Aurora 4x

Other Games => Quasar4x => Topic started by: Kyle on October 16, 2020, 04:24:56 PM

Title: [q4x] Patch Notes
Post by: Kyle on October 16, 2020, 04:24:56 PM
Version 116

Fixed: pops weren't researching projects in parallel
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 17, 2020, 07:23:25 PM
Version 117

Fleet Orders window: hide civilian fleets on the transfer-ships-between-fleets dropdown menu
Fixed: some yes-or-no popups weren't resizing to fit their text
Fixed: industrial project queues weren't always advancing automatically
Fixed 1 crash and 1 bug in commander unassignment
Fixed: diplomacy skillups weren't happening
Fixed: CMC weren't consuming minerals when not being purchased by player
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 21, 2020, 05:50:13 PM
Version 118

- Fixed: Small asteroids were being generated with gravity that was much too high
- Fixed: New officers were being recruited at half the rate they should have been
- Scientists with 0 labs allocated will now only gain experience at the unemployed rate
- Civilians and unarmed NPR ships avoid dangerous systems
- Added 91 more functions for modders
- Implemented the enter/explore button on F9 window

And one I'm really happy with:
- Optimized the System View window.  This reduced the loading time for a standard Sol system from 786 ms -> 50 ms on my computer  :D


Title: Re: [q4x] Patch Notes
Post by: Kyle on October 22, 2020, 06:09:04 PM
Version 119

Added support for low resolution displays
Implemented Main Menu > Empires > Update Sys Control
Fixed: Second System Map was messing with the selected system on the primary System Map
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 22, 2020, 09:03:59 PM
Version 120

Fixed a crash introduced by version 118
Fixed: class and ship summaries were missing mining modules
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 24, 2020, 02:36:39 AM
Version 121

Fixed 3 crashes
Maintenance facilities will reload box launchers. (at 1/10th the normal rate)
Team skill rating increase events will no longer interrupt
Don't show blank gaps in the middle of task group lists in the F3 window's graphics area when Hide Civilian Ship Names is checked
Fixed: Load minerals when X available wasn't working
Fixed: It was possible to have fighter-only beam fire controls on non-fighter ships
Fixed: It was possible to have more than one tractor beam on a ship
Fixed: Fighter-only beam fire controls weren't quadrupling the tracking speed
Fixed: Sometimes couldn't add auto-mine contracts
Fixed: Ships window Assigned Mothership wasnt showing the existing assigned mothership if it wasn't in the same location
Fixed: Rename Tech on View Technology window wasn't renaming components too
Fixed: Recent update caused Mineral Deposits list to stop showing in F9 window (system view)
QoL: The most recently played game is selected by default on the game details window
QoL: When renaming tech, put original name in the textedit and select all
QoL: Changed most popups to appear centered relative to their originating window rather than relative to the game window, to make them easier to find when using 2+ monitors
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 26, 2020, 09:04:02 AM
Version 122

- Fixed 1 crash
- Expansion of existing civilian mining complexes will no longer cause an interrupt
- A capacity target can optionally be specified for continual shipyard expansion
- A scientist's research specialty can be changed in exchange for a 75% reduction in their research bonus
- Added 'Show Next Tech' checkbox to the Create Research Project window
- Added Aurora C#'s prototyping mechanics.  This does include turret prototyping and researching of prototypes.  Missile engine prototypes are selectable on the Missile design window.
- Added Live Prototyping of Missile Engines, wherein you can configure the Missile Design window to use the missile engine options you have selected in the Create Research Project window in real time.

More info and screenshots in this post (http://aurora2.pentarch.org/index.php?topic=10149.msg142283#msg142283)

Title: Re: [q4x] Patch Notes
Post by: Kyle on October 26, 2020, 11:49:21 AM
Version 123

Fleet order ETA (on F3 window, Fleet Orders window, and Task Force window) times now include any manually specified order delays
Fixed: "Save Changes" in the "Specify Minerals" tab in the "System Generation and Display" window erases all minerals
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 26, 2020, 11:25:39 PM
Version 124

Fixed: gauss cannons weren't showing up on class and ship design summaries
Fixed: gauss cannon rate of fire was showing 0 in turret design summaries
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 27, 2020, 06:48:37 AM
Version 125

Fixed: Changes to production queue order weren't actually being followed
Fixed: Blue dots on galaxy map weren't being shown for unpopulated 0-2 suitability worlds
Fixed: Weapon accuracy modifier wasn't properly transferring to turrets
Fixed: Turret summaries were showing wrong damage output for multi-shot weapons
Fixed: Academy training levels of 2 or higher weren't doing anything
Fixed: Increasing your academy training level on the Race window was completely resetting the available crew count. It now only divides the existing count by two, as in A4X
QoL: Pressing 'View Tech' on the Class Design window while a component is selected in either the Available Components list or the Summary of Components list will select the associated tech category on the View Technology window and highlight the tech corresponding to the component.
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 28, 2020, 08:15:10 AM
Version 126

- Fixed a crash
- Fixed: refits weren't working
- Turned off interrupts for civilian ship scrapping and construction
- Fleet Orders > System Locations Available: removed civilian fleets from list
- QoL: Task Force window: Clicking a fleet selects it on the Fleet Orders window. Double-clicking it additionally raises the Fleet Orders window to the front.
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 29, 2020, 11:26:44 AM
Version 127

- Fixed: Refuel From Colony conditional order was sometimes selecting remote systems in code that expects local system only
- Fixed: Fleet orders > Center Fleet on Map checkbox wasn't doing so until fleet reselected
- Fixed a few issues with pathing thru lagrange points
- F2 window > Transfer Team to Ship: Removed civilian ships from list
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 30, 2020, 04:14:08 AM
Version 128

- Maintenance Storage Bays are now classed as Commercial components
- The cost of beam fire controls has been reduced by a third
- Colonist capacity of Orbital Habitat Modules has been increased from 50k to 200k
- Added Structural Shells and the associated No Armor checkbox to Class Design
- Civilian shipping lines will tend to build a more equal distribution of freighters and colony ships
- Fixed a crash
- Fixed: certain illegal ship class designs were creatable. they now pop up an appropriate message
- Fixed: civ ships were sometimes avoiding systems even though they weren't dangerous
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 30, 2020, 07:15:43 AM
Version 129

