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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 mathmatical 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 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: Racial Perk Combat Speed Improvement - This perk 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.0.0.5.4: 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 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: 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: 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
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 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: 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
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: 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, 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