What's new in Open Imperium Galactica 0.95.211

Aug 20, 2018
  • [UI] Colony screen behavior were not using the zoom factor. (#1001)
  • [UI] Skip deployment if there are no tanks to deploy. (#1008)
  • [Labels] Text corrections. (#1009)
  • [Campaign] Fix the duplicate planet Exterior 19

New in Open Imperium Galactica 0.95.210 (Jul 20, 2016)

  • [AI] Fixed Trader AI overriding the script-designated chat back to the default chat. (#924)
  • [Labels] Fixed some parametric russian labels. (#987)
  • [Labels] Added missing Hungarian labels about the settings screen.
  • [UI] The button Start Battle is now only visible if all vehicles have been deployed. (#986)
  • [UI] Fixed the trade screen's bounding box.
  • [UI] Fixed the tooltip on the building upgrade panel remaining visible after clicking on the upgrade star.
  • [AI] AI no longer does research before level 3.
  • [Balance] AI on easy no longer deploys tanks to the planet's capacity but only 2/3

New in Open Imperium Galactica 0.95.209 (Jun 13, 2016)

  • [Missions] Fix the Escort Prototype mission not failing if the prototype gets destroyed but its escort survives. (Issue #974)
  • [UI] Framerate statistics is not turned off by default. Use CTRL+F to toggle it. (Issue #979)

New in Open Imperium Galactica 0.95.208 (May 24, 2016)

  • [AI] Fix AI ignoring colony needs in certain energy conditions.

New in Open Imperium Galactica 0.95.207 (May 23, 2016)

  • [AI] AI no longer builds cheap buildings (housing, food factory) in case there is an energy shortage.
  • [UI] Fix for research screen loosing the current technology when a research completes.
  • [UI] In ground battle, the start battle button now shows only if all vehicles have been deployed.

New in Open Imperium Galactica 0.95.206 (Jan 27, 2016)

  • [UI] Walking around the ship now uses custom mouse cursors. Thanks @p-smith!
  • [UI] Scaled spacewar screen now properly displays mouse cursor over objects. Thanks @Zalewa

New in Open Imperium Galactica 0.95.205 (Mar 25, 2015)

  • Fixed error in case the user and the auto-build removed a building at the same time. (Issue #920)
  • [Simulation] Fixed tax and population calculation resulting in NaN to prevent proper planet death and causing other calculations to go haywire. (Issue #921)
  • [UI] Fixed the continue button to be properly enabled/disabled after profile change. (Issue #922)

New in Open Imperium Galactica 0.95.204 (Mar 16, 2015)

  • Updated links in the game and other tools to point to the new GitHub page.

New in Open Imperium Galactica 0.95.203 (Dec 17, 2014)

  • [Trade] Fixed planet selection box not working. The box lists all player planets and depending on the item type, it may display "No room" for spaceports and "No mil. spaceport" for ships and fighters. [Issue #913]

New in Open Imperium Galactica 0.95.202 (Nov 24, 2014)

  • Fixed wrong subtitle text in the Hungarian win video. (Issue #910)
  • Fixed the +++ button not filling up the available vehicle count with vehicles (Issues #905)
  • AI ships no longer stay in one place if the player attacked a planet the enemy fleet is next to.

New in Open Imperium Galactica 0.95.201 (Nov 10, 2014)

  • Fixed crash due invalid diplomatic relation entries caused by Mission 4. [Issue #902]
  • Fixed NPE caused by losing mouse status information due desktop switch/UAC.
  • [AI] AI will build ground cannons without unnecessary delays.
  • [AI] AI will upgrade static defenses without unnecessary delays.
  • [Groundwar] Fixed unit movement sometimes not correctly rotated into the movement direction.
  • [Balance] Increased ground cannon damage against fighters.

New in Open Imperium Galactica 0.95.200 (Nov 7, 2014)

  • Fixed crash in Mission 4 (two pirates).
  • Added hp-skirmish attribute to battle.xml settings under space-entities/tech to allow specifying the hitpoints of the entry in skirmish games.
  • Added space-skirmish attribute to battle.xml settings under buildins/hitpoints to allow specifying the hitpoints of a building in skirmish games.
  • Halved the hitpoints of Space station 2, Space station 3, Plasma projector, Particle Projector and Meson projector in the campaign. For example, 3 Space station 3s with 5 Meson Projectors and a Hypershield will whitstand a full strength Dargslan attack by a margin of 25%, i.e., 2 structures will survive the encounter generally while the attacker is mostly destroyed.
  • [AI] Fixed AI sending ill-equipped fleets to attack.
  • [Campaign] Fixed some skirmish ships to be available to alien races during the campaign.