Fixed: Class and ship total required power was calculated at too high a value
Fixed: Ships window: Required power field was actually showing reactor power
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 30, 2020, 01:15:32 PM
Version 130

- New Civ Mining Complexes can be disabled for the current race in the Quasar4x Settings window
- New Shipping Lines and Civ Ships can be disabled for the current race in the Quasar4x Settings window
- New ship clases will start with a large fuel storage rather than regular fuel storage once the tech is learned
- Fixed: Structural Shell was sometimes auto-selected for ship classes even though 'No Armor' was unchecked
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 31, 2020, 12:43:35 PM
Version 131

- QoL: Ending your turn with inactive research labs will now pop up a confirmation box
- Added a Low Processor Usage Mode checkbox to the Quasar4x Settings window
- Any UI action that is blocked because the ship class is a prototype will now also be blocked if the class design has errors
- Removed civilian fleets from two lists in the Fleet Orders second tab
- Selections on the Create Research Project window will now only be reset when new tech is learned (Previously any UI refresh reset them)
- Fixed a situation where it was possible to overallocate labs to research projects
- Fixed 2 crashes
Title: Re: [q4x] Patch Notes
Post by: Kyle on November 03, 2020, 07:17:57 AM
Version 132

- QoL: Added the 'Fast-Track' button to the colony research tab, to the right of the 'Queue Top' button.  'Fast-Track' is like 'Queue Top' except the scientist begins work on the selected technology immediately, and it is instead the project they were working on that is moved to the top of the queue.  This is useful if you want an active scientist to immediately research a component you just designed without having to delete and recreate their queue.

- QoL: When a fleet is in Task Force Training and all ships have just reached 100% TF Points, training mode is stopped and an interrupting event is logged

- After releasing tractored ships, a tug fleet's current speed will be set to its original (higher) max speed
- Low Processor Usage mode is now always on.  The corresponding checkbox in the settings window has been removed.
- Fixed: with autoturns enabled, screen wasn't redrawing between first and second increment
- Fixed: A lot of events were tied to a location on the map but not to the relevant fleet, ship, population, etc.
- QoL: Fleets will be set back to their maximum speed whenever their Task Force Training is stopped
- QoL: F2 Window > Contracts in progress: Civilian ships en route can be clicked to show them on the system map, double clicked to additionally raise the system map to the front
- QoL: Fleet Orders window: after an order is added, the plotted moves list is scrolled to the bottom so newly added orders are always visible
- QoL: Clicking the class, fleet, taskforce, commander, or current mothership on the Ships window will open the appropriate window with that item selected
- QoL: Hide CMC no longer hides CMC populations if they have player mines, ruins, shipyards, task forces, teams, or colonists
- QoL: Hide CMC now also hides empty colonies that are completely unused in any way other than to serve as placeholders or token governorship seats.
- QoL: F2 window: The species name will no longer be shown in the population list if it is the player's default species
- 7.2 feature added: In the Population window, the section for Automated Mining Colonies will now take into account any asteroid mining modules in orbit. (Additionally, the number of Orbital Mines, if any, will be shown)
- 7.2 feature added: added a check box to the Geological Survey Report window that allows you to filter out alien-controlled systems (based on the controlling race you specify on the Galactic Map).
Title: Re: [q4x] Patch Notes
Post by: Kyle on November 05, 2020, 04:43:56 PM
Version 133

- Quasar4x Settings window: Added borderless window option. Added option to specify an exact position and size for the Quasar4x window that will be restored upon restarting the game.  (These two options allow me to set up a "better" fullscreen mode that can span multiple monitors and leave room for my OS's task bar, using precise values that will be persistent through frequent restarts of the game)

- QoL: The following checkboxes will now preserve their state in your save file: Hide Obsolete in the Class Design window, Disable Jump to Event in the Events window, Center Map in the Fleet Orders window, and all of the location types including Show All Pops in the Fleet Orders primary tab.

- QoL: Galactic Map can be dragged around with middle mouse button
- QoL: Galactic Map can be zoomed in or out with scroll wheel

- Quasar4x Settings window: Added button that will copy the current empire's settings to all other empires in the current game (requires SM password)
- Galactic Map: increased spacing of automatically positioned systems to give more room for text such as system name, distance, etc
- QoL: Galactic Map: Line Up Systems button will match spacing of auto-positioned systems when the default grid size of 4 is used
- Fixed: Galactic Map window wasn't resizable
- Fixed: Releasing a tractored ship at a population wasn't assigning the released ship to that population
- Fixed: Fleet Orders window, Manage Shipyards tab: The shipyard's assigned task group was sometimes incorrect
- Fixed: bugs that occurred when a ship was constructed but the assigned task group didn't exist or was in different location
- Fixed: Ships window: The pop displayed on the Assigned Population dropdown was sometimes incorrect
Title: Re: [q4x] Patch Notes
Post by: Kyle on November 08, 2020, 12:03:15 PM
Version 134

- QoL: When right-clicking a jump point in the F3 window, there will be a new option to Enter/Explore JP

- Jump Tenders now allow jumps on both sides of a warp point, as in A4X
- Quasar4x Settings: the option for recording the current size and position of the program window to be later restored now functions for all in-game windows as well
- Added UI Element: Main Menu > Misc > Reload Window Positions.  Updates the sizes and positions of the program window and all in-game windows to the values that were recorded for the current empire in the settings window.  The shortcut for this menu item is F1.  This can be useful for periodically cleaning up the the clutter of too many open windows in various locations and reverting to your original clean layout.
- Implemented UI Element: Main Menu > Misc > Reset Window Positions
- Modding: added 9 new api calls, changed 1 api call (get_jump_status). api version upped to 201107
- Fleet Orders window: Added " - repairing" and " - scrapping" next to ship names in the ship list that are undergoing these tasks
- Fixed: Exploring systems explored by other races wasn't granting system knowledge
Title: Re: [q4x] Patch Notes
Post by: Kyle on November 13, 2020, 09:52:22 PM
Version 135

