UCP 5.7b Released Available on nexus:
http://www.nexusmods.com/masteroforionconquerthestars/mods/30 ***** Fixes Included in this patch ***** Bug.0.0.5.7b: A fleet cannot navigation a link between two nodes that also have terminating jump gates from two different civilizations. Attempts to travel past results in a ghost fleet and game exceptions.
Fix.0.0.5.7b: Corrected logic to drop out of jump gate ETA and use normal travel ETA, instead of just not allowing travel at all
Bug.0.0.5.7b: Loading a save game where a navigation link between two nodes that also have terminating jump gates from two different civilizations does not show up on the galaxy map
Fix.0.0.5.7b: Corrected logic to properly show the link
Bug.0.0.5.7b: A previous owned AI planet that is overtaken by the player can have its focus set to a non-player focus option. This causes the planet screen to display the wrong focus and the empire management screen to display a blank focus to the player.
Fix.0.0.5.7b: Corrected by detecting this issue and displaying a manual focus for that colony. Added code to set the colony's focus to balanced.
Bug.0.0.5.7b: AI can request and build multiplier doom stars (empireUnique blueprint), actually the production manager can request very lopsided armies due to the fact it does not take into account requested armies in it blueprint selection choice or could even stall its warship production
Fix.0.0.5.7b: Modified blueprint selection logic such that it accounts for all currently requested blueprints. This should make the AI build more balanced armies and should prevent it from making multiplier doomstars. Possible for balance an AI personality setting for HeavyArmor needs to be adjusted but leaving it alone for now.
Bug.0.0.5.7b: Espionage Screen will allow you to send multiplier spies to the same enemy colony. Only the first spy can do anything all others will get stuck in a waiting state until you recall them doing nothing.
Fix.0.0.5.7b: Added code to disable colony row when you already have a spy performing an action against that colony to avoid this issue
Bug.0.0.5.7b: On Spy and Leader Colony Selection Screens a colony's Security Level value is not visible, in some non-English language choices, due to the translated word "Level" being inserted in front of the value which is causing the text to truncate
Fix.0.0.5.7b: Just removed this redundant text string from the start, now it just shows the numeric value
Bug.0.0.5.7b: Espionage Screen the XP per turn for a selected spy can truncate due to space limitations on the field length. The Train Spy Button cost field can also wrap.
Fix.0.0.5.7b: Increased field lengths to correct screen issues
Bug.0.0.5.7b: <UCP-5.6 fix> UCP added IGNORE_PRIORITIZE_MODS global setting is causing monsters and orion guardian blueprints to be created without weapons mods
Fix.0.0.5.7b: Corrected this issue by correctly setting flag to enable mods for those designs.
Bug.0.0.5.7b: <UCP-5.7 fix> Colonies on AutoCleanup can still receive High Pollution Notices under certain conditions of pre-cleanup pollution output and planet capacity
Fix.0.0.5.7b: Just corrected this
Bug.0.0.5.7b: <UCP-5.7 fix> Colony focus type "Clean Production" does not take into account leader bonus nor resource production bonuses. Additionally does not support MOD structures that add multipliers to production output.
Fix.0.0.5.7b: Just corrected this - should work better
***** Enhancements ***** Add.0.0.5.7b: Modified High Gravity Tolerant Race Trait to allow colonizing of normal gravity planets without a penalty. This is how it worked in MOO 2 and seems to justify this being a Racial Trait that costs 4 points in the base game. This change is controllable by a global.yaml setting called "GRAVITY_TOLERANT_HIGH_EXPANDED". It will default to "1" which is on, but setting it to "0" will restore old logic.
Add.0.0.5.7b: Espionage Screen risk levels for missions are Low, Medium, and High. Added new categories Very Low, Low, Medium, High, and Very High to make it a little more grainular
Add.0.0.5.7b: MOD SUPPORT: Added support for Morale structures that have both a local and a star system bonus by correcting Colony Morale tooltip so it is not double displayed and only proper bonuses are shown
Add.0.0.5.7b: MOD SUPPORT: Added support for Spud Dastardly's 5X change so the torpedo weapon mod for Fast has the correct icon on the blueprint and tooltip screens
Chg.0.0.5.7b: Loading of configuration settings are disabled for multiplayer for now - prevents an issue with loading saved multiplayer games where you have created a new multiplayer game with different settings.
Add.0.0.5.7b: Added the rival civlization's OathBreakerScore and WarmongerScore to the value calculations the AI attributes to long term payments value.