New in Open Imperium Galactica 0.95.199 (Nov 6, 2014)

  • [Spacewar] Fixed Trader AI causing some problems with 3-way space battles (crash, wrong chat).
  • [AI] Increased the initial money of aliens to 100,000 cr in the campaign to to better jump-start their economy.
  • [AI] AI no longer produces items on level 1 in the campaign.
  • [Cheats] Switching to other races in the campaign stops the main mission timers (helps greatly when debugging).
  • [Cheats] CTRL+SHIFT+W destroys all enemy structures in spacewar (except Trader ships).
  • [AI] Fixed ordering of planets with issues (somehow, it was reversed and the AI operated on the planet with the best conditions, not the worst one).
  • [AI] Fixed AI unable to build a power plant if the missing energy was above the capacity of available power plant types.

New in Open Imperium Galactica 0.95.198 (Nov 5, 2014)

  • Notable changes:
  • [Missions] Fixed mission timer warning. [Issue #897]
  • [UI] Added key bindings comma (,) and dot(.) to +1 and -1 the currently selected equipment on the equipment screen. [Issue #896]
  • [AI] Changed the logic how power plants are selected for build. Now it will try to match the demand instead of building the cheapest outright.
  • [AI] The AI now aggressively builds morale buildings.
  • [AI] AI now switches to higher tax rate more eagerly.
  • [UI] The current money tooltip now displays the last day's total income.
  • [Balance] Alien Police now has only two levels of upgrade and reduced police coverage.
  • [Balance] Water waporators now have only two upgrade levels.
  • [AI] Fixed the fleet upgrade logic incorrectly assessing medium ship strengths.
  • [Balance] Reduced the research cost of the first alien battleship, fixed lab requirement to be 1 of each.
  • [AI] The AI now builds the military spaceports and factories much later, freeing up money in the early game.
  • [Balance] Reduced the Ychom Minelayer's movement speed by 50%.
  • [Balance] Increased the carry capacity of Garthog Battleships by 20-25% to compensate for the lack of special attack unit (radar jammer is pretty useless) in skirmish games.

New in Open Imperium Galactica 0.95.197 (Nov 1, 2014)

  • Notable changes:
  • [Groundwar] Added the ability to retreat from ground battle if the player is the attacker. Look for the retreat button above the zoom button. You need to click twice to confirm the retreat or right click to cancel and continue the ground battle, just like in the spacewar screen. [Issue #673]
  • [UI] Ability to strip the selected ship of equipment on the Equipment screen via the S key. You may need to deselect any equipment slot on the right panel.
  • [UI] Show how much of each equipment needs to be produced to fully upgrade the currently selected fleet or planet by pressing the U key (toggle). The small panel is displayed on the right side below the ship image. You may need to deselect any equipment slot to see the panel (or hide the fleets listing and not transferring between two fleets). For example, your 2 of 3 Destroyers lack Shield 1. You have 1 in inventory and the panel shows you need to produce 1. Let's say you researched Shield 2; the panel now indicates you need to produce 3.
  • [UI] In the planets list table, whenever the last column shows the number and upgrade level of certain building types, the text coloring (after the stars) now indicate if yellow: not all buildings are upgraded to the same level; red: buildings are nonoperational for some reason.

New in Open Imperium Galactica 0.95.196 (Oct 31, 2014)

  • Notable changes:
  • [Spacewar] Fixed batch fighters not having the aggregated firepower and not considered as multiple attackers.
  • [Groundwar] Fixed the logic that allowed conquering a planet by disabling the power plants and thus making the barracks unpowered as well. This comes up first in the campaign against the Garthogs: since they only have fortresses, destroying them won't yield you the fortress technology before level 4.
  • [Campaign] Fixed the first mission of level 4 (M22) to correctly a detect the 7 additional planets colonized/conquered. (The previous version counted the 4 planets given by the script.)
  • [UI] Added the number of current and maximum allowed tanks and vehicles on a planet to the information panel on the planet screen.

New in Open Imperium Galactica 0.95.195 (Oct 29, 2014)

  • Notable changes:
  • [Spacewar] Fixed 3-way battle placement again.
  • [Labels] Fixed missing tax button label.
  • [Spacewar] Fixed AI ships not doing anything in certain 3-way battles.

