At PAX Australia last year, NGD Studios executive producer Randy King told me that Wargaming acquired the Master of Orion (MoO) IP because the company’s billionaire CEO, Victor Kislyi, wanted his kids to be able to enjoy the game the way he had. But the fans that grew up with the iconic franchise aren’t kids.
They’re grown men and women who have seen a galaxy of pretenders come and go, full of promise but lacking the flavour or flair of SimTex’s games.
Master Of Orion 2 Doom Star
NGD Studios can’t possibly win.
On October 31, it’ll be 20 years to the day since Master of Orion 2 launched in North America. The original, responsible for coining the 4X (explore, expand, exploit and exterminate) genre, will have been out for 23 years by then.
Advertisement
That’s a lot of time to love something — and fans very much still love the Master of Orion franchise.
Advertisement
The level of reverence for the space strategy borders on the fanatical, although not without reason. MoO introduced systems and mechanics well beyond its years: customisable races, a unique research tree that strengthened the need for diplomacy and espionage, a comprehensive ship builder, and nuanced diplomatic behaviours that included the ability to have border skirmishes with opponents without resulting in all-out war.
For a game that’s more than two decades old — or almost, in MoO 2’s case — the nostalgia factor is exceptionally hard to beat.
Advertisement
So NGD Studios, the Argentinian developers responsible for the latest entry to the MoO name, has opted for a different path. Rather than remaking SimTex’s systems carte blanche, they’re creating a more accessible, relatable game.
Advertisement
To do so they’ve had to scrap some of MoO’s most iconic elements. The ability to travel to any star system, provided it’s within your ship’s range? That’s gone, scrapped in favour of a linear, more easily understood system of starlanes.
The turn-based tactical combat mode? That’s gone too, replaced with a real-time component that allows users to move their ships and activate abilities mid-battle.
Advertisement
MoO’s model of research, where technologies were split into separate paths that different races had various affinities for? A model where less creative races were forced to either trade or make difficult choices about what branches of research to explore? That’s been replaced with a flat, Civilization-esque technology tree.
Advertisement
Understandably, some fans are upset. Master of Orion was never a strategy game that you could immediately play and comprehend the same way you could Civilization. It was more of a grand strategy game, the father of a genre.
The MoO reboot is almost the inverse. In a world where Endless Space 2 and Stellaris are promising more complexity, more layers of management, and more intricate elements, NGD Studios have opted to strip all of those away.
Advertisement
The micromanagement of your colonies is simplified. The need to manage each colony’s food, or the transfer of food from one planet to another, has been removed. That’s a concession for modern times, albeit another divisive ones.
Advertisement
Perhaps the most striking criticism of the reboot so far is the lack of character across the board. By diluting the necessity of trading technologies and diplomacy — not to mention the missing espionage system, which hasn’t been implemented yet — the races themselves become less unique.
Some of these elements will never change, however. NGD Studios won’t overhaul the tech tree into entirely separate paths as was the case with the original MoO games. The races would need specific affinities and aversions to different technologies. Players would have to make a choice every time they researched something (unless you were the Psilons).
Advertisement
It’d be more interesting, but it won’t happen.
Similarly, the unrestricted movement from the originals will never be introduced. In an interview earlier this year, Wargaming’s Chris Keeling explained that without them, players would be able to exploit the AI far too easily.
Advertisement
“There’s no real grand tactical thinking, it’s more like if I can sneak in a colony ship behind them and a small fleet then I can take over a planet in their backyard,” Keeling said. “Those techniques work; AI’s don’t understand them, but people do, so it’s a kind of trick you can play on the AI.”
Which is all well and good if you’re just playing the AI; less so if you’re playing against human opponents.
A combination of platforms could also be the answer.Is Social Media Platform dead?Some platforms are declining and some are growing. Ad emojis to paragraphs.
Advertisement
But how many gamers in 2016 really want that degree of complexity? I’m almost reminded of time spent binge watching Kitchen Nightmares, seeing Gordon Ramsay stare at befuddled chefs trying to unpack the logic of their thinking. “I’m going to lose my regular customers,” the restaurant owners and head chefs would often cry, ignoring the fact they were going broke nonetheless.
Advertisement
Master Of Orion Wiki
How many fans of the originals are there still? And how does that compare to the potential audience for an accessible space 4X, a game perhaps more immediately understood than an Endless Space 2 or a Stellaris?
It’s impossible to say. Steam Spy estimates that nearly 50,000 gamers have picked up Master of Orion in Early Access, an impressive figure given the US$49.99 asking price.
Master Of Orion Doom Starting
Advertisement
That’s not a bad start. And there are certainly plenty of promised changes. But much of that original MoO flavour is missing, seemingly to never return, much that was integral to the character of the series.
This is one of the most beloved PC games of all time, only one of two games in Kotaku’s readers list to have five separate recommendations.
Advertisement
No matter what they do, NGD Studios can’t win.
******************************************************************************************
* Unofficial Master's of Orion Conquer the Stars (Unofficial Code Patch) *
******************************************************************************************
Game-Version: 55.1.1 2.1.41258 (28/04/2017 12:18)
Common-Version: C.0.5.9
GOG-WIN-Version: G.0.5.9
GOG-OSX-Version: NOT SUPPORTED - I do not have a OSX system to build one and no GOG Linux version to base changes off :(
Steam-WIN-Version: S.0.5.9
Steam-LINUX-Version: L.0.5.9
Steam-OSX-Version: X.0.5.9
:::: 1.0: Purpose
Fix Bugs and add some new features
:::: 1.1: Disclaimers
1. This patch makes/uses save files that are incompatible with the final product release. So it will require a new game to play with this.
2. This has only been tested by me on the Windows GOG.com/Steam version of the game. Any other included versions should contain the exact same changes but are untested by me.
3. I have not tested this in any multi-player match-ups. If anyone desires to test this I'm sure all clients will need this fix pack.
4. I will only upload this fix pack to www.nexus.com or Steam Workshop. If you acquire it from any other site other than www.nexus.com or Steam Workshop, I did not place the files there.
5. This software is provided 'as-is,' without any express or implied warranty. In no event shall the author be held liable for any damages arising from the use of this software.
:::: 1.2: UnofficialCodePatch-Release.zip
This is the complete package, it contains a java based installer (jar), a batch file for installer (Windows), a shell script for installer (Linux), ReadMe.txt, and the actual package file 'UnofficialCodePatch.zip'
:::: 1.3: Contents of MOOCts-Installer.jar
This is a small java installer, source code included, that will work with both Windows (GOG and Steam) and Linux (Steam). It does not support OSX as I do not have an OSX platform to develop on.
:::: 1.4: Contents of UnofficialCodePatch.zip
Common The modified files common to both platforms
StreamingAssets Updated interface files (SWF and other binary files)
Unofficial Code Patch Contains the Master of Orion 'Unofficial Code Patch' Mod folder (yaml files)
GOG-WIN Updated GOG (Windows) specific files (dll)
STEAM-WIN Updated Steam (Windows) specific files (dll)
STEAM-LINUX Updated Steam (Linux) specific files (dll)
STEAM-OSX Updated Steam (OSX) specific files (dll)
:::: 1.4: Installation - Java Installer (Windows/Linux)
1. Obviously make certain the game is not currently running and you have a Java JRE installed.
2. Extract 'UnofficialCodePatch-Release.zip'
3. If Windows run the javaInstaller.bat. If Linux run the javaInstaller.sh (you will have to run the command 'chmod u+x javaInstaller.sh' before this will be executible)
4. Follow prompts; 'VERIFY' will verify the installation of all files and does chechsum comparison. 'INSTALL' will install the needed files and perform a post verification
5. Launch Game - Goto mods and set active 'Unofficial Code Patch', if using the Steam Workshop you should also set active the 'Unofficial Code Patch Steam Workshop' mod, one of both might already be active, but please verify
6. Close and restart application
:::: 1.4.1: Installation - Manual (Windows/Linux)
1. Obviously make certain the game is not currently running.
2. Extract 'UnofficialCodePatch-Release.zip' then extract 'UnofficialCodePatch.zip' that will make several directories listed in the above 'Contents of UnofficialCodePatch.zip'
3. Locate your installation directory for 'Master of Orion'
4. Drill down to a folder inside that called 'MasterOfOrion_DataManaged'
5. Copy the correct version (GOG-WIN, STEAM-WIN, STEAM-LINUX) of the 'Assembly-CSharp.dll' overwriting the file in that folder.
6. Go up and down to 'Master of OrionMasterOfOrion_DataStreamingAssets'
7. Copy Files from the 'CommonStreamingAssets' folder extracted above to this directory, preserving directory structure and overwriting files
8. Find your mod folder 'Master of OrionMods', for Windows this is in your user documents folder and for Linux it is in your home folder. Note - If this folder does not exist just create it.
9. Put the 'CommonUnofficial Code Patch' folder there, if already present just overwrite
files. You should finish with a directory structure that looks like 'Master of OrionModsUnofficial Code Patch'
10. Launch Game - Goto mods and set active 'Unofficial Code Patch', if using the Steam Workshop you should also set active the 'Unofficial Code Patch Steam Workshop' mod, one of both might already be active, but please verify
11. Close and restart application
:::: 1.4.2: Installation - Manual (OSX)
1. I'm not clear on installation steps for this as I do not have access to a Mac, hopefully this helps (not 100% sure about this info).
2. The DLL goes into 'Contents/Resources/Data/Managed'
3. The Assets goes into 'Contents/Resources/Data/StreamingAssets'
4. The Personal mod folder is located at '/Users/
5. Launch Game - Goto mods and set active 'Unofficial Code Patch', if using the Steam Workshop you should also set active the 'Unofficial Code Patch Steam Workshop' mod, one of both might already be active, but please verify
6. Close and restart application
:::: 1.5: Compatibility with '5X - The Ultimate Balance Mod'
1. Please make certain you are following the instructions provided by Spud Dastardly.
a. Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1190572281
b. Nexus: https://www.nexusmods.com/masteroforionconquerthestars/mods/45/?
:::: 1.6: How this patch was created
I do all my edits of the DLL in CIL using the tools ildasm (decompile) and ilasm (compile). All available from MS Visual Studio (free version) or the Windows SDK. For editing the CIL I just use notepad++
For SWF I use the JPEXS Free Flash Decompiler and I edit the p-code directly
:::: 2.0: Significant New Features
:::: 2.1: Rally Points
Allows setting of rally points and sending fleets to that location with one click. There are two rally points defined:
(RP1): Game will now automatically remember your last manually selected fleet destination. This one has no visible marking.
(RP2): You can also select a colony you own on the galaxy map and mark it using CTRL + Click, this will put a blue pin on the colony top bar
Pressing the Rally Button will send a fleet to Rally Point (RP1)
Pressing the Rally Button + CTRL will send the fleet to Rally Point (RP2)
Rally Point has a keyboard shortcut that is editable from the normal option menu. The keyboard shortcut operates the same with respect to the CTRL key and which Rally Point a fleet will be sent to.
:::: 2.2: Auto Build Queues
A new feature has been added allowing the creation of preset build queues. This basically functions exactly as the builtin autobuild process except the user can now directly control what gets built and in what order. It will automatically skip over structures you do not known, that cannot be built on that colony for whatever reason, or in some cases like gravity generators are not needed.
Two files are needed for this 'AutoBuildQueue.yaml' and 'AutoBuildQueue.csv' feature and they are included with this mod. It include four preset queues: Default, New Colony, Production Center, Research Center, and Growth Center.
Some notes about queues:
* The first entry in 'AutoBuildQueue.yaml' MUST be default. This instructs the game to use the builtin autobuild process. Any structures assigned to this queue will just be ignored.
* Do not delete or reorder queue entries in the 'AutoBuildQueue.yaml' file during a play through. This can cause save game crashes and other undesirable results.
* You are free to add new queue entries to the end during a play through
* You are free to change what structures are in a queue or what order they should be builtin without causing any problems
* Multiplayer: Completely untested but in theory if it works at all everyone must have the same exact queues setup or you will suffer unrecoverable desyncs during play
:::: 2.3: New Random Events
Added several new random events back into the game. The developers left the video/voice assets in the game but never coded them as functional events. This adds the following events:
Hyperspace Flux: Which prevents ships from entering FTL, ships already in FTL will continue travel as normal but will be stuck at their destination. The racial perk Trans Dimensional will allow that race to ignore this event
Time Anomaly: Freezes a system during this time the system will not produce any output or consume any resources
Comet: A comet will impact and destroy one of your colonies unless your fleet in orbit around the planet can destroy the comet first
Diplomatic Incident: This is a collection of events 'Misunderstanding, Assassination Attempt, Cooperation, and Union' that affect the disposition of the two races involved the first two are negative and the last two are positive
:::: 3.0: Game Controls Update
Here is a short list of users controls that have been added or adjusted. I wanted to put them into one place so not to forget about them.
General Updates:
The Right Mouse Button will now close most screens. It is considered an escape choice.
Galaxy Map (Standard View):
Middle Mouse Button will activate the action on the bottom right button: 'Choose Research, Choose Production, etc.'
Rally Points:
A new Rally button 'blue pin' option has been added to the fleet controls. It can also be accessed via the shortcut key and is configurable in the Options -> Control menu for the game under 'Rally Points'.
Automatically when you manually select a fleet and tell it to move to a location a hidden Rally point is created. You can then select a different fleet and tell that fleet to head to the same direction using the Rally button. This selection does get overwritten every time you manually tell a fleet to move to a location. I use this for quick localized movements when I'm trying to get a lot of ships to the same location.
A more permanent Rally point can be assigned to any colony that you own. From the galaxy map click on one of your planets while holding down the CTRL key. This will mark the planet with a Rally Point indicator 'blue pin'. You can then select a fleet and tell it to go to this alternative Rally Point location by holding down the CTRL key while clicking the Rally button or using the CTRL + shortcut key combo
Planet Screen:
Clicking on a 'Done' or using the Right-Click close while holding down the CTRL key will in additional to the normal operation of exiting the screen, will center the galaxy map on this planet.
CTRL-P - Sets colony focus to production
CTRL-F - Sets colony focus to food
CTRL-R - Sets colony focus to research
CTRL-B - Sets colony focus to balanced
CTRL-C - Sets colony focus to clean
CTRL-G - Sets colony focus to growth
CTRL-0.9 - Sets AutoBuild Queue (0 to 9); 0 being default internal of course, if you pick one that does not exist, the built in default will be used
CTRL-T - Adds Trade Good to Build Queue
CTRL-I - Removes Trade Good from Build Queue
CTRL-A - Turn On/Off Autobuild
CTRL-U - Turn On/Off AutoClean
Space - Build Screen Popup
Empire Management Screen:
Clicking on a planet while holding down the CTRL key will exit this screen and center the galaxy map on the chosen planet.
Tactical Battle:
Pressing '[' and ']' will select the previous and next squadrons. You can use this to assign specific orders to a squadron of ships
Fleet Control Screen:
The blueprint popup now requires the CTRL key to be pressed down. This just reduces unneeded screen clutter.
