Posted June 30, 2019
high rated
Updated located on nexus: https://www.nexusmods.com/masteroforionconquerthestars/mods/30?tab=files
:::: Fixes Included in this patch
Bug.0.0.5.9: Issue with blueprint cache values that can cause them not to be correctly regenerated during invalidation. This causes a problem with the Checksums used between the Server and Client and causes a desync situation. In multiplayer this prevents the game from being completed without exiting and reloading the multiplayer game. In single player it causes all sorts of issues with the AI especially the Antaran AI as the Server data is overwritten by the Client data.
Fix.0.0.5.9: Added logic to the invalidate cache blueprint to correctly regenerate the blueprint cache values. I also added logic to single player to output the same desync information in case this shows up in a game.
Bug.0.0.5.9: Multiplayer games do not save the Antaran information as it is only stored in the server and not the client. Since multiplayer games only save the client data this information is lost on reload of the game.
Fix.0.0.5.9: Adjusted the multiplayer games save logic so if the multiplayer host saves the game, it saves the server data and not the client (this is the same as what single player currently does). If the prior host then restarts the game the Antaran data is preserved.
Bug.0.0.5.9: During tactical combat updating avoidance grids can cause an application crash bug with System.IndexOutOfRangeException
Fix.0.0.5.9: Adjusted code logic to avoid this condition
Bug.0.0.5.9: AI will repeatable send inferior forces to take over a Monster or Orion guarded planet. This is a colonization effort by the AI using an incredibly inaccurate calculation for the forces needed to overcome the resistance.
Fix.0.0.5.9: Enhanced the calculation for estimated firepower
Bug.0.0.5.9: Under certain circumstance a non-omniscient AI that does not posses the deep scanner tech will fail to eliminate a monster since it does not know if the planets are habitable or not. In the game I was playing this completely stalled two AIs.
Fix.0.0.5.9: Just added logic so the AI will destroy a close monster if it can and it has no other planets that it can colonize
Bug.0.0.5.9: Under certain pollution levels the game can send you notification that a planet is starving and in fact you can lose a population unit due to lack of food even through the UI shows you have positive net food the entire time. The cause is how the game is applying pollution generation, cleanup, and its result on food output. Instead of doing them in that order it does generation, food output, and then cleanup. In the example I looked at the UI was stating +1 food, but the game was using -1 food in the background.
Fix.0.0.5.9: Just corrected the order of operations.
Bug.0.0.5.9: Shipwreck Random Event can cause a game crash during the GNN review generation under certain circumstances
Fix.0.0.5.9: Corrected logic for GNN creation to prevent this crash
Bug.0.0.5.9: Captured Spy Popup Screen scroll area can extend past the visual screen space if you have too many captures spies
Fix.0.0.5.9: Adjusted scroll region so it matches the visual screen space
Bug.0.0.5.9: Empire Management Screen's Production Queue has multiple issues dealing with a build item that has been purchased.
Fix.0.0.5.9: Corrected issues in dragging and initialization
Bug.0.0.5.9: AI will never ask for its captured spies to be returned, this is due to numerous bugs and some missing code
Fix.0.0.5.9: Added missing logic to allow the AI to evaluate if it has any captured spies and to potentially negotiate their return
Bug.0.0.5.9: Antaran Attack Fleet calculation is incorrectly setting up its random table resulting in the wrong blueprint distribution
Fix.0.0.5.9: Corrected the table setup and thus the distribution issue, note this fix allows the attack fleet to actually contain Doomstar blueprints
Bug.0.0.5.9: Antaran Attack Fleet is using a constant of six turns to determine defense fleet it will have to fight
Fix.0.0.5.9: Modified routine so that it uses the values in the yaml files instead of a constant. This is not a perfect fix but better than a constant
Bug.0.0.5.9: During Tactical Combat Intro the combat control tool-tips are active and show invalid data or can throw exceptions in the code
Fix.0.0.5.9: Disabled the tactical combat tool-tips while the intro cinematic is running
Bug.0.0.5.9: Pirate Base/Independent's bombing screen is missing a graphic for the civilian population
Fix.0.0.5.9: Just put in the icon for these civilians
Bug.0.0.5.9: Supernova event in a system can destroy an Antaran Ruin possibly making the Antaran Victory impossible to achieve
Fix.0.0.5.9: Modified logic so any research lab will be destroyed but the actual Antaran Ruin will survive the explosion
Bug.0.0.5.9: Independent Civilizations Diplomacy Screen does not update correctly if it is in a neutral state, basically just shows whatever was the last Independent Civilization data that was on the screen