New in Open Imperium Galactica 0.95.194 (Oct 28, 2014)

  • [AI] Fixed crash due unavailable building types in the campaign. [Issue #893]
  • [UI] Added Tax column to planet details listing.

New in Open Imperium Galactica 0.95.193 (Oct 27, 2014)

  • Notable changes:
  • Fixed auto-colonization building more than one military spaceport if the user clicked on the colonize button of a planet.
  • Some adjustments to power plant construction on overfilled planets.
  • [Skirmish] In skirmish, the "Allow all building types to be built by anyone" is enabled by default. If it is disabled, the buildings available to the alien races at start is taken from the players.xml configuration of the selected techonology template.
  • [Tech] Fixed availability of UV Laser and Space Station 3 for alien races in skirmish.
  • [AI] Modified the AI economic and factory planning to prioritize economic buildings & upgrades before constructing more than 1 factory of each factory type.
  • [AI] Normal and Hard AIs now attack as soon as they have the necessary fleet strength. Easy AI's will wait about 3-7 days between attacks.
  • [AI] The AI won't react to slight (5%) food, hospital and energy shortages immediately.
  • [UI] If a planet has worker shortage and buildings are offline to compensate, the info panel and the colony info dialog now shows this by light-green text and a negative number representing the missing amount of workers, i.e., to show how much the population needs to grow to fix the worker shortage.
  • [AI] The tax level is now reduced as soon as 10% worker shortage is detected (instead of 20% before).
  • [AI] Fixed AI not upgrading more than one fleet.

New in Open Imperium Galactica 0.95.192 (Oct 20, 2014)

  • Notable changes:
  • Modified AI behavior to encourage it to attack more often. [Issue #866]:
  • Reduced the total amount of attack fleets to 1 for each 10 planets.
  • Reduced the time between attacks to 5, 3 and 1 days depending on difficulty levels (easy -> hard)
  • Changed the way fleets are upgraded by always upgrading the strongest fleets first which allows them to attack earlier.
  • Changed how AI selects its next target. Based on the relation with other races, it may chose with probability 60% the most hated enemy, 15% of the second-most hated enemy and 25% any of the rest. After this, it choses the weakest known planet 60% of the time, the second weakest 15% of the time and any of the rest planets with 25% of the time.
  • Fixed the mission script for meeting with Admiral Thulen at the end of level 1 triggering the Garthog attack too early and out-of-bounds if the player waited at the border. Now you need to meet with the Admiral inside the accessible area. [Issue #892]

New in Open Imperium Galactica 0.95.191 (Oct 16, 2014)

  • Fixed HyperDrive 1 becoming always available on levels 1 and 2 when loading a save. This caused problems with the Pre-Hyperdrive trait in the campaign as traders were no longer slowed down by the scripting. The fix works only with a new game. For those who run into this problem, load an earlier save, produce and equip the incorrectly-available HyperDrive 1 on your fleets. [Issue #890]
  • Three-way battles sometimes placed opposing units on top of each other if an attacker-owner planet was nearby. [Issue #891]

New in Open Imperium Galactica 0.95.190 (Sep 10, 2014)

  • [AI] some fine tuning in the colony management.
  • [Render] Added textCacheSize option to the open-ig-config.xml which enables the text rendering cache if not zero. Suggested value is between 1024 and 2048, but requires at least 1GB of memory (set via Xmx or in the launcher). When set, rendering the starmap screen when lots of planets are visible is more efficient.
  • Added CTRL+F shortcut to display the times between frames (BF) and in-frames (IF) in milliseconds. The BF indicates the general refresh rate and the IF indicates how much time is spent computing/rendering a particular frame.

New in Open Imperium Galactica 0.95.189 (Sep 9, 2014)

  • [Crash] Fixed rare case when fleet doesn't have a name when its owner changes due the race surrendering.
  • [AI] Modified the AI to not spam economic buildings an colony ships in skirmish when unlimited buildings are enabled.

New in Open Imperium Galactica 0.95.188 (Sep 9, 2014)

  • [Technology] Fixed Garthog and a few other races' Destroyers to allow using Laser 1

New in Open Imperium Galactica 0.95.187 (Sep 8, 2014)

  • [AI] Fixed AI not researching in certain skirmish settings.
  • [Skirmish] Added the option to restart the skirmish game from the beginning. To do so, go to the Options/Load-save and click on the Restart button.

