Space Empires IV

version 1.27

company: Shrapnel Games (www.shrapnelgames.com) /
         Malfador Machinations (www.malfador.com)

homesite: www.shrapnelgames.com/malfador/

NOTE: Please back up your data files prior to installing the patch.

Version 1.27:
1. Fixed - In the Ships window, sorting by size is working a little 
better, but does not work for fleets. 
2. Note - Remote Mining will NOT work on a planet with a colony. 


Version 1.26:
1. Fixed - "Bits Index Error" when generating a quadrant map while 
setting up a new game. 
2. Fixed - Access Violation sometimes when exiting the Units 
Launch\Recover window.
3. Fixed - The Retrofit selection window should only show designs 
that you have the technology for. 
4. Fixed - You should not see the "Blockaded" text on a planet 
report if you cannot actually see the planet directly.
5. Fixed - In the Ships window, sorting by Size would not work 
correctly for ships.
6. Fixed - Ground combat would not change the statistics of the 
troops.
7. Fixed - The text "Blockaded" would not show on a planet which had 
enemy troops on it. 
8. Fixed - Mothablled ships will not count towards your score. 


Version 1.25:
1. Fixed - The meteor strike event was happening every turn.
2. Fixed - Fighter Bays had an incorrect description.
3. Changed - Fighter Bays now launch 4 fighters per game turn. 
Satellite Bays launch 4 satellites per game turn. Mine Layers launch 
2 mines per game turn.
4. Fixed - Simultaneous Game: The movement replay log would cut out 
when a combat occured. 
5. Added - Game Option: No Ruins on planets.
6. Added - Game Option: Can only colonize planets of the same planet 
type as your home planet (regardless of technology).
7. Added - Game Option: Can only colonize planets with the same 
atmosphere as your home planet.


Version 1.24:
1. Fixed - Intelligence project "Order Snafu" should effect only one
ship, not an entire fleet. 
2. Fixed - Ground Combat: Satellites, Mines, Fighters, and Weapon 
Platforms do not get to defend in ground combat. 
3. Fixed - Ground Combat: Troops should target other enemy troops 
first before firing on satellites, mines, fighters, etc. 
4. Fixed - Multiple minefields will show up sometimes when you try 
to lay mines where a minefield of yours already exists. 
5. Fixed - AI was not updating its ships with the latest engines 
late in the game.
6. Fixed - AI should check if the planet already has the desired 
atmosphere before building an atmospheric converter. 
7. Fixed - AI should scrap any atmospheric converters if the desired 
atmosphere has been attained on the planet. 
8. Fixed - AI should fill up remaining space on designs with basic 
armor. 
9. Changed - Increased the rate at which fighters and satellites can 
be launched during a game turn.
10. Fixed - Meteor strike event would sometimes cause no damage. 
11. Fixed - Cluster quadrant layout would not quite work with system 
amounts greater than 200.
12. Added - Added a log message which is sent to an empire for each 
construction queue which fails to build an item because of a lack of 
resources from the empire.
13. Fixed - Fighter groups were not moving at the speed of the 
slowest fighter.
14. Fixed - Simultaneous Game: Fighter groups would sometimes launch 
from planets without full supplies.
15. Fixed - Population modifiers in Settings.txt were limited to 20 
entries.
16. Fixed - Combat Simulation: In the Fleet Transfer Window, the 
fleet picture would not show up sometimes for a fleet in the list. 
17. Fixed - Integer Overflow during Finite Resources games on the 
AI's turn. 
18. Changed - Increased the damage for the Anti-Proton Beam family 
(thanks to Daynarr).


