Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
This topic has been locked
WhatIsSol  [developer] Oct 17, 2017 @ 1:57pm
Unofficial Code Patch 5.5(b) - Full Change Log
***** Now includes all needed fixes from Spud Dastardly's v55.1 Bug Fixes *****
Spud Dastardly was kind enough to allow me to include his fixes from this mod into this latest version. Fixes include:
1. Fixed the Elerian doomstar template attempting to use "rear facing heavy mount missiles." Changed them to all facing heavy armor missiles as presumably intended.
2. Corrected fighter bay description to reflect the fact that they travel in groups of 3, not 4.
3. Added a "+" to tachyon scanner and hyperspace sensor tooltips to reflect the fact that the bonuses are additive.

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


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


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.0.0.5.4: 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♥♥♥♥♥♥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 reproducable - 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: 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: Ameoba 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 ameoba 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: Ameoba 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. <Made to be Auto-Compatible with Spud Dastardly's Mod>

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
Last edited by WhatIsSol; Nov 23, 2017 @ 4:56pm
< >
Showing 1-1 of 1 comments
WhatIsSol  [developer] Oct 17, 2017 @ 1:57pm 
***** Enhancements *****
Add.0.0.5.5b: UI Pollution Tooltip for Project Cleanup shows incorrect sign (negative = cleaning up) (Modding only change) - Corrected UI to display correctly

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

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

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

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

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

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

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

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

Chg.0.0.5.5: AI goal settings removed the AvoidAllConflicts setting

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

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

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

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

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: 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, assimulating 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: Ship Blue Prints - 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

***** 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 Perks 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
Last edited by WhatIsSol; Nov 23, 2017 @ 4:57pm
< >
Showing 1-1 of 1 comments
Per page: 1530 50