:::: 4.0: YAML Config Files
:::: 4.1: AntaranSettngs.yaml
USE_RANDOM_ATTACK_LOCATION: 1 (Default) or 0 (Disable)
1 = Civilization selection is unchanged, but Colony selection will be completely random
0 = Antaran Attack location – game will pick a civilization by which one has the highest score, it will then attack a colony based upon which system has the strongest fleet
GRUDGE_FACTOR: 0.15 (Default) or F
This increases the desired victory chances the Antarans will use for attack fleet generation. The calculation is a simple MAX(Number of Defeats - Number of Victories, 0) * GRUDGE_FACTOR. Setting it to 0.0 will disable this increase.
:::: 4.2: AutoBuildQueue.yaml
Each entry should include the following fields:
key: Internal Queue Designation
This must be unique, but otherwise is just used internally by the game.
name: Display Name
description: Display Description
auto_filter: true or false
true = Will use some logic to curl the queue structure list:
* Food producing structures on colonies that do not need food
* Pollution reducing structures on colonies that are already producing at least -10 pollution per turn and is not using the 'AutoClean' option
false = Will build all structures on the list the colony is capable of (full player control)
queue:
* Unofficial Master's of Orion Conquer the Stars (Unofficial Code Patch) *
******************************************************************************************
Game-Version: 55.1.1 2.1.41258 (28/04/2017 12:18)
Common-Version: C.0.5.9
GOG-WIN-Version: G.0.5.9
GOG-OSX-Version: NOT SUPPORTED - I do not have a OSX system to build one and no GOG Linux version to base changes off :(
Steam-WIN-Version: S.0.5.9
Steam-LINUX-Version: L.0.5.9
Steam-OSX-Version: X.0.5.9
:::: 1.0: Purpose
Fix Bugs and add some new features
:::: 1.1: Disclaimers
1. This patch makes/uses save files that are incompatible with the final product release. So it will require a new game to play with this.
2. This has only been tested by me on the Windows GOG.com/Steam version of the game. Any other included versions should contain the exact same changes but are untested by me.
3. I have not tested this in any multi-player match-ups. If anyone desires to test this I'm sure all clients will need this fix pack.
4. I will only upload this fix pack to www.nexus.com or Steam Workshop. If you acquire it from any other site other than www.nexus.com or Steam Workshop, I did not place the files there.
5. This software is provided 'as-is,' without any express or implied warranty. In no event shall the author be held liable for any damages arising from the use of this software.
:::: 1.2: UnofficialCodePatch-Release.zip
This is the complete package, it contains a java based installer (jar), a batch file for installer (Windows), a shell script for installer (Linux), ReadMe.txt, and the actual package file 'UnofficialCodePatch.zip'
:::: 1.3: Contents of MOOCts-Installer.jar
This is a small java installer, source code included, that will work with both Windows (GOG and Steam) and Linux (Steam). It does not support OSX as I do not have an OSX platform to develop on.
:::: 1.4: Contents of UnofficialCodePatch.zip
Common The modified files common to both platforms
StreamingAssets Updated interface files (SWF and other binary files)
Unofficial Code Patch Contains the Master of Orion 'Unofficial Code Patch' Mod folder (yaml files)
GOG-WIN Updated GOG (Windows) specific files (dll)
STEAM-WIN Updated Steam (Windows) specific files (dll)
STEAM-LINUX Updated Steam (Linux) specific files (dll)
STEAM-OSX Updated Steam (OSX) specific files (dll)
:::: 1.4: Installation - Java Installer (Windows/Linux)
1. Obviously make certain the game is not currently running and you have a Java JRE installed.
2. Extract 'UnofficialCodePatch-Release.zip'
3. If Windows run the javaInstaller.bat. If Linux run the javaInstaller.sh (you will have to run the command 'chmod u+x javaInstaller.sh' before this will be executible)
4. Follow prompts; 'VERIFY' will verify the installation of all files and does chechsum comparison. 'INSTALL' will install the needed files and perform a post verification
5. Launch Game - Goto mods and set active 'Unofficial Code Patch', if using the Steam Workshop you should also set active the 'Unofficial Code Patch Steam Workshop' mod, one of both might already be active, but please verify
6. Close and restart application
:::: 1.4.1: Installation - Manual (Windows/Linux)
1. Obviously make certain the game is not currently running.
2. Extract 'UnofficialCodePatch-Release.zip' then extract 'UnofficialCodePatch.zip' that will make several directories listed in the above 'Contents of UnofficialCodePatch.zip'
3. Locate your installation directory for 'Master of Orion'
4. Drill down to a folder inside that called 'MasterOfOrion_DataManaged'
5. Copy the correct version (GOG-WIN, STEAM-WIN, STEAM-LINUX) of the 'Assembly-CSharp.dll' overwriting the file in that folder.
6. Go up and down to 'Master of OrionMasterOfOrion_DataStreamingAssets'
7. Copy Files from the 'CommonStreamingAssets' folder extracted above to this directory, preserving directory structure and overwriting files
8. Find your mod folder 'Master of OrionMods', for Windows this is in your user documents folder and for Linux it is in your home folder. Note - If this folder does not exist just create it.
9. Put the 'CommonUnofficial Code Patch' folder there, if already present just overwrite
files. You should finish with a directory structure that looks like 'Master of OrionModsUnofficial Code Patch'
10. Launch Game - Goto mods and set active 'Unofficial Code Patch', if using the Steam Workshop you should also set active the 'Unofficial Code Patch Steam Workshop' mod, one of both might already be active, but please verify
11. Close and restart application
:::: 1.4.2: Installation - Manual (OSX)
1. I'm not clear on installation steps for this as I do not have access to a Mac, hopefully this helps (not 100% sure about this info).
2. The DLL goes into 'Contents/Resources/Data/Managed'
3. The Assets goes into 'Contents/Resources/Data/StreamingAssets'
4. The Personal mod folder is located at '/Users/
5. Launch Game - Goto mods and set active 'Unofficial Code Patch', if using the Steam Workshop you should also set active the 'Unofficial Code Patch Steam Workshop' mod, one of both might already be active, but please verify
6. Close and restart application
:::: 1.5: Compatibility with '5X - The Ultimate Balance Mod'
1. Please make certain you are following the instructions provided by Spud Dastardly.
a. Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1190572281
b. Nexus: https://www.nexusmods.com/masteroforionconquerthestars/mods/45/?
:::: 1.6: How this patch was created
I do all my edits of the DLL in CIL using the tools ildasm (decompile) and ilasm (compile). All available from MS Visual Studio (free version) or the Windows SDK. For editing the CIL I just use notepad++
For SWF I use the JPEXS Free Flash Decompiler and I edit the p-code directly
:::: 2.0: Significant New Features
:::: 2.1: Rally Points
Allows setting of rally points and sending fleets to that location with one click. There are two rally points defined:
(RP1): Game will now automatically remember your last manually selected fleet destination. This one has no visible marking.
(RP2): You can also select a colony you own on the galaxy map and mark it using CTRL + Click, this will put a blue pin on the colony top bar
Pressing the Rally Button will send a fleet to Rally Point (RP1)
Pressing the Rally Button + CTRL will send the fleet to Rally Point (RP2)
Rally Point has a keyboard shortcut that is editable from the normal option menu. The keyboard shortcut operates the same with respect to the CTRL key and which Rally Point a fleet will be sent to.
:::: 2.2: Auto Build Queues
A new feature has been added allowing the creation of preset build queues. This basically functions exactly as the builtin autobuild process except the user can now directly control what gets built and in what order. It will automatically skip over structures you do not known, that cannot be built on that colony for whatever reason, or in some cases like gravity generators are not needed.
Two files are needed for this 'AutoBuildQueue.yaml' and 'AutoBuildQueue.csv' feature and they are included with this mod. It include four preset queues: Default, New Colony, Production Center, Research Center, and Growth Center.
Some notes about queues:
* The first entry in 'AutoBuildQueue.yaml' MUST be default. This instructs the game to use the builtin autobuild process. Any structures assigned to this queue will just be ignored.
* Do not delete or reorder queue entries in the 'AutoBuildQueue.yaml' file during a play through. This can cause save game crashes and other undesirable results.
* You are free to add new queue entries to the end during a play through
* You are free to change what structures are in a queue or what order they should be builtin without causing any problems
* Multiplayer: Completely untested but in theory if it works at all everyone must have the same exact queues setup or you will suffer unrecoverable desyncs during play
:::: 2.3: New Random Events
Added several new random events back into the game. The developers left the video/voice assets in the game but never coded them as functional events. This adds the following events:
Hyperspace Flux: Which prevents ships from entering FTL, ships already in FTL will continue travel as normal but will be stuck at their destination. The racial perk Trans Dimensional will allow that race to ignore this event
Time Anomaly: Freezes a system during this time the system will not produce any output or consume any resources
Comet: A comet will impact and destroy one of your colonies unless your fleet in orbit around the planet can destroy the comet first
Diplomatic Incident: This is a collection of events 'Misunderstanding, Assassination Attempt, Cooperation, and Union' that affect the disposition of the two races involved the first two are negative and the last two are positive
:::: 3.0: Game Controls Update
Here is a short list of users controls that have been added or adjusted. I wanted to put them into one place so not to forget about them.
General Updates:
The Right Mouse Button will now close most screens. It is considered an escape choice.
Galaxy Map (Standard View):
Middle Mouse Button will activate the action on the bottom right button: 'Choose Research, Choose Production, etc.'
Rally Points:
A new Rally button 'blue pin' option has been added to the fleet controls. It can also be accessed via the shortcut key and is configurable in the Options -> Control menu for the game under 'Rally Points'.
Automatically when you manually select a fleet and tell it to move to a location a hidden Rally point is created. You can then select a different fleet and tell that fleet to head to the same direction using the Rally button. This selection does get overwritten every time you manually tell a fleet to move to a location. I use this for quick localized movements when I'm trying to get a lot of ships to the same location.
A more permanent Rally point can be assigned to any colony that you own. From the galaxy map click on one of your planets while holding down the CTRL key. This will mark the planet with a Rally Point indicator 'blue pin'. You can then select a fleet and tell it to go to this alternative Rally Point location by holding down the CTRL key while clicking the Rally button or using the CTRL + shortcut key combo
Planet Screen:
Clicking on a 'Done' or using the Right-Click close while holding down the CTRL key will in additional to the normal operation of exiting the screen, will center the galaxy map on this planet.
CTRL-P - Sets colony focus to production
CTRL-F - Sets colony focus to food
CTRL-R - Sets colony focus to research
CTRL-B - Sets colony focus to balanced
CTRL-C - Sets colony focus to clean
CTRL-G - Sets colony focus to growth
CTRL-0.9 - Sets AutoBuild Queue (0 to 9); 0 being default internal of course, if you pick one that does not exist, the built in default will be used
CTRL-T - Adds Trade Good to Build Queue
CTRL-I - Removes Trade Good from Build Queue
CTRL-A - Turn On/Off Autobuild
CTRL-U - Turn On/Off AutoClean
Space - Build Screen Popup
Empire Management Screen:
Clicking on a planet while holding down the CTRL key will exit this screen and center the galaxy map on the chosen planet.
Tactical Battle:
Pressing '[' and ']' will select the previous and next squadrons. You can use this to assign specific orders to a squadron of ships
Fleet Control Screen:
The blueprint popup now requires the CTRL key to be pressed down. This just reduces unneeded screen clutter.
:::: 4.0: YAML Config Files
:::: 4.1: AntaranSettngs.yaml
USE_RANDOM_ATTACK_LOCATION: 1 (Default) or 0 (Disable)
1 = Civilization selection is unchanged, but Colony selection will be completely random
0 = Antaran Attack location – game will pick a civilization by which one has the highest score, it will then attack a colony based upon which system has the strongest fleet
GRUDGE_FACTOR: 0.15 (Default) or F
This increases the desired victory chances the Antarans will use for attack fleet generation. The calculation is a simple MAX(Number of Defeats - Number of Victories, 0) * GRUDGE_FACTOR. Setting it to 0.0 will disable this increase.
:::: 4.2: AutoBuildQueue.yaml
Each entry should include the following fields:
key: Internal Queue Designation
This must be unique, but otherwise is just used internally by the game.
name: Display Name
description: Display Description
auto_filter: true or false
true = Will use some logic to curl the queue structure list:
* Food producing structures on colonies that do not need food
* Pollution reducing structures on colonies that are already producing at least -10 pollution per turn and is not using the 'AutoClean' option
false = Will build all structures on the list the colony is capable of (full player control)
queue:
The structures and project to be built on a colony. If a colony is idle or only production trade goods, every turn this list will be examined from top to bottom. The first structure or project that can be built will be queued for production. It will skip structures or projects that can not be built for whatever reason: biome, mineral content, lack of tech, etc.
:::: 4.3: Globals.yaml
This yaml file is setup a little different as it is broken up into different sections. If a section or value is not listed below, please do not perform any editing.
:::: 4.3.1: Backend.Civilizations.Civilization
AUTO_EXPLORE_HOMESTAR: 1 (Default) or 0 (Disable)
1 = Starting system will be fully explored
0 = Starting system will not be explored
:::: 4.3.2: Backend.Diplomacy.TradeTreaty
LIMIT_FACTOR: 3 (Default) or N
Limits the difference used between empires to control both the cost and benefit of a trade agreement. The highest empire’s economy is treated as having a maximal value of the lowest empire’s economy times the LIMIT_FACTOR.
:::: 4.3.3: Backend.Diplomacy.ResearchTreaty
TRADE_LENGTH: 20 (Default) or N
Determines the length of a research treaty in game turns.
LIMIT_FACTOR: 3 (Default) or N
Limits the difference used between empires to control both the cost and benefit of a research agreement. The highest empire’s research output is treated as having a maximal value of the lowest empire’s economy times the LIMIT_FACTOR.
:::: 4.3.4: Backend.Civilizations.GalacticCouncil
FORCE_FORMATION_TURN: 400 (Default) or N (Set to like 99999 to disable)
Forces Galactic Council formation if all races have not contacted each other on the specified game turn.
:::: 4.3.5: Backend.Fleets.ShipBlueprint
IGNORE_PRIORITIZE_MODS: 1 (Default) or 0 (Disable)
1 = AI will select best weapon regardless of desired mods, so Merculite Missiles would be selected over Nuclear Missiles with Mods. In general this make the AI build stronger ships.
0 = Completely controlled by ShipBlueprintTemplates.yaml
ADDITIONAL_DESIGNS: 2 (Default) or N
This just sets the number of ship designs in the ship building. A value of 2 mimics the default game setting of being number of known hulls sizes + 2
:::: 4.3.6: Backend.Settlements.Colony
CLEANUP_RATE: -2.0 (Default) or F
This is used to determine the amount of pollution that a single production point will remove
GRAVITY_TOLERANT_HIGH_EXPANDED: 1 (Default) or 0 (Disable)
1 = Races with high gravity trait can colonize normal and high gravity planets without a penalty.