Version 1.23:
1. Fixed - AI should only build one sensor buoy at a time. 
2. Fixed - Some of the empire files were saved with all of the 
ministers turned on. 
3. Fixed - In some circumstances, the AI will design Base Space 
Yards with more than one space yard.
4. Fixed - Cloaked ships were triggering population unhappiness.
5. Fixed - A race that has been destroyed should show "Conquered" 
for the treaty in its race report window.
6. Added - Added a new tab to the Strategies window called "Damage". 
This tab allows you to set the percentage damage you want to inflict 
on different kinds of enemy ships before moving on to a new target. 
So for ships, if it says 80%, then your ships will damage the ship 
up to 80% and then will switch to a new target. If no other targets 
are available, your ships will go back and finish off those 
remaining ships. There is also a setting for "Damage targets until 
all weapons gone". If this is set true, then your ships will fire on 
enemy ships until all of their weapons are gone, regardless of the 
percentage damage setting. 
7. Fixed - Sometimes the AI Resupply minister would give a Divide by 
Zero error.
8. Fixed - The last patch caused the display of the letters "RSY" in 
the system window to not work. 
9. Fixed - The AI was not balancing armed and non-armed ships 
correctly when considering a trade. 
10. Fixed - Typo in the SectType.txt file.
11. Fixed - Mothballed ships were blockading enemy planets. 
12. Fixed - Improved the AI's use of seeking weapons in combat.
13. Fixed - Improved the AI's firing of weapons before or after 
moving.
14. Fixed - Sometimes the AI would not fire seekers on a target.
15. Fixed - Tactical Combat: When a seeker destroyed a colony, there 
would be no explosion.
16. Fixed - Tactical Combat: When seekers were launched by a planet, 
the selection icon would show for the planet and all of the seekers 
at the same time. 
17. Fixed - Maximum Weapons Range strategy would sometimes cause the 
ship to move closer to the target. 
18. Fixed - You should only be able to scrap satellite groups and 
fighter groups if a spaceyard is present.
19. Fixed - Combat Replay would show the shields for a ship that was 
hit with a shield skipping weapon.
20. Fixed - You should not be able to add a minefield to a combat 
simulation.
21. Fixed - Vehicles in the Combat Simulation design list were not 
being sorted by name. 
22. Fixed - Improved the AI's determination of when to skip an item 
in its purchase list if there is no cargo space available to hold 
it. 
23. Fixed - The AI would try to build defense bases at planets 
without spaceyards. 
24. Fixed - Mothballed ships should not effect happiness at all. 
25. Change - Increased the amount of happiness troops on a planet 
generate.
26. Change - Increased the amount of happiness a ship in orbit 
generates for the planet.
27. Fixed - Added the field "Maximum population for abandon planet 
order" to Settings.txt. This will prevent people from abandoning a 
planet with a full population of rioting people.
28. Fixed - After an abandon planet, a new colony on the planet 
would start at the same happiness as the last population. 
29. Change - Changed the starting happiness of colonies to "Happy" 
instead of "Jubilant".
30. Fixed - A mothballed ship that was the only ship in a system 
could not be attacked by the other players. 
31. Fixed - Simultaneous Game: Reasons for a ship failing to load 
cargo, drop cargo, or lay mines were not being added to the log. 
32. Change - Cloaked ships cannot lay mines, launch units, or 
recover units. 
33. Fixed - System level point modifiers were being summed instead 
of max'd.


Version 1.22:
1. Fixed - Fixed a few memory leaks. 
2. Fixed - AI was not using cloaking correctly.
3. Fixed - Fixed up some of the constraints on what a cloaked ship 
can do.
4. Fixed - AI will choose Stealth Armor for its designs instead of 
Cloaking Devices.
5. Fixed - AI would fill up remaining space on its designs with 
regular shield generators (not phased shield generators).
6. Fixed - Maximum number of ships and units per player in a game 
was not being enforced correctly. In Game Setup, Maximum number of 
units (in space) has been changed so that the units can be in space 
or in cargo. Increased the starting maximums for units.
7. Fixed - Games using Multiplayer Save Game Path would try to get 
the combat replay and statistics file from this location, instead of 
where the savegame was loaded from. 
8. Fixed - Ships destroyed with ramming were not providing 
experience. 
9. Fixed - Ships destroyed with ramming were not add in to the 
design statistics.
10. Fixed - Units carried by a ship were not being tallied in the 
unit's design statistics. 
11. Fixed - If an item that is in a trade has been lost, destroyed, 
captured, etc. before the trade is excepted, it will be listed in 
the trade as "unavailable".
12. Fixed - Jettisoned units weren't being tallied in that unit's 
design statistics. 
13. Fixed - Ships or Units that are received as gifts, will also 
have their design available as an Enemy Design.
14. Fixed - The notes in the Galaxy Window would allow you to see 
the names of systems that you had not explored. 
15. Fixed - Planets that are in systems that you have seen, were not 
showing a green or red star if they were colonizable. 
16. Fixed - Omnipresent view of systems would allow you to see 
cloaked ships. 
17. Fixed - Added a new restriction that you cannot edit a prototype 
design if it has been added to one of your construction queues.
18. Fixed - Change directory in the Load Game window would error if 
the Multiplayer Save Game Path was invalid. 
19. Fixed - Improved the AI ship design based on the terrific 
"Mephisto Mod".
20. Fixed - Transports with a "Capture Planet" strategy were not 
attempting to drop troops on the planet.
21. Fixed - Colony planets in the Combat Simulator window were 
showing the incorrect player color for the population bars (or 
possibly no bars at all). 
22. Fixed - Planets should not show up in the Combat Simulator's 
Fleet Transfer window. 
23. Fixed - Type priorities settings for targeting were not working 
in certain situations. 
24. Fixed - The Ship\Planet report for a piece in a combat 
simulation would sometimes show the wrong status icons. 
25. Fixed - Sometimes multiple stats and event files would be copied 
for each savegame. 
26. Fixed - For a Launch All Units order, if a unit failed to launch 
early in the list, then all later units in the list would not be 
attempted. 
27. Fixed - Sometimes the treaty grid would show two races having 
two different treaties with each other. 
28. Fixed - If a unit group was at a location in space with other 
unit groups, then the unit groups amount number and the number of 
space objects present would overlap. 
29. Fixed - Sometimes the Colonies Window (Facilities tab) would 
list the same facility type on multiple lines. 
30. Fixed - Ai was not checking correctly for nearby enemies to 
potential colonization sites. Improved the AI colonization 
determination a bit. 


