Master of Orion

Master of Orion

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5X UCP Compatibility Mod (5XCPC)
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1.230 MB
3 Nov, 2017 @ 7:14pm
29 Feb @ 8:58pm
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5X UCP Compatibility Mod (5XCPC)

Description
This mod is for people using 5X - The Ultimate Balance Mod with WhatIsSol's Unofficial Code Patch. The base 5X mod is designed to run without UCP. The purpose of this mod is to re-optimize 5X to run with UCP and to take advantage of additional modding features added by UCP. This mod shouldn't be used with 5X Lite.

You should load the mods in the following order:
  • 5X - The Ultimate Balance Mod
  • Unofficial Code Patch
  • 5X UCP Compatibility Mod
  • All other mods*
(*Note, the current version of the mods Diverse Specials and Massive Planets (v2.5) and Mike's New Races (v2) need to be between Unofficial Code Patch and 5X UCP Compatibility Mod in the mod order in order to function properly.)

Here's some of the changes to 5X this mod makes in order to make it work with UCP:
  • Telepathic training now gives 50% missions XP and stealth suit gives -25% missions risk. (UCP fixes a bug where telepathic training would give a missions risk bonus in addition to the XP bonus, so original 5X has the names switched and has telepathic training at -25% mission risk and stealth suit -25% risk,-25% XP.)
  • Pollution tolerance for planets varies based on size: -50%/-25%/+25%/+50% for tiny/small/large/huge respectively. Matter converter removed because it's no longer needed.
  • Missiles have all mods restored (Original 5X removes eccm, fast, heavy armor because they're bugged, but UCP fixes the bug)
  • Fighters come in groups of 4 (previously 5) because UCP makes fighters more effective
  • AI will use stellar converter, black hole generator, energy absorber, and rangemaster targeting unit on some of their blueprints. (Without UCP the AI won't use the first 3 techs in combat and rangemaster is totally bugged).
  • Rangemaster targeting unit added back in (removed in original 5X because it's bugged).
  • Toxic condenser now gives a percentage pollution reduction available on every planet instead of the several dozen variants original 5X has. Advanced toxic condenser removed.
  • Corrected tooltip for max damage leader bonus and removed imperfect bug fix for leader combat bonuses from original 5X because UCP has a better fix.
  • Restored MIRV missile splitting distance to its original amount since with UCP star bases don't get ridiculous range on PD.
  • Restores the Elerians' mind control trait which was removed in 5X because they can't use it and get stuck invading, but UCP fixes it.
  • Restores the intended Stealth Suit and Psionics bonus (used to be + per spy without UCP instead of a flat bonus as intended)
  • Restores the credits bonus for difficulty settings.
  • Bulrathi and Sakkra uber buildings now have max population bonus, Biospheres added back in with max pop bonus, and the wildlife reserves uber buildings give a max pop bonus.
  • Research treaties now last 40 turns.
  • High gravity perk cost adjusted to reflect UCP change.
  • Minor civ leader bonuses updated
  • All 5x resources available as home planet resources
  • Auto build queue presets. These overwrite the UCP ones. Make your own mod with the autobuildqueue.yaml file loaded after 5XCPC to make your own changes or edit the 5XCPC ones in the local workshop files (steamapps\workshop\content\298050\1190572281).
  • Full integration of other UCP features as they are added.

Let me know if you run into any issues.
Popular Discussions View All (2)
7
29 Aug, 2020 @ 7:39pm
Custom Race Title Screen
AnthonyJan
1
24 Jul, 2020 @ 8:54am
A minor bug?
GIGA
204 Comments
Spud Dastardly  [author] 20 Aug @ 11:59am 
You may not be aware that with UCP installed, each transport takes marines from the planet where it is built. You must have sufficient marines (4) to build a transport.
bga2 20 Aug @ 4:13am 
I cant produce transport ships. This issue comes everytime i will use this mod.

What to do?
djconklin66 1 Aug @ 6:32pm 
You should load the mods in the following order:
5X - The Ultimate Balance Mod
Unofficial Code Patch
5X UCP Compatibility Mod

How do I do that? All the mods show up on one list. I don't get to pick the order in which they are loaded.
Lowenstaat 10 Jul @ 8:42pm 
Regarding Tal'Raziid's comment on May 13 about his ship designer being broken... I thought I encountered the same bug. However, I realized that I was playing a pre-warp start, so no designs for frigate, bomb ketch, etc. were available in the ship blueprint designer until I researched them. So just FYI for anyone else. It seems that with a pre-warp start you can open the ship blueprint designer after researching the scout, however you will not be able to customize ship blueprints until after researching the frigate class and other classes of ships.
Tal'Raziid 20 May @ 11:17pm 
I did, but have decided to shelve MoO for the timebing cuz Ghost of Tsushima is out on pc now
Spud Dastardly  [author] 17 May @ 7:04am 
Sounds like you might not have UCP installed properly since I only see one copy of it in your mod order. Did you run the installer?
Tal'Raziid 12 May @ 10:30pm 
My ship designer is broken, hull/mdoel/theme etc are all blanked out and i cannot select any of them. I believe it to be related to using a custom race
Sensei 11 May @ 3:49am 
Do you have the people to put in the ships? (1 population or 4 marines)
bga2 11 May @ 1:58am 
Hi

I use:

5X - The Ultimate Balance Mod
Unofficial Code Patch
5X UCP Compatibility Mod

in this order. However, i cant build transport ships. I can invent the tech, but i cant choose them under build

Is this a bug? Or do i need additional aps?
Nic's Papa 3 May @ 2:04pm 
Thanks Spud, you're awesome!