- Possibly fixed some issues with conditional refuelling and resupplying
- Fixed: senior S.O. in system was selecting from all races in system

Version 136

- Fixed: it was sometimes possible to remove armor in class designs

Version 137

- Tiny fix
Title: Re: [q4x] Patch Notes
Post by: Kyle on July 27, 2021, 07:35:11 PM
Version 138

- Settings > Classic Mode checkbox to hide Q4X-only UI elements and be more VB6-like
- Star Swarm
- Fleet Order: Join fleet and tractor ships
- Fleet Order: Detach tugs
- Fleet Order: Request Tow at..
- Added Current Location as an acceptable target for some fleet orders
- Default Order: Fulfil nearest tow request
- Default order: refuel stranded fleet
- Default order: resupply nearest fleet with <80% supplies
- Default order: Load fuel at harvester
- Default order: load infra from nearest pop with surplus
- Default order: Deliver infra to nearest pop with defecit
- Conditional order: unload 90% fuel at capital
- Orders can be flagged as non repeating to be excluded from Cycle Orders and Repeat Orders
- Checkbox for fleets: Request tow when unable to move
- Checkbox for fleets: Detach tugs when no longer needed
- New Policies tab on F3 window, with checkboxes to auto refuel or resupply ships
- Ruin Generation Chance can be configured, default is 20
- Minimum and Maximum distance for starting NPRs
- Conventional Start NPRs
- New Production Overview window
- Add-hoc explorer ship for SM
- Overhauled system gen
- Psuedo-known stars theme: "Elite"
- Configurable player event interrupts
- Experimental automation features (will not be supported)
- Improved DB Backup speeds
- Added one-off Backup DB option to Quasar4x dropdown menu
- Implemented cloaking device
- Implemented alien sensor and weapon intel
- Numerous fixes

More info in the progress update thread (http://aurora2.pentarch.org/index.php?topic=10149.msg153923#msg153923)
Title: Re: [q4x] Patch Notes
Post by: Kyle on July 28, 2021, 06:48:51 AM
Version 139

- Fixed: Missile fire controls weren't treating size <6 missiles as size 6
Title: Re: [q4x] Patch Notes
Post by: Kyle on July 29, 2021, 08:17:02 PM
Version 140

- Added new fleet move: Begin Task Force Training
- Added new default order: Pick up idle geosurvey team at nearby colony
- Added new default order: Drop off geo team at colony needing geo survey
- Settings window: Added an option to disable the idle research labs popup
- Settings window: Added an option to disable the 'Are you sure' popup that appears when you select a scientist to research a new project

- Gave officer diplomacy bonus increases their own event type so they can be filtered out without having to filter out all Officer Updates
- Gave officer political bonus increases their own event type so they can be filtered out without having to filter out all Officer Updates
- Event logs indicating an officer's health has gotten worse but hasnt actually died or retired have been given their own category 'Officer Health (Minor)' so they can be filtered out without having to filter out deaths and retirements
- Forgot to implement the Racial Min System Num and Max System Num settings on the Race Details window.  This is now done -- I also made it so SM mode must be enabled in order to update these values

- Fixed: syntax error that was causing precursor wrecks not to spawn
- Fixed: setting shipyard activity wasn't refreshing the UI
- Fixed: maximum rank of task force subordinates was 2. it's now only restricted to being 1 less than task force commander
- Fixed: civilian shipping engine designs were showing in the Class Design window
- Fixed: Setting the Inactive Labs event to 'no interrupt' was having no effect
- Fixed: When Show Idle was selected in the new Production Overview, idle ordnance and missile factories were sometimes still not showing
Title: Re: [q4x] Patch Notes
Post by: Kyle on July 30, 2021, 09:25:50 AM
Version 141

- Added new default order: Begin task force training in TF system
- Created new event types so they can be filtered out without having to filter out their generic versions:  Officer initiative bonus, Officer training bonus, Orders assigned: Unload Colonists

- Fixed: geo survey teams were creating duplicate mineral deposits on comets
- Fixed: factories were showing as idle on the new Production Overview when Show Active was not checked

Title: Re: [q4x] Patch Notes
Post by: Kyle on August 01, 2021, 10:34:22 PM
Version 142

- Moved 'Officer Admin Rating' from Officer Updates into its own event type
- Newly discovered aliens are named with a random number instead of their database ID

- Fixed: geo survey teams weren't gaining experience
- Fixed: Removed erroneous message on some turret designs that weapon CTH is reduced to 0
- Fixed: wrong completion dates were calculated for ordnance and fighters on the new Production Overview window
- Fixed an issue preventing the 'New jump point detected by observation of transit' event to be logged
- Fixed a specific instance where increment would be unnecessarily shortened to a day
- Fixed error when NPR captures hostile lifepod
- Fixed error when NPR wants to do something in a system as close to capital as possible (like build a jump gate) but a hostile system is in the path
- Fixed error in ship details UI mag contents list

Title: Re: [q4x] Patch Notes
Post by: Kyle on August 06, 2021, 11:53:34 AM
Version 143

- NPR interrupts no longer turn off auto-turns
- The game window will no longer completely freeze during a long end-of-turn.  Now auto turns can be easily unchecked during long turns.
- Added a small faintly visible spinning wheel on the F3 window that appears while turns are processing to show that progress is being made

- SM Race will appear in most empire selection dropdowns when spacemaster is enabled in an SM start game - this fixes issue where SM Race couldn't see systems on the F3 window
- SM Race can add colony and make updates to its atmosphere
- Fixed: F9 window: Generating a system when no system yet exists wasn't working right
- Fixed: the code that was supposed to make sure Player TN races start with at least one commercial shipyard was setting the shipyard capacity to commercial sizes but not setting its type to commercial
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 07, 2021, 11:08:30 PM
Version 144

