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1997-02-05
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--------------------------------------
BATTLECRUISER:3000AD Release 4 C PATCH
--------------------------------------
APPLYING THE PATCH
------------------
************************* NOTE ****************************
1. THIS PATCH WILL DELETE ALL SAVED GAME AND PROFILES
SINCE THEY ARE NOT COMPATIBLE WITH THE CURRENT VERSION.
YOU CAN DELETE THESE FROM ROSTER IF THE PATCH MISSES
ANY OF THEM.
2. THIS PATCH WILL ONLY WORK IF YOU HAVE DONE A FULL
OR MEDIUM INSTALL. YOU ARE ADVISED TO APPLY THIS
PATCH TO A FRESH INSTALL DUE TO NUMEROUS CHANGES.
IF YOU DID A FULL INSTALL, YOU CAN SAVE 64MB OF
DISK SPACE BY DELETING ALL THE FILES IN THE .\ANIM
DIRECTORY. THE ANIMATIONS WILL THEN BE ACCESSED FROM
THE CD-ROM. NOTE: FILE ACCESS WILL BE SLOWER FROM THE
CD-ROM.
***********************************************************
This patch will update the following versions of BC3K:
Retail v1.00 - 10/01/1996 (Requires FULL or MEDIUM install)
Release 3 C patch - 12/25/1996 (Applied properly!)
To apply the patch, unzip this file into your BC3K install
directory and run the UPDATE.BAT file. This will patch
your version to v1.01c4 (02/04/97 GA)
Be sure to print out the BCKEYS.TXT for updated key commands
-------------------------------------------------------------------------------
FIXES IN RELEASE 4 C PATCH
02/04/97
-------------------------------------------------------------------------------
001 Launching weapons no longer results in negative weapons bay
002 Weapons bay no longer overflows if full and a missile is removed
003 IC weapons loadout changed if waypoint assignment in tacOPS is
changed though the ship is deployed and NOT on the BC.
004 Activating PTA will no longer cause missile type to change
005 XC data files are no longer saved since scenario is not saved
006 Delivery of tractored ship will now succeed at non-hostile stations
(previously only Terran stations). Will not ask player for delivery
instructions if the delivery is invalid.
007 If the player opts not to deliver a tractored ship, the ship is not
released but remains tractored when the player leaves the station.
008 Tractored ships will now not vanish if they were fleeing and are released
in a region that is not the same as the prior flee region. In this case
the tractored object attempts to flee using a new escape-item in the
current region.
009 AI/TACTICAL is now disabled for an object that is being tractored.
Fixes problem where a disabled/tractored object "escapes" when the
tractoring ship conveys it to the jump point it was trying to escape to.
010 Target TTD color is immediately restored if tractor link is lost
011 Tractored ships have additional protection from being attacked by
hostiles, which will now break off if their target becomes tractored.
If the attacker had STRIKE orders, orders revert to SAD.
012 TACOPS 'zoom to' list only shown in view state (otherwise it interferes
with waypoint setting).
013 TACOPS 'zoom to' list is now shown after removing command palette
014 Ships will now auto-egress surface at 200,000 ft msl
015 Jump delay timer for AI ships re-enabled. Prevents ships jumping unless
their jump engine has been recharged. Disabled AI ships cannot re-charge
their jump engines. The lower the engine integrity, the longer it takes
to recharge the jump engine.
016 Personnel image will no longer obscure tacOPS command palette
017 Mother and TO will no longer repeat weapons depleted messages
018 The game will no longer crash if the BC is destroyed due to hull breach
019 Starting XC after playing FF or ACM no longer causes lockup
020 Tradecom screen no longer corrupted when displaying cargo bay capacity
021 Joystick calibration can be dismissed using the ESC key. This forces
keyboard control for the remainder of the session
022 Fixed problems with object rebuild code
023 Implemented Combat Alert Status, CAS for external threat monitoring and
Ship Alert Status, SAS for internal ship alert monitoring.
024 System updates are not performed when game is frozen in tacOPS
or by activating a menu choice.
025 CDROM check disabled in debug mode
026 Save game from bridge causing return to main menu modified so that
calling it is not destructive (does not invalidate the current
3D world), but may cause the game to be saved multiple times
if it is called more than once. Testing required. This will not
not save the game if none has been loaded, but will always save
the most recently loaded game.