Version 1.21:
1. Fixed - Range check error when you have 255 systems and you give
a ship orders to move to another system. 
2. Fixed - Increased planet finite resource starting values.
3. Added - Added default values in the Settings.txt file for the 
Maximum number of ships and units in the game. 
4. Fixed - AI was not always using damaged ships or sending them
to be repaired.
5. Fixed - Increased the speed of combat execution.
6. Fixed - AI was not spreading out targeting of seekers based on
anticipated damage to target.
7. Fixed - Fleet leaders were still not detecting correctly when they
were surrounded in combat and should break formation. 
8. Fixed - The Drushocka and Praetorian were building fighters with
only Shield Depleters.
9. Fixed - Jubilant has been mispelled for quite a while. 
10. Fixed - Added empire files for all empires.
11. Fixed - Krill, Terran, and Toltayan empires were not always using 
all of their racial points. 
12. Fixed - Combat Replay would not show the vehicle report when 
moving from a fighter group to a new fighter group. 
13. Fixed - Improved AI's use of fleets.
14. Fixed - Improved AI's used of Planet creators. 


Version 1.20:
1. Fixed - A colony with no population could still suffer from 
a firestorm event.
2. Fixed - Ground combat would continue on the turn that a surrender
took place. 
3. Fixed - High numbers of systems would not work correctly using the 
Cluster quadrant layout. 
4. Added - Added fields to the Settings.txt file to specify what 
values and abilities a newly created storm will receive. 
5. Fixed - Changed the text for the Cloaks to say the correct level
of scanning/detection it prevents. 
6. Fixed - AI vehicle design files were not using the new ability
names for Combat To Hit Add and Combat to Hit Dec. 
7. Fixed - Sometimes a damaged ship that was retrofitted would 
result in undamaged components. 
8. Fixed - If the order of a construction queue was changed, it was
not clearing the time for the item currently under 
construction. 
9. Changed - Changed Emergency Build Rate to 150%. 
10. Fixed - When you exit a combat replay, the combat music would 
keep playing. 
11. Fixed - In Tactical Combat, Clear All Group Assignments would not
redraw the display to clear the group icons. 
12. Fixed - "Bad Index" error from the Colonies window. 
13. Fixed - If a race had a treaty of Subjugation or Protectorate, 
their research points would be capped at 50,000.
14. Fixed - The Up Arrow on the Report window would display over the 
Comps or Cargo display when closing the Scrap window. 
15. Fixed - Fill Build Queue was not checking if the items were valid
for the empires current technology level. 
16. Fixed - When loading a previously saved empire into a different 
player number than previously, their designs would be messed up. 
17. Fixed - Simultaneous Game - The Seeking Attack order would not 
cleared if it was targeted on a planet and the colony had been 
destroyed.
18. Fixed - Improved the AI's scrapping of uneeded facilities in a 
finite resource game. 
19. Fixed - Remove tech area Ship Construction level 10 (it was 
empty).
20. Fixed - Decreased the AI's armor usage on their designs. 
21. Fixed - Increase the AI's point defense usage on their designs. 
22. Fixed - AI was not using its AI Strategy file correctly.
23. Fixed - AI was not giving the Kamikaze ships the correct strategy. 
24. Fixed - In a finite resources game, planets would still produce 
resources even after they had reached a value of 0. 
25. Fixed - If a player's fleet encountered enemy mines in the same 
sector as his own mines, he would receive a message about his 
minefield being triggered against "enemy" ships. 
26. Fixed - Improved the description for the Boarding Parties and 
Security Stations. 
27. Added - Added fields to the Settings.txt file to specify a 
maximum number of mines or satellties that a player can have in a 
sector. 
28. Fixed - The Colony Window would display a patch of white if 
there were a large number of displayed facilities. 
29. Added - Added a confirmation message when you try to send a 
surrender message.
30. Fixed - Improved the Transport Minister so that they only move 
populations to planets with atmospheres they can breathe. 
31. Changed - Changed the Path.txt file so that it now lists a new 
directory to use. This directory can contain replacements directory 
for all of the directories that SE4 uses. If a directory is present 
in the mod directory, all of the files that SE4 needs must be 
present. So if you replace the Data directory, your new directory 
must have all of the data files present. The only exception to this 
rule is for bitmaps. If a bitmap cannot be found in a mod directory, 
the game will then look back into the original SE4 directory to find 
it. In this way, you can replace everything in the game, but not 
need to include all of the graphics as well. 
32. Fixed - Range check error during combat.
33. Fixed - Point Blank strategy sometimes would cause ships to run 
away from the target. 
34. Fixed - Range Check Error with a large number of units in a 
group during combat.
35. Fixed - Range Check Error with huge numbers of shields being 
generated during combat.
36. Fixed - Range Check Error with a fleet of more than 256 ships 
during combat.