- F3 window: added button that will hide or show the options on the left side
- Quasar4x > Settings window: Added a checkbox that will hide the 'Scroll Map' and 'Zoom Map' panels on the F3 window so it can be made narrower
- Events window: the Show Errors checkbox is now only visible in Classic Mode, since quasar4x doesn't use error events
- Events window: Added a 'Compact' checkbox which hides the race column and a couple buttons so the window can be narrower
- New Production Overview: Added a 'Compact' checkbox which hides the options on the left-hand side so the window can be narrower
- Population (F2) window: Added the name of the selected population to the summary, above Political Status

- Events window: recalculates word wrapping when window is resized
- System Map (F3) window: rewrote really old code for all the settings checkboxes, just in case it was causing hangups in the system map
- Fixed: New Production Overview: Was possible to view other non-ally players without spacemaster enabled
- Fixed: NPR inactive labs was cancelling auto turns
- Fixed: NPR sometimes had inactive labs when it could be researching an additional tech


Version 145
- Fixed: version 143 broke fleet movement due to a typo
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 08, 2021, 11:42:32 AM
Version 146

- Fixed: couldn't lock a class if any prototype class existed in the save file


Version 147

- Added 'Disable Hardware Acceleration' setting which removes anti-aliasing on orbits and should fix freezing issues on Intel GPUs
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 10, 2021, 04:36:51 PM
Version 148

- Added new default order: Move to colony on asteroid or comet with minerals
- Added missing feature: Tax income from civilian colony ships and passenger liners
- Added missing feature: Shipping line profits from civilian colony ships and passenger liners

- Fixed: Load/Unload times for Luxury Passenger Accommodations was 0
- Fixed: The Uridium requirement for CIWS was too high
- Fixed: The contribution of a warhead's strength to the cost of a missile was calculated incorrectly
- Fixed: In certain situations "No ECCM" would be missing from the list of options for ECCM when designing a component
- Fixed: Minimum tracking speed on turrets was 1, should be 0
- Fixed: F2 window > Research Tab: Queue and Queue Top buttons were wrongly disabled in certain situations
- Fixed: Ships in orbit of a body with atmosphere were wrongly having atmospheric effects applied to their weapons
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 12, 2021, 04:11:03 PM
Version 149

- Fixed: an error that occurred when checking task force system id in point defense calculations
- Fixed: Civilian Fuel Harvester designs were being generated without engines
- Fixed: Civilians were designing (spamming) new ship classes even when the available tech hadn't changed
- Fixed: Civilian fleets and non-combat fleets were appearing in the list of ships/fleets on the combat overview


Version 150

- Fixed: I turned off galactic map graphics while troubleshooting another issue for someone and forgot to turn them back on
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 14, 2021, 04:05:45 AM
Version 151

- Rather than get stuck in a system forever, non military NPR ships will try to leave a system populated by another neutral or hostile race if they can find a safe exit

- NPR number of labs will be capped at 150% * Difficulty% * the number of the strongest player's starting labs.  Normally has no effect unless you significantly decrease the # of labs the game suggests for you.
- If the player adjusts the starting tech points suggested on the Create New Game window, NPR starting tech points at the beginning of the game will be adjusted by the same amount. Raising the difficulty modifier reduces any deductions from NPR points.  Lowering the difficulty modifier reduces any increase in NPR points.

- Fixed: Diplo teams weren't having any effect on their target races due to a typo.
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 14, 2021, 01:51:27 PM
Version 152

Fixed: an error when civs upgrade their designs
Fixed: F3 window: sensor rings weren't redrawing when you moved the sliders
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 14, 2021, 06:35:26 PM
Version 153:

- Fixed: F3 window: the red signature range circles weren't factoring in reductions from nebulae
- Fixed: F3 window: the red signature range circles weren't showing for populations
- Fixed: F2 window: Available research labs was sometimes showing as -1 when it should be 0
- Fixed: Inactive Research Lab was wrongly popping up for fractional labs
- Fixed: Inactive Research Lab popup and event log would sometimes wrongly warn you have 0 inactive labs
- Fixed: The Overallocation of Labs event and the resulting automatic reduction labs would sometimes occur when it shouldn't
- Fixed: Several situations in the game where rounding down the difference of two floating point numbers was resulting in -1 when the correct result was 0

- F3 window: The red passive signature range circle will now show the EM signature range instead if it's higher than the thermal range


Version 154:

- 2 more hard to explain but important fixes
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 15, 2021, 05:05:25 PM
Version 155

- Fixed: Lagrange point orbital movement was calculating the wrong positions
- Fixed: SM Changing the position of jump points wasnt auto-refreshing the UI
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 16, 2021, 04:12:02 AM
Version 156

- Added Research Proto button to the View Technology window so Missile Engine Prototypes can be marked for research.
- Added missing feature: Payment for purchase of civilian fuel
- Added missing feature: Full civilian fuel harvesters continue to consume sorium, but also provide tax revenue
- Added missing feature: Civilian Fuel Harvesters will appear on the F12 fleet orders window as a possible destination for refueling
- F2 > Research Tab: increasing the height of the window will now increase the height of all 3 major rows, not just the 'select tech and scientist' row
- The New Production Overview window now shows the current date, racial wealth, and recent change in wealth in the title bar
- Events telling you that a scientist has increased their research bonus will now also tell you the scientist's current research field

- Fixed: It was possible to create research projects for Future Prototype component designs
- Fixed: the Tractor Specified Ship fleet order wasn't working
- Fixed: Fuel Harvester Full alerts were occurring for civilian harvesters
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 17, 2021, 06:30:57 PM
Version 157:

- F3 window: the selected body will continue to stay centered as the window is being resized
- Changes in unrest smaller than 0.0001% (which appeared as changes of 0 in the event log) will no longer occur
- Added a new event type 'Unrest Increasing (Total < 0.01%)' which occurs instead of the standard 'Unrest Increasing' if unrest has only increased to a total value of less than 0.01%
- Added a new event type 'Unrest Decreasing (Total < 0.01%)' which occurs instead of the standard 'Unrest Decreasing' if total unrest was < 0.01% before the decrease.  If there was a standard 'Unrest Increase' event since the last time the population was at 0 unrest, then there will be at least one standard 'Unrest Decrease' when unrest returns to 0.
- Added a 'Show Sizes in Tons' checkbox to turret design window
- Added an "Any Amount" checkbox on the Fleet Orders window that appears for Refuel from Target Fleet and Resupply from Target Fleet. If this is checked the move will be considered complete (rather than failing) regardless of whether enough fuel/supplies were available to completely refill.
- The order assigned by the Default Order "Load fuel at harvester" will now be for Any Amount, rather than failing if a full refill isn't possible to do in one shot.  This makes fully automated transport of fuel from harvesters to the capital or elsewhere possible by combining it with the 'Fuel tanks full --> Unload 90% Fuel at X' conditional order.