027 BC tacOPS orders menu added to bridge menu.
028 tacOPS current Target orders menu added to bridge menu. Equivalent
to entering TACOPS and clicking on a target, except it works
from the BC bridge and uses the current CVD target, ie target
selected in TACSCAN and identified in CVD.
029 Nullspace fluxfields programmed to work first time. Like normal
jump anomalies, the target anomaly must be an FPD target using
shift+f, in order for the jump to occur.
030 Can now dock at starstations Sarien and Majoris
031 Starstation Adonis correctly relocated to Pravis.
032 Updated BCKEYS.TXT
033 Fixed Fatigue Factor/Life Factor exceeding 100 (max value)
034 Fragmentation animation now being played when object hit IF
it's shields are already breached and not recharging.
035 Menus are now shifted up so that all items can be accessed
when pointer near base of screen.
036 Launching from station no longer raises shields. Shield state
is set to it's pre-dock state.
037 You can no longer jump if the jump engines aren't fully charged.
This is relaxed in debug mode for testing purposes.
038 ESC can now be used to exit to DOS during the cd-rom check screen.
039 Shuttle orders in tacOPS fixed
040 Docking range increased to 25 clicks
041 Fixed some save/load anomalies
042 Experiments on new/faster laser shots (feedback required)
042 Can now dock at starstation Parix
043 Modified AI autogeneration logic
044 Player's ship no longer subject to 'ignore' AI script command
045 More work done on save/restore model
046 Turret mappings fixed. FORE=CTRL+F1, MID=CTRL+F2, AFT=CTRL+F3
047 Update weapons specs and stats in ai script
048 Update weapon stats in Tactical database
049 Fixed interceptor docking bug (Protected Mode Error 35)
050 Interceptor will now combat in ai mode even if player IN the ship. This
is a TEST and _may_ fail. I need to research it some more. You should be
able to see what the ic does when it's in combat by switching to it,
putting in ai mode. Make _sure_ weapon systems are armed!
051 Maximum storage (crew,cargo,personnel) updates:
Cargo Cargo Weapons Weapons Personnel Reactor Shield Cloak
Bay1 Bay2 Bay1 Bay2 Max Radine Plutonium Iridium
-----------------------------------------------------------------------
BC 7500 7500 250 250 237 25000 10000 1000
Shuttle 2000 - - - 20 - - -
ATV 500 - 10 - 4 - - -
Drone 1000 - - - - - - -
The drone and ATV each take up 750 units of cargo space which will reduce
the cargo capacity of the shuttle they are loaded in.
Radine max reduced to 25000
Iridium max increased to 1000
Shuttle capacity increased to 2000
052 An atv and drone are now loaded into all shuttles at startup
053 MIDI support removed from BC3K globally. That's the end of that.
054 Switching from a turret to a ship that is NOT ready to launch will no
longer cause a GPF
055 Reduced repetition of some pilot voice messages
056 The interceptor, shuttle and ATV can now be destroyed in DIRECT mode if
the integrity of the hull or reactor falls to zero at any time.
057 The interceptor pod will no longer auto-eject when the ship is destroyed
when in DIRECT mode.
058 You can no longer tow invalid items such as asteroids
059 AI entities will no longer attack hazards such as asteroids etc
060 Dynamic auto-generation of ai entities will no longer occur in regions the
player is not in.
061 The proper distance cued explosion soundfx is now played when an object is
destroyed.
062 Race/caste alliance modifications.
An object can ignore defualt race/caste relationships and treat
another object as hostile. Objects launched from a platform
inherit the override relationships of their platform.
Example: carrier object A attacking station object B.
Causes A to attack B and B to retaliate. If A then launches
fighter C, then C is then hostile to B and B is additionaly
hostile to C.
A platform does NOT inherit the hostile relationships of its
subordinates, nor do any objects attacked by a subordinate then
become hostile to the platform that launched it.
Hostile Override between two objects is discarded if one of the
objects is destroyed or docks.
Note: Hostile override as a result of friendly fire is not yet
implemented.
063 Messages pertaining to events the player is not witnessing in ACM will
no longer be transmitted. eg a player is sent to a region where an ACM
script is running. If he's not there, messages directed at him will not
be transmitted.
