MOO3: what's new in patched version (v1.2.5)

Archived from groups: (More info?)

tried patched moo3 recently. not bad.
see patch readme in replay.

the future has not been written
5 answers Last reply
More about moo3 what patched version
  1. Archived from groups: (More info?)

    lol are u just now noticing their is a patch? its been out for a year and a
    half but it does make the game alot better. Wish they would update the
    graphics in space combat and allow more ships to be allowed in battle.


    "LeW" <> wrote in message
    > tried patched moo3 recently. not bad.
    > see patch readme in replay.
    > --
    > the future has not been written
  2. Archived from groups: (More info?)

    The best Patch for Master of Orion 3 is Master of Orion 2.
  3. Archived from groups: (More info?)

    "littlemute" <> wrote in message
    > The best Patch for Master of Orion 3 is Master of Orion 2.

    Ain't that the truth...

    It's quite a big "patch" though :)
  4. Archived from groups: (More info?)

    V1.2.5 Code Patch

    Fixed a lot of typos and misinformation.

    Fixed a hang in space combat which seemed to occur sometimes if a client was
    watching the last combat to be resolved.
    The screen would go blank after combat and just sit there (on the
    client). Everyone else would hang waiting for
    that client.
    Removed the ability control bombardment after ceding/watching space combat
    in multi-player due to hang conditions caused
    by this functionality (it wasn't working on the clients any way) - may be
    revisited in the future.
    Fixed a bug where if the military build queue was open and then the
    Shipyards screen was opened on top of it and then
    a turn was processed, the game would crash.
    Fixed a bug where if one of the tabs on the ship design screen was open and
    then the fleets tab was open and then escape
    was used to exit, the game would crash.
    Fixed a bug on the Forces tab where the colony and outpost buttons would not
    be disabled if there were no planets in
    the system (could lead to a crash).
    Fixed the crash when you open one of the tabs (weapons, engines, etc),
    switch to the fleets tab *without closing the
    foldout tab first* and press the escape key to return to the galaxy
    screen the game would crash.
    Fixed a bug where if the Sitrep was open when one of the build queue panels
    was open behind it, pressing the turn button
    would not advance the turn until the Sitrep was closed.

    Removed the line of code which was preventing bombardments from occuring
    during auto-runs.

    Modified the calculation which determined how many population points were en
    route to a user requested colony to
    use the population value for a colony pod instead of an outpost pod. THis
    should fix the problem sending too many
    colony ships to fill a player request.
    When attempting to land colony ship, ignore dead or retreating task forces.
    Change rules for landing colony ships such that ships with a defensive
    alliance are ignored in neutral or owned
    systems (only will fail if the allied empire has a planet and you don't).
    Added code to issue an AI colony request for each planet which reverts to
    unowned or outpost status to all civs which
    have sufficient scan information. This should make the AI colonize
    bombarded planets (still testing). It will NOT cause
    the AI to colonize these types of planets in an old save game (since the
    notice is made at the time of destruction)

    Made planet destroyer viable mission ship in long range task force so that
    AI may actually deploy planet destroyer ships.
    Rebalanced ground troop unit priorities to get support troop numbers more in
    line with requirements.
    Corrected an error in the spreadsheet which prevented the AI from building
    Infantry and PsyOps

    Remove AI preference for spying on human players (treat human players and
    computer players the same). Increase
    likelihood of AI building scientific spies.

    Add code to make AI build CorrCap buildings on its own.
    Corrected a problem which was not deleting the system seat and related
    buildings when a new system seat was built on
    another planet. Corrected the problem that the new system seat would have
    to be built twice to stick. MOdified the AI
    to not move the system seat if a mobilization center was already built.
    Increased preference for not moving the Imperial
    Seat when it is destroyed.

    Ship info on the military build queue of the planet screen now displays the
    hull size in addition to the ship class
    (orbital, system, star).