- Fixed: adding a refit/scrap/repair shipyard task would wrongly do nothing if the shipyard had no default task group selected for construction tasks
- Fixed: creating a turret prototype wasn't refreshing other UI windows
- Fixed: it was possible to research prototype turrets without researching the underlying prototype beam weapon
- Fixed: completed research would sometimes be logged twice

Title: Re: [q4x] Patch Notes
Post by: Kyle on August 21, 2021, 03:52:09 AM
Version 158

- F3 Window: time buttons will once again stay pressed while end turn is processing
- When increments are shortened due to npr activity in systems with no player presence, time continues processing - the turn is no longer stopped prematurely.  More info in the progress thread (http://aurora2.pentarch.org/index.php?topic=10149.msg154644#msg154644)
- Settings window: added a checkbox to disable the above feature
- Added a Turn Progress window to monitor how much time has been processed so far. For now, this ONLY appears for the above feature.
- Turn Progress window includes an interrupt button to stop processing early.

- Fixed: It was possible to design a ship class with a preferred magazine loadout that exceeded the ship's magazine capacity
- Fixed: a recent update caused some prototypes to wrongly appear as future prototypes
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 24, 2021, 07:10:38 PM
Version 159

- Class Design window: Copying an obsolete class will no longer set the new class as obsolete
- Added new event types so they can be separately filtered: New Alien Ship (Friendly), New Alien Ship (Allied), New Alien Class (Friendly), New Alien Class (Allied)
- SM Mode is no longer required to remove orders with a time remaining, such as unloading cargo. Now it's just a confirmation popup, matching Aurora VB6's behavior.

- Fixed: Non-racial components were not being recovered from scrapped ships
- Fixed: Turn progress window was sometimes too wide
- Fixed: Fleet Orders, SM Set task group position: system menu wasn't alphabetized
- Fixed: extremely rare possibility of infinite loop in system gen
- Fixed: adding a repair or scrap task to shipyard wasnt auto-refreshing the shipyard tasks tab
- Fixed: Increments weren't being shortened for gauss cannons
- Fixed: F3 window: Temporary fleet training waypoints were appearing while auto-repeating shortened turns
- Fixed: F3 window: time buttons would be left in the pressed state if a warning popped up and was cancelled
- Fixed: Gauss cannons were unnecessarily inserting rows to the WeaponRecharge table
- Fixed: Conditional and Default orders were being assigned to fleets with ships being refit/repaired/scrapped
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 25, 2021, 08:44:00 AM
Version 160

- Using SM to set the Sector Command level to 0 will now delete the Sector, making it possible to found a new sector at a different population in the same system

- Fixed: Wrong formula for sector radius on the F2 window and the Sector window
- Fixed: It was possible to have duplicate sectors for a single Sector Command HQ with SM trickery. Uniqueness is now enforced in the DB.
- Fixed: Deleting a population with a Sector Command HQ wasn't deleting the sector founded at that population
- Fixed: Sector window: The displayed capital wasn't using the race-defined name for the location
- Fixed: Colony cost formula was taking the sum of the cost factors of all dangerous gasses present rather than the maximum
- Fixed: it was possible to add PDCs to fleets in flight using SM
- Fixed: Ground units in PDCs should have had 0 maintenance cost but didn't


Version 161:

- Fixed: ground units with 0 maintenance cost were wrongly losing readiness when empire is in debt
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 26, 2021, 04:50:24 AM
Version 162:

- F2 window: Added a new checkbox to the Policy tab: "Set selected population as the default destination for mass drivers in its system"

- When a population with a Sector Command HQ transfers to another race through conquest or other means, the sector commander is first unassigned and any systems belonging to that sector are removed from the sector.

- Fixed: Galaxy Map: colony cost was wrong for bodies with multiple dangerous gasses
- Fixed: Galaxy Map: changing the default race was not reloading system positions
- Fixed: system generation: moons were not being ordered by distance from parent body
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 26, 2021, 10:22:30 PM
Version 163

- Added missing feature: Combat Engineers get a 100% attack bonus versus PDCs and 100% defense bonus inside PDCs
- Fixed: When a civilian freighter accepted an intersystem contract, the quantity on the supply contract wasn't being reduced
- Fixed: View Technology window, Magazine category: The 'Cap per HS' and 'HTK' columns had swapped titles
- Fixed: an error in one of the increment shortening routines
Title: Re: [q4x] Patch Notes
Post by: Kyle on August 29, 2021, 05:35:11 PM
Version 164

- In addition to the 10b km radius around the primary star, default geo survey orders will now also search within a 5b km radius around the fleet
- Updated dozens of floating point math operations to fix floating point issues with cargo shipping and other areas where absolute precision is required
- Fleet Orders window: PDC Components, which are 5000 tons, now only require cargo ships with 5000 tons capacity -- not 25000 -- in the fleet to appear on the list of available orders
- Fixed: F2 window Summary tab: Manned mines were showing as inactive in the wrong circumstances
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 01, 2021, 11:29:30 AM
Version 165

- Added new feature: Repair PDC

- Refitting a PDC now requires it to be repaired first
- Refitting a PDC will now make use of components in the population stockpile if available
- Refitting a PDC will now popup a confirmation box if the refit cost is expensive relative to building a new PDC
- Refit and repair progress on ships will halt while they are being combat boarded
- Refit and repair progress on PDCs will halt while they are being combat boarded or attacked by ground units
- To be consistent with commercial ships, the maintenance clock for PDCs will now always be 0 (they don't have maintenance breakdowns)
- The new crew grade in the 'ship repaired' log entry will now be rounded