064 The BC will no longer be destroyed when it enters a planet.
Note: Some restrictions will apply once the orbital model is in place.
065 A GPF will no longer occur when a probe is sent to a planet. Instead it
will linger in the general vicinity of the planet. Once the orbital model
is in, you will need a probe or the BC in orbit to do a planetary scan
in tacOPS. Broadcasting for a probe on surface activities will not be
supported as planned because there would be too many messages since the
surface is always more densely populated than space. If it is implemented
broadcasting may be restricted to the player's own ships and personnel.
066 Missiles should now hit their targets. This is work in progress as we have
identified an issue where the missile will miss slow flying targets. We
don't know why yet.
067 You can no longer deliver a tractored object to itself
068 You can no longer deliver an object without a positive tractor lock on
069 The aspect angle needed for ai ships to launch missiles has been increased
which will increase the launch rate of ai ships.
071 The aspect angle needed for ai ships to fire lasers has been increased
which will increase the firing rate of ai ships.
072 You can now select Navitron from a starstation. The menu is now fixed
073 A successful auto-evac with a surviving alter-ego will no longer
call COMMLINK with an invalid parameter. Note: some additional code is
required which will check for the existence of GALCOM hq _before_
attempting to relocate the player there. The system will scan for a
valid GALCOM station and take the player to the nearest one. If none
exist, the SOS call will fail. The player will have to hang around
until one becomes available, ie repaired or rebuilt. This code will be
implemented when the transitions (SEC-5 009) is being done.
074 Promotions are now disabled in Free Flight. This is going to cause a
stir but in FF, you're not doing anything to get promoted for. If you
want to be promoted, sign-up in ACM.
075 Payroll is now disabled in Free Flight. This is going to cause a stir
but since you're out trading in FF, why should GALCOM fund your
activities? Want a steady income stream, sign-up in ACM. GALCOM is a
military organization and trading was included so that you could get
the best of both worlds.
076 The number of digitized sound channels has been increased to minimize the
likelihood of sounds not being played if there are no channels available.
This is work in progress as the sound system will be overhauled for v1.1
077 All ACM scripts modified to conform to new race/alliance and other script
related updates.
078 Changed interceptor laser sound to smaller version
2/5/97 - update -
079 Removed BC bridge menu from shuttle cockpit
080 Fixed problem with ship losing tractor lock. Tractor lock messages will now
only play when the lock is acquired or broken. Note: If you lose power at
any time when tractor beam is engaged the lock will break.
081 Increased probablity of an ai cargo pod containing objects to minimize
liklihood of an empty pod being created. Note: The 'collect cargo' order for
shuttles when a pod is selected will not be available if the pod is empty.
082 Removed experience point penalties in ACM for leaving a theatre before the
mission time expired.
-------------------------------------------------------------------------------
FIXES IN RELEASE 3 C PATCH
12/25/96
-------------------------------------------------------------------------------
1. Prisoners will no longer end up in medibay when they should be in detention
2. People will no longer leave detention when they are tired or hungry. Food
is now supplied directly to the detention hold.
3. Speed at which personnel move about the ship increased.
4. Marines will now follow 'searching' orders killing any detected intruders
or escapees (based on ai and other factors)
5. You can now assign anyone to the detention hold.
6. The Fatigue Factor of people in detention hold will no longer increase.
7. It is no longer possible to launch an interceptor if the pilots are not
physically 'located' in it. An 'assignment' does NOT mean that the pilot
in actually in the ship since he may be assigned to it but in transit.
8. A shuttle now requires at least one person to be in it in order to launch
9. Retrieving interceptors no longer causes a crash.
10. Changes (general)
personnel eat 1 nutripak per day
1 medpak increases a person's LF by 25%
personnel will go off-station if LF >= 90 or FF >= 10
personnel will go to medibay if LF <= 15
11. Changes (rank)
Salaries are now paid every 7 days instead of 15
Rank Salary Experience Points required
------------------------------------------------------
Supreme Cmdr 500,000 200,000
Tacops Cmdr 300,000 100,000
Strategic Cmdr 200,000 50,000
Fleet Cmdr 125,000 25,000
Commander 75,000 0
12. Changes (HUD)
The FTOL/VTOL modes in the HUD have been changed
FTOL - when airborne and in normal flight mode
VTOL - when airborne and in vtol flight mode
BRAKE - when stationary on planet surface
TAXI - flashing when touching the planet surface and moving
XXXX - when engine is shutdown
ORBIT - when in orbit
13. The BC will now be destroyed if hull integrity falls to 0
14. Experience points and finances are now awarded for delivering various
types of ships to friendly stations. Gammulan ships have the highest price,
next to insurgents, then any hostile ship. Delivering friendly disabled
ships gives higher experience points than finances.
