you fixed the alien crossbreed and the 1.4 UFO's are more balanced. i don't miss being hunted by 6 starting UFO's from progenitor king. I 1.4, many tile interactions have improved on terms of feature/resource/bonus/improvement continuity.
I have been getting crashes with space elevator - i think it crashes when it either sells too many goods or brings in too much income.
Improved Mecha Pilot father has no description.
Aliens can still build drydock/shipyard and alien drydock/shipyard. i haven't seen this cause crashes. Alien Crossbreed now can research and work tiles correctly.
I would like to see this oceanic maps uploaded - it would be great to play on it. Having "coastal cities" in the center of the planet would fix a lot of problems and the oceans would reduce the fact each planet is about 1/5 "worthless" anyway. This would allow a "dock" that you put on a coastal city to be different than a "Drydock" that you put on a tile next to space. This allows some different concepts - underwater ruins, water boats and jet fighters that can't enter space.
it allows for scenarios - imagine the progenitor invasion of earth. This means Alien colonists and Human natives with "Earth" and "Mars". Some "Planets" could generate different types. a gas planet, a water planet etc. that is, planets primarily of one terrain, enhanced to flavor. this way a planets script instead of 5 identical planets could give 3 different types of planet.
i suppose this all sounds pretty ambitious, but i love it! Your 1.4 map is ugly, the black ashy tiles replacing the neon orange... im not sure which is worse, living in orange nerf-world or living on an ashy heap - but the ashy heap gives character flavor, adds to the sorrow of the situation of the aliens and anything that changes this is better.
Also, as strategy goes, i find my early game commited to razing a city or 2 for citizens, research memitics and education line - this allows the rest of the tech tree to unlock itself ahead of your building pace.
i find that i am deleting almost all of my born units and ufo cultists to build soldiers. This means i can actually get a bigger "army" over time than humans ever could hope to. The pace of UFO cultists was too slow in 1.3, a little too fast in 1.4. I also think the student rate of UFO cultists should go back to 2 or 3. As for resources, i usually settle a bunch of 1-pop cities and transport everything to manufacture. i normally have 2 cities working resources out and 2 cities working heavy research. every other city has one citizen on bells and any other citizens go to food/bells/science.
Most of my early populace that i can't get from razing cities, i get from founding fathers - without those fatherly units, aliens wouldn't even be playable.
i will keep playing - i hope you enjoy your vacation, and i will be looking forward to a planets mapscript that generates something that actually looks like planets