- Fixed: F3 window: Civilian fleets were appearing on the right-click context menu
- Fixed: Intel window: Known systems list showed duplicates if more than one race had the intel
- Fixed: Refitting a non-PDC ship wasn't using existing components in the population stockpile
- Fixed: Creating a Refit PDC task from the UI wasn't doing anything
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 06, 2021, 04:58:44 PM
Version 166

- Added racial and non-racial research cost modifier settings to the Game Details window

- Optimized: the orbital movement phase is now about 5.9 times as fast
- Fixed: Game Details window: removed erroneous tooltip that Difficulty Modifier isn't implemented
- Fixed: Commander window: search results list was empty when sorting Civ Administrators by Admin rating
- Fixed: Population window: list of populations was including other race pops when sorting by population size
- Fixed: When sharing fuel storage tech via diplomatic relations, some fuel techs would be shared that weren't yet known
- Fixed: Population window Env tab: clicking Save Atm wasnt auto-refreshing the new Production Overview window
- The Inactive Research Labs popup will no longer appear for populations where the research industry has been shut down
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 14, 2021, 12:26:45 AM
Version 167

- Emergency fix for the F2 Population window, nothing was showing for most races
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 16, 2021, 08:57:47 AM
Version 168

- Improved pathing and search related processing times by about 3x.  This reduced the 5 day turn time in my game from 9.0 seconds to 7.3 seconds.
- When issuing orders to load or unload installations, the specified maximum cargo amount can now be fractional
- A maximum amount to unload can now be specified when assigning orders to unload cargo at populations

- Fleet Orders window: The new 'No Repeat' and 'Any Amount' settings will now be preserved in Order Templates as well
- Ships (F6) window: The Range displayed in the Maintenance panel will now show how far the ship can go based on its current fuel level.  It previously matched a bugged formula used by VB6.
- Galaxy map auto-positioning will now apply to games with known stars enabled
- Fixed: Game Details: Removed erroneous message in the tooltips for NPR Generation Chance that it wasn't implemented
- Fixed: Galaxy Map: auto-positioning wasn't working for the 9th and higher systems linked to the homeworld system
- Fixed: Manually added waypoints weren't being displayed on the F3 window, broken a couple versions ago
- Fixed: The conditional order to resupply from a fleet wasn't working for fleets in the same system
- Fixed: The 'Overhaul' conditional order had the wrong formula for determining whether a pop had enough maintenance facilities
- Fixed: Some NPR warship types weren't raiding hostile systems due to a typo
- Fixed: The 'Begin TF Training' default order was sometimes not triggering when it was supposed to
- Fixed: Shipping Lines window: the Recent Deliveries report would break if a recent delivery was from a ship that no longer exists
- Fixed: Fleet Orders window: The Remove, Remove All, and Repeat buttons weren't updating the displayed estimated time and distance
- Fixed: When adding a Refit Ship task, the ship would first be overhauled even if the ship was commercial, and in No Overhaul games as well.
- Fixed: Fleet Orders window: The new 'Any Amount' setting wasn't preserved for orders created with the Repeat button
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 18, 2021, 05:48:16 AM
Version 169

- Fixed: a bug that was preventing NPRs from designing or building a few ship types
- Fixed: NPRs weren't adjusting their population terraforming settings due to a typo
- Fixed: fleets with cycled orders would sometimes show a "Time Required" while in flight to the next order
- Fixed: "Survey data from" was printed twice in event messages when geo data was shared with other empires
- Fixed: Fleet orders window, locations list: out-of-system populations on asteroids and comets weren't using racial names
- Fixed: NPR empire species were generated with bad values for allowable oxygen deviation. (Fix is retroactive)
- Fixed: obtaining data for the final grav survey location in a system via espionage or treaty wasn't marking the system jump point survey as completed
- Fixed: Galaxy Map, System Notes tab: the Save Notes button wasn't working
- Fixed: the Breathable Atmosphere event would appear every cycle rather than the just the first time
- Updated 6 popups related to renaming things to be pre-filled with the already given name and pre-selected
- NPR "Defence Bases" will now be classed as PDCs (in VB6 they are engineless non-PDC ships)
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 19, 2021, 09:39:09 PM
Version 170

- The F3 window can now be made 115 px narrower.  The "Auto Turns" checkbox will be automatically repositioned so that it stays visible
- Fixed: the racial tracking speed and ship speed weren't being considered when determining effective weapon tracking speed in summaries and combat.
- Fixed: the higher of the effective weapon tracking speed and the fire control tracking speed was being used in summaries and combat. it's now correctly the lower of the two.
- Fixed: Abandoning ship was cloning crew members
- Fixed: The context menu on the Galaxy Map was revealing the populations of other races
- Fixed: F2 window: The populations list was showing orbital miners present at body types where orbital mining isn't possible

Title: Re: [q4x] Patch Notes
Post by: Kyle on September 20, 2021, 02:56:52 PM
Version 171

- Event types on the System Map can now be colorized according to the custom colors set on the Events window
- Added a checkbox on the Quasar4x Settings window to enable System Map event coloring, disabled by default
- Civilian harvester fleets with identical locations and speeds will merge into a single fleet
- Added a new 'Civilian Fleets Merged' event type
- Refitting a ship or PDC will now refuel from the population if possible
- Refitting a ship or PDC will now return unused and scrappable components to the population stockpile
- Class Design window: Unchecking 'Keep Excess Q' will now immediately remove any excess crew quarters

- Objects positioned within 4 centimeters of each other are now considered to be in the same location. Fixes a few rare floating point error bugs.
- Fixed: F3 window: Auto re-positioning of the auto-turns checkbox wasn't working correctly when the Scroll/Zoom map panels were visible
- Fixed: Class Design: After clicking 'Add', it was necessary to reselect the component if you wanted to click 'Add' again
- Fixed: Class Design window: the Keep Excess Q checkbox wasn't working with fighter sized Crew Quarters
- Fixed: groups of 4 fighter size crew quarters were being auto-substituted with 1 tiny size (which is bad math)
- Fixed: Floating point rounding errors that were occasionally causing 1 more crew quarters to be added than necessary
- Fixed: F2 window, list of populations: The displayed # of Orbital Mines present was sometimes incorrect
- Fixed: NPRs werent treating their spoiler ships as spoiler ships when making certain decisions
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 21, 2021, 05:40:49 PM
Version 172