0 = Races with high gravity trait suffer on normal and low gravity planets
FOOD_SURPLUS: 0 (Default) or N
Used by colony focus 'Production' and 'Research' to allocate additional workers to food production so the colony does not stagnant
:::: 4.3.7: Backend.Settlements.Settlement
INVADE_TECH_CHANCE_GROWTH_FACTOR: 0.50 (Default) of F
Controls the rate of growth on the acquire chance – this is based on an invaded colony’s structures and population count.
INVADE_TECH_CHANCE_BASE: 0.04 (Default) or F
Base chance of acquiring a technology from colony invasion.
INVADE_TECH_CHANCE_MAXIMUM: 0.50 (Default) or F (Set to 0.0 to disable)
Max chance of acquiring a technology from colony invasion.
:::: 4.3.8: AI.SP_GeneralStrategy
HEAVY_ARMY: 5 (Default) or 0 (Disable)
This value is added to the AI’s 'heavyArmy' setting for its personality. It controls the ratio of ships by hull size. Larger values tend to result in more numerous large hulls being built.
:::: 4.3.9: Backend.Settlements.NotificationReduction
ON_TURN: 99999 (Default) or N (0 = on from start or 99999 = disable)
Before this specified turn all notifications will be reported.
POLLUTION_WARNING_ON_TURN: 5 (Default) or N (99999 = disable)
Just makes the default number of turns to start complaining about high pollution configurable.
FOOD_WARNING_ON_TURN: 5 (Default) or N (99999 = disable)
Controls the new colony starvation notification. Sets the number of turns to start complaining about low food stores.
NOTIFY_ON_COMPLETION:
List of structures to always notify on
:::: 4.3.10: Backend.Civilizations.MajorCivilization
MAX_SPY_SECURITY: 0.50 (Default) or F
Sets a hard limit on how high spy defense can go due to spies on counterespionage
:::: 4.3.11: Backend.Tactical.Battlefield
DRONE_REGENERATE_FACTOR: 0.25 (Default) or F (0.0 = disable)
Before launching drones, the total destroyed drone count will be set to Max(0, (Current Destroyed Drones Count - (Max Drone Count * DRONE_REGENERATE_FACTOR))). This allows drones to regenerate over time.
:::: 4.3.12: Backend.Fleets.WeaponSlot
FIRING_ARC_FRONT: 120.0 (Default) or F
Sets the front firing weapon arc
FIRING_ARC_SIDES: 120.0 (Default) or F
Sets the side firing weapon arcs
FIRING_ARC_REAR: 120.0 (Default) or F
Sets the rear firing weapon arc
:::: 4.3.13: Backend.Galaxy.AdvancedGalaxyGenerator
MIN_MONSTER_SOLAR_SYSTEM: 3 (Default) or N (0 = disable)
During galaxy generation sets the minimum number of occupied orbits a solar system with a monster civilization will have, this does not change anything else about the solar system generation
MIN_INDEPENDENT_SOLAR_SYSTEM: 3 (Default) or N (0 = disable)
During galaxy generation sets the minimum number of occupied orbits a solar system with an independent civilization will have, this does not change anything else about the solar system generation
:::: 4.3.14: Backend.Leaders.Leader
RANDOM_SELECTION: 1 (Default) or 0 (default in-game logic)
This just allows a greater selection of leaders to appear in the game
:::: 4.4: PlanetaryResourceTypes.yaml
desirability: 0.05 (Default) or F
This controls the desirability of a resource 0.05 is the current default in the game. It allows modders that add radical new resources or even negative resources to control the AI desirability of that planet versus it just treating them as all positive and of the same worth.
:::: 4.5: PlanetBiomeTypes.yaml
forceSize:
Just adjusts the sound effect that is played when you press the next turn since the default next turn sound for whatever reason gives me a headache after awhile. It only supports sounds that are already in the game's assets.
:::: 5.4: [Content]
ShowColonyCinematic: True (Default) or False
If set to false auto-skips the colony cinematic, this setting can be found in the options menue in the game
ShowTacticalCinematic: True (Default) or False
If set to false auto-skips the tactical combat introduction cinematic, this setting can be found in the options menue in the game
:::: 5.5: [UCP]
This section contains values that are not intended for user modifications. It is basically used to store state information used by various UCP features.
:::: 6.0: Fixes Included in this patch
Bug.0.0.5.9: Issue with blueprint cache values that can cause them not to be correctly regenerated during invalidation. This causes a problem with the Checksums used between the Server and Client and causes a desync situation. In multiplayer this prevents the game from being completed without exiting and reloading the multiplayer game. In single player it causes all sorts of issues with the AI especially the Antaran AI as the Server data is overwritten by the Client data.
Fix.0.0.5.9: Added logic to the invalidate cache blueprint to correctly regenerate the blueprint cache values. I also added logic to single player to output the same desync information in case this shows up in a game.
Bug.0.0.5.9: Multiplayer games do not save the Antaran information as it is only stored in the server and not the client. Since multiplayer games only save the client data this information is lost on reload of the game.
Fix.0.0.5.9: Adjusted the multiplayer games save logic so if the multiplayer host saves the game, it saves the server data and not the client (this is the same as what single player currently does). If the prior host then restarts the game the Antaran data is preserved.
Bug.0.0.5.9: During tactical combat updating avoidance grids can cause an application crash bug with System.IndexOutOfRangeException
Fix.0.0.5.9: Adjusted code logic to avoid this condition
Bug.0.0.5.9: AI will repeatable send inferior forces to take over a Monster or Orion guarded planet. This is a colonization effort by the AI using an incredibly inaccurate calculation for the forces needed to overcome the resistance.
Fix.0.0.5.9: Enhanced the calculation for estimated firepower
Bug.0.0.5.9: Under certain circumstance a non-omniscient AI that does not posses the deep scanner tech will fail to eliminate a monster since it does not know if the planets are habitable or not. In the game I was playing this completely stalled two AIs.
Fix.0.0.5.9: Just added logic so the AI will destroy a close monster if it can and it has no other planets that it can colonize
Bug.0.0.5.9: Under certain pollution levels the game can send you notification that a planet is starving and in fact you can lose a population unit due to lack of food even through the UI shows you have positive net food the entire time. The cause is how the game is applying pollution generation, cleanup, and its result on food output. Instead of doing them in that order it does generation, food output, and then cleanup. In the example I looked at the UI was stating +1 food, but the game was using -1 food in the background.
Fix.0.0.5.9: Just corrected the order of operations.
Bug.0.0.5.9: Shipwreck Random Event can cause a game crash during the GNN review generation under certain circumstances
Fix.0.0.5.9: Corrected logic for GNN creation to prevent this crash
Bug.0.0.5.9: Captured Spy Popup Screen scroll area can extend past the visual screen space if you have too many captures spies
Fix.0.0.5.9: Adjusted scroll region so it matches the visual screen space
Bug.0.0.5.9: Empire Management Screen's Production Queue has multiple issues dealing with a build item that has been purchased.
Fix.0.0.5.9: Corrected issues in dragging and initialization
Bug.0.0.5.9: AI will never ask for its captured spies to be returned, this is due to numerous bugs and some missing code
Fix.0.0.5.9: Added missing logic to allow the AI to evaluate if it has any captured spies and to potentially negotiate their return
Bug.0.0.5.9: Antaran Attack Fleet calculation is incorrectly setting up its random table resulting in the wrong blueprint distribution
Fix.0.0.5.9: Corrected the table setup and thus the distribution issue, note this fix allows the attack fleet to actually contain Doomstar blueprints
Bug.0.0.5.9: Antaran Attack Fleet is using a constant of six turns to determine defense fleet it will have to fight
Fix.0.0.5.9: Modified routine so that it uses the values in the yaml files instead of a constant. This is not a perfect fix but better than a constant
Bug.0.0.5.9: During Tactical Combat Intro the combat control tool-tips are active and show invalid data or can throw exceptions in the code
Fix.0.0.5.9: Disabled the tactical combat tool-tips while the intro cinematic is running
Bug.0.0.5.9: Pirate Base/Independent's bombing screen is missing a graphic for the civilian population
Fix.0.0.5.9: Just put in the icon for these civilians
Bug.0.0.5.9: Supernova event in a system can destroy an Antaran Ruin possibly making the Antaran Victory impossible to achieve
Fix.0.0.5.9: Modified logic so any research lab will be destroyed but the actual Antaran Ruin will survive the explosion
Bug.0.0.5.9: Independent Civilizations Diplomacy Screen does not update correctly if it is in a neutral state, basically just shows whatever was the last Independent Civilization data that was on the screen
Fix.0.0.5.9: Corrected this issue. Made a few minor UI changes as well
Bug.0.0.5.9: Independent Civilizations Diplomacy always has the '!' indicator visible on the thumbnail regardless of the actual investment level
Fix.0.0.5.9: Correctly set the visibility of that indicator based upon the investment level for that independent civilization. Made a few minor UI changes as well
Bug.0.0.5.9: Galaxy tooltip for structures/warpgates has visible popup effect from last shown location to new shown location when first shown
Fix.0.0.5.9: This is just something that has always annoyed me so figured I would fix it
Bug.0.0.5.9: The planet screen contains no information if the planet has a pirate base
Fix.0.0.5.9: Corrected the screen so the details of the planet will show-up
Bug.0.0.5.9: Gas Giant Planet Screen does not show any data unless the race is Omniscient. The industry and food generating cells are also left overs from whatever planet was last viewed
Fix.0.0.5.9: Corrected both issues
Bug.0.0.5.9: TacticalPlasmaWebDamageVisual is generating a NullReferenceException on its OnFire event during tactical combat
Fix.0.0.5.9: Just added a check for null pointer and avoiding the code segment that causes this NullReferenceException
Bug.0.0.5.9: The Stellar Converter Cut Scene has issues after first view in the game. The beam comes from an empty location and the ship shows up half way to the planet
Fix.0.0.5.9: Just corrected the initial ship location. Also attempted to make the beam not originate at ship center if the 'SCPosition' point is not defined (it is only defined for Doom Star Models). This is best effort
Bug.0.0.5.9: Espionage Hacking UI shows incorrect information both in the description and on mission status
Fix.0.0.5.9: Corrected the mismatch of the UI and in game effects to match
Bug.0.0.5.9: Espionage Screen captured spy's 'Open a diplomatic negotiation' button provides no feedback to user if the AI rejects your audience request, just appears the button does nothing
Fix.0.0.5.9: Added logic to show the client a message that their audience was rejected
Bug.0.0.5.9: AI will never terraform toxic worlds because it does not know it needs to build a toxic processor for this. It only looks at the pollution reduction of that structure and that is not needed on a toxic planet.
Fix.0.0.5.9: Added logic to assign a non-zero weight to the construction of the toxic processor on toxic planets.
Bug.0.0.5.9: Multiple Leader Screens that show the galaxy map do not fit on the provided screen space. This seems to be related to screen resolutions that differ from 1920x1080
Fix.0.0.5.9: Corrected issue with these screens by adjusting the calculation the game is using for determination of the screen space
Bug.0.0.5.9: Espionage Screen the train agent button will show a blank picture about half the time. This is a mismatch between the number of spy agents graphics (15) and spy agents names (26). When the spy is purchased the picture will be correct
Fix.0.0.5.9: Corrected this issue
Bug.0.0.5.9: Path To Victory screen is throwing a 'Handler for command: PopulateVictories not found error'
Fix.0.0.5.9: Removed this unneeded call that could cause refresh issues for that screen. Also adjust this screen so it defaults to selecting all races on the graph lines, instead of only your race
Bug.0.0.5.9: Path To Victory screen odd interaction if graph is selected, then a drop down item is selected, and then closed. Upon going back to it, trying to select the same drop down item will not refresh the screen
Fix.0.0.5.9: Corrected this minor UI issue
Bug.0.0.5.9: Tactical combat tooltip icon lookup can generate an exception and prevent the tooltip from showing
Fix.0.0.5.9: Just added logic to catch this error and use a default icon
Bug.0.0.5.9: If an independent civilization is destroyed by a civilization using a Stellar Converter the notification says Supernova
Fix.0.0.5.9: Corrected this mistake
Bug.0.0.5.9: Ship Upgrade popup has an overflow UI issue if over 12 items have changed between old and new. Also the cost can overflow the button as well
Fix.0.0.5.9: Just corrected this minor issue
Bug.0.0.5.9: A planet that is destroyed via Stellar Converter or Supernova when recreated with the colony project 'Artificial Planet Construction' will always result in a planet size of Large
Fix.0.0.5.9: Original planet size will now be preserved instead of being defaulted
Bug.0.0.5.9: Leader Level-Up popup bonus name can overflow with the other controls on the screen
Fix.0.0.5.9: Modified the screen to support multiple lines for the bonus name, adjusted some of the text to break in a more pleasant manner
Bug.0.0.5.9: Under certain conditions the player is unable to colonize an empty planet from the galaxy map even with a colony ship in orbit. Most commonly encountered with Orion
Fix.0.0.5.9: Just removed the blocking code preventing this if the civilization attempting colonization is not AI controlled
Bug.0.0.5.9: Empire Management screen throws an exception on attempting to show the tooltip for a blockaded colony
Fix.0.0.5.9: Corrected
Bug.0.0.5.9: If you load a save game or create a new game without exiting and restarting the game it maintains some state information on the supernova event from the current game
Fix.0.0.5.9: Just corrected this by resetting this information
Bug.0.0.5.9: Major Civilization data is not available on the diplomacy screen unless you have an active Embassy with them, the text states that spy activity should show the data but this does not work
Fix.0.0.5.9: Added support for acquiring that information, if you have an active infiltrated spy in that empire
Bug.0.0.5.9: Planet Screen building list and filtering options do not work correctly for none-owned colonies when you have an infiltrated spy or your race is omniscient
Fix.0.0.5.9: Corrected this issue, the controls and display are working correctly now
Bug.0.0.5.9: Default Autobuild process placing trade goods in first position with a queue that also contains a terraforming project can result in the terraforming project being duplicated on the queue
Fix.0.0.5.9: Correctly rejecting terraforming from the possible project lists if it is already on the queue
Bug.0.0.5.9: Ship Module Battle Scanner text says it increases ship scanner range out of combat, but this does not function
Fix.0.0.5.9: Corrected this via yaml update, it will now increase scanner range of a ship by 1
Bug.0.0.5.9: After you infiltrate an enemy colony you can always see its status, even if your spy is dismissed or recalled
Fix.0.0.5.9: Corrected this oversight
Bug.0.0.5.9: If your empire gets into financial trouble and runs a deficit the game can dismiss your spies without notice
Fix.0.0.5.9: Added a notification for this as well as a log entry
Bug.0.0.5.9: Scrap Notifications are getting dropped if there are more than one in a single turn
Fix.0.0.5.9: Adjusted the scrap notifications to MustResolve which forces them all to be shown
Bug.0.0.5.9: When a fleet is destroyed under certain conditions the game will flood the back-end with refresh messages causing the Fleet Control GUI to be unusable
Fix.0.0.5.9: Added logic to prevent the flooding of these message events
Bug.0.0.5.9: Universal Antidote tech achievement has two issues, its growth rate is cumulative with Microbiotics, and it provides no protection from bio bombs
Fix.0.0.5.9: Corrected both issues so description matches effect
Bug.0.0.5.9: AI will continually attempt to invest in an independent civilization whose investment level is set to max
Fix.0.0.5.9: Added a check to prevent this from recurring every-turn
Bug.0.0.5.9: Tactical Combat Beam Defense is using an additive bonus for Racial trait of 'Ship Defense' but the blueprint is using an multiplicative bonus
Fix.0.0.5.9: Normalized it so both are using the same, multiplicative bonus
Bug.0.0.5.9: The colony attack screen can be misaligned if the defender has too many marines or armor.
