1) I'm doing a conventional start, and all three civilian lines had built freighters before I even had my first survey vessel built. Maybe a test for two populated worlds within the empire before the civies start building?
That's a good idea. I have added a check for at least two worlds that have either population or infrastructure before any civilian ships can be built.
2) After surveying Mars, I dropped a colony on it. Unfortunately, I don't have any colony or cargo ships to drop either population or infrastructure there. So now I've got the civies running empty loads back and forth between Earth and Mars.
I think this will simply be a case of the civilians moving between different trade locations trying to find something to trade. For the moment you could manually add a small amount of infrastructure to Mars to get things started (which is how the NPR colonies do it
). For the future, the restriction added above should solve the problem.
3) The transponder filters (i.e. classifying as a civie contact update which can be filtered out) are working well when Earth's thermal sensors pick them up on the way back from Mars. Unfortunately, the new "Thermal Contact Lost" message isn't realized that it's civies that are being lost, and so the event should be classified as a civie contact update (which can be hit with the same filter).
Also a good idea. I have changed the contact lost events so that all active and transponder contact lost events are noted by contact neutrality (hostile, civilian, friendly, etc.) with only hostile and neutral causing an interrupt. When a thermal contact is lost, a check is now made for any associated active/TP contact. If a matching contact is found, the loss of a thermal contact is noted, along with the identity of the matching active/TP contact, but it doesn't cause an interrupt unless it is hostile/neutral. If an unknown thermal contact is lost, that does cause an interrupt
Steve