- Moved retirement messages into a new "Officer Retirement" event category
- Since the Officer Surplus messages come in giant batches they've been moved into a new event category of their own
- All officer bonus increases have been moved into event categories of their own based on bonus type
- F2 Research tab: Added an 'x10' checkbox to right of 'Add RL' and 'Remove RL'. Labs are added or removed 10 at a time when checked.
- F2 Industry tab: "(Inactive)" will now appear next to the # of refineries when the refining industry is shut down
- Geological Report: The Asteroids Only checkbox will now also show Comets
- Fleet Orders window: Civilian harvester fleets will now show how much fuel they have and how full their tanks are as a percentage

- Fixed: Manned mines were still operating while the population's mining industry was shut down
- Fixed: Event Filtering and Event Interrupts windows: a couple event types weren't being shown
- Fixed: a bug from v168: an internal error caused by civ trade in systems with an apostrophe in their names
- Fixed: a bug from v164: trying to load cargo of a type already present in the fleet's cargo holds was deleting it
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 23, 2021, 12:04:46 PM
Version 173

- Infrastructure supply contracts now have lower priority than other supply contracts in the same system
- Added a new event type 'Industry Reactivated'.  By default this event type will trigger an interrupt
- Added missing feature: Class Design window: Obso Comp button can now also be used to unmark an obsolete component
- Added reactivation of industrial sectors to the new Production Overview window
- Ships window: specific names for components in a ship's cargo will be displayed rather than the generic "Ship Component"
- Ships window: transfer msp/fuel to/from ship/pop: decimals displayed will now be rounded down
- Fixed: a couple bugs in star swarm (not related to combat)
- Fixed: F3 window: Couldn't zoom the map in or out with the scroll wheel while hovering over an event
- Fixed: F3 window: Couldn't drag the map around if trying to start the drag while hovering over an event
- Fixed: xeno-arch teams would never finish identifying a ruins civilization if another empire had previously exploited all the abandoned installations
- Fixed: a couple bugs in calculating required cargo space that were sometimes causing ship component load orders to fail
- Fixed: when orbital habitat construction completed, new "Orbital Habitats: xxx" task groups were being generated rather than reusing any that already existed
- Fixed: when a PDC Assembly completed successfully, there would sometimes be an additional erroneous message that there weren't enough prefab components
- Fixed: configuring a pop to subtract/add a gas and setting the desired atm higher/lower (respectively) than the current atm was setting the new atm to the desired value immediately during the terraforming phase. now, nothing will happen.
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 27, 2021, 11:07:51 AM
Version 174

- Made numerous optimizations.  These reduced the processing time of the same 5 day turn in my game from from 13.6 seconds to 8.5

- For better performance, contacts lost more than a year in the past will be deleted
- To conserve disk space, fleet history older than 10 years will be deleted
- Dropped an unnecessary index in the db. These changes reduced the size of my save file by about 7%
- An auto backup will not be taken if a file with the same name already exists (so, no more frequently than once per game minute)

- Fixed: At program start, the F3 window wasn't returning to the last system viewed if the left side started collapsed
- Fixed: a couple situations where detecting jump points by observation of transit wasn't working correctly
- Fixed: The jump point layout in the System View and Galactic Map windows was rotated 90 degrees
- Fixed: the New Contact events were being duplicated if more than one race had ever detected the contact
- Fixed: beam fire control chance-to-hit was sometimes wrongly calculated as 0
- Fixed: Intel window: weapon intel wasn't being displayed
- Fixed: a couple situations where the Same Loc button on the Combat window wasn't working
Title: Re: [q4x] Patch Notes
Post by: Kyle on September 29, 2021, 10:04:35 AM
Version 175

- Added a new default order: "Fulfil a Contract". Freighters with this default order will process any supply and demand contracts that your civilian shipping lines aren't already handling.

- Civ freighters will no longer trade infrastructure with other empires
- Made a few improvements to civilian contract fulfilment logic
- The auto-refueling policy will now additionally refuel ships that load or unload cargo or colonists at the colony
- It is no longer possible to prototype a species
- Class design window: auto-fill of crew quarters will no longer allow the required crew HS to slightly exceed the HS available

- Fixed: officer experience from teams was logged under Officer Update instead of the appropriate bonus event type
- Fixed: Ships window, Combat Settings tab: the Activate Sensors/Shields buttons weren't working
- Fixed: The Potential Colonies window was revealing alien colonies
- Fixed: The potential colonies window was categorizing systems not controlled by any empire as systems controlled by an alien empire
- Fixed: bug from a recent version: Couldn't create ship repair tasks
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 06, 2021, 02:42:07 PM
Version 176

- Ships orbiting multiple populations of the same race will now use their Assigned Population to determine which colony they're affecting, in order to prevent duplicate bonuses.
- Fixed: The "Modify Shipyard" dialog-overlay that can be activated by the "SM SY Mod" button doesn't disappear when you switch off the SpaceMaster mode
- Fixed: Orbit comparison of "Pluto" appears to show the same distance as 10x Pluto
- Fixed: Couldn't rename missiles in the technology report
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 07, 2021, 04:26:50 PM
Version 177

- Fixed: Galactic Map: in certain circumstances, not all display checkboxes would appear
- Fixed: System Map, Minerals Tab: duplicate rows would appear on bodies that were surveyed by more than one race
- Fixed: System Map, Minerals Tab: the 'minerals text' view wasn't auto-refreshing when the selected system changed
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 13, 2021, 06:18:06 AM
Version 178

- Fixed: NPR empires were allowed to spawn on worlds with a dangerous gas
- Fixed: the 'Deliver Message' fleet order stopped working when the order was cycled
- Fixed: nothing happened when trying to add a repair task at a shipyard that had no mineral cost
- Fixed: F2 window, populated systems list: colonies on bodies shared with other colonies were showing orbital miners that weren't assigned to them
Title: Re: [q4x] Patch Notes
Post by: Kyle on October 27, 2021, 07:44:03 AM
Version 179