15. Palette problems in tacOPS and PTE surface fixed
16. Jump anomaly offset bug fixed
17. The game will end if the player's alter-ego ever dies, ie FF =< 0
18. Clicking outside the PTE surface in tacOPS will no longer create a GPF
The tacOPS grid is scaled so it does not exceed a planet/moon climate limit
Some planets/moons may be larger than the tacOPS coordinate system, so the
grid has an upper limit.
19. Buildings and all objects can now be destroyed on the PTE surface
20. The Combat Kills attributes for pilots is now updated during combat
21. Alliances are now saved
22. The ship will no longer move backwards after jumping to a new region
23. Ships can now fly to planetary waypoints set in tacOPS. Note: A last minute
bug was detected which caused the ship to drop to the surface under gravity
and take damage based on altitude. Once this ship falls, it may not be able
to leave the surface since it will not be able to achieve enough thrust to
breach the planet's escape velocity. If this happens, you may have to
manually fly the ship back to the battlecruiser.
24. Ships will no longer take damage when flying planetary waypoints since
waypoints are now pegged above the surface.
25. Joystick calibration no longer has any effect if device is not a joystick
26. Weapon systems no longer disarmed during hyperjump, ie PTE remains active
27. The engine sound will no longer 'pulse' during hyperjump transitions
28. The alert condition now flashes red. If hostiles are in the region, the
alert condition is set to red and the klaxxon sounds 3 times. This check is
performed every 2.4 secs for the region the battlecruiser is currently in.
29. It is no longer possible to tow targets in orbit. Those of you who have
been pilfering starstations had better find something else to steal.
30. Ships emitting an SOS signal will no longer be attacked by alien nations
who observe the rules of engagement.
31. Personnel messages are now integrated into ACM scripts. This is a first
pass test in order to see if the player can benefit from the added info
that his crew has access to. However, the person must be on station. All
messages are sent to the COMMLINK log.
32. The ACM mission status can now be accessed via the bridge menu
33. Pause <pause> command has been changed to <ctrl+p>
34. Debug <ctrl+alt+a> mission bypass had been disabled in distribution version
35. MTD bug which caused GPF crash in FATAL has been fixed
36. The altitude lines in tacOPS are no longer displayed if TTDs are off
37. During auto evacuation, if the alter-ego cannot make it to a shuttle, he
will die when the ship self-destructs and the game will end.
38. Dead officers will no longer send messages
39. The Chief Engineer will now eject the reactor core during a severe breach
regardless of his ai level
40. The Orbit To Surface acquistion count-down time in tacOPS is now fixed.
Once the countdown expires, the weapon will lock. Once launched, switch to
the bridge, select the missile in the TACSCAN computer, press F10 to switch
to the external camera and follow the missile to the surface. If jammed or
shot downit will not reach it's target. If the target acquisition reticle
is too large, zoom the tacOPS view.
41. The battlecruiser 'destroyed' sequence will no longer loop
42. The cd-rom is now required to be in the drive during game execution
43. Several ACM scripts updated for playability
44. More work done in perspective correct texture mapping. Select from CONFIG
menu or with <alt+shift+p>. It's a little slow and needs more optimizing.
