It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Located on ModDB : https://www.moddb.com/mods/ucp

Full readme containing all the fixes/changes can be found there, but the most recent are here:

:::: 6.0: 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: Fleet Compare on the Galaxy Map is not showing accurate data when comparing against the Amoeba
Fix.0.0.6.4: This was an UI only issue, did not effect the AI or anything to do with combat.

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: The Leader Bonus "Shield Regeneration" tooltip on the tactical combat screen always shows "0%"
Fix.0.0.6.4: This is just a display bug as the game was not filling in the value and just defaulting to 0.

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: The DLC races: Elerian, Gnolam, Trilarian, and Antaran do not have correct ship boundaries/dimension listed in the ShipHullModelConfigTypes.yaml file.
Fix.0.0.6.4: Added missing entries based off existing race entries. Elerian == Human, Bulrathi == Gnolam, Trilarian == Sakkra, and Antaran == Alkari

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-5.9> Popups that appear when right-clicked could instantly close. Leading to the need to click on them again.
Fix.0.0.6.4: This was an issue with the Right Mouse button escape logic. It was not being properly reset on show popup.

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-6.3b Mac GOG Only fix> Removing the Sensor Range option caused an exception on GOG OSX while looking at this panel in the settings, this causes an annoying graphic/ui issue for that screen if it is accessed.
Fix.0.0.6.4: Corrected merge issue

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.

:::: 7.0: Enhancements
Add.0.0.6.4: MOD SUPPORT: Modified ShipBlueprint.yaml mechanics allowing for better allocation of weapon slots if the number of weapon slots exceed the ship's hull assignement. This is an effort to allow for greater control and more flexibility in AI ship generation. This change has no effect unless you are using a mod beyond UCP.

Add.0.0.6.4: MOD SUPPORT: Corrected issue with Miniaturization tech being applied to specials, which was causing the game to over allocate space on ships during auto-upgrade. Adjusted the shipbuilder tooltip for size to also show correctly with this change.

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.

Chg.0.0.6.4: Adjusted AIs willingness to engage with Monsters and Orion. Orion also got a rating bump overall and a larger one if no one has conquered it yet.

Add.0.0.6.4: Adjusted AIs knowledge of Monsters and Orion star systems when they are explored, this should make it more likely that the AI will want to colonize those systems and therefore remove the monsters

Chg.0.0.6.4: Adjusted cohesivity setting for planet rating to make it fade less fast

Add.0.0.6.4: MOD SUPPORT: The Fighter Garrison shield collusion bounds was set too low. This results in enemy missile being unable to actually hit this structure in tactical combat.

Chg.0.0.6.4: Capped the Antaran Attack fleet growth based upon GRUDGE_FACTOR to a max of 90%.

Add.0.0.6.4: Added control option ALLOW_BULK_BUY which defaults to false. This disables the buy out of bulk ship builds.

Chg.0.0.6.4: Adjusted UCP RandomEvents for Comet, Time Anomaly, and Hyperspace Flux. They are all less likely to occur. Comet military values to overcome have been reduced.