- Fixed: F9 window, options tab: When you select "Minerals" moons are never shown even if they have minerals on them. The container for this checkbox has been renamed from Minerals to Planets.
- Fixed: the warning message that there are unused research facilities keeps being given even if you have disabled research facilities in the civilian tab.
- Fixed: When a fleet transits into another the speed is reset to maximum. (it now only happens when transitioning from nebula to non-nebula)
- Fixed: When you already have a move command in a fleet to jump between two LPs and you next want to move to another location the automation adds another jump command between the LPs if the fleet is still on the far side of the LPs.
- Fixed: In the "Individual Unit Display" there are some 000 missing in the fuel display of the population
Title: Re: [q4x] Patch Notes
Post by: Kyle on December 07, 2021, 10:44:20 PM
Version 180

- Fixed: If 'release tractored ships' was used on a task group the released ship wasn't automatically added to the task group
- Fixed: The order "unload ordnance to colony" deleted ordnance unless the vessel has the "collier" tag.
- Fixed: Construction Brigades weren't working on uninhabited colonies
- Fixed: Ships window - manual ordnance transfer (double click on missiles) between two ships wasn’t working.
- Fixed: Fighter Squadrons window - Launch button wasn't splitting launched parasites into their own fleet
- Fixed: The "Overhaul" conditional order wasn't adding transit moves for out-of-system destinations
- Fixed: Combat overview window: Raise and Lower Shields buttons weren't working when a fleet was selected
- Fixed: Fleet orders window, cargo summary: pdc components and fighters weren't displayed correctly when multiple types were present
- Fixed: Excess fuel wasn't lost when fuel tanks were damaged
- Fixed: Combat window: the displayed Current/Max speed values were swapped
- Fixed: Required power was calculated incorrectly on damaged ships due to wrongly including shield recharge rates
- Fixed: Loading a database older than 2021-Sep-15 would potentially wipe fleet orders
- Fixed: Missile salvo contacts weren't having their missile counts updated when some of the missiles were destroyed
- Fixed: error in the new Production Overview window when a shipyard's modrate was 0
Title: Re: [q4x] Patch Notes
Post by: Kyle on December 09, 2021, 08:47:27 PM
Version 181

- Added missing feature: Civ Mining Colonies have a built-in mass driver with infinite capacity for purchased civ minerals.  This mass driver will only ship minerals as they are mined.  Existing minerals in stockpiles will need to be transported with traditional methods.
- Added missing feature: Final Defensive Fire now offers protection for Populations, Shipyards, and Ground Units
- Fixed: Combat window: it was possible to assign missiles to beam weapons (fix is retroactive)
- Fixed: Tech Report window: the 'Missiles in Service' column wasn't counting planetary stockpiles
- Fixed: PDC-Only components were getting PDC-Only benefits but not actually flagged as PDC-Only (fix not retroactive)
- Fixed: the Clear Fleet button cleared all target assignments for all fleets in the database instead of only the selected fleet
- Fixed: F2 window: Annual Growth Rates for populations on habitats orbiting unsuitable planets were not displayed
- Fixed: Populations smaller than orbital habitat capacity weren't growing (Edit: Forgot to list this one)
- Fixed: Effective industrial population was capped at 0 on unsuitable planets even though they had orbital habitats
Title: Re: [q4x] Patch Notes
Post by: Kyle on January 13, 2022, 04:29:30 PM
Version 182

- added setting to have more informative descriptions of current fleet orders
- F3 window: ability to popout time buttons, popout icon bar, and/or compact the subpulse buttons
- new checkbox in game details: unassigned diplo teams gain exp
- settings window, make backups checkbox now has a dropdown for desired backup interval

- npr fleets in firing range now have a limit to how many times they can shorten increments without making meaningful progress
- other causes of increment shortening are also limited, and slightly more relaxed, in systems with no player presence
- added missing feature: all ships have a minimum damage control rating of 1
- to significantly improve performance, the relative safety of a system is only determined once per increment
- to significantly improve performance, npr's no longer explore/survey way more systems than is necessary
- npr exploration rate is slightly affected by the Expansionism trait (a maximum of 10% variation)

- fixed: NPRs were spamming duplicate waypoints, causing slowdowns
- fixed: npr carriers and SM-added carriers weren't being populated with fighters on creation
- fixed: a few bugs in NPR code
- fixed: error when an overkill amount of missiles hits a ground forces contact
- fixed: only 1 race could ban a particular system
- fixed: an error in the F3 window when no player race exists
- fixed: parasites couldn't land on a moving mothership via fleet order
- fixed: parasite magazines weren't auto-reloaded when landing on a mothership


Version 183

- fixed: When refueling, all maintenance supplies vanish.  Conversely when the resupplying, all fuel reserves vanish. (Occurred when courtesy refuel/resupply policies were disabled)

Title: Re: [q4x] Patch Notes
Post by: Kyle on July 17, 2022, 05:38:54 AM
Version 184

- When a new window is opened, its position will be adjusted if its title bar is blocked by any open always-on-top bars
- Fixed: auto assignment of task force staff wasn't first auto-assigning a commander of the task force HQ
- Fixed: box launchers were showing a rate of fire in design summaries rather than hangar and MF reload rates
- Fixed: engine build costs were wrongly being multiplied by the power modifier when the modifier was > 1.0. This fix only applies to newly created research projects and class designs.
- Fixed: the max speed was sometimes incorrect in ship class designs due to wrongly rounding up the class size


Version 185

- Fixed crash in pathfinding when a system's center lies directly between two warp points


Version 186

- Fixed: When creating a new race, the gravity deviation claimed to be percentage based however it was absolute
- Fixed: Reduced thermal signature tech wasn't working
- Fixed: the most recently played game wasn't always being pre-selected on the Game Details window
- Fixed: It was possible to use damaged components in combat by using the "Copy Assign" buttons
- Fixed: It was possible to start the game without scientists