45. Several speed related enhancements and minor bug fixes.
-------------------------------------------------------------------------------
FIXES IN RELEASE 2 C PATCH
11/13/96
-------------------------------------------------------------------------------
1. Expanded soundfx options in CONFIG.
Audio System - turns off ALL sounds and music
Midi Music - music on/off
Digitized Music - sounds on/off
2. Fixed 'clear radiation' bug in Logistix. Once a deck is radiated, the
'clear radiation' option will be displayed. Click on this to clear the
deck's radiation. This requires 1 Radiation Control Unit, RCU
3. Fixed interceptor docking bug (???)
4. Implemented new SOS sound library update and drivers
5. Fixed wrong colored TTDs in turrets
6. Fixed some internal bugs
7. The a/p indicator will now flash when activated
8. The ship will not longer fly backwards after a jump
9. If CONTINUE is selected and a saved game is corrupted, game will exit to
main menu rather than attempt to load the .SAV file and cause a GPF
10. It is now possible to return from NULL space
11. The FLIR in the co-pilot seat is now fixed
12. The FPD scale is now increased so as not to obscure the TTD display
13. The ships sounds will now be muted when you dock
14. SCRIPTS directory will now only contain script fixes. All final scripts
moved into resource file.
-------------------------------------------------------------------------------
CHANGES IN RELEASE 1 C PATCH
11/06/96
-------------------------------------------------------------------------------
1. Fixed various errors related to the surface engine not finding it's files.
2. Fixed a problem with collision detect/avoidance
3. Simplified and revised ACM Day1 scenario scripts (see below)
4. Modified VTOL (still work in progress). Left/Right slips ship in that
direction. Pushing the stick forward/backward increases/decreases altitude.
Later, the forward/backward motion will be modified so that they move the
ship forward/backward whilst the ~ and tab keys modify the altitude.
5. Added version number in shift+capslock display
6. Fixed bugs in weapon systems.
7. Chase engine being removed (work in progress)
8. Modified BC3000AD.EXE so that extender allocates 20MB swap file when needed
instead of creating it in 8MB chunks.
9. Fixed bug which prevented ships from using their jump engines
10. Fixed bug which prevented ships from launching missiles when they should
11. Fixed bug manual ctrl+d ATV->shuttle docking
12. Updated BCKEYS.TXT (note: some deployment keys are not yet active)
13. Changed from v2.01 to v1.97 of the DOS xtender
14. Locked down sound data to prevent swap to VMM
15. The Passive Target Acquisition, PTA system will now operate in DIRECT and AI
modes. It may take a while for PTA to fire since it has to build a target
list. The turrets, controlled by the PTA will NOT fire unless the target is
in range.
16. Working on an extensive FAQ to go with v1.01c. It's not finished yet.
17. Armor & shield upgrades/repairs now updated accurately. The value displayed
on the BC bridge is in armor units. The HUL value displayed is the current
percentage of the max available protection. Protection max values are based
on the currently installed armor or shield type. Note: when speaking of the
armor and hull, they are one an the same since the hull has armor which only
takes damage when the shield is breached.
18. Breaching an object's armor will now not necessarily destroy it
An AI object is destroyed if (a) its reactor reaches 0 integrity unless it
doesn't have a reactor in which case (b) its engine reaches 0 integrity
unless it doesn't have a reactor or engine in which case (c) its armor
reaches 0 integrity.
19. Docking events for ships is now accurately detected. This means that for
instance in ACM mission 1, when a diplomat ship docks, you will be advised.
20. Game save/restore now more secure. For some reason, this problem only occurs
when saving from the bridge menu. If it persists, simply got to Roster
and save from there. But it seems to save/restore ok now.
21. ATVs & shuttles will no longer attempt to use HyperJump engines on a planet
22. Time compression enabled using ctrl+a and ctrl+shift+a are back in. These
compress and divide time ie 2x, 4x, 8x and /2, /4 and /8
23. Modified the maneuvering code so that ships can now accurately retrack
waypoints if they miss on the first pass.
24. The external F10 camera will now show the current object's target if any.
25. Debug commandline options now only available in interim 'tester' versions.
26. Shuttles should should now be able to deploy/extract mining drones and ATVs
27. TACOPS now follows the players ship if it switches to another region and
was previously in the currently observed region. This means that if you are
in say Earth region and viewing that in tacOPS and the ship switches to
Mars as a result of flight, then tacOPS will automatically be updated. It
will NOT however switch to a region that the ship is NOT in. So if you're
in Earth and viewing Mars in tacOPS (using probe's SCI-LINK programming)
and the BC switches regions, tacOPS will not be updated.
28. You can now select planet surface mode from tacOPS by simply clicking on
the planet or moon from within tacOPS. Select 'observe' and it will be
loaded. Once this is active, to revert to space mode, bring up the tacOPS
command palette by moving the mouse to the right side of the screen and
clicking and clicking on the SPACE button. Once in space mode, the button
will revert back to BRIDGE. Due to the night/day effect. IF it is night
time on the planet, everything will be pitch dark. See #35 below. The old
method still works though until this mode is finalized.
