
           ___________   ___________  ________/\   ____________ _____
    +----- \_  _____ /___\__  _____/ -\_______  \__\___  /_   |/    / -+
    |      /  ___/  /    /    /       /    /    /     /   /  _/   _/   |
    |   __/   /   _/    /    /     __/  __/    /   __/   /   \    \_   |
    |   \    /_____    /    /      \    ______/_____    /_____\    /   |
    +--- \  / ---- \  / \  / ------ \  / ---------- \  / ----- \  / ---+
          \/        \/   \/          \/              \/         \/ (nw!)
                ÚÄÄÄÄ  FairLight DOX Division Presents: ÄÄÄÄ¿
ÚÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
ÚÙ                       Master of Orion 3 Update 1.02                      ÚÙ
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙÙ
:   Cracked by:  FAiRLiGHT            : :  Release Date: 06/07/03            :
³   Packaged by: Heaven               ³ ³  # of Options: N/A                 ³
³   Type: [ ] Manual/Reference Card   ³ ³          Type: Patch               ³
³         [ ] CD/Box Covers           ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
³         [ ] Walkthrough             ³ ³                                    ³
³         [ ] Strategy Guide          ³ ³                                    ³
:         [ ] Cheat/Trainer           ³ ³                                    :
:         [X] Patch                   ³ ³                                    ³  
³   Number of archives: 2             ³ ³                                    ³
À¿ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÚÙ
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   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
ÚÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿¿
 Greetings to our friends in groups such as:
 -------------------------------------------
  CLASS, BACKLASH, KALISTO, ECHELON, BMI & TITAN
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                                                      (_06-08-2003 )_\ // // 

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