Released: Mar 15, 2013
- X to close to:
- -- Colony Screen
- -- Shipyard
- -- Diplomacy Overview
- -- Golden popup dialogs
- -- Save / Load dialogs
- -- Empire Screen
- -- planet list screen
- -- ship list screen
- A "DeployBuildingOnColonize" field to Colony Modules; this will allow modders to specify which building gets deployed by a colony module. Each building can only be placed once though. I envision this working like, you have an outpost module, maybe a rover bay module, and a farm module. When you colonize the planet, all of these are deployed too. But even if you have more than 1 of each, only 1 building gets deployed.
- Options in AI automation panel to set default scouts, colonizers, and transports.
- Some new music tracks.
- Potential fix to death of an empire spam bug.
- Issue where module overlay would desync from the ship, causing various graphical and collision issues
13% !! performance increase at turn 1000.
- Issue where the FTL in system rule wasn't saving your slider settting; did the idiot move of only testing it when it was hardcoded.
- Issue where freighters could get confused and hang out around a single world.
- Issue where biospheres were granting double their bonus.
- Pollops transports and colony ships to have 4 engine module slots.
- Changed Draylok Small transport to have 4 engine slots.