29. Mining drones and ATVs can no longer be deployed in space from tacOPS
30. Navigation modified. In order for the ship to fly from one region to another
you no longer need to have the jump anomaly (jpoint, wormhole, fluxfield)
targeted in the CVD. You should first select the target you wish to fly to
in either the NID or TACSCAN, activate the Flight Path Designator, using
shift+f and the ship will fly to the target. If it's a jump anomaly, it will
do the jump, if not, it will stop short of the target. This method allows
you to continue using other modes of the NID, TACSCAN and CVD computers
without accidentally clearing the current jump target. The FPD target can
be cancelled by either turning off the FPD with f or by clearing the target
with x. You can now have the ship flying toward a target while doing other
things such as acquiring new targets, firing at them etc. Once a nav target
is set in Navitron, activating the FPD with f will cause the AutoNav system
to jump to the region without relying on the current CVD target.
---------------------------------------------------------------------------
THE AUTO-PILOT MUST BE TURNED ON FOR THIS TO WORK IN EITHER AI OR DIRECT
MODES SINCE THIS ALLOWS THEM TO CALCULATE THE ROUTE. TURNING IT OFF WILL
TEMPORARILY CANCEL THE AUTONAV TARGET.
---------------------------------------------------------------------------
If the HUD is in TAC mode, ie weapons on, the FPD will _not_ appear though
the route is being flown. Put the HUD in NAV mode by disabling weapon
systems in order to see the FPD. The flight control is slightly offset to
the left so that you can see the jump anomaly if it's obscured by the FPD
31. More modifications to VTOL. Move the stick left-right to slip in that
direction. Move the stick forward-backward to slip in that direction.
To increase your lift (altitude), using the throttle commands. Later, the
~ and tab keys will do the same thing. To auto-hover, reduce speed to
around factor 2-4, enough to counter the effects of gravity and prevent the
ship from falling. Activate VTOL and use the throttle wheel keys to find
a suitable hover altitude. Use the numeric 5, auto-leveling key for a
quick attitude orientation.
32. ACM will now report on mission success whenever it can. This is NOT true for
most missions since ACM is not mission orientated and in some scenarios,
a success is an 'abstract'. Several event triggers are now used to signal
a new scenario without the need for an extended downtime. Some of you are
going to start moaning now that you won't have a lot of time between
assignments, especially advanced scenarios in which you are certain to take
a pounding. You are a galactic cop and in most scenarios given a 'beat' in
the form of a patrol zone. All you have to do in some scenarios is survive
until the next assignment. This is why there is no mission success or
failure in most ACM scenarios. Once you reach ACM scenario #30, these
training scenarios will end and you will be required to defeat the Gammulans
using whatever means necessary. See the FAQ for more on this.
33. The ship should now come to a relative complete STOP on the planet. You need
to fine tune this and is dependent on the elevation and slope of the current
terrain you're on.
34. You can now use ctrl+d from a shuttle to recall the targeted ATV or mining
drone. This will only work if there is space in the shuttle. Once personnel
flight is handled, you will be able to do the same for personnel from the
shuttle and ATV. The proposed ALT+F9 menu command (NYI) is going to be used
for this. The shuttle must wait for the ATV to dock. There is a strange
anomaly which causes the ship to be immediately docked without actually
travelling to the ship!
35. Night/day transition modified (first pass). At night, the terrain fades to
COMPLETE black. This is NOT a bug. This will change later so that it's not
as dark. Even the infra-red scope in the IC is not penetrating this once
the planet goes completely black.
36. Docking the shuttle with an ATV or interceptor in tow will now dock both
ships. Normal docking rules apply. ie, the status of the docking bay,
launch bay etc.
37. CONFIG options are now saved when accessed from within the game.
38. Sound on/off support added. To disable MIDI support, run SETUP from the
BC3K directory and select 'no MIDI device'. Do the same to disable
digitized sound. If they are turned on and wish to disable them from within
the game, simply turn SOUNDFX:OFF in CONFIG. This will disable both soundfx
and MIDI support if they were enabled.