New in Open Imperium Galactica 0.95.186 (Sep 8, 2014)

  • Fixed NPE when saving a game due to missing/removed technology in the inventory.

New in Open Imperium Galactica 0.95.185 (Sep 6, 2014)

  • Fixed NPE when saving a game due to missing/removed technology in the inventory.

New in Open Imperium Galactica 0.95.184 (Sep 5, 2014)

  • [Technology] Fixed crash while loading a campaign save where the aliens were researching technology that is no longer available for the campaign. [Issue #885]
  • [AI] Changed the attack planning to wait for full-strength fleet before attacking.

New in Open Imperium Galactica 0.95.183 (Sep 3, 2014)

  • [Saves] Fixed loading earlier saves which may contain technology references no longer allowed by the campaign (such as the skirmish only additional alien ships). [Issue #884]
  • [Balance] Limited the number of Barrack/Stronghold total count to 5 per planet because spamming these resulted in a unconquerable planet.
  • Videos such as full screen cutscenes and bridge messages can now be unlocked. The Videos screen accessible from the main menu now lists only these unlocked videos in order they were unlocked.

New in Open Imperium Galactica 0.95.182 (Sep 2, 2014)

  • Fixed Morgath Destroyer, Morgath Battleship and Sullep Fighter B having zero lab requirements.
  • Fixed research getting stuck if the research requires a total of zero labs.

New in Open Imperium Galactica 0.95.181 (Sep 2, 2014)

  • Due to changes in the game data, some skirmish saves might not load properly or units may disappear. The changes, however, should not affect any campaign saves.
  • Minimum memory requirement increased to 832 MB.
  • [Launcher] Added option to select Spanish game language. Translation is still forthcoming.
  • [Translation] Thanks to X22, some Spanish images have been translated. [Issue #850]
  • [UI] Fixed crash when pressing PgDown and the current planet is not owned by the player. [Issue #882]
  • [UI] Fixed the swap of Russian letters T and У in 7px font. [Issue #881]
  • [Balance] Reordered the extra skirmish-alien ships to better fit with the the campaign ships' hp/dps/cost values and fixed their prices. [Issue #880]
  • [Tech] Fixed missing technology availability for alien ships in skirmish. [Issue #880]
  • [UI] Fixed equipment screen not showing the +++ auto upgrade button if fighters were available in inventory but the current fleet had 0 of them.
  • [UI] Fixed equipment screen showing medium and large ships overlapped.
  • [Gameplay] The Spycenter building is now hidden by default in the main campaign and skirmish below level 6. Once the spying is implemented it will be made visible again.
  • Memory optimizations for skirmish games when playing with only some of the campaign races.

New in Open Imperium Galactica 0.95.180 (Aug 26, 2014)

  • [Missions] Fixed the case when defending a trader mission and destroying the virus carriers mission was active at the same time completing any of the space battles caused the other mission to glitch out.
  • [UI] The options screen now displays the regular cursor instead of randomly displaying the context-sensitive cursor of the underlying screen.
  • [UI] Fixed bridge videos double playing in case the player clicked on the notification text in the status bar multiple times or during an ongoing animation/playback.
  • [UI] Fixed a memory leak in the trade screen when quitting a game.

New in Open Imperium Galactica 0.95.179 (Jul 30, 2014)

  • [Translation] Thanks to X22, the russian text, subtitles and images are now way better. [Issue #863]
  • [Cursors] Thanks to Bajor "Danyetz" Dániel, spacewar and groundwar cursors have been implemented. Using custom cursors is enabled by default and can be disabled in the Settings / Mouse screen. [Issue #187]
  • [Spacewar] Rockets and bombs have now a default 30 ingame second time-to-live. This should help in situations where the rocket would land in a stable orbit around a target, preventing the spacewar to finish. [Issue #867]
  • The trade screen has been implemented. Accessible via F12 or from the top right dropdown menu. The screen is accessible from all game modes, including the campaign. The economic model is quite simple: twice the cost of the production of the item and any equipment they hold. The list is regenerated every 3 ingame days and contains a randomized set of 75% of the available technology. Medium and capital ships have randomly generated equipment. [Issue #315]
  • [Technology, Skirmish, UI] All alien races now have additional fighters, destroyers and battleships which can be utilized in skirmish games. Many related UI errors have been fixed. [Issue #865]
  • [UI] Navigating between the planets via keyboard cursor keys and PgUp/PgDown on the Information / Planets screen is now working properly. [Issue #]
  • [Skirmish] Banks are now limited to 1 per planet even if unlimited economic building option was selected. [Issue #860, Issue #868]
  • [AI] AI no longer spends money on building upgrades when there is plenty of room to build a new building. [Issue #858]
  • [Achievements] Some achievements have been modified to be only attainable in the main campaign. [Issue #870]

