+fixed bug where if your allies took over the star that you need to win the scenario, you can't win
+fixed bug where you couldn't load campaign save games from load game dialog when you first start Gal Civ.
+disabled minor race random events when the minor races are disabled.
+Allies and Teammates get discount when trading techs.
+Tweaks to some of the campaign scenarios and maps to adjust the balance.
+fixed bug where resetting the mission didn't change the text correctly on the campaign select screen
+fixed bug where rallypoints were not loaded from a save game
+minor race option now disables the events that create new minor races.
+stars now save their original name so that re-naming it won't screw up a scenario
+moved where the scenarios check to see if they're done, so that the scenario ending is checked first
+made sure that the minor races option was being saved.
+added sort options to planetlist: by rallypoint and by sector
+fixed message that reports if the defenses of a star is holding
+possibly fixed bug where mini freighter's destination cursors were showing up on the map
+made starships use their ID in their name instead of random number, which will eliminate duplicate ship names.
+fixed some of the non-campaign scenarios that weren't picking up the intelligence and morality
That's most if not all of them. Submitting scenarios and maps is still disabled as I still need to test submitting the new data when T-man is around.
Um, well I don't put people's names on bug reports in my spreadsheet so I'm not ignoring yours specifically.
If you're referring to problems with any of the editors or metaverse submission stuff, those are my next highest priority for AP.
Otherwise, which ones are you referring to?
1st:
When you go into debt the AI can still ask you for money, which you can't do with the AI. This goes along with the Treasury-Graph not beeing able to show negative values which results in showing high positive values, when you are in debt.
2nd:
The AI does not stop funding research, when there's nothing left to research. This fix is obviously just one line of code and shall be fixable quite easily.
Just mail me the source code and I'll try to figure out where the changes need to be made and then send it back to you for you to implement it in the next patch.
I have also an idea how to improve the AIs invasion-speed of lesser AIs and the player: They do not launch their transports until at least one planet is undefended and do not come closer with the transports when the planet is defended again.
They shall indeed launch their transports when the war begins and park them just outside of the sight radius of their opponent. When the planets finally become undefended, they should move in.
Shouldn't Teammates get to trade tech for free? I should also be able to coordinate research with my teammates somewhat. There's no point in both of us researching battleships. (Or even better, tell one of them to focus 100% on military while I focus 100% on research.)
No, teammates should not get to trade techs for free. Teammates are not meant to be your puppets. Just keep an eye on what your teammate is researching.
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