Version 1.19:
1. Fixed - Problems with Combat Replay for Simultaneous Games.
NOTE: In a Simultaneous Game, you can only view the combat replay 
for the last turn (the same date as the current turn). Even if you 
have an old log item for a previous date, you will not be able to 
view the combat replay. 


Version 1.18:
1. Added - Added a field "Allow CD Music" to Settings.txt file to 
allow people with music problems to kill the CD music all together. 
Their machines seem to hang while trying to detect the CD player. 
Since they never get into the program, they can never turn off the 
CD music. 
2. Fixed - Happiness from troops on a planet would give a strange 
log message.
3. Fixed - Happiness from troops on a planet was increasing too fast.
4. Fixed - Medical Bays were curing plague levels greater than they 
indicated.
5. Fixed - Reproduction changes from last version were causing a 
range check error.
6. Fixed - Seekers that lost their target and were removed during 
combat would just sit and not be removed in the combat replay.
7. Changed - The default firing strategy for Maximum Range is now 
Has Weapons, Nearest, Most Damaged, Strongest. This strategy change 
will only take effect in new games. This was changed because the 
ships would target the strongest ship without regards to the enemy 
ships near them.
8. Fixed - Simultaneous Game: Occasionally, a trade sent to a 
computer player would get killed by the computer player sending a 
message before they had received the trade. 


Version 1.17:
1. Fixed - The Amonkrie had their Demeanor and Culture values swapped.
2. Fixed - Combat Replay was only displaying the last turn of combat.
3. Fixed - Combat Replay is starting with the first move of the 
first ship already completed.
4. Fixed - The Xiati Main bitmap was an incorrect size.
5. Fixed - Troops on a planet you own will now increase the 
happiness of the populations on that planet. 
6. Fixed - Tactical Combat: If you fired weapons from your ship, your 
point defense cannons would not always fire at incoming seekers
on that turn.
7. Added - Empire Option for Next/Previous Ship button to skip fleets. 
8. Fixed - The Trade disrupted intelligence event should not occur 
if there is no real trade between two empires.
9. Fixed - Some game option flags would keep the value from the last 
game if it was from a previous version of SE4 (most notably "Allow 
Intelligence projects"). 
10. Fixed - Tarrifs that an empire received would be added in even 
in excess of the max storage for that empire. 
11. Fixed - Right-clicking on the flag for a satellite group would 
not work. 
12. Fixed - Tarrifs were exceeding the points available when payed. 
13. Fixed - Using an existing empire would sometimes cause the 
reproduction and maintenance cost to be increased from what the 
empire had in the last game. 
14. Changed - There is now a limit per game turn in the number of 
fighters\ satellites\mines that can be launched. There is no limit 
to the number of units that can be recovered. The Unit Transfer 
window has been modified to display the numbers that can be launched 
in a turn per ship. 
NOTE: All 3 levels of mine layers, fighter bays, and satellites bays 
have been changed to that they can only launch 1 unit per game turn 
or combat turn. (This was to make it a little more interesting)
15. Fixed - Sorting by date in the Load\Save dialog should put the most 
recent file on top. 
16. Fixed - Designs for dead empires were showing up in the combat 
simulator list.
17. Fixed - A range check error would occur when a planet was rammed. 
18. Fixed - During game creation, sometimes a player's planets would 
end up in a nebulae, black hole, or asteroid system. A new flag had 
been added to the SystemTypes.txt file which indicates whether a 
system type allows an empire to start in it. 


Version 1.16:
1. Fixed - Range Check error when using the Maximum Range strategy in
combat.
2. Fixed - Added a check for the Movement Replay to make sure that 
the replay file matched up with the current game turn. 


