I have a few problems on Linux. Note that I always recompile External code on Linux, so its conceivable that I have some local changes that caused this (or maybe something went awry with the csproj changes?). OSX works fine.
When I turn on the game I immediately get an error like
11/28/2017 11:09:18 PM Finished calling RunInitialSetup for Arcen.AIW2.External.InitialSetupForDLL from AIWarExternalCode
11/28/2017 11:09:20 PM Called CreateFromDirective when Identifier.ControllerType==null; means we were unable to find controller type tBackground <=====
11/28/2017 11:09:21 PM Harmless Info: dll AIWarExternalVisualizationCode does not contain a IInitialSetupForDLL type. This is fine, but if you're the author of that dll and want it to run init-code, it ain't happening right now.
I can't see the resource bar at all, which is probably fallout from this issue.
I also immediately hit a crash I opened as
https://bugtracker.arcengames.com/view.php?id=19300,
NullReferenceException: Object reference not set to an instance of an object
Stack Trace: Arcen.Universal.ArcenUI_Element.UpdateFromUI () (at C:/vcprojs/arcengames_aiw_ultra/ArcenUniversal/src/ArcenUI/ArcenUI_Element.cs:219)
Arcen.Universal.ArcenUI_Window.OnUpdate () (at C:/vcprojs/arcengames_aiw_ultra/ArcenUniversal/src/ArcenUI/ArcenUI_Window.cs:89)
Arcen.Universal.ArcenUI.OnUpdate () (at C:/vcprojs/arcengames_aiw_ultra/ArcenUniversal/src/ArcenUI/ArcenUI.cs:181)
Arcen.Universal.Engine_Universal.OnUpdate () (at C:/vcprojs/arcengames_aiw_ultra/ArcenUniversal/src/Engine_Universal.cs:926)
ArcenGameController.Update () (at C:/vcprojs/arcengames_aiw_ultra/AIW2Unity/Assets/ArcenCode/ArcenGameController.cs:39)
...
11/28/2017 11:12:57 PM Null controller! BasicNonInteractableImageDrawer 4
The green wormhole itself tends to overlap the planet name a bit, which makes some names hard to read (stuff with a y in the middle of the name, for example, have the bottom of the y cut off). Perhaps move the text up a bit?
I think I prefer the new tooltip menu. I don't mind lots of text, and not having a million symbols to remember is nice.
I'm not sure I'm convinced by having a bunch of drop-down menus for Special Factions instead of having an "On/Off and Intensifier Setting" for each one (and once we have enough factions then you could just put a scrollbar to them). I think the AI might need its own tab eventually (I'd like to have some of the Wave settings available as AI specific tunings eventually, and those aren't Special Factions by any stretch of the imagingation).
I am looking forward to when the notion of an Intensifier is added to a Special faction (like how you could have Dyson Sphere: 4/10 in AIWC), if only so I can start trying to tune some of the factions.
I think the Settings menu needs to use a Tab infrastructure similar to the Game Lobby to make the sheer number of settings less overwhelming.
I kinda want to turn the Wormhole name Red (or some suitable "be scared" colour identifier) if you know there's a wave headed through that wormhole (ie once you get a warning in the toolbar it will also change the wormhole name colour). I can code it if people think that sounds like a worthwhile idea.