    Changed planet hyperlinks in the sitrep so that changing the planet or star
    name will be reflected in the sitrep
    (sitreps in save games will not work).
    Corrected behavior of sitrep in multi-player resume so that the hosts sitrep
    will not show up on the other machines.
    Note that sitrep information is only saved for the human player, so when a
    game is resumed and copied across the net,
    only the player playing the empire which was the human player on the host
    will get a sitrep on the first turn.

    Slow down tech advance by about 33%.
    Swapped CorrCap and GovCap modifiers to make the effects match the
    descriptions better.

    Fixed a dev plan bug where if a planet classification has all three policies
    set, then none of the policies can be

    Fixed the bug which caused traded achievements to fail when they were not
    already in the tech tree.
    Correct Diplomatic text generator to use Intelligence Agreement text. Also
    will now use Demand War text for fulfill
    obligation message. The message will not have the targeted empire, but at
    least will make some sense now.

    Fixed a few bugs on the Orion Senate screen where scrollbar thumbs were not
    being reset when the text for a bill's
    closing, a bill's details, a law's details, or the details of a bill to
    propose were displayed.

    Tech descriptions on the Ship Specials panel are now displayed in a
    Fixed a bug where the Clear Queued button would not clear a ship design from
    the build queue if the second item was not
    a ship and the third item was a ship design to be cleared.
    Added a shift-key modifier to the Mark Obsolete button so that the ship
    design being marked obsolete would be cleared
    from the build queue or marked for scrap if it had already been started on.
    Added a shift-key modifier to the Clear Queued button so that ship designs
    already started on would be marked for scrap
    as well as clearing out ship designs that have not been started on.

    Fixed a bug on the history screen where a Y-axis scale value of 0 would send
    the game into an infinite loop.
    Increased the max value of the Y-axis scale on the history graph to 6.0.

    Removed the ability control bombardment after ceding/watching space combat
    in multi-player due to hang conditions caused
    by this functionality (it wasn't working on the clients any way) - may be
    revisited in the future.
    Modified the code in space combat so that the number of missile volleys
    remaining will be the max of all racks, rather
    than the most recently fired ones.
    Correct a problem which caused the same empire to always win the coin flip
    when both sides chose assault planet
    in space combat.
    Changed AI space combat retreat logic to use casus belli instead of current
    relations (should make them a little less
    likely to retreat, especially later in the game)
    Clean up destroyed ships and task forces at the end of space combat to
    prevent improper behavior during bombardment
    and beyond.(For example, destroyed troop transports can no longer land
    their troops).

    Corrected ground combat gravity preferences to match habitability

    V1.2 - Code Patch

    Improved behavior under alt-tab. Application normally will auto-refresh now.
    Improved behavior of scroll bars such that they reset their position at
    appropriate times.
    Modified behavior of sliders so that when clicking on the area outside of a
    slider arrow to set its
    position, the slider arrow is moved five pixels in that direction instead
    of to the point where the
    mouse was clicked.
    Effectively rewrote/reworked help text/tool tips, including right-click
    support and increased time-out
    value for mouse-over text.
    All of the main UI tabs now remember the last sub-panel and return there.
    Removed some unused tables from code and spreadsheets.
    Fixed a bug where pressing the Esc key while the "Exit Game" dialog was open
    would cause the
    "Quit Current Game" dialog to appear.
    Fixed the bug that prevented the values for the UI background music in the
    spreadsheet Music.txt from
    being used.

    Swapped the positions of the Quick Game button and the Options button on the
    Main Menu screen to reduce
    the problem of accidentally hitting quick game when load was intended.

    Fixed the 30/60 minute reminder such that it now actually works.
    Fixed the bug where the 30/60 minute reminder or alarm clock reminder would
    cause the game to hang if
    either was triggered while a Master's Note was being displayed (the
    reminder will be displayed after
    the Master's Note is closed).
    Fixed the bug where the 30/60 minute reminder would not work when loading a
    save-game from the Main Menu.
    The Esc key now closes the Alarm Clock and the 30/60 Minute Reminder
    Fixed the alarm clock to pay attention to the am/pm setting and allow it to
    trigger again in the same
    game if the time is changed in the options.