New in Open Imperium Galactica 0.95.178 (Jul 19, 2014)

  • [Skirmish] Some buildings were not available to skirmish Garthog or other races
  • [UI] Destroyer class alien ship miniatures were too large on the equipment/research screens.
  • [UI] Added missing scaled versions of alien destroyers.
  • [UI] Shortened the names of alien battleships in the Information/Inventions screen.

New in Open Imperium Galactica 0.95.177 (Jul 16, 2014)

  • Fixed NPE due missing turret information for non-human races when playing in skirmish and the allow building anything is enabled

New in Open Imperium Galactica 0.95.176 (Jul 15, 2014)

  • Thanks to a new contributor, X22, the russian graphics has been revamped and cleaned up. In addition, X22 created the subtitles for the cutscenes. Thanks!
  • [Skirmish] Added the ability to scale the planet surfaces by 2-4 times. This will copy the base surface in a square pattern all over again. Surfaces are generally performance hogs so you'll probably allocate more memory to the game via the Launcher and/or run the game with a 64 bit Java runtime.
  • [Settings] Added the ability to switch between the IG font and a system default monospaced vector font (i.e., Courier New). Needs application restart to take effect.

New in Open Imperium Galactica 0.95.175 (May 26, 2014)

  • Fixed crash when trying to load a skirmish game with generated planets from different language.
  • Fixed crash when trying to load a save created with a modded game and not having the necessary building availability.
  • Introduced a new tab in the skirmish screen called Other settings with the following new and moved properties:
  • ◦Allow unlimited labs
  • ◦Allow unlimited factories
  • ◦New: Allow unlimited economic buildings
  • ◦New: Allow all kinds of buildings for all players. This will allow non-human races to build human buildings that were missing from their build set. Note however that the building images are the same as for the human race because the project doesn't have a graphics designer to draw something race-looking.
  • Added open-ig-config.xml option aiAllowUpgrades to force the AI build new buildings instead of upgrading existing ones so it doesn't spend so much money on diminishing returns. This was especially problematic with buildings of basic colony needs.
  • Fixed visual problems with open-ig-config.xml option useStandardFonts settings: text boundary should now be correctly calculated.
  • Fixed radar working even if it was under construction, damaged or unpowered (Issue #848)

New in Open Imperium Galactica 0.95.174 (Apr 11, 2014)

  • [Skirmish] Proper naming of planets when generating random galaxy. Due to the random nature, some names may appear only once, some might appear a lot of times (e.g., Garthog 45).

New in Open Imperium Galactica 0.95.173 (Apr 1, 2014)

  • Enemy ships without weapons should flee if the rest of the fleet is destroyed. (Issue #846)
  • Implemented random galaxy generator. You can override the number of planets in the galaxy and generate a seed. The number of planets may be overruled if you set less than the number of players times the initial planet count. You can select the initial planets for the players as usual, but please setup the random galaxy values beforehand. The main campaign's map can support up to 340 planets, but modded campaigns may have a larger map. Generating proper planet names has not been implemented yet (not easy to number adjacent planets properly), but you can rename any planets to your liking in game.

New in Open Imperium Galactica 0.95.172 (Mar 25, 2014)

  • Fixed weather audio playing even if the weather effects are turned off
  • Added more units to the Garthog Empire (available in skirmish)
  • Fighter Mk1 - Mk4 to be in par with the human fighters 3-6; note that Mk1 is level 3 tech and the AI might research it in the main campaign.
  • Destroyer Mk1 - Mk4 to match the Destroyers and Cruisers
  • Battleship Mk1 - Mk3 available from level 4.
  • Both Fighter Mk1 and Battleship Mk1 require minimal research labs to allow replacing the very low-performing default garthog fighter and battleship

New in Open Imperium Galactica 0.95.171 (Mar 19, 2014)