Fix.0.0.5.9: Corrected this issue. Made a few minor UI changes as well
Bug.0.0.5.9: Independent Civilizations Diplomacy always has the "!" indicator visible on the thumbnail regardless of the actual investment level
Fix.0.0.5.9: Correctly set the visibility of that indicator based upon the investment level for that independent civilization. Made a few minor UI changes as well
Bug.0.0.5.9: Galaxy tooltip for structures/warpgates has visible popup effect from last shown location to new shown location when first shown
Fix.0.0.5.9: This is just something that has always annoyed me so figured I would fix it
Bug.0.0.5.9: The planet screen contains no information if the planet has a pirate base
Fix.0.0.5.9: Corrected the screen so the details of the planet will show-up
Bug.0.0.5.9: Gas Giant Planet Screen does not show any data unless the race is Omniscient. The industry and food generating cells are also left overs from whatever planet was last viewed
Fix.0.0.5.9: Corrected both issues
Bug.0.0.5.9: TacticalPlasmaWebDamageVisual is generating a NullReferenceException on its OnFire event during tactical combat
Fix.0.0.5.9: Just added a check for null pointer and avoiding the code segment that causes this NullReferenceException
Bug.0.0.5.9: The Stellar Converter Cut Scene has issues after first view in the game. The beam comes from an empty location and the ship shows up half way to the planet
Fix.0.0.5.9: Just corrected the initial ship location. Also attempted to make the beam not originate at ship center if the "SCPosition" point is not defined (it is only defined for Doom Star Models). This is best effort
Bug.0.0.5.9: Espionage Hacking UI shows incorrect information both in the description and on mission status
Fix.0.0.5.9: Corrected the mismatch of the UI and in game effects to match
Bug.0.0.5.9: Espionage Screen captured spy's "Open a diplomatic negotiation" button provides no feedback to user if the AI rejects your audience request, just appears the button does nothing
Fix.0.0.5.9: Added logic to show the client a message that their audience was rejected
Bug.0.0.5.9: AI will never terraform toxic worlds because it does not know it needs to build a toxic processor for this. It only looks at the pollution reduction of that structure and that is not needed on a toxic planet.
Fix.0.0.5.9: Added logic to assign a non-zero weight to the construction of the toxic processor on toxic planets.
Bug.0.0.5.9: Multiple Leader Screens that show the galaxy map do not fit on the provided screen space. This seems to be related to screen resolutions that differ from 1920x1080
Fix.0.0.5.9: Corrected issue with these screens by adjusting the calculation the game is using for determination of the screen space
Bug.0.0.5.9: Espionage Screen the train agent button will show a blank picture about half the time. This is a mismatch between the number of spy agents graphics (15) and spy agents names (26). When the spy is purchased the picture will be correct
Fix.0.0.5.9: Corrected this issue
Bug.0.0.5.9: Path To Victory screen is throwing a "Handler for command: PopulateVictories not found error"
Fix.0.0.5.9: Removed this unneeded call that could cause refresh issues for that screen. Also adjust this screen so it defaults to selecting all races on the graph lines, instead of only your race
Bug.0.0.5.9: Path To Victory screen odd interaction if graph is selected, then a drop down item is selected, and then closed. Upon going back to it, trying to select the same drop down item will not refresh the screen
Fix.0.0.5.9: Corrected this minor UI issue
Bug.0.0.5.9: Tactical combat tooltip icon lookup can generate an exception and prevent the tooltip from showing
Fix.0.0.5.9: Just added logic to catch this error and use a default icon
Bug.0.0.5.9: If an independent civilization is destroyed by a civilization using a Stellar Converter the notification says Supernova
Fix.0.0.5.9: Corrected this mistake
Bug.0.0.5.9: Ship Upgrade popup has an overflow UI issue if over 12 items have changed between old and new. Also the cost can overflow the button as well
Fix.0.0.5.9: Just corrected this minor issue
Bug.0.0.5.9: A planet that is destroyed via Stellar Converter or Supernova when recreated with the colony project "Artificial Planet Construction" will always result in a planet size of Large
Fix.0.0.5.9: Original planet size will now be preserved instead of being defaulted
:::: Fixes Included in this patch
Bug.0.0.5.9: Issue with blueprint cache values that can cause them not to be correctly regenerated during invalidation. This causes a problem with the Checksums used between the Server and Client and causes a desync situation. In multiplayer this prevents the game from being completed without exiting and reloading the multiplayer game. In single player it causes all sorts of issues with the AI especially the Antaran AI as the Server data is overwritten by the Client data.