    Added sitrep information to the save game.
    Modified the save game dialog so that files do not show up on the list if
    they are not valid save games,
    even when their extension is '.gam'. Modified header record of save game to
    be able to distinguish
    obsolete save games from new ones.
    Added data set directory name and language directory name to save game
    Fixed a bug where the Esc key wouldn't close the load and save game dialog
    Added Ctl-S and Ctl-O (cmd-S and cmd-O on Mac) as hotkeys to save and load a
    game, respectively.
    Changed sort algorithm to remove crash when displaying a list containing
    between 81 and 83 save games.

    Command buffers and Save Games are compressed for sending over the net.
    Fixed bug causing unnecessary copying of auto save games when resuming a
    multiplayer game.
    Player entries in multiplayer lobby are colored blue when save game will be
    Fixed bug with assigning players to empires when resuming a multiplayer
    Added destination options to multiplayer chat for sending messages to
    allies, enemies, and a specific empire.

    Added interface to choose player color (active in single player only)
    Modified code to actually use playercolors.txt.
    Quick-game data partially loaded in to use as the defaults for the New Game
    Options screen.
    Quick-game data now not saved when creating a new multiplayer game.
    Added option to auto-run game for x number of turns. This will cause the AI
    to take over for the specified
    number of turns, after giving the human player time to do any initial setup
    in turn 1.

    Modified Splinter Colony/Magnate Civ code so that splinter colony will only
    occur if the habitability zone
    is as good as any magnate. So, if it would be Green for a splinter, but is
    Sweet Spot for a Magnate, the
    Magnate will now get the planet (previously it would have been a splinter).
    This should make all Magnates
    available for all Species, although they will still not get the same
    Magnate Civ population is now spread out across half of the planet instead
    of one region to reduce the
    overpopulation push that causes them to spread like wildfire when first
    New Orions home system now uses the best home system in the galaxy algorithm
    that the other empires use when
    creating the galaxy.

    Modified code so that a negative number in the spreadsheet indicates that a
    race has no value to the
    Harvesters. Apply this number to the non-corporeals.
    Added unrest factor for Harvester victims (anyone but non-corporeals).
    Amount based on number of Harvesters
    on the planet.
    Added unrest factor for Harvesters living on a planet with no "free-range"
    food available.

    Fixed a bug in the colonization AI that was not properly reducing the
    desirability of systems containing
    colonies of other empires.
    Fixed a bug in the colonization AI that was detecting magnate civilizations
    in most cases.
    Fixed a bug in military construction AI that was improperly calculating the
    amount of transport capability
    in the empire, therefore causing it to build WAY too many transports.
    Modified transport needs assessment to ignore deployed troops. Now will
    shoot for 80% of capacity required for
    troops in reserve or being built.
    Correct a problem which caused the AI to build system colony ships when none
    were needed (or usable).
    Modified military AI so that when considering building an orbital, it will
    look for a design of a size that
    the planet can already build rather than insist on the planet having the
    capacity to build the largest ship
    in the empire.

    Modified AI to utilize "set migration"
    Modified military AI to not keep ships in the reserve automatically when
    Added calculation to deploy ground troops defensively when in a shared
    system or adjacent to another civ.
    Increased size of ships built by AI.
    AI now obsoletes old designs and removes obsolete designs from build queues
    when it redesigns.
    Fixed a bug where AI task forces sent to attack would not when the border
    policy is defensive front (they
    now will engage if they have attack orders)
    Fixed a problem in the lottery hopper that caused really attractive targets
    to be ignored, sometimes causing
    AI fleets to not engage.
    Modified lottery for selecting a civ to attack to increase the odds of
    attacking a human player (as opposed
    to another computer player) in hard or impossible.

    The Planet AI will no longer immediately put an item back in a build queue
    if the user has removed it. It will
    absolutely avoid adding that item into the queue for about 10 turns after
    the user has removed it from the
    queue. (Does not yet apply to military AI)
    Planet AI should be a little less likely to keep building if the planet's
    population is too low to fully run
    the buildings already on the planet.
    Increased range of numbers used when doing cost/benefit analysis so that
    fewer items would be resolved as
    having no value, especially when HFOG is high.
    Increased priority of picking the best regions for building farms and mines
    and increased consideration of
    biodiversity when picking a region for farms.