Version 1.15:
1. Fixed - Fixed a problem in the VehicleSize.txt file where the 
"Combat To Hit Add" ability was used to make bases easier to hit. 
This ability has now been changed to "Combat To Hit Offense Plus" 
and "Combat To Hit Offense Minus". The ability "Combat To Hit Dec" 
has been changed to "Combat To Hit Defense Plus" and "Combat To Hit 
Defense Minus".
2. Fixed - Simultaneous Games: The Host would ask for missing player
files from players that were dead. 
3. Fixed - Simultaneous Games: The Host would ask for missing player
files even when being run from the command line. 
4. Fixed - Improved the AI Retrofit minister.
5. Fixed - Improved the AI Minesweeping minister.
6. Fixed - Access Violation in Combat Replay where the combat only 
lasted one turn.
7. Fixed - Combat Replay was skipping the first turn.
8. Changed - Simultaneous combat resolution to now be triggered off 
of movement (It used to occur every 5 phases regardless of 
movement). 
9. Fixed - Victory Condition "X% of Tech Levels" was displaying 
incorrectly in the Victory Conditions window. 
10. Fixed - Modified Victory Condition min\max\default values. 
11. Fixed - Occasional index error bug when starting a new game. 
12. Fixed - Improved AI Max Range movement strategy.
13. Fixed - Improved AI dodging of seekers. 
14. Fixed - Improved AI Optimal Range movement strategy.
15. Fixed - Range Check Error would happen sometimes when you looked 
at the designs in the Designs window after using an existing empire 
from a previous game.
16. Fixed - Hotseat Simultaneous: Missing player file message should 
not be displayed.
17. Fixed - Hotseat Simultaneous: if the player didn't do anything 
on their turn, the computer should not take over. 
18. Added - A Weapon to Hit modifier to the weapon mounts.
19. Fixed - Changed "Set Colony Type" (in Colonies Window) and "Send
Colonizer" (in Planets Window) lists to show all planets in 
the list, not just those in the visible portion. (Too 
many players were confused by this feature).
20. Fixed - If asteroids or a planet was hidden by a storm, you 
could get a range check error when you clicked on that system.
21. Fixed - A race that was created from a rebellion would retain 
all of its source empire's communication connections. They could 
send a message to an empire that had never seen them.
22. Fixed - Miscellaneous manual link fixes.
23. Fixed - Speed-ups for combat with fighters.
24. Fixed - AI Fleets who had a transport and set their strategy to 
"Capture Planet" were not changing it back to "Optimal" 
when the transport was lost. 
25. Fixed - Error in ability name in Abilities.txt.
26. Changed - Fighter Bays to launch 1, 2, and 3 fighters. Same for 
satellite bays. 
27. Fixed - Added descriptions for Boarding Party and Security Station 
abilities in Components.txt.
28. Fixed - Captured ships should lose any experience bonus they had. 
29. Added - Captured ships will have their reload times increased by 
10 combat turns (this is modifiable in the Settings.txt file). 


Version 1.14:
1. Fixed - After only one turn of emergency build, you would not get 
slow build for one turn. 
2. Fixed - If the item currently being constructed was deleted, the 
accomplished resources stuck around. 
3. Fixed - Weapon damage was maxed out at 999. It now has a maximum 
of 50000. 
4. Fixed - A satellite group cannot remote mine with all of the 
satellites present. 
5. Fixed - Minefield report would reference an individual sector
location. 
6. Fixed - The list of damage types in Components.txt was wrong. 
7. Fixed - AI Colonize minister would send another ship to colonize a 
planet even if it already had one in orbit with just the 
colonize order remaining. 
8. Fixed - When copying or upgrading a design, the old name is now
present in the Edit Design Window. 
9. Fixed - Planets that are hidden by storms or nebulae were still 
being drawn on the system map. 
10. Fixed - Stars cannot be hidden by a storm or nebulae.
11. Fixed - AI Player turn text was not centered.
12. Fixed - Problems with AI control over their planets and fleets
introduced in the last version.
13. Fixed - An empire loaded from a previous game might allow you to 
colonize planets other than your home planets that you had
gained the technology for in a previous game. 
14. Changed - Show production values with parenthesis in the 
Colonies Window if the colony does not have a spaceport or is 
blockaded. 
15. Fixed - A ship with a construction queue that was run on 
emergency build could be run at normal without the slow period if 
the ship was mothballed then unmothballed. 
16. Changed - The Colonies Window now displays the complete facility 
and cargo list.
17. Changed - The Ships Window now displays the complete cargo and 
orders list. 
18. Fixed - Added a "Number Scrapped" design statistic to better 
display the results of a ship that was retrofitted or scrapped 
(instead of showing the design as being "Lost"). 
19. Fixed - In the Designs Window, you could right click an item in 
the list and have the selection change, but the report would not 
change. 
20. Fixed - If you were not the current player during a tactical 
combat, the launch units window would not show your ships \ planets 
to launch from. 
21. Fixed - Ships with "Endless" supplies were shown in the Ships 
window with "60000 / 60000" supplies. 
22. Fixed - Clarified the description for the Neural Net component. 
23. Fixed - The "Send Colony Ship" button in the Planets Window 
would not always pick the closest colony ship to the target planet. 
24. Fixed - Improved the Population Transport minister so that it 
will not deplete planets completely with multiple transports. 
NOTE: The Population Transport moves population from planets with 
over 1000M to planets with less than 500M (if the target planet is 
not at its maximum). 
25. Fixed - Typo in the description for the Robo components. 
26. Fixed - Increased the cost of the Chemistry tech area to 50000.
27. Fixed - Increased the cost of the Resource Manipulation tech are 
to 200000.
28. Fixed - Improved the AI's use of the Open Warp Point component.
29. Fixed - Improved the AI's detection of when it is cut-off from 
the rest of the galaxy.


