Version History 1.09 - 1.10 |

Greetings.
Just an update to keep you guys informed of the upcoming patch and what it has fixed so far:
Version 1.10:
1. Fixed - After using the Fleet Transfer window from the Space Simulator, all controls would be unresponsive.
2. Fixed - When selecting Set Fleets in the Space Simulator window, you are setting fleets for the
currently selected empire in the button panel. Only vehicles and fleets owned by that empire will
be displayed in the Fleet Transfer window.
3. Fixed - Simulated Empires were not getting their strategies from the current player.
4. Fixed - You shouldn't be able to press buttons while a Generate Map is in progress.
5. Fixed - The Launch/Recover Units window would sometimes crash when recovering a unit.
6. Fixed - Sometimes units in cargo would show damage with huge values.
7. Fixed - Sometimes when a planet rebelled and formed a new empire, an error occurred.
8. Fixed - A rebelling planet should start with the technology of its parent empire.
9. Fixed - A ship or unit is destroyed if all non-armor components are destroyed.
10. Fixed - You would get a black screen after the "Processing after all player turns..." was complete and
the autosave was taking place.
11. Fixed - Satellites, mines, and drones were taking part in Ground Combat.
12. Fixed - AI was not laying mines and dropping satellites on warp points.
13. Fixed - AI was not designating enough "Mining" colonies.
14. Fixed - AI was not surveying unexplored systems properly.
15. Fixed - AI was proposing treaties to human players in Team Mode.
16. Fixed - AI's on the same team were not forming the best treaties possible.
Version 1.09:
1. Fixed - Possibly fixed error international users were having when trying to load data files.
2. Fixed - Recovering a unit in the Launch/Recover window would sometimes cause an Access Violation.
3. Changed - Drones can now be recovered on ships. Drone Launcher component will allow you to recover drones.
4. Fixed - Recovering a unit in the Launch/Recover window would sometimes leave a blank line.
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
6. Fixed - Some player created empires under computer control were not speaking.
7. Fixed - The Fleet Report - Task Forces tab would misposition the text if scrolled.
8. Fixed - The Select Package window would sometimes not let you hit OK.
9. Fixed - The Planet Report - Races tab would sometimes show population amounts wrong for more than one race.
10. Fixed - When colonizing, if you have population in cargo, then the crew of your ship will not become
1M population on the planet.
11. Fixed - Shard Cannon was not increasing damage with level.
12. Fixed - Sometimes ground combat would occur on a ship.
13. Fixed - Buffer Error at the end of combat.
14. Fixed - The combat progress bar would reset after 60 seconds.
15. Fixed - Organic and Crystalline Dreadnoughts cost too much per level.
16. Fixed - Large combats would sometimes cause the game to lockup.
What about MP games not
What about MP games not loading (save games)?? Kinda a biggie don't you think M&M?
are neutral empires supposed
are neutral empires supposed to respond to diplomacy messages?
seriously...or...are they merely supposed to serve as a buffer (of sorts) between players and actual AI empires?
?
Does that include Technology builds not loading when loading your empire in a new game? I find that extremely aggravating.
Also, I've had problems with warp points next to suns only allowing one way travel. Ever hear of that?

neutrals
seriously...or...are they merely supposed to serve as a buffer (of sorts) between players and actual AI empires?
AI neutral empires should act more or less ecactly like normal AI empires except they cannot leave their home system.

Data Files != Empire Files
Data Files != Empire Files
Data Files are teh fiels that modders change to change the game, not those that contain the empire settings you choose.
So I doubt it.
There are 10 types of people in the world:
Those that understand binary, and those that don't.