    Added menu item to game menu to view the race picks chosen for the current
    Modify galaxy screen so that star names and empire flags remain visible up
    to the halfway zoom point when
    zooming the galaxy map out.
    Fixed bug that allowed a task force to fly through a Guardian system without
    Added ctrl-click to force direct travel to another star (off-road if no
    Fixed a bug where enemy task forces would sometimes be visible when far away
    in a star lane instead of when close.
    On the galaxy map, a small colored chevron is drawn in the lower-right
    corners of the task force icons to
    indicate which empire they belong to.
    Added range of turns so that when you select a bunch of fleets and tell them
    to go somewhere it will say
    "ETA:1-2 turns" instead of just giving you the fastest time.
    The task force information window on the galaxy map now shows the ground
    troop and ground unit information
    for any transports.
    Fixed a bug with the 'Prev/Next Fleet' hotkeys where it wouldn't work
    sometimes if no fleet was selected and
    sometimes fleets not belonging to the player were included.
    Fixed a bug where pressing the Turn button while the galaxy map was in
    empire borders mode would cause the
    galaxy map on the next turn to display a combination of the regular map and
    empire borders.
    On the galaxy map in empire borders mode, if deployment centers exist in a
    star system but the player has
    none in there, the color of the icon is changed to grey.

    Added button to rename star systems at the System Level display in a single
    player game (note: max 20 chars,
    the player currently has to have at least one colony in the system when
    renaming, and no duplicate star names
    allowed). Only visible when no planet is selected.
    Fixed the system / planet transition animation so that systems with one or
    two planets are proportional in
    speed to systems with 6+.
    Moon sizes displayed next to size of the planet in the survey screen.
    Corrected display of moons so that size is appropriate for the now listed
    moon size.
    Dominant species for a planet displayed on the system level view.
    Player flag icons added to the set of planet status icons on the System
    Level view to indicate which planets
    have an imperial and / or system seat.
    Add turns left to completion to the display on the System Econ panel for the
    currently being built by the planet.

    Icons of build queue items in System Econ panel have mouse-over help text
    dynamically added to them to display
    the name of the item plus the description.
    Added migration orders button to the System Forces panel.
    Added buttons to the System Econ panel to go straight to the build queue(s)
    (without having to drill down manually).
    Fixed some planet selection bugs in the forces view of the system screen,
    including the crash when you leave
    the screen with the flashing "select Planet" message.
    Fixed a bug on the System Forces display where the names of unexplored stars
    would be shown as the destination
    for a task force.
    Fixed a bug on the System Forces display where the destinations of ships /
    task forces that didn't belong to
    the player would be shown.

