FairLight DOX Division Presents:

Master of Orion 3 Update 1.02

:   Cracked by:  FAiRLiGHT            : :  Release Date: 06/07/03            :
Packaged by: Heaven               │ │  # of Options: N/A
Type: [ ] Manual/Reference Card   │ │          Type: Patch

[ ] Walkthrough
[ ] Strategy Guide
:         [ ] Cheat/Trainer           │ │                                    :
:         [X] Patch
Number of archives: 2

Instructions

Update your copy of Master of Orion 3 using the included update,
then copy the cracked 'moo3.exe' over.

Patch Changes

V1.2 - Code Patch

THROUGHOUT
- 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.

STARTING SCREEN
- 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.

TIMER
- 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
dialogs.
- 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.

SAVE GAMES
- 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
header.
- Fixed a bug where the Esc key wouldn't close the load and save game
dialog panels.
- 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.

MULTIPLAYER
- 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 copied.
- Fixed bug with assigning players to empires when resuming a multiplayer
game.
- Added destination options to multiplayer chat for sending messages to
allies, enemies, and a specific empire.

NEW GAME OPTIONS
- 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 specifiednumber of turns, after giving the human
player time to do any initial setup in turn 1.

GALAXY CREATION
- 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 distribution.
- 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 colonized.
- New Orions home system now uses the best home system in the galaxy
algorithm that the other empires use when creating the galaxy.

HARVESTERS
- 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.
- Modified migration code so that Harvesters will prefer planets with
edible population.

COLONIZATION/MILITARY BUILD AI
- 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.

COMPUTER PLAYER AI
- Modified AI to utilize "set migration"
- Modified military AI to not keep ships in the reserve automatically when
defending.
- 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.

PLANETARY ECONOMIC AI
- 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.

GALAXY SCREEN
- Added menu item to game menu to view the race picks chosen for the
current game.
- 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 stopping.
- Added ctrl-click to force direct travel to another star (off-road if no
starlane).
- 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.

SYSTEM SCREEN
- 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 items 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.

PLANET SCREEN
- 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 a bug where two planet information sub-panels could be open at the
same time if you hit the ESC key and TAB key fast enough.
- 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 planet.
- 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 contains.
- Effect of government DEAs on the overall infrastructure of a planet now
shown.
- 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 shown.
- 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.

SITREP
- 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 instead).
- 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).

TECHNOLOGY
- 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

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

HEAVY FOOT OF GOVERNMENT
- 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)

DEVELOPMENT PLANS
- 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.

PERSONNEL SCREEN
- 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.

DIPLOMACY
- 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 civs)
- Corrected an initialization problem which was causing the Fullfill 0
- 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 belli.
- 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.

ORION SENATE
- 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.

NEW ORIONS
- 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).

PLANETS SCREEN
- 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.

SHIPYARDS - FLEETS
- 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.

SHIP DESIGN
- 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.

VICTORY SCREEN
- 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.

TASK FORCE ASSEMBLY
- 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.

GROUND FORCE ASSEMBLY
- 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
used.
- Auto-build of ground forces will now mix the support units as much as
possible.
- 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.

SPACE COMBAT
- Correct a problem which caused the same empire to always win the coin
flip when both sides chose assault planet in space combat.
- 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 weapons.
- 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 games.

BOMBARDMENT
- Enabled user control of bombardment without controlling combat, subject
to limit of number of battles allowed to control.
- Bombardment control will not be allowed if control of space combat was
ceded to an ally (includes watching).
- 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.

GROUND FORCES/GROUND COMBAT
- 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.

"Piece of cake"

/TEAM FAIRLIGHT

Greetings to our friends in groups such as:

CLASS, BACKLASH, KALISTO, ECHELON, BMI & TITAN

+-+  Kindest regards - FairLight DOX 2003 +-+

(_06-08-2003 )_\ // //

x      x x x     >     C      x       O       x      J     <     x x x      x