Version 1.13:
1. Fixed - Differentiated AI players a bit more. Also made them more 
aggressive and more intolerant of players in their territory. 
2. Fixed - Fixed problem in combat replay where you would get an IO 
Error if in a Turn-Based game the combat log was completely empty. 
3. Fixed - AI should not build research facilities if they have all 
techs. 
4. Fixed - If an empire was created with a password, that password 
is required to edit it. 
5. Fixed - Beam lines drawn during tactical combat were sometimes 
slowing down.
6. Fixed - The feature that would warn the Host if not all of the 
player files was present was not working. 
7. Changed - When a construction queue is in slow mode, the rate is 
now 25% of normal. 
8. Added - Added an option to a game setup to disable intelligence 
entirely. 
9. Fixed - The map would be displayed if you started a new game from 
within a game. Now, the map will only show if you generate it. 
10. Changed - Both ground based and component based space yards are 
all within the space yard tech area. 
11. Fixed - The Fleet minister would disband fleets even if the 
individual minister toggle was not on. 
12. Fixed - Retrofitting a ship would sometimes heal damaged 
components. 
13. Fixed - Time Distortion Burst would not work against weapon 
platforms. 
14. Fixed - The AI would not always fire its weapons before moving 
away from a target. 
15. Fixed - Removed the ability "Resupply Pod" from the 
Abilities.txt file because it was not being used. 
16. Fixed - Added a new damage type "Disrupt Reload Times" so that 
the Energy Dampner weapon would not be stopped by a Master Computer. 
17. Fixed - Fixed the minimum speed requirement on ai Attack Bases. 
18. Fixed - The AI would change construction queues for planets even 
if the individual minister was not toggled on. 
19. Fixed - Retrofitting a ship should not add a "destroyed" 
statistic to the old design. 
20. Fixed - AI was not corretly recognizing the extended range 
capability of weapon mounts. 
21. Fixed - Small Combat Sensors would upgrade to Ground Cannon. 
22. Fixed - A minefield that is hit by your ships should only show 
the explosion once (not per ship hit). 
23. Fixed - Planets that were on the edge of the combat map in 
Tactical Combat, when fired on would have weapons fire that would go 
off the map. 
24. Fixed - You cannot change the Colony Type of you homeworld. 
25. Fixed - The Hide obsolete button should not be disabled in the 
Designs Window when all of the designs listed are obsolete. 


Version 1.12:
1. Fixed - Game_Racestyle.html was missing from the manual.
2. Fixed - On rare occasions, the AI Patrol minister would generate
a Range Check Error.
3. Fixed - In Finite Resource games, the deduction of resources from
planets was incorrect. 
4. Changed - Reduced the cost of Solar Generators. 
NOTE: Solar Generators do not reduce the value of a planet even in a 
finite resource game. Also, they generate points independent of the 
planet's value. 
5. Fixed - Simultaneous Game - If a trade was offered, and then 
another message was sent the next turn, the acceptance of the trade 
by the other player would be lost (the message would come through, 
but not the items). 
6. Fixed - Intelligence Projects - Fuel Leak, Anarchy Groups, Ground 
Contamination, Food Contamination, and Weather Disruptions were 
having a few problems. 
7. Added - Combat Replay capability to the log window. By pressing 
this button when looking at a combat report, you will be able to 
replay the entire combat in a view only mode. This replay does NOT 
contain all of the details of the combat such as exact damages of 
ships on each turn. It contains the movement of the ships and their 
firings against other ships. You can also point the mouse at a ship 
and view its design. Combat Replay is available in both Simultaneous 
and Turn Based games. In Simultaneous games, the host must send the 
.cmb file to the players for them to be able to replay the combats. 
Whether is it is used is determined by the "Create Combat Replay" 
field in the Settings.txt file. 


Version 1.11:
1. Fixed - Improved routine for checking if filename is valid.
2. Fixed - Fixed religious Talisman for Weapon Platforms (again). 
3. Fixed - Ships could initiate first contact but a planet path was 
needed to keep it. Now, first contact will only occur if you see 
another player's ship, and there is a planet path.
4. Fixed - Change Recover Units Remotely order to not show Mines
as a selection. 


Version 1.10:
1. Fixed - Two objects cannot have the same name in a game (Caused 
problems in the combat report).
2. Added - Added Manual button to the Help Window.
3. Fixed - Fixed problem with incrementing old tech cost level by 
one.
4. Fixed - Increased tech cost of racial tech weapons.
5. Fixed - Fixed problem with tech costs lower than the starting 
value.
6. Fixed - When a construction item was completed, it and the item 
below it were removed from the list. 
7. Fixed - Fleets would not always attack during combat.
8. Fixed - AI ships would fire weapons at a target they had taken 
with an Allegiance Subverter.
9. Fixed - AI controlled fleets would sometimes clear the combat 
group for no reason. 
10. Fixed - A nebulae that's destroyed through stellar manipulation 
could sometimes still hide items within it. 
11. Fixed - A constructed sphere or ring world would use all of the 
resources present in the system, not the sector. 
12. Added - Added savegame directory path on the Mechanics tab of 
game setup. This will allow you to specify a remote path for 
savegames.
13. Added - A Change Directory button to the Load \ Save game 
window.