    Fixed a bug where hitting the ESC key to close a planet information
    sub-panel would prevent the planet panels
    from being opened again with the TAB key.
    Fixed bug that would improperly classify planets as frontier, and another
    which would allow set both the primary
    and secondary classification to the same thing.
    Added button to rename a planet from the Planet information screen (note:
    max 20 chars, may not be available
    in multiplayer depending on how testing goes).
    Added code to remove the Rescue Leader and Random Tech specials after they
    are used.
    Added magnate species to environmental preference lists.
    The Planet Environment panel displays the species preference of the dominant
    race on the planet instead of the
    player's race when the panel is collapsed.
    Moon sizes displayed next to size of the planet.
    Temperature and atmosphere values of the moons of a planet displayed on the
    planet environment panel.
    Icons of build queue items in the Planet Econ panel have mouse-over help
    text dynamically added to them to
    display the name of the item plus the description.
    Added button to lock a planet's military build queue so that when an item
    finishes building, another of its
    type gets placed immediately into the queue again. This has the side-effect
    of keeping the military AI from
    adding anything into the queue of that planet.
    Estimated system tax income is now included in the income numbers in the
    econ panel.
    Added a new expense "Gift to Empire" to the Planet Econ panel plus a
    checkbox so that the player can set whether
    or not the planet gives its excess money to the empire. Excess money is any
    bank balance in excess of 10x the
    planet's income (the 10 is in a spreadsheet).
    Corrected coloring of the overdrive indicator on the economic and research
    sliders. Color was changing at
    multiples of AU instead of multiples of PP (or RP).
    Fixed a bug where the game would crash if you were at the System Level
    display with a planet selected and then
    you loaded a save game and attempted to go to the Planet Level display of a
    The race populating a region is now displayed as well as the unrest level of
    that region.
    DEA improvements and regional buildings in progress are now displayed in the
    infrastructure panel.
    DEAs that have organic FLUs have them listed under the buildings the DEA
    Effect of government DEAs on the overall infrastructure of a planet now
    Selecting a region in the Planetary Infrastructure panel will display data
    about the region.
    Added option to replace an existing DEA with another one by marking it to be
    scrapped and then submitting a DEA
    request once the existing DEA has been scrapped.
    Fixed the bug where the progress of Space Port DEAs being built would not be
    Corrected the display of the amount of money generated by a spaceport.
    Corrected a problem where the effect of some buildings was sometimes lasting
    after the building was destroyed.
    Recalculate regional population density after gathering all modifiers.
    Previously, the value was calculated
    (and cached to avoid recalculation) before the ecosystem density, moon mods
    and any regional buildings were considered.

    Added filters for Construction, Military Construction, Espionage and
    Planetary Migration.
    Any items that are built in the Military build queue are now considered a
    military item (shipyard buildings,
    planetary bases, etc.) by the Sitrep and are a) hyperlinked to the Military
    build queue and b) use the Military
    construction filter.
    Clicking on the hyperlinked system name on the sitrep issued when the task
    force has reached its destination
    will center the map on that star (shift-click will open the system screen
    Issue sitreps when AI bombards for you or when AI bombards you.
    Added text for bankruptcy warning sitrep (will warn when current spending
    will result in bankruptcy within ten turns)
    Moved planet bombardment, planet destroyed, and defenseless planet bombarded
    sitreps to spreadsheets
    (text was in the code).

    The tech level of a school is now displayed next to it's funding level.
    Fixed some problems with fighter and missile armor costs which had prevented
    the creation of new starting ships
    in the data patch. Created new starting ships.
    Rebalanced tech tree to get more techs into the lesser used schools

    Added a line to the finance ledger for gifts from planets (see previous
    Corrected the overdrive calculations for empire research grant money, so
    that the proper number of RPs are generated.

    Reworked HFOG calculation so that it is based on population and number of
    systems. Effect of economic FLUs
    and any modifiers from leaders or government type (or race picks) are still
    applied. (No longer is reset by
    government change and no longer grows automatically)

    Fix Dev Plans UI such that it acts more dynamically in the adding,
    replacing, and removing of plans.
    Added loading and saving of Dev Plans to external file.

    Changed the default of the Leaders screen to be the Espionage tab. After the
    first visit it will default to the
    last visited tab.
    Fixed an error that would allow a fifth, invisible leader to be acquired via
    a rescue leader special. Limit is
    now hard set at four. Any additional leaders will not be acquired.
    Added min and max luck range values to the leader spreadsheets so that each
    leader can have a different, moddable
    lifespan. Modified code to use those values and allow the lifespan to be
    greater than 127 (previous limit).
    Fixed diplomatic spies so that they blow up Government buildings and modders
    can add diplomatic spy missions.