Fix.0.0.5.9: Corrected this issue, also aligned the flashing sign and the button, and finally changed the text to say Invading or Bombarding depending upon the action selected.
Bug.0.0.5.9: The weapon mod enveloping has no effect on the computed attack rating for a ship. It does work in tactical combat, but the computed attack rating is used by the AI for pre-combat determination
Fix.0.0.5.9: Updated logic to provide an adjustment for this
Bug.0.0.5.9: Shield piercing weapons have no effect on the computed attack rating for a ship. It does work in tactical combat, but the computed attack rating is used by the AI for pre-combat determination
Fix.0.0.5.9: Updated logic to provide an adjustment for this
Bug.0.0.5.9: The AI estimation of the Antaran Attack Fleet results in a strength calculation of zero due to issues with grabbing the correct list of ships
Fix.0.0.5.9: Corrected AI logic
Bug.0.0.5.9: Diplomatic Victory Condition is counting independent civilizations in the minimal number of civilizations needed to be active, leading the AI to think the victory condition is still active
Fix.0.0.5.9: Corrected logic to only count major civilizations
Bug.0.0.5.8a: Timeline manager attempts to write to the turn file once, if it fails the application aborts with an error message 'Failed to create a new game in the save-games folder. Please check your user writing permissions in Windows'
Fix.0.0.5.8a: Just added logic so it attempts to open the file multiple times before finally given up after five seconds. Hoping this gives the OS time to get over the sharing issue.
Bug.0.0.5.8a: Ship Blueprint screen Weapon Selection popup allows the quantity of weapons to equal zero, which causes a few issues
Fix.0.0.5.8a: Just corrected this operation so it correctly stops at 1.
Bug.0.0.5.8a: If a planet degrades due to pollution it is possible for citizens on the planet to remain on cells that are no longer valid
Fix.0.0.5.8a: Added logic to set a colony's focus to balanced upon it degrading
Bug.0.0.5.8a: Planet degradation notification message uses incorrect logic to determine the number of population units that are lost, this is a display issue only
Fix.0.0.5.8a: Corrected calculation to just display the actual population loss instead of using an estimate
Bug.0.0.5.8a: AI logic ShouldBombard is missing check for biological bombs
Fix.0.0.5.8a: Just added missing logic, also adjusted the check for allowed turns to destroy planet
Bug.0.0.5.8a: Civil Transports do not get the reduction in production cost from colony structures unless they are bulk built.
Fix.0.0.5.8a: Just added missing logic for checking for the specific 'civil transport' class
Bug.0.0.5.8a: Number of strikers on a colony does not follow proper math. For example five population planet with 60% morale should generate two strikers but the game is calculating it as one striker
Fix.0.0.5.8a: This is a precision error resulting from the code moving to different data types with different significant digits during its calculations. Corrected by adding 0.000001 before final truncation into integer.
Bug.0.0.5.8a: Energy Absorber is setting damage to zero from cannons and beams, instead of the remainder of the damage that is not absorbed
Fix.0.0.5.8a: Corrected logic
Bug.0.0.5.8a: Enveloping Weapons are not doing extra damage to Shield Capacitor's Matrix Shield
Fix.0.0.5.8a: Added in missing logic
Bug.0.0.5.8a: Shield Capacitor Matrix Shield is stopping shield piercing weapons without the need for hard shields
Fix.0.0.5.8a: Corrected this mistake
Bug.0.0.5.8a: Enveloping Weapons are doing excessive damage to hull if the ship's shields are exceeded on that weapon hit
Fix.0.0.5.8a: The logic is attempting to remove the Enveloping bonus but using the wrong value, just corrected logic
Bug.0.0.5.8a: Hard Shield's increased Shield Damage Reduction not always working due to multiple in game implementations
Fix.0.0.5.8a: Unified the code and made it a calculated cache value for speed purposes
Bug.0.0.5.8a:
Bug.0.0.5.8a: If an independent civilization you have not meet is destroyed by a supernova or other non-civilization event a really odd notification is generated saying the independent was destroyed by 'cheat'
Fix.0.0.5.8a: This is just a hard-coded value they left in the game, it is not even language adjusted - switched to say unknown.
Bug.0.0.5.8: If a blueprint is upgraded for a ship that the player is currently building in bulk or that they have in their workInProgress queue waiting for completion in bulk, the bulk item will get permanently stuck in the colony's build popup list. This item will not be able to actually be built as it will be auto-removed every turn from the production queue.
Fix.0.0.5.8: Stopped this insanity, this fix will not repair games that have already encountered this issue, but will prevent recurrence.
Bug.0.0.5.8: A fleet that encounters an unknown race's military outpost can be blocked from continuing. First contact does not happen and the fleet is unable to attack the military outpost.
Fix.0.0.5.8: Triggered first contact logic for this occurrence. Allowing communication and combat.
Bug.0.0.5.8: Dauntless target re-selection is using an incorrect fixed radar range, resulting in missiles not re-targeting when they should
Fix.0.0.5.8: Radar range is now using an estimated travel distance of the missile versus it’s max range
Bug.0.0.5.8: If using automated target selection observed the AI firing all weapon slots on a single ship, resulting in absolute overkill. Most easily observed by watching the Orion Guardian fire off all its death rays against a single frigate that has no shields.
Fix.0.0.5.8: Adjusted logic such that if a target already has enough incoming potential damage to be destroyed the next weapon slot that is ready to fire will target a different ship.
Bug.0.0.5.8: Leader Bonus 'Beam Attack' is only applying damage bonus to 'shipmodulesubtype_beam' weapons. Given that the game treats 'shipmodulesubtype_beam' and 'shipmodulesubtype_cannon' weapons exactly the same in all other regards this seems to be a bug to me.
Fix.0.0.5.8: Just added in that weapon subtype category into the valid types to receive this damage increase.
Bug.0.0.5.8: Crash bugs found during real time tactical combat - one reported and one encountered during testing, both appear to be race conditions or out of order processing problems
Fix.0.0.5.8: Just another set of defensive fixes for this to handle the error better than crashing the game
Bug.0.0.5.8: Lucky racial trait is supposed to make you less likely to be attacked by the Antaran's during their raids but this logic was never implemented
Fix.0.0.5.8: During Antaran's civilization target selection a 'lucky' race will have a 50% chance of being skipped for target calculation purposes assuming 'Allow Racial Traits' is turned on.
Bug.0.0.5.8: Calculation for Armor Combat Rating does not include the race's trait 'perk_ground_combat_rating adjustments'
Fix.0.0.5.8: Added this missing calculation
Bug.0.0.5.8: During galaxy generation when completing the fill for star types the game is using the wrong operation Max vs Min resulting it in filling with the least wanted stars. This causes a distribution error.
Fix.0.0.5.8: Just switched from Max to Min. This does not make it a perfect distribution but is an improvement.
Bug.0.0.5.8: During multiplayer games while typing in Chat, pressing Enter (default key for next turn), will cause your fleets to move if they have pending actions
Fix.0.0.5.8: Added the proper check to ignore this key if you are actively typing in chat
Bug.0.0.5.8: Out of order processing for end turn civilization and diplomatic deals can result in the game incorrectly scrapping structures and/or fleets. This only occurs if your total balance is less than or equal to your diplomatic deals.
Fix.0.0.5.8: Changed logic, so instead of scrapping structures on a race's turn, moved that logic to a postTurn processing event that occurs after all diplomatic deals have been settled
Bug.0.0.5.8: Out of order cleanup on StageDisplomacyView Object, object is destroyed before releasing message sinks
Fix.0.0.5.8: Just corrected the ordering of this object's cleanup
Bug.0.0.5.8: Buyout cost does not take into account any accumulated production points a colony has from a previous construction effort
Fix.0.0.5.8: Just corrected this mistake
Bug.0.0.5.8: Random event Supernova does not have any lasting indicators unlike all other random events. Personally, I always forget which planet has this, especially if I come back to game at a later date
Fix.0.0.5.8: Added event icons for Supernova to both the colony planet's screen and the empire management screen
Bug.0.0.5.8: Choose Research and Research Completed Screen, some of the fields can be truncated. Mainly noticeable on Space Academy and in mods such as 5X
Fix.0.0.5.8: Corrected truncation on those fields.
Bug.0.0.5.8: Empire Economic Tooltip is missing the breakdown for independent allies that provide credit bonuses to a civilization
Fix.0.0.5.8: Just added the missing breakdown item. Performed some other minor cleanup on this tooltip.
Bug.0.0.5.8: Empire Research Tooltip is missing the breakdown for independent allies that provide research bonuses to a civilization
Fix.0.0.5.8: Just added the missing breakdown item.
Bug.0.0.5.8: Addeed some missing sound effects to the link table
Fix.0.0.5.8: Just linked the sounds to existing game content
Bug.0.0.5.8: Lithovore growth rate is not being affected by difficulty level or gravity. This seems an over-site and is leading to apparent balance issues in multiplayer games.
Fix.0.0.5.8: Modified code to make it take in effect difficultly level and gravity.
Bug.0.0.5.8: Tactical combat the specials Displacement Device and Subspace Teleporter are not working correctly. Errors include wrong range indicator being displayed and randomly working and not working
Fix.0.0.5.8: Removed range indicator since that should not have been displayed, correctly set targeting selection to make the special work as intended and not seemly at random
Bug.0.0.5.8: Ship Blueprint value 'PD Effectiveness' can have a calculated value over the number of PD weapons a ship has which is not possible, since a single PD weapon can only destroy a single missile.
Fix.0.0.5.8: Just capped this value to the number of PD Weapons a ship has. This value is used in the Ship Defense Calculation so that was affected by this change as well.
Bug.0.0.5.8:
Fix.0.0.5.8: Just corrected this - should be more optimal
Bug.0.0.5.7b: A fleet cannot navigation a link between two nodes that also have terminating jump gates from two different civilizations. Attempts to travel past results in a ghost fleet and game exceptions.
Fix.0.0.5.7b: Corrected logic to drop out of jump gate ETA and use normal travel ETA, instead of just not allowing travel at all
Bug.0.0.5.7b: Loading a save game where a navigation link between two nodes that also have terminating jump gates from two different civilizations does not show up on the galaxy map
Fix.0.0.5.7b: Corrected logic to properly show the link
Bug.0.0.5.7b: A previous owned AI planet that is overtaken by the player can have its focus set to a non-player focus option. This causes the planet screen to display the wrong focus and the empire management screen to display a blank focus to the player.
Fix.0.0.5.7b: Corrected by detecting this issue and displaying a manual focus for that colony. Added code to set the colony's focus to balanced.
Bug.0.0.5.7b: AI can request and build multiplier doom stars (empireUnique blueprint), actually the production manager can request very lopsided armies due to the fact it does not take into account requested armies in it blueprint selection choice or could even stall its warship production
Fix.0.0.5.7b: Modified blueprint selection logic such that it accounts for all currently requested blueprints. This should make the AI build more balanced armies and should prevent it from making multiplier doomstars. Possible for balance an AI personality setting for HeavyArmor needs to be adjusted but leaving it alone for now.
Bug.0.0.5.7b: Espionage Screen will allow you to send multiplier spies to the same enemy colony. Only the first spy can do anything all others will get stuck in a waiting state until you recall them doing nothing.
Fix.0.0.5.7b: Added code to disable colony row when you already have a spy performing an action against that colony to avoid this issue
Bug.0.0.5.7b: On Spy and Leader Colony Selection Screens a colony's Security Level value is not visible, in some non-English language choices, due to the translated word 'Level' being inserted in front of the value which is causing the text to truncate
Fix.0.0.5.7b: Just removed this redundant text string from the start, now it just shows the numeric value
Bug.0.0.5.7b: Espionage Screen the XP per turn for a selected spy can truncate due to space limitations on the field length. The Train Spy Button cost field can also wrap.
Fix.0.0.5.7b: Increased field lengths to correct screen issues
Bug.0.0.5.7b:
Fix.0.0.5.7b: Just corrected this
Bug.0.0.5.7b:
Fix.0.0.5.7b: Just corrected this - should work better
Bug.0.0.5.7a: TacticalSquadronManeuverOrbitFireSupport appears to still be stuck with EA code, where the ships slides around the battlefield with no relationship to how they are rotated
Fix.0.0.5.7a: Corrected squadron maneuver so it at least looks like they are thrusting from the rear, in general adjusted the tactics of this behavior
Bug.0.0.5.7a: TacticalSquadronManeuverOrbitFireSupport never completes due to a bug in end maneuver logic check
Fix.0.0.5.7a: Corrected issue
Bug.0.0.5.7a: Bombers on docking event, when their carrier is destroyed, just circle around forever
Fix.0.0.5.7a: Bombers will now properly disappear (saves processing time and memory during real-time combat) on attempting to dock to a destroyed ship
Bug.0.0.5.7a: Bombers are not always properly docking with carrier ship, they sometimes get stuck just orbiting it
Fix.0.0.5.7a: Corrected logic, in general fighters of all types should be more aggressive in their docking orders
Bug.0.0.5.7a: Colony and Node Development Structure Projects that are upgrades production cost is being incorrectly calculated on all production speeds not set to normal
Fix.0.0.5.7a: Corrected production costs to take in account the set production speed of the current game
Bug.0.0.5.7a: Strikers on Colony Screen does not equal strikers on the Empire Management Screen due to an odd way the game decides a worker is on strike. It is also possible for it to report more strikers than the planet has population count if morale is low enough
Fix.0.0.5.7a: Corrected these issues
Bug.0.0.5.7a: In Multiplayer, or with Modded Custom, Race with large number of racial traits the tooltips fail to display
Fix.0.0.5.7a: Just corrected depth issue in SWF so the racial trait tooltips work
Bug.0.0.5.7a:
Fix.0.0.5.7a: Just switched to Client.GetUniverse
Bug.0.0.5.7a:
Fix.0.0.5.7: I just adjusted this to always show the percent. Also modified the security rating to make it look more uniform next to the morale and pollution percentage.
Bug.0.0.5.7: Completing research on a node, where you are creative, and have already received all the branch techs from trading, stealing, etc, can cause you to not receive the non-branch techs
Fix.0.0.5.7: Corrected this mistake, this does not fix any save, but should prevent it from happening again
Bug.0.0.5.7: Recalling a leader does not refresh the empire top bar data
Fix.0.0.5.7: Added refresh logic to this action
Bug.0.0.5.7: Ship blueprint auto upgrade from template can generate weapon slots with invalid weapon modifiers under certain conditions.
