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UCP 5.5 Released

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WhatIsSol #1 Posted 24 October 2017 - 12:04 AM

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You can find it on nexus: http://www.nexusmods...stars/mods/30/?

 

***** Now includes all needed fixes from Spud Dastardly's v55.1 Bug Fixes *****
Spud Dastardly was kind enough to allow me to include his fixes from this mod into this latest version.  Fixes include:
1. Fixed the Elerian doomstar template attempting to use "rear facing heavy mount missiles." Changed them to all facing heavy armor missiles as presumably intended.
2. Corrected fighter bay description to reflect the fact that they travel in groups of 3, not 4.
3. Added a "+" to tachyon scanner and hyperspace sensor tooltips to reflect the fact that the bonuses are additive.

 

***** New Fixes Included in this patch *****
Bug.0.0.5.5: Beam accuracy range loss calculation is being incorrectly applied.  This is resulting in extreme low chances to actually hit and is actually making the special "rangemaster" to be actually a negative to hit chances.
Fix.0.0.5.5: Corrected logic, also switched to reuse the function from ship blueprint for consistency

 

Bug.0.0.5.5: Space Monster Dragon is not launching fighters
Fix.0.0.5.5: Working with Spud Dastardly he noted that the dronesPerGroup setting was missing for the parasite fighters, adding this in corrected this monster attack.
 
Bug.0.0.5.5: Calculations for military strength determination was using a different formula than Attack and Defense Ratings and was even less accurate then those values are.  Found while watching the AI colonize a system with a monster in it only to have the monster kill the defending fleet and destroy the newy created colony.

Fix.0.0.5.5: Replaced those calculations with Attack and Defense Ratings, while not the best they are much better than the other ones.

 

Bug.0.0.5.5: Chance calculations for combat did not include any specials that are also weapons - most notable with the amoeba monster
Fix.0.0.5.5: Corrected this over-site

 

Bug.0.0.5.5: Moving population around causes some extra calculations and multiple calls to backend system on achievements (think this is the source of some delays people complain about in the base game)
Fix.0.0.5.5: Saved achievement results and avoid the calculation and setting of the achievement if it is already been obtained, Really unsure on the success of this "fix"

 

Bug.0.0.5.5: Empire Management Screen - If you have enough colonies and scroll down the tooltips (population, food, morale, pollution, etc) for the colony info do not display correctly, they will either not display or display wrong data
Fix.0.0.5.5: Corrected this issue

 

***** New Enhancements *****
Add.0.0.5.5: Racial Perk Combat Speed Improvement - This perk works correctly in game, but does not provide any feedback.  Just updated the UI so it now correctly shows the improved speed of the ships in the blueprint and in the tactical combat tooltips.  Also calculates correctly into the ship defense rating.

 

Chg.0.0.5.5: Monster bombs - adjusted down some of the monsters that had excessive bombs - Space Dragon and Squid; Space dragon in particular this was preventing it from having its breath attack

 

Add.0.0.5.5: ShipBlueprint Tooltip - Added in Facing information for weapons that was previous missing from this enhancement

 

Chg.0.0.5.5: Modified the Galactic Vote a bit, given a choice between two candidates the AI will pick one that they are not at war with occasionally, this is really not a huge shift.

 

Chg.0.0.5.5: Invading Planets Capture Tech - Adjusted Conquer Tech Chances previous chances was locked to game turn, so every conquered planet on a turn was producing the same chance roll.

 

Add.0.0.5.5: Evolving Tech now gains a benefit, as you research it you will receive a bonus that will increase available ship space

 

Add.0.0.5.5: Added back the pollution multiplier reduction for colony structures per a request.  Note this is a modding only change, this mod does not modify any structures to actually take advantage of this change just makes it possible

 

Add.0.0.5.5: Added setting to allow forcing of the Galactic Council Vote on a specific turn even if all races have not found each other. Setting is FORCE_FORMATION_TURN in globals.yaml.  Setting it to -1 or deleting if from globals.yaml disabled this feature

 

