And again...
Version 1.23:
1.  Fixed   - AI should only build one sensor buoy at a time. 
2.  Fixed   - Some of the empire files were saved with all of the ministers
              turned on. 
3.  Fixed   - In some circumstances, the AI will design Base Space Yards with
              more than one space yard.
4.  Fixed   - Cloaked ships were triggering population unhappiness.
5.  Fixed   - A race that has been destroyed should show "Conquered" for the 
              treaty in its race report window.
6.  Added   - Added a new tab to the Strategies window called "Damage". This 
              tab allows you to set the percentage damage you want to inflict
              on different kinds of enemy ships before moving on to a new
              target. So for ships, if it says 80%, then your ships will 
              damage the ship up to 80% and then will switch to a new target. 
              If no other targets are available, your ships will go back and
              finish off those remaining ships. There is also a setting for
              "Damage targets until all weapons gone". If this is set true,
              then your ships will fire on enemy ships until all of their
              weapons are gone, regardless of the percentage damage setting. 
7.  Fixed   - Sometimes the AI Resupply minister would give a Divide by Zero
              error.
8.  Fixed   - The Last patch caused the display of the letters "RSY" in the 
              system window to not work. 
9.  Fixed   - The AI was not balancing armed and non-armed ships correctly 
              when considering a trade. 
10. Fixed   - Typo in the SectType.txt file.
11. Fixed   - Mothballed ships were blockading enemy planets. 
12. Fixed   - Improved the AI's use of seeking weapons in combat.
13. Fixed   - Improved the AI's firing of weapons before or after moving.
14. Fixed   - Sometimes the AI would not fire seekers on a target.
15. Fixed   - Tactical Combat: When a seeker destroyed a colony, there would
              be no explosion.
16. Fixed   - Tactical Combat: When seekers were launched by a planet, the 
              selection icon would show for the planet and all of the seekers
              at the same time. 
17. Fixed   - Maximum Weapons Range strategy would sometimes cause the ship to 
              move closer to the target. 
18. Fixed   - You should only be able to scrap satellite Groups and fighter
              Groups if a spaceyard is present.
19. Fixed   - Combat Replay would show the shields for a ship that was hit with 
              a shield skipping weapon.
20. Fixed   - You should not be able to add a minefield to a combat simulation.
21. Fixed   - Vehicles in the Combat Simulation design list were not being
              sorted by name. 
22. Fixed   - Improved the AI's determination of when to skip an item in its 
              purchase list if there is no cargo space available to hold it. 
23. Fixed   - The AI would try to build defense bases at planets without 
              spaceyards. 
24. Fixed   - Mothballed ships should not effect happiness at all. 
25. Change  - Increased the amount of happiness troops on a planet generate.
26. Change  - Increased the amount of happiness a ship in orbit generates for
              the planet.
27. Fixed   - Added the field "Maximum population for abandon planet order" to 
              Settings.txt. This will prevent people from abandoning a planet
              with a full population of rioting people.
28. Fixed   - After an abandon planet, a new colony on the planet would start
              at the same happiness as the Last population. 
29. Change  - Changed the starting happiness of colonies to "Happy" instead of
              "Jubilant".
30. Fixed   - A mothballed ship that was the only ship in a system could not be
              attacked by the other players. 
31. Fixed   - Simultaneous Game: Reasons for a ship failing to load cargo, drop
              cargo, or lay mines were not being added to the log. 
32. Change  - Cloaked ships cannot lay mines, launch units, or recover units. 
33. Fixed   - System level point modifiers were being summed instead of max'd.
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Sarge is coming...
Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com