Fix.0.0.5.7: Corrected issue with weapon slot update logic to prevent this from happening
Bug.0.0.5.7:
Fix.0.0.5.7: Just disabled those UI elements if you are not the colony owner.
Bug.0.0.5.7: Shipbuilding management adjusting weapon counts the repeat delay is not working correctly. This is causing run away incremental or decremental adjustments to weapon counts.
Fix.0.0.5.7: Just corrected the logic they had in place to make it pause between repeats.
Bug.0.0.5.7: Clicking Retreat as the choice for simulated combat forces the retreating fleet to charge the enemy as normal. Resulting in the retreating fleet taking excessive damage
Fix.0.0.5.7: Modified tactical strategy used for defending fleet that is wanting to retreat. It will no longer charge the enemy but hold position waiting for retreat option to become available
Bug.0.0.5.7: Ship Pre-combat Screen shows the retreat button even if that option should not be available. When clicked it just auto-resolves the combat without retreating
Fix.0.0.5.7: Correctly hide the button if retreat is not possible (your fleet has already moved)
Bug.0.0.5.7: Empire Management Screen after pressing Buy the other widgets buttons do not update to your current credit balance. So if you had 2 items both costing 600BC and you have 700BC you can buy both of them in this UI
Fix.0.0.5.7: Correctly disabling buy buttons after making a purchase
Bug.0.0.5.7:
Fix.0.0.5.6: Not sure what 200 was supposed to mean, but regardless this is wrong - updated to be the same as the Empire Management Screen. I think the first value was supposed to be the time it takes a leader to travel to a colony. I just set it to read from the yaml setting since that matches the in game travel time.
Bug.0.0.5.6: Interplanetary Administration shipping lanes are not updating correctly when the location of the Interplanetary Administration building is moved or the export project was queued and becomes active
Fix.0.0.5.6: Corrected graphic refresh issues
Bug.0.0.5.6: AI is still occasionally fighting a losing battle against the Monster Civilizations
Fix.0.0.5.6: Increase the success criteria requirements before the AI will fight a monster civilization, I think the original value was just too low especially since this is optional combat.
Bug.0.0.5.6: Leader Colony Selection Screen, sort buttons can disappear, selected a star does not always select a corresponding colony. Also even though a colony might be highlighted, the list does not scroll to it nor will it be the actual colony the leader will be sent to unless you click on the highlighted colony before clicking the done button
Fix.0.0.5.6: Corrected these issues with this popup screen
Bug.0.0.5.6: AIs troop transport rush logic is flawed, game can call it multiple times in a single turn, leading to the production of too many troop transports. Observed for example the AI using it's 19 total command points to build 12 troop transport ships.
Fix.0.0.5.6: Removed race's invasionInclination to calculation of the number of troop transports to build. Also added logic to prevent rush building in this manner. It can still ask for rush build but only so often. Placed a constraint on the number of TroopTransports that can be requested to the military fleet size. Overall this adjustment is resulting in better army ratios, and increased combat ability for the AI
Bug.0.0.5.6: Ocean Terra-forming has a missing hologram texture on the research screen
Fix.0.0.5.6: Just modified yaml file to switch the texture to be the same as gaia terra-forming. At some point I will probably look into loading external resources.
Bug.0.0.5.6: AIs targeting can assign a lower priority to enemy colonies if the colony has an orbiting fleet, thus preventing it from attacking the colony
Fix.0.0.5.6: Added code to re-examine target entries looking for this possibility and setting the proper priority based upon engagement rules set vs colonies
Bug.0.0.5.6: AIs target selection is culling entries based upon distance to target at the wrong point (when it only knows about nodes), leading to issues targeting enemy fleets in distant nodes, can cause the AI to stop attacking
Fix.0.0.5.6: Removed that bad discard. Now it will wait to cull until fleet assignments are being made.
Bug.0.0.5.6: Possible to endlessly block a node by moving one ship at a time to it and then setting OnGuard thus preventing an enemy fleet from ever moving
Fix.0.0.5.6: Corrected game logic rule flaw. Now if you OnGuard on a node that contains an enemy fleet the block status of the node is unchanged. Normal friendly fleet merging will occur
Bug.0.0.5.6: AI is spending far more than it makes due to various issues with income and cost calculations routines and the adjustments made for difficulty to Credits Multiplier, causing them to overbuild then scrap, then repeat
Fix.0.0.5.6: Corrected bad code, adjusted spending ratios, the AI should now properly constrain itself to its income
Bug.0.0.5.6: Galaxy popups for structures, stars, and planets are enabled when the Empire Management, Espionage, and Leaders Screen is being displayed
Fix.0.0.5.6: Disabled this unneeded and distracting popups
Bug.0.0.5.6: Galaxy zoom and panning controls are enabled when the Empire Management, Espionage, and Leaders Screen is being displayed
Fix.0.0.5.6: Disabled this unneeded and distracting UI movement
Bug.0.0.5.6: AIs engagement rules are using different victory chances depending upon which part of the AI code is being ran at that time.
Fix.0.0.5.6: Corrected so engagement rules are the same regardless
Bug.0.0.5.6: Dismissing spies does not adjust the current empire financial situation until next turn
Fix.0.0.5.6: Corrected this miss
Bug.0.0.5.6: Dismissing Leaders does not adjust the current empire financial situation until next turn
Fix.0.0.5.6: Corrected this miss
Bug.0.0.5.6: Game is resetting resolution on application focus, causing issues since at launch it reads from the registry, but during this app focus event it reads from the config file, causing resolution changes, and window moving
Fix.0.0.5.6: This code makes no sense to me, just removed it
Bug.0.0.5.6: Defensive Blueprints Missile Bases and Orbital Batteries are missing the military upgrade options, causing offensive ships to be able to out-range them, with fixes for range damage and accuracy this is not good
Fix.0.0.5.6: Just added the military defensive special to those blueprints
Bug.0.0.5.6: Racial trait 'perk_counterespionage_leveling_rate' is not working correctly according to UI. UI is treating it as if it is an addition to security rating, back in code is treating it as a multiplier
Fix.0.0.5.6: Decided to make it an additive bonus
Bug.0.0.5.6: Security Tooltips have inconsistent rounding in the UI for the numbers
Fix.0.0.5.6: Normalized rounding on those tooltips (colony + empire)
Bug.0.0.5.6: AI stopped attacking an enemy. An attacking fleet parked on an enemy planet for 20 turns without doing anything. Issue turned out to be MindControl. The AI was attempting to MindControl the planet, but no logic for that to actually happen. Note - This stopped ALL of their attacking fleets, they just stopped moving
Fix.0.0.5.6: Added missing logic so the AI will correctly use MindControl on planets
Bug.0.0.5.6: Bulk building civil transports or colony ships could result in them being silently canceled after clicking next turn under certain conditions
Fix.0.0.5.6: Corrected logic
Bug.0.0.5.6: Training spies could result in duplicate names, game only allocated a total possible of 26 spy names
Fix.0.0.5.6: Added logic to spy names to include their secret encryption key (name should be unique now)
Bug.0.0.5.6: Training spies costs increases every time, even if some of your spies are killed or dismissed
Fix.0.0.5.6: Spy training now is based on total number of spies you have and not on total number ever trained
Bug.0.0.5.6: Counter Espionage Spy ability is incorrectly adding in 'Neural Scanner' per spy, appears to be a holdover from when spies had to be assigned to individual planets. Makes defensive spies too effective.
Fix.0.0.5.6: 'Neural Scanner' now provides a flat security bonus
Bug.0.0.5.6: Empire Management Screen scrollbar does not work right. Disconnect between scrollbar and what is show in the scrollpane under certain conditions
Fix.0.0.5.6: Corrected scrollbar/scrollpane functionality
Bug.0.0.5.6: Colonization video when it shows the planets stats the population fades too fast to be read
Fix.0.0.5.6: Corrected by making the text remain visible for a few more seconds
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)
Bug.0.0.5.5b: Chances against fleets could result in a mathematical issue where the chance would result in a non-numeric values - causes all sorts of issues including display problems
Fix.0.0.5.5b: Checked and sets the chance to zero if it was going to be non-numeric
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
Bug.0.0.5.5a: Racial Trait Travel Speed Improvement - This trait 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.
Bug.0.0.5.5: Racial Trait Combat Speed Improvement - This trait works correctly in game, but does not provide any feedback.
Fix.0.0.5.5: 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.
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
Bug.0.0.5.5: Now includes all needed fixes from Spud Dastardly's v55.1 Bug Fixes (Thanks Spud Dastardly)
Fix.0.0.5.5: Fixed the Elerian doomstar template attempting to use 'rear facing heavy mount missiles.' Changed them to all facing heavy armor missiles as presumably intended, Corrected fighter bay description to reflect the fact that they travel in groups of 3, not 4, and Added a '+' to tachyon scanner and hyperspace sensor tooltips to reflect the fact that the bonuses are additive.
Bug.0.0.5.4: Tactical Combat Lockups/Crash - Found another source of common lockups during tactical battles, in certain situations I could force a lockup/application crash about 70-80% of the time. It is a timing issue, and related to some of my previous comments about race conditions in the code
Fix.0.0.5.4: Removed redundant and frequent UI refresh logic (which also has a minor speed boost) and put additional safe guards around some tactical objects - this is not perfect and would not consider done, but is much more stable than before, IMO
Bug.0.0.5.4: Tactical Combat sometimes show inaccurate weapon modifiers on button tool-tip (especially noticable on first ship selected at start of combat)
Fix.0.0.5.4: Corrected setting so the proper mods are show
Bug.0.0.5.4: Combat Colony visible but non-functional buttons for 'MindControl' and 'Destroy Planet' when you are the defender
Fix.0.0.5.4: If you are not the attacker those buttons will be hidden
Bug.0.0.5.4: FE_SKIPPED is missing, seen when tell a fleet to skip its turn on the fleet control panel
Fix.0.0.5.4: Added missed localization text for this tag.
Bug.0.0.5.4: Notifications can significantly add to start of turn lag (recorded over 67 seconds for displaying them)
Fix.0.0.5.4: Removed redundant notification refreshes going on, reduced the time from 67 seconds to 20 ms in the test save I was using.
Bug.0.0.5.4: Stellar Converter in tactical battles requires manual activation - so the AI never uses it.
Fix.0.0.5.4: Added game logic to allow for the auto usage of the Stellar Converter
Bug.0.0.5.4: Energy Absorber requires manual activation - so the AI never uses it.
Fix.0.0.5.4: Added game logic to allow for the auto usage of the energy absorber
Bug.0.0.5.4: Ship Blueprint Manager Fighters/Bombers/Heavy Bombers - DPS are the bottom of the edit screen always displays zero
Fix.0.0.5.4: Corrected this display issue
Bug.0.0.5.4: Ship Blueprint Manager Weapons - Production Cost increase not showing up for MIRV, Heavy Mount, or Semi-Guided modifier tool-tips
Fix.0.0.5.4: Corrected this tool-tip miss
Bug.0.0.5.4: Found tactical/auto-resolve a condition that could stop a ship from moving, but be out of range/arc for all weapons. The ship would just sit there until destroyed.
Fix.0.0.5.4: Game is zeroing out the linear velocity of the ship under certain condition but at the same time also zeroing out its angular velocity incorrectly. Thus removing the ship's ability to rotate. Corrected this so the ship will rotate correctly to bring it weapons to bear.
Bug.0.0.5.4: Ship Blueprint Management Screen allows for redundant (ignored) modules to be installed for example: ECM Jammer and Wide-Area ECM Jammer on the same ship (only one will be used in combat)
Fix.0.0.5.4: Changed screen so redundant modules like this are not show - current categories are: jammer, inertial, cloaking, and displacement. Full mod support to add others categories.
Bug.0.0.5.3: Linux Only - Game is forcing full screen mode on intro movies and leaving the app in full screen
Fix.0.0.5.3: Linux Only - Disabled this logic as its only point that I can tell is to piss the user off
Bug.0.0.5.3: Tactical Deployment not using correct setting for SMALL combat zone
Fix.0.0.5.3: Corrected
Bug.0.0.5.3: Sometimes the AI ships fly in a straight line and will not engage enemy fleet
Fix.0.0.5.3: The AI ships are getting stuck in a movement order, added logic to keep increasing their scanning range until enemy fleet is detected
Bug.0.0.5.3: Attack Rating Calculations fluctuate widely if weapon slots are added due to how the game is calculating Average Weapon Penetration
Fix.0.0.5.3: Removed the calculation for average weapon penetration and dispersed that logic to each individual weapon slot so that the value will be more accurate
Bug.0.0.5.3: Timeline Graph disconnect between graph data and drop down when graph is revisited (graph always defaults to SCORE, but the dropdown remains the same)
Fix.0.0.5.3: Just set the dropdown to also default to SCORE
Bug.0.0.5.3: Editing multiple Blueprints under certain conditions will result in the ship's role being set to a different role
Fix.0.0.5.3: Fixed the one case of this that I could find that was reproducible - not sure if it corrects in all cases
Bug.0.0.5.3: Spawned Pirates bases do not show up if playing race with omniscience (initial bases or bases upon load appear, but not re-spawns)
Fix.0.0.5.3: Corrected this issue, by sending notifications to all omniscience races about the spawned pirate base
Bug.0.0.5.3: Tactical Controls Overhaul (take 1) - corrected a number of issues with current controls - such as the Speed Slider not working, the Range Slider going to an impossible state, and various other issues
Fix.0.0.5.3: This is a basic overhaul of this functionality. How much controls you have over your ships now depends upon your ship selection. You have to go to squadron level if you want to control weapons, specials, reformation, setting roles, etc.