Is it possible to get the 1.09 patch?
I'd like to get that one just for the ordanance bug fix.
Even if it's beta and unsupported, I'd be willing to shoulder the risk. Unless it has some other showstopper bug in it.
WOO HOO!!!!! Looks like all
WOO HOO!!!!!
Looks like all of my concerns have been adressed! Soooo.. will we skip 1.09 and go straight to 1.10? I certainly hope so since some of the truly big fixes to me are in 1.10
just do a rollup MM!!!!! PLEASE GOD PLEASE!
I agree
I agree with Helker, I'm tired of having to obliterate them for not responding to my surrender orders 
Not sure if the ordance regen actually works
Not sure about this, im currently playing with the balance mod, and I have a fleet. One turn it has full ordance, next turn it has none, no combat in between. I kinda quit at that point, not sure if it will regen it for next turn, then lose it again or what.
Ministers still broken for now
NOT that its the highest priority, but its a shame the Ministers in control of colony ships are still broken...
Other than that, I am looking forward to trying the game with the next patch just like everyone else!
Thanks...
If you can figure out whats wrong with the colony ministers, please let me know... I have'nt tried population transport minister since the 1.08 patch but they were'nt working either.

Last I heard
Last I heard, the seventh for 1.09... maybe 1.10 too.
There are 10 types of people in the world:
Those that understand binary, and those that don't.

The patch released on the
The patch released on the 6/7th will be 1.11 most likely so there will be even more bug fixes than what is seen here.
.
or even higher 1.14 or so
but devs should post patches more often even every .x or "nightly builds"

WooT!
Cool, I'm glad to hear it'll be 1.11! 
As far as nightly builds go Damador, we'd probably end up with incomplete and useless code unless Aaron is a LOT better than most at being at a good stopping point when stop time comes 
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Fire On bug
Destroying crippled ships with the fire on command appears to be broken. Though not high priority, seems like an easy fix. I hope they get to it as it's annoying to have a bunch of disabled ships hanging around taking up resources through maintenance.
Thanks,
Javaslinger

No Buffer Error fix?
For me and alot of other people THe Buffer error after combat crashing the game is a show stopper. I dident see it in the bug list,Was it left out? or did I just not see it?
That error urgently needs patching.
Nevermind, it's #13, I'm a dumbass,
_=Beansly=-
13
Lucky number 13 on the first list:
13. Fixed - Buffer Error at the end of combat.
drones
I've been playing with drones a lot. and one thing is kidna funny. if i have some ships and one launches 4 drones which wipe out the enemy, the drones come back to life after combat, even if they rammed an enemy ship and exploded, they come back to life. i don't see thsi addressed. so anyone else get that result? you can get it in the sim too, just try one or 2 drones on a ship. after the sim is done it leaves the initial amount of drones up, when normally when a ship is destroyed it isn't on the list anymore. try it!

I think you might have fixed
I think you might have fixed this in patch 1.10, but just wanting to be sure.
I have landed troops to invade a planet and successfully destroyed the defenders. However the planet also has a mine in its cargo manifest, this isn't showing up in ground combat and can't be destroyed, so the planet is still successfully defending itself (yes the idea of an underground resistance ala Battlestar Galactica could be fun.....) but when there is no answer to it.....
Another issue I have is when Allied empires ask for help they don't say who they are fighting (as a rule) I have occasionaly had empire x is sabotaging me please help, but generaly its just can you help us we are under atack. If they said which empires they where wanting help against / fighting e.t.c. then it would be possible as the player to get involved either physicaly or diplomaticly.
P.S. its great to know what you are patching, but WHEN IS THE PATCH GONNA GET TO US
P) We want it yesterday 
Bug
I have landed troops to invade a planet and successfully destroyed the defenders. However the planet also has a mine in its cargo manifest, this isn't showing up in ground combat and can't be destroyed, so the planet is still successfully defending itself (yes the idea of an underground resistance ala Battlestar Galactica could be fun.....) but when there is no answer to it.....
I have the same problem as you Cordas , I can't manage to have a mine on a planet. At the begining the resistance thing was funny ^^ but now I've had enough of doing that Ground-battle
again and again, so I would like to now if you found a way to repair that bug ???

Mine on Planet
I wonder if destroying one of the structures would destroy the mine? Next question is which one might it be? And would it work?

problem?
What problem are you having with multiplayer? I know multiple people running sucessful multiplayer games.




It seems
It seems that with next patches all the major problems will be solved, that's wonderful
But still I don't see a fix for neutral Empires not responding to diplomacy messages :S