Fix.0.0.5.9: Added logic to the invalidate cache blueprint to correctly regenerate the blueprint cache values. I also added logic to single player to output the same desync information in case this shows up in a game.
Bug.0.0.5.9: Multiplayer games do not save the Antaran information as it is only stored in the server and not the client. Since multiplayer games only save the client data this information is lost on reload of the game.
Fix.0.0.5.9: Adjusted the multiplayer games save logic so if the multiplayer host saves the game, it saves the server data and not the client (this is the same as what single player currently does). If the prior host then restarts the game the Antaran data is preserved.
Bug.0.0.5.9: During tactical combat updating avoidance grids can cause an application crash bug with System.IndexOutOfRangeException
Fix.0.0.5.9: Adjusted code logic to avoid this condition
Bug.0.0.5.9: AI will repeatable send inferior forces to take over a Monster or Orion guarded planet. This is a colonization effort by the AI using an incredibly inaccurate calculation for the forces needed to overcome the resistance.
Fix.0.0.5.9: Enhanced the calculation for estimated firepower
Bug.0.0.5.9: Under certain circumstance a non-omniscient AI that does not posses the deep scanner tech will fail to eliminate a monster since it does not know if the planets are habitable or not. In the game I was playing this completely stalled two AIs.
Fix.0.0.5.9: Just added logic so the AI will destroy a close monster if it can and it has no other planets that it can colonize
Bug.0.0.5.9: Under certain pollution levels the game can send you notification that a planet is starving and in fact you can lose a population unit due to lack of food even through the UI shows you have positive net food the entire time. The cause is how the game is applying pollution generation, cleanup, and its result on food output. Instead of doing them in that order it does generation, food output, and then cleanup. In the example I looked at the UI was stating +1 food, but the game was using -1 food in the background.
Fix.0.0.5.9: Just corrected the order of operations.
Bug.0.0.5.9: Shipwreck Random Event can cause a game crash during the GNN review generation under certain circumstances
Fix.0.0.5.9: Corrected logic for GNN creation to prevent this crash
Bug.0.0.5.9: Captured Spy Popup Screen scroll area can extend past the visual screen space if you have too many captures spies
Fix.0.0.5.9: Adjusted scroll region so it matches the visual screen space
Bug.0.0.5.9: Empire Management Screen's Production Queue has multiple issues dealing with a build item that has been purchased.
Fix.0.0.5.9: Corrected issues in dragging and initialization
Bug.0.0.5.9: AI will never ask for its captured spies to be returned, this is due to numerous bugs and some missing code
Fix.0.0.5.9: Added missing logic to allow the AI to evaluate if it has any captured spies and to potentially negotiate their return
Bug.0.0.5.9: Antaran Attack Fleet calculation is incorrectly setting up its random table resulting in the wrong blueprint distribution
Fix.0.0.5.9: Corrected the table setup and thus the distribution issue, note this fix allows the attack fleet to actually contain Doomstar blueprints
Bug.0.0.5.9: Antaran Attack Fleet is using a constant of six turns to determine defense fleet it will have to fight
Fix.0.0.5.9: Modified routine so that it uses the values in the yaml files instead of a constant. This is not a perfect fix but better than a constant
Bug.0.0.5.9: During Tactical Combat Intro the combat control tool-tips are active and show invalid data or can throw exceptions in the code
Fix.0.0.5.9: Disabled the tactical combat tool-tips while the intro cinematic is running
Bug.0.0.5.9: Pirate Base/Independent's bombing screen is missing a graphic for the civilian population
Fix.0.0.5.9: Just put in the icon for these civilians
Bug.0.0.5.9: Supernova event in a system can destroy an Antaran Ruin possibly making the Antaran Victory impossible to achieve
Fix.0.0.5.9: Modified logic so any research lab will be destroyed but the actual Antaran Ruin will survive the explosion
Bug.0.0.5.9: Independent Civilizations Diplomacy Screen does not update correctly if it is in a neutral state, basically just shows whatever was the last Independent Civilization data that was on the screen