Chg.0.0.5.5: AI goal settings removed the AvoidAllConflicts setting

 

Chg.0.0.5.5: Ship Defense Rating Calculations now include ECM jammers and attempted to make them on the same scale as Ship Attack Rating

 

Chg.0.0.5.5: Adjusted upkeep for structures for the AI - now uses the same setting as credit increase - should make the AI have more BC

 

Add.0.0.5.5: Windows Only - Full Screen Borderless with position control. 100% Optional - your mileage my vary.  Note: (1) If you change resolution you have to leave and re-enter focus for it to take effect.  (2) Warnings: Do not toggle fullscreen with this active or apply default graphic settings or else the app will just crash.  Do not turn this on for OSX or Linux as it absolutely will not work.  If you encounter any issues just remove the borderlessWindow, borderless, and borderlessY settings from that config file and restart game.  (3) New Settings: Settings I use in the config.cfg file under the [Graphics] setting: FullScreen = False, Resolution = 1920x1080, borderlessWindow = True, borderlessX = 1920, borderlessY = 0 (This sets the game to use this new logic, and places the game on my middle monitor).  If you wanted it on your left screen (or only have 1 screen) set borderlessX = 0

 

Add.0.0.5.5: Quake/Radiation Incident Notification - Now when you click on the notification instead of disappearing will take you to the colony that had the issue


Edited by WhatIsSol, 15 January 2018 - 04:44 AM.


Strider__2020 #2 Posted 26 October 2017 - 03:34 AM

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View PostWhatIsSol, on 24 October 2017 - 12:04 AM, said:

You can find it on nexus: http://www.nexusmods...stars/mods/30/?

 

***** New Fixes Included in this patch *****
Bug.0.0.5.5: Beam accuracy range loss calculation is being incorrectly applied.  This is resulting in extreme low chances to actually hit and is actually making the special "rangemaster" to be actually a negative to hit chances.
Fix.0.0.5.5: Corrected logic, also switched to reuse the function from ship blueprint for consistency

 

Good catch .  I use this probably every game .  Just figured it was working as stated. 

 

Still on previous game with 5.4 but will check this out next game.

 

Thanks for continued work on catching / fixing bugs.



Spud_Dastardly #3 Posted 26 October 2017 - 09:16 AM

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View PostStrider__2020, on 26 October 2017 - 11:34 AM, said:

Still on previous game with 5.4 but will check this out next game.

If I'm not mistaken, the update shouldn't mess up your saved game in progress, so you can install and use 5.5 with your current game.


Get 5X - The Ultimate Balance Mod on Steam or on Nexus Mods!

 


Strider__2020 #4 Posted 27 October 2017 - 05:36 AM

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View PostSpud_Dastardly, on 26 October 2017 - 09:16 AM, said:

If I'm not mistaken, the update shouldn't mess up your saved game in progress, so you can install and use 5.5 with your current game.

 

Ah well I finished up that last game.  I'll install it when I start a new one.

JosEPh_II #5 Posted 01 November 2017 - 04:12 PM

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<nvrmnd>

Edited by JosEPh_II, 01 November 2017 - 04:38 PM.

Old and Slow.....Watch Out! It's Not Y'uns Turn!

JosEPh_II #6 Posted 01 November 2017 - 04:49 PM

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Okay the Mod un 7z'd has a main folder named Common. Is this whole Common folder necessary for the mod to work? What does the StreamingAssets folder do exactly? And is it necessary for the UCP to work?
Old and Slow.....Watch Out! It's Not Y'uns Turn!

WhatIsSol #7 Posted 06 November 2017 - 03:32 AM

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Yep common is required - part of it is the normal Master of Orion mod stuff (localization, settings, etc) and the steaming asset folders are the UI files the game uses.

Edited by WhatIsSol, 06 November 2017 - 03:34 AM.


WhatIsSol #8 Posted 09 November 2017 - 10:23 PM

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UCP 5.5a updated - adds the following


***** New Fixes Included in this patch *****
Bug.0.0.5.5a: Racial Perk Travel Speed Improvement - This perk works correctly in game, but does not provide any UI feedback and fleet ETA is wrong
Fix.0.0.5.5a: Just updated the UI so it now correctly shows the improved speed of the ships in the blueprint and in the ETA calculations.