  • [Skirmish] Ability to set a base tax and tax scaling in skirmish games. Base tax is the amount each player receives on a daily basis. Tax scaling increases the planetary tax value by some percent. The total tax income is then calculated as follows: Tax = Base Tax + Tax Scale * sum(planet tax). Tip: you can hold SHIFT while clicking on the arrows to increase/decrease the value faster.
  • Removed Load/Save buttons from the skirmish screen until they get implemented.
  • [Skirmish] Added the ability to choose one starting planet; the other starting planets are chosen from nearby planets. Click on the planet icon to bring up the starmap panel. Left click to select a planet, right click to clear selection. If the same planet is selected by multiple players, the first one gets the planet, the others will get a random planet.
  • [AI] AI space-discovery pattern has been changed to be more like a circular pattern around its empire.
  • [AI] Fixed AI colonizing planets all the time.
  • [Modding] Added tax-base and tax-scale to players.xml, which lets define the tax parameters mentioned above for a campaign game. Future updates may set this value in the main campaign to help with the economy balance.
  • [UI] Fixed info panel showing the selected research name when switching from inventions tab to financial info tab instead of the current planet's name.

New in Open Imperium Galactica 0.95.170 (Mar 19, 2014)

  • Fixed cheat key overlapping. CTRL+SHIFT+G now gives 100,000 credits, CTRL+SHIFT+J creates diplomatic money requests from all alien races.
  • Minor adjustment to AI target planet selection: only defensive value is considered instead of total planet value.
  • Modified satellite survival time to be proportional to its cost and reverse proportional to difficulty. This means, for example, that playing on hard grants 4x the TTL to AI satellites as to player satellites.
  • Limit the rate that AI will deploy its spy satellites, reducing the money drain.
  • Refinement of the AI spending behavior; now it favors cheaper buildings, produces less at once.
  • Fixed AI not properly accounting building action costs when making decisions (i.e., subsequent planners thought the money is still there).
  • In skirmish, choosing some initial colony ships will add basic satellites to inventory as well (helps the AI mostly).
  • Enabled Trade Center for alien races affecting skirmish; since they are not allowed to build banks and spaceport, their economy is quite slow to build up in some cases.

New in Open Imperium Galactica 0.95.169 (Mar 12, 2014)

  • Fixed cases when the player could receive diplomatic messages and enter the diplomacy room from lower levels, blocking regular messages and causing crashes (Issue #842)
  • Reworked the automatic battle to consider rockets/bombs as one-time defense reduction option. This should help in AI vs. AI background battles. (Issue #843)
  • Reworked AI attack behavior: (Issue #843, Issue #796)
  • target planet selection process to choose the low valued planets instead of high valued planets 60% of the time. (The previous logic chose the most valuable enemy planet which was futile most of the time since it was likely the target had good defenses).
  • AI will react to a lost planet much faster
  • AI will possibly attack with multiple fleets at once and potentially multiple targets on normal or above difficulty
  • AI will place tanks on newly conquered/colonized planets immediately by removing 1-1 tank from its other planets; on all difficulties.
  • Further French translation fixes from Benjamin Grosjean. Thanks! (Issue #645)
  • Fixed campaign start video not playing on non English/Hungarian language settings.

New in Open Imperium Galactica 0.95.168 (Mar 10, 2014)

  • Audio notification when a new diplomatic offer arrives
  • Fixed: mission stuck/not marked as completed if the player manages to destroy the attacking Garthog fleet's capital ships but otherwise loses the space battle.

New in Open Imperium Galactica 0.95.167 (Mar 4, 2014)

  • Notable changes:
  • Language selection in the main menu now works better with mouse; clicking outside the panel will now hide the panel.
  • Added detail listing option to Info Screen (F7) planets view. Click on the button with left or right click to toggle various options:
  • Problems
  • Lab
  • Traders spaceport
  • Banks
  • Trade center (available even if you haven't yet researched/found the building, didn't bother)
  • Spaceship factory
  • Equipment factory
  • Weapon factory
  • Barracks-like buildings
  • Guns
  • In the building list above, red name indicates an inoperable building. The number in parenthesis shows the total count of the building; if yellow, it means there are multiple types of that building (e.g., Barrack + Fortress) and the listing shows the most advanced building name. (Issue #810)
  • Fixed crash when due to planet names with multiple number segments.
  • Changed how excess police affects morale on planets. Changed morale calculation to be limited to 75% on planets with alien race compared to the owner race. (Issue #840)

New in Open Imperium Galactica 0.95.166 (Mar 3, 2014)

  • Attempt to fix NPE due to null fleet name. Unfortunately, I wasn't able to figure out where it could have gotten null in the first place. The changes should capture this case more precisely. (Issue #837)
  • Fixed rendering to not complain unnecessarily if a screen paint crashes.