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One important note about this screen is it will gradually offset when scrolled beyond a certain distance, then closed and reopened. This is akin to what happened in the Colony Screen and the Leader Selection Popup.
True to the changelog of 6.4a ModsManager.swf has a mouse wheel scroll fix, however the one for Options.swf is present but undocumented. Since recently a simplified solution was discovered that I am considering applying to the two aforementioned. With that the following four SWFs are also subjects to application.
EmpireBottomBar.swf is still missing the proposed solution for its Empire Message Section, with the reported problem being whenever its scrollable menu is activated the notification order becomes reversed.
When I have more time I will take a look at them.
to provide additional information: when shield reaches 0 and the "deploy" button is pressed to launch an invasion, a seccond bombardment is being commenced. I even experienced a sittuation were I was unable to stop this second bombardment, because the "abort" button would be greyed out.
will the 6.4a announcement also fix this issue?
Thank you.
Yes 6.4a broke, that. 6.4b has a fix for it that is being tested.
Here is the pre-release steam dll if you want to give it a shot:
https://drive.google.com/file/d/16K0FLXHKYS2QwruZRtPbHfh9KeBZuF-h/view?usp=sharing
I will be releasing a 6.4b probably within 24 hrs to address.
6.4b released to correct issue.
Bug.0.0.6.4b: <UCP-6.4a>Bombing of none-colonies is not working causing the game to lockup
Fix.0.0.6.4b: Just corrected this logic issue, hoping 3rd time is the charm on this routine
Bug.0.0.6.4a: Mouse wheel on the Options screen does not operate properly
Fix.0.0.6.4a: Drunked Rompa supplied the needed P-Code to correct
Would this be clearer ?
Version 6.4+ of UCP requires a new game, older saves pre-6.4 will not work.
Thanks much for the fix!!
Sonoma 14.2.1
game itself starts without issues.
How to workaround it?
this.stopImmediatePropagation();
Also the colony selection popup for leaders and spies both got a code adjustment in fillLocationList so the full colony list always takes a quarter of a second to draw. Previously the delay would be an added 0.03 seconds per row, which while fast, would still lag behind with those really long lists. For comparison, here's the old and new lines of code respectively:
Actuate.tween(_loc4_,0.4,{"alpha":_loc5_}).delay(_loc3_ * 0.03);
Actuate.tween(_loc4_,0.4,{"alpha":_loc5_}).delay(_loc3_ * (0.25 / param1.length));