Bug.0.0.5.3: AI does not ask for prisoner exchange due to it not allocating that deal to an expense category and thus not willing to spend BC on it
Fix.0.0.5.3: Assigned prisoner exchange to ESPIONAGE transaction type. UPDATE: This is not a final fix - apparently found that the AI is not adding this deal to its possible deals, will fix in a later release
Bug.0.0.5.3: Colony set to Production Focus assigns too many workers to food production (Especially noticeable for races like Silicoid, who get unneeded farmers)
Fix.0.0.5.3: Corrected logic so that is only assigned needed amount of workers to farming
Bug.0.0.5.3: Plasma Web functionality does not match in game description
Fix.0.0.5.3: Corrected clinging nature of the web attack, lack of armor penetration on damage, and splash radius being too small
Bug.0.0.5.3: MOD SUPPORT: ARMOR_PENETRATION_LOWER_CAP global.yaml is not being correctly loaded
Fix.0.0.5.3: Fixed error in the load value for this setting (This is a modding fix since the normal yaml setting matches the games internal default)
Bug.0.0.5.3: AI and Autobuild will build food producing structures on planets that do not need them (mainly seen with conquered planets)
Fix.0.0.5.3: Checks a colony's food consumption needs and if zero sets structure score for food production to zero as well
Bug.0.0.5.3: Pulsar and Plasma Web Attack Rating calculations seem to be off
Fix.0.0.5.3: Adjusted formula to take in effect the area of the splash radius (previous modification just used the radius of the splash area). Looks more accurate
Bug.0.0.5.3: Amoeba attack/defense ratings are still too low, causing AI to kill themselves fighting it
Fix.0.0.5.3: Increased attack/defense ratings calculation for amoeba trying to simulate the splitting of this monster into sub-monsters
Bug.0.0.5.3: Auto-Resolve Time is too short
Fix.0.0.5.3: Increased the length of time this will run from 25 seconds to 60 seconds to avoid it timing out and falling back to mock simulation
Bug.0.0.5.2: Blackhole generator use by AI is using the wrong range value (pulling from a global instead of what is in the WeaponTypes.yaml)
Fix.0.0.5.2: Corrected range to properly use what is setup in the WeaponTypes.yaml file
Bug.0.0.5.2: Torpedoes initial attack vector is being calculated incorrectly (leading them to be widely inaccurate)
Fix.0.0.5.2: Corrected initial attack vector and also adjusted for FAST modifications
Bug.0.0.5.2: PD Effective Calculation for Multiple Weapon Slots yields odd defense calculation
Fix.0.0.5.2: Corrected it so that it is now average the weapon slots PD damage instead of summing it. So 4 PD Lasers in 1 slot vs 2 PD Lasers in 2 slots will yield same defense score.
Bug.0.0.5.2: When a colony is invaded, the colony owner changes before the structures are destroyed that are non-transferable. This causes problems with certain structure abilities.
Fix.0.0.5.2: Reordered the change of owner and structure destruction. This is really a 5x mod fix
Bug.0.0.5.2: AI Pollution Structure - Adjusted the value both for the AI and for the player AutoBuild
Fix.0.0.5.2: Removed constant value entirely from calculation
Bug.0.0.5.2: Racial Bonus to Espionage Risk is reducing offensive spy capability
Fix.0.0.5.2: Corrected flipped sign; added defensive logic to work with 5x mod
Bug.0.0.5.2: Encountered a NAN error during a tactical battle causing battle to stop
Fix.0.0.5.2: Put some defense code logic to avoid this in SetDestiny code. These look almost like race conditions in the code to me.
Bug.0.0.5.1: Encountered a division by zero error during a tactical battle causing battle to stop
Fix.0.0.5.1: Put some defense code logic to avoid this case in the OrderUseModule GetTarget code. These look almost like race conditions in the code to me.
Bug.0.0.5.1: Encountered a NullReferenceException during a tactical battle causing battle to stop
Fix.0.0.5.1: Placed some defensive code in the two routines that showed up on the log FillSpecialsButtons and FillSelectedSquadronInfo. These look almost like race conditions in the code to me. UPDATE: This was an effect not a cause of the larger issue
Bug.0.0.5.1: When the MIRV missile split into fragment, the fragments would loss all missile modifications
Fix.0.0.5.1: Added missing code to re-enable FAST, ARMORED, and ECCM benefits to missile fragments.
Bug.0.0.5.1: Missile modification ARMORED is not working
Fix.0.0.5.1: Added missing code to adjust missile health
Bug.0.0.5.1: Fighters sometimes circle around empty space for the entire battle
Fix.0.0.5.1: Corrected endless loop on orbitattack, fighters will now break from it and perform further actions
Bug.0.0.5.1: Missile modification FAST is not working
Fix.0.0.5.1: Adjusted logic to modify maxVelocity instead of velocity
Bug.0.0.5.1: Wide Area Jammer not given main defense benefit to equipped ship only the fleet bonus is working
Fix.0.0.5.1: Corrected missing check for wide area jammer in ships missile defense calculations
Bug.0.0.5.1: Research Treaties - Cost is prohibitively expensive as it is summing the cost of all previous research items
Fix.0.0.5.1: Adjusted Research Treaties to work basically the same as trade treaties - much lower cost, now affordable throughout the game (or at least as affordable as trade treaties)
Bug.0.0.5.1: Attack calculations are off for ships due to a leader bonus bug (present or not-present), resulting in missiles rating higher than beams
Fix.0.0.5.1: Corrected leader bonus issue in attack calculations
Bug.0.0.5.1: Missile/Torpedo Modification ECCM is doing nothing as it is reading the wrong value from the yaml file
Fix.0.0.5.1: Adjusted logic to read in the correct value
Bug.0.0.5.1: MIRV is doing excessive damage, logic is making each fragment do the same damage as the full missile, supposed to double damage overall, so with 4 fragments each should be doing 1/2 main missile damage
Fix.0.0.5.1: Corrected damage of MIRV fragments in tactical battle
Bug.0.0.5.0: Tactical Options Popup screen ignores the check box 'Don't show this again' and always just turns itself off
Fix.0.0.5.0: Made that check box actually work correctly
Bug.0.0.5.0: 'Galactic Currency Exchange' and 'Interplanetary Security Transmitter' not having their benefit calculated for AI building
Fix.0.0.5.0: Added in logic to have their benefit considered for building order
Bug.0.0.5.0: ShipBuilding Screen displays too many decimal places in certain place for module size
Fix.0.0.5.0: Formatted size to fixed 2 decimal places
Bug.0.0.5.0: Ships not decloaking when they fire, but decloaking when they are moving; Phasing Cloack/Cloaking field basic work as same thing
Fix.0.0.5.0: Corrected logic, added avoidance and missileavoidance values to cloaking field
Bug.0.0.5.0: Amoeba attack ratings are way too low, causing AI to kill themselves fighting it
Rvt.0.0.5.0: This was ineffective on certain conditions prior to UCP 5.5
Bug.0.0.5.0: AI not using Blackhole generator
Fix.0.0.5.0: Fixed usage logic for blackhole generator special
Bug.0.0.5.0: Antaran Defense Fleet - Cruiser and Frigate numbers are flipped
Fix.0.0.5.0: Corrected the flip
Bug.0.0.5.0: Fleet Leader Bonus - Incorrectly being divided by 10
Fix.0.0.5.0: Changed to make the bonus divide by 100 as it is supposed to do.
Bug.0.0.5.0: Tech - Telepathic Training adding to Spy Offensive ability
Fix.0.0.5.0: Removed this as it is only supposed to provide an experience bonus
Bug.0.0.5.0: AI Pollution Structure - AI is incorrectly evaluating the demand for these structures causing them to build in incorrect order
Fix.0.0.5.0: Removed high static value from build order evaluation for pollution reduction structures
Bug.0.0.4.x: Empire Security Tooltip - some values where not being correctly rounded
Old.0.0.4.x: Properly formatted them to match other screens
Bug.0.0.4.x: Option - Bug Report
Old.0.0.4.x: Removed option from the game (for this mod) - I do not want people reporting errors to NGD that I might have caused
Bug.0.0.4.x: AI is not offering trade treaties
Old.0.0.4.x: Adjusted chances that the AI will, by adjusting its cost/profit ratio
Bug.0.0.4.x: AI is overvaluing trade/research treaties - you can make insane lopsided deals
Old.0.0.4.x: Changed calculation so it is more of a neutral decision
:::: 7.0: Enhancements
Add.0.0.5.9: Enhanced the Antaran Attack History code. Now if the Antarans suffer defeat from a civilization they will come with a larger fleet until they achieve a victory after that their fleet strength will reset. Added a new yaml field GRUDGE_FACTOR for support of this.
Add.0.0.5.9: Added new random event 'Hypserspace Flux'. It prevents ships from entering FTL, ships already in FTL will continue travel as normal but will be stuck at their destination. The racial perk Trans Dimensional will allow that race to ignore the effects of this event as expected.
Add.0.0.5.9: Added new random event 'Time Anomaly'. This freezes a system during this time the system will not produce any output or consume any resources.
Add.0.0.5.9: Added new random event 'Comet'. A comet will impact and destroy one of your colonies unless your fleet in orbit around the planet can destroy the comet first.
Add.0.0.5.9: Added new random event 'Diplomatic Incident'. This is a collection of events 'Misunderstanding, Assassination Attempt, Cooperation, and Union' that affect the disposition of the two races involved in this event.
Add.0.0.5.9: MOD SUPPORT: Corrected application crash associated with attempting to perform tactical combat with a 'true' black hole - something 5X adds to the game
Chg.0.0.5.9: General AI adjustments to make the AI more aggressive
Chg.0.0.5.9: General AI fleet movement adjustments
Add.0.0.5.9: Pirate Civilization will now spawn ships with more advanced tech. They will now use the intersection of all living major civilizations know tech. Also modified their fleet logic so they would stop suiciding on the first structure they could find.
Add.0.0.5.9: Added ability to speed up some animations in the game - fleet travel and galaxy zooming. They are controlled by config.cfg settings of TravelAnimationSpeedBoost and GalaxyAnimationSpeedBoost. So speed can be tailored to taste or removed completely if desired.
Add.0.0.5.9: Tactical Combat: Made the top bar visible showing ship counts during normal combat vs only being available during cinematic combat mode. This is a functional topbar as it will allow the selection of all ships by hull class.
Chg.0.0.5.9: Tactical Combat: Added back the lower control panel for selected ships. Adjusted logic and I hope the slowdowns for this control are corrected. Added bar UI for the ship's shield and integrity displays vs changing the ship icon color which I did not like.
Add.0.0.5.9: During Tactical combat, added the ability for destroyed drones to regenerate over time. Since missiles are unlimited, I never understood why fighters where not. This regeneration rate is controlled by a new global value DRONE_REGENERATE_FACTOR.
Add.0.0.5.9: Modified galaxy generation logic so that Monster and Independent Civilization will always contain at least a certain number of occupied orbits.
Add.0.0.5.9: Added new Independent Civilization class (worker). This class works the same as the current classes (food, research, and income) but adds production instead. Rearranged the current independent civilization - there are now 2 farmers, 2 researchers, 3 traders, and 2 workers.
Add.0.0.5.9: Adjusted calculation for tactical ship's max weapon range used during Tactical Combat. I'm calling this effective max weapon range. Basically it now averages all of the max weapon ranges, thus ensuring that most of the ship's weapons will remain in effective range of enemy ships.
Add.0.0.5.9: Empire Management Screen Production Queue’s now support the removing of items on the production queue
Add.0.0.5.9: Made warp lines slightly thicker and on the galaxy zoomed out view added dotted lines to indicate the red wrap lanes
Add.0.0.5.9: MOD SUPPORT: Leader level up screen can show and allow selection of entries that are no longer valid for leveling due to reaching their highest level. Just modified the code so those entries will be disabled for selection and add the text maximum
Chg.0.0.5.9: AI blueprint and preferred tech minor adjustments. This is just an further attempt at making the AI build better ship designs.
Add.0.0.5.9: Added Right Mouse Button support to escape out of the Investment screen
Add.0.0.5.9: Adjusted initial race disposition for custom races so they inherit the disposition of the race they are based off of versus being assigned the default neutral.
Add.0.0.5.9: MOD SUPPORT: Race color setting does not reset if adjusted by a mod. This can lead to some odd colors since the new modded value are ORed with the current value. Cleared the overall race color before setting the colorR value for a race. If you adjust race colors make certain you set all color bytes and maintain the order colorR, colorG, and colorB
Chg.0.0.5.9: Military Outpost Tooltip: Updated the UI, moved it back to its default location, added delay (same as planet delay), and it is no longer is visible if the Victory Chance popup is visible.
Add.0.0.5.9: MOD SUPPORT: Corrected issue with game not showing Morale Resources for a colony under certain circumstances. This is not a normal feature of the game so listing under Enhancements
Chg.0.0.5.9: Fleet Control Screen: The blueprint tooltip popup now requires the CTRL key to be pressed down. This just reduces unneeded screen clutter. Also adjusted the UI a bit.
Add.0.0.5.9: Adjusted trade and research treaties to use the LIMIT_FACTOR setting. Basically in these treaties normally the output of the civilizations are just added together. This value limits the output of the larger civilization to be no more than LIMIT_FACTOR times the output of the smaller civilization. This makes the treaties more affordable to the smaller civilization and thus encourages their formation.
Chg.0.0.5.9: Tactical Combat Weapon Buttons switched the visible weapon arc from needing a left-click to just be hover based. Left clicking will still make it show up if the weapon is ready to fire.
Add.0.0.5.9: MOD SUPPORT: Added ability to adjust firing arcs for weapons, default is 120.0. Settings controlled by Globals under Backend.Fleets.WeaponSlot values FIRING_ARC_FRONT, FIRING_ARC_SIDES, and FIRING_ARC_REAR
Chg.0.0.5.9: Adjusted the tech selection screen to make the tech's area a little wider and taller and thus reduce the chance of text overflow.
Add.0.0.5.9: Moved around some of the duplicate icons on the Tech Tree to make it so on a single screen no technologies icons are reused. This is a display only change
Add.0.0.5.9: MOD SUPPORT: Corrected issue with Research Speed Options count having to match Production Speed Options count or the game throws an exception due to a coding bug.
Add.0.0.5.9: Added Colony Screen short cuts: CTRL-P - Sets colony focus to production; CTRL-F - Sets colony focus to food; CTRL-R - Sets colony focus to research; CTRL-B - Sets colony focus to balanced; CTRL-C - Sets colony focus to clean; CTRL-G - Sets colony focus to growth; CTRL-0.9 - Sets AutoBuild Queue (0 to 9); 0 being default internal of course; CTRL-T - Adds Trade Good to Build Queue; CTRL-I - Removes Trade Good from Build Queue; CTRL-A - Turn On/Off Autobuild; CTRL-U - Turn On/Off AutoClean; Space - Build Screen Popup
Add.0.0.5.9: MOD SUPPORT: Planetary Resource Type new field: desireability. Defaults to 0.05 (which is the current default). The base game considers all resources the same relative benefit and all positive. So the AI would colonize a planet with a bad resource that generated say -100 BC per turn over a planet that did not have that resource. This new settings allows modders to control that behavior a bit. Other than making sure it is being set correctly, I have done no testing of this - I will leave that up to the modders that add more planetary resources.
Add.0.0.5.9: MOD SUPPORT: Planet Biome Type new field: forceSize. This defaults to not being set, which results in a random size for the planet based upon orbit. If present it will force a planet of that biome key to be a specific size during galaxy generation.
Add.0.0.5.9: New Racial Perk - Homeworld Resource. Allows you to start with planetary specials other than artifacts. Added support for Dark Quartz (Production), Seagrass (Food), and Red Fungus (Food). This is extensible via mods edting the RacialPerks yaml file.
Add.0.0.5.9: Removed Main Menu's Mod Nag Popup Screen
Add.0.0.5.9: Adjusted AI calculations for long term payments value, it is now using the present value of an annuity with a steep discount rate
Chg.0.0.5.9: Removed more Telemetry operations in the game - This is just a bunch of info the game sends up to some remote logging service, I do not see the point.
Add.0.0.5.9: On Galactic Vote screen added two values - Votes needed to win and number of votes you get to cast. The votes needed to win will show in the upper right. Used to be Votes Cast / Total Votes, now it will show Votes Cast / Votes needed for Win / Total Votes. Your vote count will be between the two candidate vote buttons.