WhatIsSol #9 Posted 24 November 2017 - 12:34 AM

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UCP 5.5b updated - adds the following

 

***** New Fixes Included in this patch *****

Bug.0.0.5.5b: Heavy Mount Weapons (Energy) - Damage calculation is wrong making them do no damage at range greater than normal weapon range also using hard coded values vs yaml file settings
Fix.0.0.5.5b: Corrected logic, by removing flawed redundant method and using a working lower base method

 

***** New Enhancements Included in this patch *****

Add.0.0.5.5b: UI Pollution Tooltip for Project Cleanup shows incorrect sign (negative = cleaning up) (Modding only change) - Corrected UI to display correctly



WhatIsSol #10 Posted 15 January 2018 - 04:42 AM

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UCP 5.5c - Released on nexus: https://www.nexusmod...hestars/mods/30

 

***** Fixes Included in this patch *****
Bug.0.0.5.5c: rangeBoost Bonus being applied to PD weapons causes them to fire too early, before MIRV missiles have split
Fix.0.0.5.5c: Corrected by ignoring rangeBoost bonus to PD weapons

 

Bug.0.0.5.5c: Possible multiplayer sync issue - Leaders could set blueprint ship attack rating on cache value. Thus having a possible disparity between values depending upon last check performed.
Fix.0.0.5.5c: Corrected so leaders vs monsters/antaraes/etc calculations do not set the default cache value but just return the calculated value.  

 

Bug.0.0.5.5c: Missiles do not have a beam defense rating (0 beam defense)
Fix.0.0.5.5c: Corrected defense calculation for missiles, basically they now get a beam defense rating based upon their speed

 

Bug.0.0.5.5c: Range to target is being incorrectly calculated for projectile weapons, resulting in accuracy oddities, most noticeable with PD weapons due to their short range
Fix.0.0.5.5c: Corrected range calculations issues, by not using an unassigned value

 

Bug.0.0.5.5c: Formation accuracy (formationPDAccuracy) for PD Defense is not being used, it is always using the Beam Attack (formationAccuracy)
Fix.0.0.5.5c: Corrected calculations to use correct value based upon weapon mods

 

Bug.0.0.5.5c: rangeBoost Bonus not being taking into account for rangeDissipation and Accuracy (similar to Bug.0.0.5.5b: Heavy Mount Weapons (Energy)) - This is a special used by Starbases, Outposts, and Orbital Beam Platforms.
Fix.0.0.5.5c: Corrected issue, makes these beam weapons much more dangerous on these structures

 

Bug.0.0.5.5c: Colony Production Tooltip structure score incorrectly subtracts the gravity modifier, so the total do not match
Fix.0.0.5.5c: Corrected mismatch on tooltip (this is a display only problem)

 

***** Enhancements *****
Chg.0.0.5.5c: MOD SUPPORT: Change made to support different planets sizes. For modders the UI keys off of "level" type now.

 

Chg.0.0.5.5c: MOD SUPPORT: Change made to support increased number of BIOME, left off two SWF file, UncolonizedPlanet.SWF and KnownPlanets.SWF - corrected this miss. For modders the UI keys off of "classType" type now.

 

Add.0.0.5.5c: MOD SUPPORT: Added a new logging message for mods that do not correctly set the StructureTypes in the ColonyStructureTypes.  

 

Add.0.0.5.5c: MOD SUPPORT: damageBoost special bonus this is modding support change only, just made it work, in the base game it is set to 1.0 so no difference.

 

Add.0.0.5.5c: Disabled LogitechKeyboardManager LED lighting adjustment.  The game will now just ignore the lighting on the keyboard

 

Add.0.0.5.5c: Disabled Telemetry - This is just a bunch of info the game sends up to some remote logging service, I do not see the point.


Edited by WhatIsSol, 15 January 2018 - 04:43 AM.






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