    Fixed a bug where pending diplomatic offers were not cleared when contact
    was lost, which could cause empires to
    be allied (or have other agreements) when not in diplomatic contact.
    Removed a divide by zero crash processing a "Demand Gift" message when the
    receiving empire's GDP is 0.
    Treat all duplicate trade agreements (of all types) as improvements to the
    original, preventing multiple
    agreements of the same type.
    Moved application of trade modifiers so that sanctions, embargoes and open
    borders would affect existing trade agreements.
    Externalized value used to determine when a trade or research agreement can
    be improved. (Currently requires a
    25% increase in the limit, which is calculated using the lesser or the two
    Corrected an initialization problem which was causing the Fullfill
    Obligation agreement to not actually cause
    the proper war to be declared.
    The target civ of a Fulfill Military Alliance message is now shown.
    Tech exchange items on the Diplomacy screen now have help text dynamically
    generated to display the school, tech
    level, and description of the tech.
    Corrected a bug in which an AI players counter offer would ask you for
    things it already has instead of things you have.
    Externalized parameters for minimum number of turns before a war can lapse,
    and the minimum number of turns
    after a lapse that the AI can redeclare a war based just on low casus
    Added a "means war" counter value to the diplomatic effects of combat loss
    table and set it to add one to the counter
    when a planet is lost to ground combat or bombardment.
    Modified "means war" counter trigger values so that each civ/civ
    relationship uses the sum of the two sides values,
    making more diplomatic races affect the trigger points of the less
    diplomatic races in their contacts.
    Reset the "means war" counter when at war, count items which increment the
    counter as if combat had occurred.
    Externalized some parameters used to calculate the diplomatic effects of
    combat. Added planets lost values to those
    already existing for hull spaces, troops, buildings and population.
    Fixed a bug in the Foreign Matrix screen where the drop-down menu to show
    which empires you have a specific
    relationship with would also include empires that you had diplomatic
    contact with but was subsequently lost.
    Perceived casus belli of the empire selected for diplomatic information to
    the empire currently selected for
    the center of the Foreign Matrix screen is now displayed.

    Externalized parameters for Orion Senate presidency election, including a
    value for number of stars in galaxy to allow
    the Orion's vote to scale with galaxy size. Multipliers for number of
    system, planets and pop points are in a table,
    and Orions and other civs have separate values.
    Changed the code to set the Orion senate presidency election vote
    immediately when the player casts their vote,
    removing the ability to change your mind, but fixing some cases where it
    was not cast.
    Removed the line of code which was improperly clearing the "ignore senate
    law" information during turn processing,
    causing the ignore command to only stick for one turn.
    Fixed a bug where if there was more than one type of a proposed bill that
    the player can second (and probably vote on),
    then seconding that bill would prevent the player from seconding other
    bills of that type.
    Fixed a bug where clicking again on a bill or law would cause the details of
    it to disappear.
    Split senatelaws.txt table into two tables and added fields to proposals to
    affect relations for proposing, seconding
    or voting for the various actions which are aimed at a particular civ.

    Corrected the logic of Orion Great White Smackdowns to remove multi-player
    synchronization problems (these were mostly
    introduced in the patch, but I think at least one of the smackdown triggers
    had this problem previously).

    Added pulldown to specify the information in the last column. In addition to
    the current build items, it can list
    (one of) specials, economic slider percentages, classification, or military
    (orbitals, ground troops, bases).
    Added buttons to the Planets screen planet details to jump to their
    respective info panel.
    Added Econ AI check box to planets screen listing.
    Specials that are listed in the Planets screen planet details have the
    description of the special as the help text.
    Added magnate species to environmental preference lists.
    Moved the migration/colonize/outpost command buttons to the main panel on
    the Planets screen and removed the tabs.
    Added sort by species/race(uses species number) and sort by empire.
    Planets whose military build queue has been locked by the player has the
    text of the contents displayed in light-blue.

    Fixed a bug where the name of an unexplored star system would be shown as a
    task force's destination if the star was
    the only one that task force was going to.
    Fixed a bug where you were unable to scrap system ships of more than one
    design on the fleets screen.

    Fix Ship Design screen so that the pulldowns do not reset when attempting to
    start a second design.
    Fix Ship Design screen so that the equipment list scrolls when it exceeds
    the size of the panel.
    Added button to Ship Design screen for clearing out the currently selected
    ship design from all planetary queues but
    only if no money had been spent on building it yet.

    Added a "History" tab to the Victory screen that displays graphs over the
    course of the game for the number of planets,
    population, tech level and victory points of all the known empires in the
    game (living or dead).
    Fixed a bug where victory conditions wouldn't be displayed properly on the
    Victory Conditions screen after loading
    a save game.

