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Version 5.3 Released

On nexus as usual: http://www.nexusmods.com/masteroforionconquerthestars/mods/30/?

***** Fixes Included in this patch *****
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

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

***** Enhancements *****
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
UCP 5.4 Release

On nexus as usual: http://www.nexusmods.com/masteroforionconquerthestars/mods/30/?

***** Fixes Included in this patch *****
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.

***** Enhancements *****
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
Post edited August 27, 2017 by WhatIsSol
UCP 5.5 Released

You can find it on nexus: https://www.nexusmods.com/masteroforionconquerthestars/mods/30/?

***** 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.


***** New Fixes Included in this patch *****

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

***** New Enhancements *****
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
Post edited October 24, 2017 by WhatIsSol
Looks great. Thanks for the heads up!
UCP 5.5a released

***** New Fixes Included in this patch *****
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.
UCP 5.5b updated - adds the following


***** New 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


***** New Enhancements Included in this patch *****
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
UCP 5.5c released - adds the following

***** Fixes Included in this patch *****
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)

***** Enhancements *****
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.
Post edited January 15, 2018 by WhatIsSol
Is the GoG OSX Version supported? I tried both the OSX- and the GoG-Downloads. The OSX-Download however tries to start steam when i start the game and with the GoG-Version i get an invisible main menu.
I did not know that GoG had an OSX version. I thought that was steam only. So unfortunately that would be a no.

Update: Looks like I do have access to the GoG OSX version, guess it came with the Windows version. So possible I could patch in my changes, but I do not have an OSX system to perform any testing on it.
Post edited January 16, 2018 by WhatIsSol
Should have added to my above post - if anyone would like to assist with testing OSX GOG UCP, would like at least 2 individuals then I would perform the merge.

Requires a fair amount of testing (just playing games normally and letting me know if any errors happen) and some back and forth file transfers to get the patch working right. It is what I did with the OSX steam version.
UCP 5.6 Released

Available on nexus: https://www.nexusmods.com/masteroforionconquerthestars/mods/30


***** Fixes Included in this patch *****
Bug.0.0.5.6: Ship Blueprint popup screen module selection can show too many digits for DPS causing display issues
Fix.0.0.5.6: Rounded DPS to two digits after decimal place

Bug.0.0.5.6: Leader Colony Selection UI Screen, the system's defense value is hard coded to 200? The first value is also hard coded to 2?
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 4 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 Perk "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: EmpireManagment 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

***** Enhancements *****
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.
Interesting project. I wonder if some of the script typos were fixed, it seems there's a bit of that sort of thing going on in these changelogs. I'll check it out later.

If not, is there a way I could report typos? There's a few hidden around, like in any game.
Most of the discussions on this project occur on the steam forum: http://steamcommunity.com/app/298050/discussions/. I basically just post releases on this forum.

But feel free to report typos here or on the steam forum, whichever. I tend to fix such things in batches when I'm bored.
UCP 5.7 Released

Available on nexus: https://www.nexusmods.com/masteroforionconquerthestars/mods/30

***** Fixes Included in this patch *****
Bug.0.0.5.7: Steam Workshop Bug - If you are not subscribed to any Steam Workshop items the game alphabetizes all your local mods on startup every time, thus reordering them
Fix.0.0.5.7: Corrected logic so the local mods will retain order regardless of the number of workshop items you are subscribed to

Bug.0.0.5.7: Production Queue on the planet shows really odd ETA for completion. Only the first production item is showing accurate ETA. All others are using some really old calculations based upon the build-able.
Fix.0.0.5.7: Adjusted the display so instead of pulling up the build-able it shows the time for the ETA on the queue.

Bug.0.0.5.7: Empire Management Screen after specific colony update, such as changing the queue, the pollution text changes from "pollution count / pollution capacity" to a "percent based" indicator of pollution
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: Observed occasionally the Antaran Attack Fleet Scenario gets into an invalid state after attacking a colony. Their portal never despawns, their attack fleet stays around, and they will never attack again
Fix.0.0.5.7: I do not know the cause of this, but added logic to detect this condition and perform needed cleanup action. So the fleet and portal will disappear and their attacks will resume using normal timeline.

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: End of Turn processing balance is adding any trade treaty or tribute twice. This was unfortunately added in as part of UCP 5.6 income changes
Fix.0.0.5.7: Corrected bad code logic

Bug.0.0.5.7: Leader ship assignment does not properly update for assigned leaders status (unless the screen is exited and re-entered). Thus it will appear to let you assign two leaders to the same ship for instance
Fix.0.0.5.7: Corrected refresh issue for ship leader assignment

Bug.0.0.5.7: Leader ship selection shows a hard-coded constant of 2 turns to arrive on the selection screen.
Fix.0.0.5.7: Modified it to be the yaml setting which defaults to 4 in the base game

Bug.0.0.5.7: Possible to queue up multiple ships that have the EmpireUnique set to true. The queued ships will be canceled when the first one is completed. In base game this only affects the Doomstar
Fix.0.0.5.7: Just prevented queuing of more than one EmpireUnique ship that share the same hull class.

Bug.0.0.5.7: Planet View - Looking at a colony you do not own, via spies or omniscience leads to some issues. You can attempt to add items to the production queue, try and rearrange items on the production queue, and toggle the buttons "enable AutoBuild" and "Enable Queue"
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: Empire Management Screen scrollbar will disappear after sort operations, until the screen is exited and reentered. The disappearing scrollbar was introduced in 5.6 during the scrollbar fixes. Sorting on morale is treating field as alpha instead of numeric
Fix.0.0.5.7: Corrected isseues

***** Enhancements *****
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 Production". 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 perk screen, just removed some dead space to make more room for perks.

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
Post edited March 25, 2018 by WhatIsSol
UCP 5.7 continued

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.
Post edited March 25, 2018 by WhatIsSol