Version 1.09:
1. Fixed - Religious Talismans were not working on Weapon Platforms.
2. Added - Ability to set the fleet leader for a fleet. (Just left 
click on the ship in the fleet report). 
3. Fixed - A ship with orders to move to a waypoint that was deleted 
would cause an error when it tried to show its movement lines.
4. Fixed - Changed the reproduction and maintenance characteristic 
costs a little more (they were too expensive). Also fixed the AI's 
use of them.
5. Fixed - A Construction Queue on repeat build would build items
which were not allowed. 


Version 1.08:
1. Fixed - You will lost contact with another race if they do not
have any planets left, or there is no path between one
of your planets and one of theirs. 
2. Fixed - Typo in the AI Speech "The [Emperor Name] shall remain 
our enemies".
3. Fixed - Fixed text problems in Research chapter of manual.
4. Changed - Due to the confusion, made the satellite weapon mount
increase the size of the component by 120%. 
5. Added - Population bonuses up to the 10B mark. 
6. Changed - Tech Areas Allowed to display almost all of the tech 
areas in the tree. The items which cannot be removed are
specified in the TechAreas.txt file. 
7. Fixed - Research projects would sometimes show negative completion
times. 
8. Fixed - Old games were being loaded at 1 level lower in tech cost. 
9. Fixed - Small Incinerator Beam moved to the correct tech area. 
10. Fixed - Seeking Parasite component fixed up. Correct speed and 
damage. 
11. Added - Scroll buttons to the Quick Start window to display the 
first 16 races to choose from. 
12. Fixed - AI was getting angry way too fast. 
13. Fixed - Added text descriptions to the new facilities indicating 
if they are non-cumulative or not.
14. Added - Quickstart gives the player pre-made designs. 
15. Fixed - Put additional fixes in to detect the CD player and play 
the music. 
16. Added - Option to have all players start with planets of the 
same size. 
17. Fixed - Specifying stellar size in the SystemTypes.txt file for 
a planet would not work. 
18. Fixed - Remote Mining Decreases Asteroid Value option in the 
Settings.txt file was not working. 
19. Fixed - Changed the Reproduction and Maintenance racial 
characteristics to be true percents which are added to your current 
values. Due to that the cost was increased, and the max \ min were 
changed. 
20. Fixed - Ship names with a dash at the end of the name next to 
the number (ex. "Super-003") would cause a Range Check Error. 
21. Fixed - You cannot create stars in a system with a nebulae or a 
black hole (Sphere worlds created in a nebulae system would 
dissappear).
22. Fixed - Increased the fighter shield strength. 
23. Fixed - Improved the "Empires allowed to start in the same 
system" setting (Empires should NOT be starting in the same 
systems). 
24. Added - Added a note window which is displayed in the Set 
Construction Queue Window when you try to add a facility which has 
system wide abilities and those abilities are already present in the 
system. 


Version 1.07:
1. Fixed - Access Violation on the AI's turn. 
2. Fixed - Incorrect spelling in Tachyon Cannon description.
3. Fixed - When starting a New Game, if you select Finite Resources, 
and then did a Generate Map Now, all of the planets in the game 
would show 1kT in value. 
4. Fixed - Bonuses which effect a planet or a system should not be 
cumulative. 
5. Fixed - Simultaneous Game: Stellar Manipulations report that the 
ship does not have movement remaining when it moves to a location 
and tries to execute the order. 
6. Fixed - The View and Clear orders buttons should be enabled for 
mothballed ships. 
7. Fixed - High technology was not calculating its cost correctly.
8. Fixed - Range check error when attempting to drop population on
to a Sphere World using the Drop Population order. 
9. Fixed - Experience points for loaded empires which had zero 
experience would show as a large negative number. 
10. Fixed - Fixed text description for "Score of X% of second 
player" in the Victory Conditions window. Also set minimum to 100%.
11. Fixed - Happiness Type would not display correctly when editing 
an empire in the Game Setup window. 


Version 1.06:
1. Fixed - Ships which are constructing items cannot move. This 
includes Warp. 
2. Added - Base weapon mounts with increased range modifier. 
3. Fixed - Simultaneous Game: If the victory conditions were met, 
then sometimes the Victory window would not be displayed and the 
game would just continue on. 
4. Fixed - Fixed confusing text related to Victory Conditions not 
applying until after X turns. 
5. Fixed - Improved the AI's determination if there are support 
ships for a transport trying to land troops to capture a planet. 
6. Fixed - Simultaneous Game: AI players would accept a gift message 
but the items would not change hands. 
7. Fixed - Added "non-cumulative" descriptions to components and 
facilities. 
8. Fixed - Fixed problems with system-wide damage bonus.
9. Fixed - Fixed problems with system-wide combat bonus.
10. Added - Added 3 facilities and 2 weapons to Crystalline 
Technology.
11. Added - Added 3 facilities and 2 weapons to Temporal Technology.
12. Added - Added 3 facilities and 1 weapon to Psychic Technology.
13. Fixed - Application of planet resource modifiers was not quite 
right.
14. Fixed - Added spaces to all component and facility names with a 
dash in them. 