Chg.0.0.5.9: Adjusted some UIs for the Auto-Build feature on the planet screen and on the empire screen
Add.0.0.5.9: Adjusted pirate elimination rewards, much less likely to get a boost to population, added possibility of increased BC reward
Add.0.0.5.9: MOD SUPPORT: Correction to logic used during blueprint ship creation that could under certain circumstances with non-standard blueprints allow the AI civilizations to build ships with weapon mods it does not know.
Add.0.0.5.9: Added double click support to Ship Blueprint module popup screen - this action will select and cause the screen to close
Add.0.0.5.9: Adjusted formation bonus types to be more normalized, this ultimately decreasing some of their effects
Add.0.0.5.9: Added support for neutral leaders. Requires that their minor civilization has been found before they will appear
Add.0.0.5.9: Added a new setting to allow for leaders to be random regardless of race or disposition. This can be turned off by setting the RANDOM_SELECTION to 0
Add.0.0.5.9: Ship Blueprint editing ship module popup is now sorted by descending tech research cost, this is the same order to AI will select a system in. For the player this places the item first on the list - should reduce scrolling.
Add.0.0.5.8a: MOD SUPPORT: No safety check on Anomalies that can give ships, so ship list can be null resulting in exception being thrown and anomaly acting odd. Added logic to detect a null ship list and instead reward the explorer with a credit bonus
Add.0.0.5.8a: Added a new notification for when a colony is starving and will loss a population unit within 5 (default) turns. This setting is controlled in globals.yaml in section NotificationReduction under FOOD_WARNING_ON_TURN. Clicking on the notification will take you to the planet.
Add.0.0.5.8a: Made pollution warning configurable, defaults to 5 (standard). This setting is controlled in globals.yaml in section NotificationReduction under POLLUTION_WARNING_ON_TURN.
Chg.0.0.5.8a: Ship Blueprint screen Ship Module Popup adjusted to make more space for the scroll window showing the module's properties. Adjusted some properties that show up on the list as well
Add.0.0.5.8a: Added a new global variable MAX_SPY_SECURITY defaults to 0.50. This puts a hard cap on how high your defensive security bonus can get from having spies on counter espionage. Since offensive spy ability has a hard cap having a hard cap on defensive spy allows the calculation to be balanced and prevents an empire from basically becoming espionage immune.
Add.0.0.5.8a: Added different biomes for Satellite, this is a graphic change only it has no game effects. Also added chance that Gas Giants have moons as well.
Add.0.0.5.8a: Added new game options menu -> Content -> 'Show Colony Cutscene'. Turning this off will skip the colony cutscene.
Add.0.0.5.8a: Added new game options menu -> Content -> 'Show Tactical Battle Cutscene'. Turning this off will skip the tactical battle start cutscene.
Add.0.0.5.8a: Trade/Research Treaty - Added end turn information to the tooltips.
Add.0.0.5.8a: MOD SUPPORT: Added information on the yaml parsing exceptions to show the key the variable is attached to, should make it easier to find the location of the error
Add.0.0.5.8a: Modified Missile Defense tooltip on the blueprint screen to use the SHIP_DUMMY_MISSILE_ATTACK instead of the current ship's missile load-out
Chg.0.0.5.8a: Adjusted the Invade colony functions attacker versus defender numbers used in the battle wave calculations. This makes the attackers potentially greater number more prevalent.
Chg.0.0.5.8a: Production/Research Focus - Added a control variable 'FOOD_SURPLUS' to the Globals.yaml section 'Backend.Settlements.Colony' to control how large of a surplus is desired. This defaults to 0
Chg.0.0.5.8a: Adjusted some defaults UCP settings: Backend.Settlements.NotificationReduction is now set to disabled and Backend.Civilizations.GalacticCouncil now defaults to turn 400
Chg.0.0.5.8a: Adjusted Spy Sorting - dropped name from the primary sort
Add.0.0.5.8a: MOD SUPPORT: Increased number of planet orbits from 6 to 12 max to allow for larger solar systems.
Add.0.0.5.8: Added Rally Point Support - Two defined Rally Points (RP1 and RP2). (RP1): Game will now automatically remember your last manually selected fleet destination. This one has no visible marking. (RP2): You can also select a colony you own on the galaxy map and mark it using CTRL + Click, this will put a blue pin on the colony top bar; Pressing the Rally Button will send a fleet to Rally Point (RP1); Pressing the Rally Button + CTRL will send the fleet to Rally Point (RP2); Rally Point has a keyboard shortcut that is editable from the normal option menu. The keyboard shortcut operates the same with respect to the CTRL key and which Rally Point a fleet will be sent to.
Add.0.0.5.8: Added custom user defined build lists for colonies. This features allows the player to setup a predefined list of structures and projects for construction. You can then assign this list to a colony and it will automatically build in that order. It will skip structures and projects: that you do not possess the tech for, the planet does not support due to environment, the planet has the wrong mineral levels, or the planet is missing a needed resource such as a moon or gems. It will also skip over the gravity generator if that inhabited planet’s race does not suffer a gravity penalty. If nothing is found that matches from the list, you will be prompted to select a build order as normal for that colony.
Add.0.0.5.8: Added Right Mouse Button support to most screens. This will now close most UI screens, some screens are excluded due to issues caused by this functionality.
Add.0.0.5.8: Added Middle Mouse Button support to the Planet Screen that will open the Colony's Build Popup Screen
Add.0.0.5.8: Added Middle Mouse Button support to the Galaxy Map. This will active the current bottom right button action. This allows you to quickly jump to colonies or fleets that need orders for instance.
Add.0.0.5.8: Added CTRL key support to the Planet Screen. Holding down the CTRL key while clicking the 'Done' button or using new Right-Click Exit feature will exit the screen as normal and move the galaxy map to this planet
Add.0.0.5.8: Added CTRL key support to the Empire Management Screen, clicking on a planet's image with the CTRL key held down will exit the Empire Management Screen and take you to the planet on the galaxy map
Add.0.0.5.8: Added Notification Reduction for colony production output. This will stop some of those unneeded end of turn notification. It is highly configurable, You can have all notifications on for a certain number of turns, any Colony Flagged will always output all notification, or you can configure a list of structures and projects to be notified upon completion
Add.0.0.5.8: Added support for some new hotkeys on the galaxy map, Espionage Screen = F4, Leader Screen = F5, and Ship Design Screen = F6. There is no UI to changes these values. These are default mapped to different actions, to get them to work you need to go into the interface screen under options and make a few adjustments. Setting Empire Screen = F1, Research Screen = F2, Diplomacy Screen = F3, Planet Screen = F7, Fleet Screen = F8, Path to Victory Screen = F9, and Options Screen = F10 will give the logical screen progression layout.
Add.0.0.5.8: Added support for tooltips to dropdown combo box rows. Right now this is only supported on the Planet Screen for the Colony and AutoBuild Focus dropdowns
Add.0.0.5.8: Planet Structure List is now sorted by name instead of the internal hash map - this one has bugged me forever.
Add.0.0.5.8: MOD SUPPORT: Added support for armorCombatRatingBonus in the PlanetDefenses.yaml table. This works the same as the current infantryCombatRatingBonus but for armor.
Add.0.0.5.8: Added Marine and Armor Combat Rating and Hits to the colony Defender tool-tip, same data that is currently displayed for the combat colony screen.
Add.0.0.5.8: On game creation, your home star system will be fully explored. This can be turned off in the globals.yaml under setting AUTO_EXPLORE_HOMESTAR. Defaults to 1 which is on, set to 0 to disable
Add.0.0.5.8: Modified logic for pirate spawning so instead of counting from start of the game, it counts from first pirate spawn to determine what blueprint to use. This should help a bit in pre-warp startups.
Add.0.0.5.8: Added count down for next Galactic Council Vote on the Path to Victory Screen.
Add.0.0.5.8: Added new colony focus 'Growth'. This focus will try and split the population between food and production output. It will not put any workers on research unless they are on strike or the planet is full.
Add.0.0.5.8: Modification to the Espionage Screen so it now includes Spy Level in its sorting by Spy logic. Also modified it so it would properly recall your last sorting index and direction instead of resetting all the time
Chg.0.0.5.8: Discarding the 'threatening fleet detected' notification if the fleet owner is a Monster or Orion civilization
Add.0.0.5.8: Orion homeworld will now have the artifact resource
Add.0.0.5.8: Added support for loading and clearing racial traits on the custom race screen. When you confirm your options by hitting 'Next' they will be auto-saved.
Add.0.0.5.8: By default I'm setting the AI's heavy army value to the max. This change is to make them build stronger fleets. You can turn it off by setting the value AI.SP_GeneralStrategy::HEAVY_ARMY to 0 if desired in Globals.yaml
Add.0.0.5.8: Removed the distraction of the underlying galaxy map popups when you are viewing the Fleet Management Screen or Known Planets screen.
Chg.0.0.5.8: Refreshed/Added some CSV settings that control tool tips displays (the ones that are relative to base game) from Spud Dastardly's '5X - The Ultimate Balance Mod v4.2.1' with permission of course
Chg.0.0.5.8: Improved startup time by reducing loading of assets and skipping fade ins/fade outs. Also tied all the intro videos to the 'ShowIntroCinematic' configuration setting. So if for some reason you want to see all the intro videos you can now.
Chg.0.0.5.8: Made another adjustment to the Ship Blueprint Defense Rating Calculations. I'm hoping this corrects issues with that value going extremely large when certain specials are equipped.
Add.0.0.5.7b: Modified High Gravity Tolerant Race Trait to allow colonizing of normal gravity planets without a penalty. This is how it worked in MOO 2 and seems to justify this being a Racial Trait that costs 4 points in the base game. This change is controllable by a global.yaml setting called 'GRAVITY_TOLERANT_HIGH_EXPANDED'. It will default to '1' which is on, but setting it to '0' will restore old logic.
Add.0.0.5.7b: Espionage Screen risk levels for missions are Low, Medium, and High. Added new categories Very Low, Low, Medium, High, and Very High to make it a little more granular
Add.0.0.5.7b: MOD SUPPORT: Added support for Morale structures that have both a local and a star system bonus by correcting Colony Morale tooltip so it is not double displayed and only proper bonuses are shown
Add.0.0.5.7b: MOD SUPPORT: Added support for Spud Dastardly's 5X change so the torpedo weapon mod for Fast has the correct icon on the blueprint and tooltip screens
Chg.0.0.5.7b: Loading of configuration settings are disabled for multiplayer for now - prevents an issue with loading saved multiplayer games where you have created a new multiplayer game with different settings.
Add.0.0.5.7b: Added the rival civlization's OathBreakerScore and WarmongerScore to the value calculations the AI attributes to long term payments value.
Chg.0.0.5.7a: Bombers will now make 2 bomber runs against the same target before returning to carrier for reload, before they where making a single run.
Chg.0.0.5.7a: MOD SUPPORT: Adjusted logic for Cyber Security Link so that it only sets the agent's level if their current level is less than the value for this tech.
Chg.0.0.5.7a: MOD SUPPORT: Enhanced the loading of default settings while creating a new game to better support modded values in the configuration settings
Chg.0.0.5.7: Adjusted trade treaty per-turn tooltip to show up to 2 digits of precision. It was just truncating the float.
Add.0.0.5.7: Added tech Level to the tech name show during audience with alien races. This at least gives you an indication of the tech's relative worth on the research tree during research trading
Chg.0.0.5.7: Increased the size of the Colony's Pollution field to prevent it from overlapping other UI elements. Also reworked the pollution tooltip to make it more obvious what is subtracting vs adding to colony's pollution
Chg.0.0.5.7: Numerous miscellaneous colony tooltips changes for food, production, research, income, etc. Mainly focused on making the numbers display similar digit lengths and stop showing 5.663333333 for instance. They should be constrained to a max of 2 digits after decimal point
Add.0.0.5.7: The 'Options' -> 'GamePlay' -> 'Mute Advisor' will also now mute the opening race selection narration as well
Add.0.0.5.7: MOD SUPPORT: Switch model positioning to be based off of hullClass and not the hard-coded hullkey value. Thus allowing modders to add new hulls without causing the location of the ship to shift around on them
Add.0.0.5.7: Colony build popup has a delay of 60ms between tiles. This makes this screen take longer and longer to load as the game progresses and the number of objects you can build increased. Reduced this unneeded delay to 0 ms
Add.0.0.5.7: Added details of the buildable object to the build queue, gives similar information as the build popup selection window has, just more information for the user.
Add.0.0.5.7: Tech choice screen for weapons do not show the tactical stats of the weapons, making selection a guessing game if the user does not know them in advance. Corrected this oversight.
Add.0.0.5.7: Pollution on a planet is no longer constrained by max pollution capacity. Pollution capacity is now considered a tipping point. If you do not reduce pollution below the pollution capacity the planet will degrade. This prevents a common pollution abuse tactic. Also modified terraforming to not set pollution to zero but now lowers it by the pollution capacity of the planet. This is also to prevent a possible exploit.
Add.0.0.5.7: Modified the operation of the Autobuild function. It will now stay enabled until the user disables it. So you can add manual elements to the production queue or rearrange it without the game auto disabling this feature. This is another of the anti-micromanagement changes.
Add.0.0.5.7: Added new colony option - Auto Cleanup. This works similar to the project cleanup. Your colony will spend production points in an attempt to keep the colony clean of pollution. This is hopefully a big anti-micromanagement change. This change is completely optional - you can toggle it on/off on a per colony basis.
Add.0.0.5.7: Added new colony focus type 'Clean'. This will add enough farmers to feed the colony, workers until the planet would start producing pollution, and then the rest on research. Another anti-micromanagement change.
Add.0.0.5.7: MOD SUPPORT: Modified custom race traits screen, just removed some dead space to make more room for traits.
Add.0.0.5.7: MOD SUPPORT: Modified game stats display to remove out zero modifies. Only noticeable when I was removing research bonus from biospheres. The description was still listing 'Research: +0' so this change makes that line entry disappear
Add.0.0.5.7: MOD SUPPORT: Added support for the structure bonus of maxPopulationBonus. Updated the colony structure types yaml file to include this bonus for biospheres, which now like in Master of Orion 2, will increase max population of a planet by 2.
Add.0.0.5.7: A major civilization's homeworld will now always have at least one moon if 'Balanced Starting Conditions' is enabled.
Add.0.0.5.7: Empire Management Screen switched sort of Production from completion ETA to production item names since I think that is more useful
Add.0.0.5.7: MOD SUPPORT: Added TRADE_LENGTH to the Backend.Diplomacy.ResearchTreaty global.yaml section. It will control the length a research treaty same as how it works for trade treaty currently.
Add.0.0.5.7: MOD SUPPORT: For local mods the game will now load and display the contents of any 'description.txt' file located in the mod folder on the mod management screen.
