On Tue, 14 Feb 2012 09:06:09 PM Michael T. Pope wrote:
>[BR#3486760 => 0.10.5 release]
We are on track for branching on Saturday morning again. I have modified my
test script to run for one turn, save, quit, reload, and repeat until 1700.
This is much slower, but is giving the AI serialization a heavy workout and
shook loose several problems, which are now fixed. If the tests run through
the night without further failures we will be good to go. Five hours down so
The annoying self-destroying settlements bug may also be fixed. At least one
part of it was due to the last unit in a colony leaving by ship because it had
previously been assigned to a transport mission. Fixes for
DefendSettlementMission that prevent the sole unit in a settlement from
attacking outward will go in before the branch. However there may be yet
more onion layers to this one.
 Because if it loses and dies the settlement collapses--- this is probably
the reason for native settlements that can not be attacked yet which
spontaneously disappear) will go in before branching.