Version 1.05:
1. Fixed - Simultaneous Game - Retrofits would sometime result in 
weird designs or a log message saying the retrofit was in error. 
2. Fixed - AI players were not growing angry at players who were not 
on their team.
3. Fixed - The AI will still try to build units on planets with 
maxed out storage space. 
4. Changed - All bases now get a 50% modifier to maintenance cost. 
5. Fixed - Defensive intelligence projects would sometimes show 
negative points. 
6. Fixed - Large numbers of fighters were taking too long in combat.
7. Changed - Increased the cost of defensive intelligence projects. 
8. Note - Defensive projects are effective while they are in 
progress. In addition, more defensive projects are better than just 
one. 
9. Fixed - Sometimes fleets would uncloak from turn to turn.
10. Fixed - Sometimes a ship with a spaceyard would not allow you to 
set its construction queue (this was usually for ships that could 
cloak). 
11. Note - A ship that is cloaked cannot construct anything. If you 
cloak a ship that is currently constructing something, its queue 
will be cleared. 
12. Fixed - Clicking from one satellite group to another would not 
display the unit grid. 
13. Fixed - Sometimes a happiness event would say that they were 
from winning battles when in fact the battles had been lost. 
14. Changed - Planetary rebellion has now become more difficult. In 
addition, there is a chance that the rebellion will forms its own 
government instead of joining your empire. 
15. Fixed - The combat notification window will have the third 
empire be overlapped by the begin button.
16. Fixed - AI should not design colony ships with Multiplex 
Tracking or Combat Sensors. 
17. Fixed - The default fleet name would sometimes be the same as an 
existing fleet. This has been changed so that the name will 
represent the total number of fleets that you have ever built. 
18. Fixed - There were spelling errors in some of the data files. 


Version 1.04:
1. Added - "Scrap Facil Types" button to colony window.
2. Fixed - Shard Cannon V and VI damage should be different.
3. Fixed - Starting a new game from within a tutorial game would 
leave the tutorial icon.
4. Fixed - If you scrap a spaceyard on a planet, any ships in the 
construction queue will be removed. 
5. Changed - Increased speeds of seekers and fighters. Made fighters 
harder to hit. Decrease damage of Point Defense Cannons. Thanks to 
AJCaton!
6. Fixed - Made Intel Defense more effective. 
7. Fixed - Seekers should self-destruct if they are targeted on 
anything that the seeker's owner now owns (like captured planets). 
8. Changed - Increased size of repair bays to 150kT. 
9. Fixed - Transfer window would displays ships that you did not 
own. 
10. Fixed - Tractor\Repulser beams would still move ships on top of 
each other. 11. Fixed - Mines would show up in combat.
12. Fixed - Combat Log will now say "Taken" for a ship if it is 
captured in combat (instead of "Dead").
13. Fixed - Save\Load dialog was not wrapping the filenames.
14. Fixed - Trade and Research Alliance text was not showing 
completely in the Politics Window.
15. Fixed - Nebulae and Asteroids were not showing in combat 
simulations as map filling. 
16. Changed - Satellite groups can fire on as many targets as there 
are satellites, or up to the multiplex level. Fighter Groups can 
only ever fire on one target. 
17. Fixed - The AI would sometime stop firing when it had weapons 
available.
18. Fixed - AI should not fire the Allegiance Subverter against a 
ship with a Master Computer. 


Version 1.03:
1. Fixed - Ground combat would continue from turn to turn even after 
a peace treaty or a surrender. 
2. Fixed - Experience bug would sometimes cause experience points 
for an empire to jump up to 2000000.
3. Changed - Increased maximum experience from 2M to 500M.
4. Fixed - Planet creation would error if the system did not have a 
name. 
5. Fixed - Simultaneous Game: AI was not always responding to 
political messages.
6. Fixed - Simultaneous Game: AI could respond on the very next turn 
to a message that was sent. This should be 2 turns later. 
7. Fixed - If the leader of a combat group is blocked in their 
movement, then the combat group will be disbanded. 
8. Fixed - Replicant center would only produce your population. They 
will now proportionately produce the populations that are present on 
the planet. 
9. Fixed - When you viewed your Empire Status, and you have ships 
performing remote mining, you would lose value in your asteroids. 
(Dough!)
10. Changed - Tweaked the happiness modifiers on reproduction. They 
now range from -5% to +5% to reproduction based on happiness.
11. Added - A confirmation message if you want to remove the first 
item in the construction queue. 
12. Fixed - Internal damage to fighters was not correct in combat.
13. Fixed - Simultaneous Game: Problems where changes made in a game 
turn would not be reflected in the next turn. This may be fixed. We 
think it was caused by running the Movement Replay. 