Add.0.0.5.7: Modified the ordering of MODS in this game, dropped the hashcode from the ordering code, that was causing reorder on any change. This will require you to reorder your mods after this update but should prevent further reordering, unless the local folder name is changed or in the case of the steam workshop the steam id is modified. This also corrects a sorting bug if a local mod and a steam mod had the same name.
Add.0.0.5.7: Added a new AntaranSettings USE_RANDOM_ATTACK_LOCATION defaults to 1. Setting this to 0 restores the Antaran Attack location back to the default (strongest fleet location) vs default UCP (random colony)
Add.0.0.5.7: MOD SUPPORT: Added scrollbar to Ship Blueprint Management Screen allowing for more than the current max of 8 (ADDITIONAL_DESIGNS + known hull sizes) designs. Allows mods to add hulls and still have them editable in the game. ADDITIONAL_DESIGNS is a new global variable located Globals.yaml in the Backend.Fleets.ShipBlueprint section. Defaults to 2, same as default game.
Add.0.0.5.6: Random Event that donates money to a civilization gives no indication to the amount, added this missing data element.
Chg.0.0.5.6: Disabled tactical combat logic that could result in the AI keeping ships in reserve that have leaders. The check it has it not really valid and just causes oddities in combat.
Chg.0.0.5.6: Added a new global value to the Globals.yaml for controlling blueprints templates called IGNORE_PRIORITIZE_MODS. Setting this to non-zero (default in this release) causes the template engine to ignore the 'prioritizeMods' setting for weapon slots. This once again is just an adjustment to make the AI build more combat worthy ships.
Chg.0.0.5.6: AI blueprint adjustment, kind of normalized point defense weapons (since some designs had way too many or way too few), removed anti-missile rockets (since they do not scale at all), made all designs above cruiser automatically use battle pods tech if available. This change like the previous bomb adjustments is to just make the AI build overall better combat worthy ships.
Add.0.0.5.6: Added text to InGame Option Menu to show the version # of the UCP dll and common libraries installed. Just a minor verification that this mod is installed properly.
Chg.0.0.5.6: AIs defensive selection inside a system has been tweaked to prefer to save it owns fleet if possible - prevents a common AI abuse tactic. This should result in better AI defensive tactics
Chg.0.0.5.6: AIs target selection inside a system has been tweaked to prefer to attack settlements if possible, before attacking fleets - prevents a common AI abuse tactic. This should result in better AI offensive tactics
Chg.0.0.5.6: AIs selection logic modified a bit for when and what planets to invade or bomb, tweaked civilization threat detection ratings, this should result in a slightly more aggressive AI
Add.0.0.5.6: Added an indicator whether a planet has a moon to the various planet screens
Add.0.0.5.6: Random Event that destroys ships gives no indication of what ship or where, added this missing data element. Now the ship name is displayed and clicking on the notification will take you to its last star system.
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.
Add.0.0.5.5b: MOD SUPPORT: UI Pollution Tooltip for Project Cleanup shows incorrect sign (negative = cleaning up) - Corrected UI to display correctly
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 Technologies now gains a benefit, as you research it you will receive a bonus that will increase available ship space
Add.0.0.5.5: MOD SUPPORT: Added back the pollution multiplier reduction for colony structures per a request. 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
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
Chg.0.0.5.4: Combat Colony - Completely redid the logic for calculating leader bonuses and the enhanced combat colony labels
Chg.0.0.5.4: Disabled Tobii EyeTracking (Windows) at least on my sytsem that is causing a good deal of general UI lag
Chg.0.0.5.4: Tactical Battles - Added back mass hold button functionality
Add.0.0.5.4: AI will now use a Stellar Converter to destroy a planet. Currently the Antaran's will always do this and the other races will do it based off their unused racial setting of stellarConverterInclination (0-10) where
10 = 100% chance.
Chg.0.0.5.4: Modified overkill value from 2.5 to 1.65; just seeing if this reduces the targetting overkill
Add.0.0.5.4: Updated ship blueprint editing and weapon tool-tips to show adjusted numbers for weapons for installed weapon modifications
Add.0.0.5.4: Added notification popup for Science Victory, indicating Who, What, and Where very similar to the Economic Victory notifications. I got tired of being blind-sighted about this victory condition by the AI.
Add.0.0.5.4: MOD SUPPORT: Added logic to allow modders to let the AI upgrade special modules on a ship template, but only allow one of them. So they can add Mult-wave ECM Jammer and ECM Jammer and the game will use the first one of the list that it knows
Add.0.0.5.3: Added on the Empire Management Screen tooltips for the little icons that appear below a planet's name - shows stuff like revolt, gravity issues, assimilating population, etc.
Chg.0.0.5.3: Tutorial - Removed link on single player game to the tutorial since it is hopelessly broken
Add.0.0.5.3: Added on the Empire Management Screen indication that a colony has a moon (shows up with the special resource text under the colony's name)
Add.0.0.5.3: Added tooltips for Civilian, Military, Bombs, and Marine Icons on the Fleet Control Panel since this is a common question
Chg.0.0.5.3: Torpedoes reduced spread to make them more accurate at longer range
Add.0.0.5.3: Production/Research Focus - Modified these planet focus so that it will attempt for minor population growth (assuming the planet is not full and the planet is occupied by races that need food)
Add.0.0.5.3: TechTree - Made the known techs border a brighter yellow and a bit thicker, hoping this emphasizes which techs your race actually knows, mainly trying to emphasize for nodes that contrain branch choices
Add.0.0.5.3: AutoCast - Toggled AutoCast of specials on, otherwise specials like 'automated repair' have to be turned on manually or they will not work
Add.0.0.5.3: Colony Production Queue - Set to be enabled by default, I know I turn it on at the start of ever game
Add.0.0.5.3: Tactical Combat Squadron Selector Keys - Added keys '[' and ']' to cycle though your squadrons (Prev/Next)
Fix.0.0.5.3: Star Fortress not displaying the attack/defense/hull ratings corrected this mistake
Add.0.0.5.2: Antaran Attack Fleet - Made the target colony be random instead of always targeting the location of the civilization's largest fleet.
Add.0.0.5.2: AI Ship Blueprints - Reduced the number of bombs the AI likes to put on its ships, thus increasing there combat capability in fleet battles.
Add.0.0.5.1: Fighters Re-targeting - If fighters still have ammo left and the ship squadron they where attacking is destroyed they will re-target another enemy instead of returning to home ship. Basically gives them free dauntless type capabilities.
Chg.0.0.5.1: Military Outpost Tooltip - Moved tooltip higher to not overlap combat chances.
Add.0.0.5.0: Ship Naming - Increased length of possible names and allowed the space character.
Add.0.0.5.0: Trade/Research Treaty - Added per-turn yield to tooltips.
Add.0.0.5.0: Empire Research Tooltip - Added missing category for research treaties that are currently active.
Add.0.0.5.0: AI Spending Habits - Adjusted some spending habits on when the AI would rush buy starbase and perform normal ship upgrades.
Old.0.0.4.x: Combat Fleet Toolip - Added Information on ships on the Fleet Combat Screen.
Old.0.0.4.x: Military Outpost Tooltip - Added a tooltip for the outposts detailing attack and defense ratings as well as hull integrity of the structure.
Old.0.0.4.x: Changed game logic from only display 'starbase' icon above planet to any orbital defensive structures. Added the missing defensive (missile base and orbital batteries) structures to the list. I got tired of attacking planets and going - wow they have a missile base. Also added the attack/defense/hull ratings to these as well.
Old.0.0.4.x: Victory Screen - You can now see victory conditions rankings even if that victory type is disabled.
Old.0.0.4.x: Settings Save/Load - Game now recalls most but not all your settings. So if for instance you do not like pirates turn it off in advanced and from then on every game you play will have it turned off.
Old.0.0.4.x: Invading Planets Capture Tech - After invasion is done there is a possibility of you acquiring a piece of tech from the enemy.
Old.0.0.4.x: Colony Invasion - Removed drop ship mechanic, adjusted combat formula to compensate (thanks Spud), now shows when the attacker troops are killed. Added graphic of bombing while this was going on just to give you something to watch.
Old.0.0.4.x: Planet Food Tooltip - Added internal game values of life points current / needed for next population. (In Config.cfg add 'UIShowRawData = True' to [UCP] section)
Old.0.0.4.x: ShipBlueprint Tooltip - As a small tooltip to your ships so you can tell the difference between Frigate III and Frigate IV. Shows Leaders Stat info as well.
Old.0.0.4.x: New Game - Changed to just auto select a random race, corrected issue so only playable races will be selected.
Old.0.0.4.x: Combat Colony - Added attack and defense numbers for marines and armor on the screen.
Old.0.0.4.x: Civil Transports - Made it clearer what race a civil transport is carrying, just added the passenger race to the end of the ship name.
Old.0.0.4.x: Intro - Shortened intro - so game loads faster, technically just aborting movie at start and turning off audio. Not the best fix, but about as much effort as I wanted to put on this.
Old.0.0.4.x: Version Info - Modified main menu version # so it is obvious that this mod is installed.
Old.0.0.4.x: Trade Treaty - Moved this from Economic to Diplomatic budget line item for the AI.
Old.0.0.4.x: NextTurnSound Option - I hate the next turn sound, gives me a headache. Added a new config option in the config.cfg file, just add 'NextTurnSound = STARMAP_CLICK' in the [SOUND] section (at the end) after the entry for Music. (Note if this line is missing you will still get that annoying gong sound). Made an option since some people might like that and was wondering how it would work out.
Old.0.0.4.x: Audience Message Box - They spent all this time animating the models and then placed a dialog box on top of it. This just moves to the top left.
Old.0.0.3.x: Option - Bug Report - Removed non-functional option from the game
:::: 8.0: Historical Bug Fixes - NGD Developers asked for and received my code for these fixes that they included in the latest official patches
Bug.0.0.4.x: Attacking a Colony sometimes the abort button would not be enabled at start
Fix.0.0.4.x: Made it so at start the abort option is always possible if you are the attacker. Looks like it was just recalling old settings.
Bug.0.0.4.x: Fighters run out of ammo too fast due to a couple of coding bugs, thus making them recall back to base for resupply
Fix.0.0.4.x: Corrected ammo usage for fighters
Bug.0.0.4.x: Racial traits shows up on Diplomacy Screen even if turned off in the game
Fix.0.0.4.x: Corrected visual mistake
Bug.0.0.4.x: Empire Security Tooltip - values where not being truncated floats
Fix.0.0.4.x: Properly formatted them to match other screens
Bug.0.0.4.x: Firing Race's Racial Trait - Beam Defense was being added to the defenders beam defense
Fix.0.0.4.x: Corrected so the game actual uses the target's racial trait (if it has one)
Bug.0.0.3.x: Main screen economic tooltip shows incorrect value for the Leaders SubTotal
Fix.0.0.3.x: Was displaying the fleet update cost, corrected to proper tag
Bug.0.0.3.x: If you exit a game back to main menu and then create a new game the game remembers some but not all your settings.
Fix.0.0.3.x: Just fixed the settings it forgot to set.
Bug.0.0.2.x: Ground Combat Combat Leader Bonus for Attacker is calculated incorrectly, it left out the division by 100
Fix.0.0.2.x: Added the missing division statement
Bug.0.0.2.x: Mods that change Weapon.yaml dont show changes in UI
Fix.0.0.2.x: Corrected inaccurate UI by adjusting the cached value
Bug.0.0.2.x: Growth rate calculation is way off, consider this a bug given how bad it was being calculated.
Fix.0.0.2.x: Modified Growth Rate it is now set to 1 / ((1+ racial bonus) * (1 + microbiotics + universal antidote + structures + (leader bonus / 100) - event bonus - resource bonus).
Bug.0.0.2.x: Planetary Resource Tooltip - PopGrowth (wrong sign, not a percentage) and Morale (not a percentage); This is really a correction for mods as base game does not use this.
Fix.0.0.2.x: Corrected tooltip.
Bug.0.0.2.x: Ground Combat Combat Defender Leader Bonus not being added into Armor Defense Calculations
Fix.0.0.2.x: Multiplied the defense for armor the same as the calculations the game users for defending marines.
Bug.0.0.2.x: Defender's Armor Combat Calculations not using the proper base constant, using MARINE instead of ARMOR
Fix.0.0.2.x: Corrected calculation to use the correct base constant
Bug.0.0.2.x: Civil Transport - Does not show race when first created
Fix.0.0.2.x: Corrected the initial creation of a civil transport so that the initial race is correctly set.
Bug.0.0.2.x: Civil Transport - You can select multiple ship to disembark but only unloads one of them.
Fix.0.0.2.x: Disable unload button unless 1 and only 1 ship selected.
Bug.0.0.2.x: Civil Transport - Game always unloads the left most civil transport in the fleet, regardless of which one is selected.
Fix.0.0.2.x: Corrected action so that the correct civil transport is unloaded.
Bug.0.0.2.x: Research tooltip area can go off screen - Gauss Cannon (default) top is not readable.
Fix.0.0.2.x: Checks to see if this condition will happen and if so places the tooltip at the top of the screen.
Bug.0.0.2.x: When receiving tribute and deal ends game tells you where paying it to them.
Fix.0.0.2.x: Corrected incorrect statement.
Bug.0.0.1.x: Starbases/Missile Bases/Orbital Batteries/Military Outposts do not repair themselves.
Fix.0.0.1.x: Added auto-repair for these structures, once per turn
Bug.0.0.1.x: Tactical Battle MIRV splitting at wrong location and MIRV fragment's are not target-able by Point Defense
Fix.0.0.1.x: Corrected split location and made the fragments PD target-able.
Bug.0.0.1.x: Leader's with buyout reduction increasing costs vs reducing prices
Fix.0.0.1.x: Changed the operation to correct subtract instead of add the Leader's bonus.
Bug.0.0.1.x: Minor Civilization investing does not show reduction in your BC's total until you proceed to the next turn
Fix.0.0.1.x: Forced refresh of screen
Bug.0.0.1.x: If Over Command Limit and you scrap a ship, the screen still shows that you are running a BC deficit due to command points overage
Fix.0.0.1.x: Recalculates the Net Command Points for your fleet and forced screen refresh after this event
Bug.0.0.1.x: At start of turn, if your empire procedures a ship or otherwise increased command points over your limit, this new BC deficit does not show up until your next turn
Fix.0.0.1.x: Recalculates the Net Command Points for your fleet and forced screen refresh after this event
:::: 9.0: Release Timeline
2019.06.30 UCP 5.9
2018.12.22 UCP 5.8a
2018.09.14 UCP 5.8
2018.06.22 UCP 5.7b
2018.04.13 UCP 5.7a
2018.03.25 UCP 5.7
2018.02.10 UCP 5.6
2018.01.15 UCP 5.5c
2017.11.24 UCP 5.5b
2017.11.09 UCP 5.5a
2017.10.24 UCP 5.5
2017.09.12 UCP 5.4
2017.08.22 UCP 5.3
2017.08.01 UCP 5.2
2017.05.28 UCP 5.1
2017.05.14 UCP 5
2017.04.16 UCP 4
2017.03.11 UCP 3
2017.03.08 UCP 2
2017.02.25 UCP 1