The galaxy map's right click menu leaks information about populations you have not found yet. My ships have been exploded by my neighbor's missiles, but I was not even 100% sure they were precursors until I saw this, and I had not found their colonies. See attached screenshots.
That menu is also showing what I assume is the Precursor's name for the system. Note that on my galaxy map and system display it is called Edmonton, but that menu shows it having a population on "Denise-A IV - Moon 4"
Found on version 167, I see I missed an update or two, will download the new version and see if it persists.
Edit: Confirmed on build 169
Fixed for v170
And a related detail which may or may not be a bug: Based on the wrecks I can see in that system I suspect those two precursor colonies are different factions and at war with each other.
Occasionally they get into really big fights that make a 30 day turn last more than 10 real time minutes. The current 30 day turn I am processing has been the slowest at almost 3 days with every tick being a 5 second tick, if this continues it will take over an hour for these 30 days to process.
Maybe it's an NPR empire? (It could also be star swarm, but that would be pretty obvious from the wrecks if you know anything about swarm) Feel free to post the DB if you want me to take a look.
V169: The Checkbox for "Inc All" in the ground units tab doesn't seem to do anything.
Do you mean 'Inc Sub' ? If so, I just tested it and it works for me. Maybe not enough room in the PDC for the HQ and all its subordinates?
New bug: Get infinite crewmen by abandoning a ship multiple times
Steps to reproduce:
1. On the "Individual Unit Details" screen, damage control tab, click the big red "Abandon Ship" button
2. Observe escape pods with the correct number of survivors
3. Click the button again
4. Observe another set of escape pods also with a full compliment of survivors
5. repeat step 3 until you have all the crew you wnat in the escape pods
6. Use the ship which you "abandoned" to rescu the escape pods.
7. Unload survivors on a colony
The abandoning and rescuing can be done in the same 5 second turn, and if you were already orbiting the colony then the drop off only takes 5 seconds as well.
Short story: Fixed for v170
Long story: My fix is to set the number of crew to 0 on the ship after abandoning it. Crew Grade Points and Task Force training will be reset to 0 as well. This is going to have the unrealistic effect of a ship that is still fully operational with 0 crew members remaining. A complete lack of crew is still treated as plain ol' undermanning, and the only downside to that is a steady drop in morale -- yes, morale of a non-existant crew. So, I suppose operating the ship with 0 crew is debatably still "cheating at solitaire," but in my opinion it's a lot less absurd than infinite crew.
In VB6, abandoning creates a wreck. But that can already be accomplished by applying lethal damage to the ship. I wanted to add new storyline possibilities of abandoning a ship in a safe and orderly fashion, leaving behind a fully functional but derelict ship in space, claimable by others via boarding. A lot more backstory to this can be found
in my post here. I did make one mistake in that post, which was to say that abandoning a ship in VB6 deletes the ship without leaving a wreck. It does leave a wreck, I just forgot to click Refresh All.
My reasoning for the change still stands though; I think Quasars' implementation of Abandon Ship adds RP possibilities, and VB6's implementation can still be achieved by first Abandon Ship then applying lethal damage to the ship to create a wreck. For now, I'll leave it up to the player to decide which version they want to do. If the 0-crew ship leads to further bugs or weirdness I can always just switch it back to the VB6 implementation.