After much time, prompted by Imp. Knoedel in
this thread, I've released all the various fixes from God-Emperor that have been gathering dust in our subversion repo since last summer: also known as version 1.82.
Changelog:
-Bugfix for negative assignable population
-Fix for over whipping when AI is in Slavery civic
-Re-fix for UNITAI_ATTACK_CITY unit value determination
-Adjustment for starving systems (AI planet population assignment adjustments)
-Fix a bug in updatePlotYield where planets with lunar bases outside the current culture range (in a captured star system, of course) would provide negative food
-Potential OOS bugfix
-Base location evaluation optimization
-A bugfix for a widget help problem (which is not an issue in FFP, but is in B5 due to lots of extra content)
-Fix to make the iCultureRange tag actually work
-Building produced yield is written to the save file now (this breaks save compatibility!)
I am also going to upload a compressed copy of the full release of v1.82 (with patches but no installer) to Sourceforge and link it from the first page for those of you with Steam installations or other strange setups where the mod installer isn't working. However, with any luck this will be temporary, as I am going to play around with the installer scripts again and see if I can't make them support multiple registry keys (Gold, Complete, Steam...)- so you can just download the installer and it will all Just Work.
If I do get that working (and I'm fairly sure I can, one way or the other), I'll release what I guess I'll call v1.83, which will not be a patch, it'll be a complete release.
Are there serious plans to add TC01's cloaking device mod? I desperately want to see it
Btw i like TC01's idea to install a cloaking device via promotion an then simply switch it on and off better than deanej's version (no offense deanej - you have an awesome mod!).
With defender withdrawal already merged its the perfect base for my own star trek mod. I plan to have all ships with cloaking devices installed to autocloak when withdrawal is triggered and geatly raise withdrawal chance with cloaking device installed.
I had fairly loose plans to incorporate cloaking devices at some point in the mod's future, yes... I don't know whether or not that will actually happen now.
The only reason I haven't gone ahead and just done it was because I didn't know where to put them in the tech tree and what ships they should be on. I was considering building an alien civilization around them, but I suspect that probably won't happen now.