues being defined.

Add.0.0.6.2: MOD SUPPORT: Clearing the list of structures on the Autobuild queue - allows for mods to replace the list of previous defined keys

Chg.0.0.6.2: Adjusted auto_filter for AutoBuild queues to not skip Toxic Processor if the planet is Toxic regardless of pollution levels of the planet.

Add.0.0.6.2: MOD SUPPORT: Added two new values SHIP_DUMMY_MISSILE_BEAM_DEFENSE and SHIP_DUMMY_MISSILE_HP that control PD Effectiveness calculations for mods that adjust those parameters. The defaults are the same as before.

Add.0.0.6.2: Added zoom factor into the keyboard panning to increase scrolling speed as the current implementation is way too slow

Add.0.0.6.2: Added icon to the planet widget on the galaxy map and for the dropdown tooltip if a planet has a system wide unique or **empire** unique structure.

Chg.0.0.6.2: Added back effective range calculations to prevent the AI from engaging the enemy at an ill advised combat range. This does not have the previous implementation issues with not firing on targets that are beyond this effective range.

Add.0.0.6.2: Speed up the camera transitions on the starting menus.

Add.0.0.6.2: MOD SUPPORT: Added logic to just set the weapon's minDamage to maxDamage when reading in the yaml file. This is how it works in the base game, mods setting the maxDamage but not the minDamage causes some odd UI issues which this corrects.

Add.0.0.6.2: Added ability to stop changing zoom levels when the camera is moving on the galaxy map. This is controlled by config.cfg settings of MaintainZoomDuringCameraMove, it defaults to off, but can be enabled if desired.

Add.0.0.6.2: Adjusted sabotage espionage to target structures based off of cost, science victory, and military. Still random but more likely to target higher value targets.

Add.0.0.6.2: MOD SUPPORT: Added new value TACTICAL_NEBULAE_SIZE to Backend.Tactical.Battlefield in Globals.yaml allowing for fine control over Nebulae size during tactical battles

Chg.0.0.6.2: Espionage Screen risk levels adjusted to make them weighted more on the lower end. This is just a labeling change and has no actual effect on the risk. The old ranking was evenly spaced at 20, 40, 60, 80, and 100. The new ranking is 10, 20, 30, 60, and 100.

Add.0.0.6.2: MOD SUPPORT: Added a displayOrder field to the MissionType to allow sorting of them on the UI. It defaults to 0 which will make it sort in the current key listed order, so no change
Post edited July 08, 2021 by WhatIsSol
Now that this mod is no longer available on Nexusmods, is there anywhere else we can go to get a version compatible with the GOG release?
Hey you beat me to posting an announcement for this. It was next on my list of things to do today.

As you might have noticed I have decided to take NexusMods ultimatum and remove all of my mods from their hosting website. Personally I think collections will be a great thing for the modding community overall.

But I do not like how NexusMods is implementing them nor do I like their attitude and their wiliness of putting mod users and mod authors in battle with each other. They basically started a fire and then decided to pour gasoline on it.

I’m really hoping that after all the infighting is over things will clear and NexusMods will be much better for the community as a whole, but given their ultimatum deadline it is not something I can wait for resolution otherwise I would have done so.

I’m looking at alternative mod hosting sites. At the moment the most likely one will be modDB. Worse case I will self post on my website and post a link in this forum to it.

Please be patient while I make this transition.

I will make an update when it is publicly available again.
OK the Unofficial Code Patch is now on modDB.

https://www.moddb.com/mods/ucp

I would be interested to know if anyone has any issues getting to it. modDB does not require an account to download mods nor does it appears to throttle speeds so that is nice.
it does download for me on Firefox in Australia

I can see people getting lost in all the adds but hosting 3rd party sites are always a mine field