    On the Task Force Assembly screen, ships with colony pods in the reserves
    list now have the race name of the population
    inside the ship appended.
    Fixed a bug on the Task Force Assembly screen where changing the parameters
    to auto-build a task force would recreate
    the unit list of reserves.
    Fixed a bug on the Task Force Assembly screen where the task force name
    could not be highlighted.
    Task force assembly screen now remembers the last auto-build settings used.
    Auto-build of task force will build the maximum size force and the fastest
    available ships
    Detachment is changed to only one ship and Squadron is now 2-4 ships
    (otherwise the auto-build used to create the
    starting task forces puts two ships in the first task force built)
    On the Task Force Assembly screen, pressing the Enter key while the text
    edit field for the task force name is active
    will trigger the button to accept the task force (assuming a valid task
    force has been built).
    On the Task Force Assembly screen, holding down shift while accepting a task
    force resets the task force builder and
    readies the UI for making another task force and will open the Ground Force
    Assembly screen if deploying ground forces
    to troop transports.

    Added drop-down menu to the Ground Force Assembly screen to filter the units
    by species.
    Fixed a bug on the Ground Force Assembly screen where changing the
    parameters to auto-build a ground force would
    recreate the unit list of reserves and the army.
    Fixed a bug where opening the Ground Force Assembly screen would not clear
    the list of available unit types before
    recreating it.
    Fixed a bug on the Ground Force Assembly screen where the sizes of the lists
    of the army being deployed and the
    list of ground force reserves would not be set properly.
    Ground force assembly screen now remembers the last auto-build settings
    Auto-build of ground forces will now mix the support units as much as
    On the Ground Force Assembly screen, pressing the Enter key while the text
    edit field for the ground force name
    is active will trigger the button to accept the ground force (assuming a
    valid ground force has been built).
    On the Ground Force Assembly screen, holding down shift while accepting a
    ground force resets the ground force builder
    and readies the UI for making another ground force.

    Fixed a problem selecting combat options when system ships were still in a
    system that had no colonies (but still
    had outposts)
    Modified military pre-combat AI so that it will defend a planet (if it has
    one) rather than attack in a system when
    outnumbered, even at holy war border policy.
    Corrected a problem which could hang the game in "resolving space combat"
    when there were multiple overlapping combats
    involving five or more civs.
    Fixed a bug in which only the stats for the first three orbitals were
    brought into combat and only those three
    orbitals would get killed.
    Routine which applies damage after a hit will now consider the armor
    piercing mod.
    Increased range and frequency of target acquisition logic for point defense
    Reworked retreat logic in space combat so that AI controlled ships retreat
    before they are completely destroyed.
    Eliminated some redundant missile explosion message traffic in multi-player

    Enabled user control of bombardment without controlling combat. Bombardment
    control will not be allowed if control
    of space combat was ceded to an ally (includes watching). (Removed from
    multi-player in 1.2.4)
    Fixed bombardment so that ground forces take damage.
    Fixed a bug in which bombardment would leave the population species and race
    set on a region after killing all the
    inhabitants. This was showing up when viewing planets by dominant species
    on the planets screen, because the planet
    would still report a dominant species despite having no population.

    Removed code which degraded ground unit experience while in the delay box or
    the reserves, so that it is possible to
    get a unit higher than "experienced".
    Modified ground combat results so that capturing a planet also gives you a
    chance of acquiring a random tech from the
    other empire, based on the univalue of the captured planet AFTER ground
    combat completes.
  5. Archived from groups: (More info?)

    "anthony" <> wrote in message
    > lol are u just now noticing their is a patch? its been out for a year and
    > a half

    I know. :)
    I just tried patched moo3 recently.
    and I posted patch readme for people, who knows about patch, but still not

    > but it does make the game alot better. Wish they would update the graphics
    > in space combat and allow more ships to be allowed in battle.
    ...everybody can read the improvements in patch reademe I posted.
    ...I still playing patched moo3 several weeks already. that means - game
    became better, really better, because I tried once and never played anymore
    unpatched one.
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