Fix.0.0.5.9: Corrected this issue. Made a few minor UI changes as well
Bug.0.0.5.9: Independent Civilizations Diplomacy always has the "!" indicator visible on the thumbnail regardless of the actual investment level
Fix.0.0.5.9: Correctly set the visibility of that indicator based upon the investment level for that independent civilization. Made a few minor UI changes as well
Bug.0.0.5.9: Galaxy tooltip for structures/warpgates has visible popup effect from last shown location to new shown location when first shown
Fix.0.0.5.9: This is just something that has always annoyed me so figured I would fix it
Bug.0.0.5.9: The planet screen contains no information if the planet has a pirate base
Fix.0.0.5.9: Corrected the screen so the details of the planet will show-up
Bug.0.0.5.9: Gas Giant Planet Screen does not show any data unless the race is Omniscient. The industry and food generating cells are also left overs from whatever planet was last viewed
Fix.0.0.5.9: Corrected both issues
Bug.0.0.5.9: TacticalPlasmaWebDamageVisual is generating a NullReferenceException on its OnFire event during tactical combat
Fix.0.0.5.9: Just added a check for null pointer and avoiding the code segment that causes this NullReferenceException
Bug.0.0.5.9: The Stellar Converter Cut Scene has issues after first view in the game. The beam comes from an empty location and the ship shows up half way to the planet
Fix.0.0.5.9: Just corrected the initial ship location. Also attempted to make the beam not originate at ship center if the "SCPosition" point is not defined (it is only defined for Doom Star Models). This is best effort
Bug.0.0.5.9: Espionage Hacking UI shows incorrect information both in the description and on mission status
Fix.0.0.5.9: Corrected the mismatch of the UI and in game effects to match
Bug.0.0.5.9: Espionage Screen captured spy's "Open a diplomatic negotiation" button provides no feedback to user if the AI rejects your audience request, just appears the button does nothing
Fix.0.0.5.9: Added logic to show the client a message that their audience was rejected
Bug.0.0.5.9: AI will never terraform toxic worlds because it does not know it needs to build a toxic processor for this. It only looks at the pollution reduction of that structure and that is not needed on a toxic planet.
Fix.0.0.5.9: Added logic to assign a non-zero weight to the construction of the toxic processor on toxic planets.
Bug.0.0.5.9: Multiple Leader Screens that show the galaxy map do not fit on the provided screen space. This seems to be related to screen resolutions that differ from 1920x1080
Fix.0.0.5.9: Corrected issue with these screens by adjusting the calculation the game is using for determination of the screen space
Bug.0.0.5.9: Espionage Screen the train agent button will show a blank picture about half the time. This is a mismatch between the number of spy agents graphics (15) and spy agents names (26). When the spy is purchased the picture will be correct
Fix.0.0.5.9: Corrected this issue
Bug.0.0.5.9: Path To Victory screen is throwing a "Handler for command: PopulateVictories not found error"
Fix.0.0.5.9: Removed this unneeded call that could cause refresh issues for that screen. Also adjust this screen so it defaults to selecting all races on the graph lines, instead of only your race
Bug.0.0.5.9: Path To Victory screen odd interaction if graph is selected, then a drop down item is selected, and then closed. Upon going back to it, trying to select the same drop down item will not refresh the screen
Fix.0.0.5.9: Corrected this minor UI issue
Bug.0.0.5.9: Tactical combat tooltip icon lookup can generate an exception and prevent the tooltip from showing
Fix.0.0.5.9: Just added logic to catch this error and use a default icon
Bug.0.0.5.9: If an independent civilization is destroyed by a civilization using a Stellar Converter the notification says Supernova
Fix.0.0.5.9: Corrected this mistake
Bug.0.0.5.9: Ship Upgrade popup has an overflow UI issue if over 12 items have changed between old and new. Also the cost can overflow the button as well
Fix.0.0.5.9: Just corrected this minor issue
Bug.0.0.5.9: A planet that is destroyed via Stellar Converter or Supernova when recreated with the colony project "Artificial Planet Construction" will always result in a planet size of Large
Fix.0.0.5.9: Original planet size will now be preserved instead of being defaulted
Post edited June 30, 2019 by WhatIsSol