home *** CD-ROM | disk | FTP | other *** search
Text File | 1998-06-02 | 39.4 KB | 1,104 lines |
-
-
-
-
-
-
-
- EMPEROR OF THE FADING SUNS FAQ
- v4.0 3/1/97
-
- By Tom Chick
-
-
- CONTENTS
- I. GENERAL
- II. PRODUCTION
- III. MOVEMENT
- IV. COMBAT
- V. DIPLOMACY
- VI. THE CHURCH
- VII. THE MERCHANT LEAGUE
- VIII. BYZANTIUM II AND THE REGENCY
- IX. MISCELLANEOUS
- A. SPOTTING
- B. PLAGUE
- C. NOBLES
- E. ET CETERA
- X. HACKING
- A. UNITS
- B. PRODUCTION
- C. STRUCTURES
- E. FIXING THE GUNSHIP BUG
- XI. BUGS
- XII. WISH LIST
-
-
- I. GENERAL
-
- What is Emperor of the Fading Suns?
-
- Emperor of the Fading Suns is a strategy game developed by Holistic
- Design and distributed by Segasoft. It is set in a science fiction
- universe based on the Fading Suns role-playing game. It can be
- described as a blend of Renaissance Italy and Frank Herbert's Dune.
-
-
- What is EFS, EotFS, and EOFS?
-
- EFS has become the most commonly used acronym for Emperor of the
- Fading Suns after an early period of turmoil, strife, and confusion.
- To quote Steve Yancey (syancey@griffin.com) from the newsgroup: "This
- game seems to have more problems than most as far as its identity in
- subject lines: EOTFS, EOFS, EFS, Emperor/Empire [of the] Fading Suns,
- etc. I decided to go with EFS since that's the acronym the game
- itself goes by when it installs. There is precedent for including
- "of" though -- MOO2 (not MO2), HOMM2 (not HMM2, but why not HOMAM2??,
- or since we
- have C&C, perhaps HOM&M2?)." Despite Steve's gallant attempt to cloud
- the issue, everyone seems to have settled on EFS.
-
-
- Who is Holistic Design?
-
- These are the guys who brought us Battles of Destiny, Merchant Prince,
- Hammer of the Gods, and Machiavelli the Prince.
-
-
- What's with those ads for EFS anyway?
-
- Who knows what's going on in the hearts and minds of marketing folk.
- EFS has a, umm, unique advertising campaign in print magazines. If
- you've ever quickly flipped past an ad with a picture of a kitten, a
- puppy, or some baby ducks under a heartwarming word like "Friendship",
- you've missed the ad for EFS. Congratulations.
-
-
- What are the system requirements?
-
- Emperor of the Fading Suns requires Windows 95, a 486/66, 35MB of hard
- drive space, a Direct X compatible video card, and a CD-ROM drive.
- The installation routine slaps Direct X 3.0 onto your system and
- reboots your computer whether you like it or not.
-
-
- Where can I get a demo?
-
- http://www.segasoft.com/emperor/main.html
-
-
- What's the latest version?
-
- Version 1.1. Version 1.2 is currently in QA at Segasoft. Holistic
- has assured us that v1.0 and v1.1 games will work with v1.2.
-
-
- Are there any strategy guides available?
-
- Online Gaming Review has a helpful article by
- http://www.ogr.com/specials/guides/efs_guide.shtml
-
-
- II. PRODUCTION
-
- Where are all my Firebirds going?
-
- There is an undocumented maintenance cost of 500Fb/year for each lab.
-
-
- Why am I producing so many Singularities?
-
- There's a bug that causes hyper production of some resources, most
- commonly Singularities. Holistic says this will be fixed in version
- 1.2. In the meantime, many people feel this renders the game
- virtually unplayable. There is some speculation that this bug may be
- related to certain House traits.
-
-
- How can I arrange cities to squeeze the maximum production out of my
- planet?
-
- Chris Smith (csmith@stoneboro.uucp.cirr.com) suggests zigging to the
- left or right at the start and end of a five hex line separating
- cities. Instead of merely counting out six hexes in one direction
- (for instance, city-south-south-south-south-south-new city), jog the
- line in another direction at the beginning and end (in the above
- example, city, southeast-south-south-south-southeast-new city). Chris
- says that if you do this consistently, it arranges your cities in
- triangular grids with no wasted space. I'm not sure how this works
- (apparently it's a function of how hexes are arranged), but just
- thinking about it makes my brain hurt.
-
-
- III. MOVEMENT
-
- What is the formula to calculate movement costs from the figures in
- the TERRCOST.DAT file?
-
- Each hex has up to four layers. For example, you could have mountains
- on top of trees on top of grass. To figure out the movement cost for
- a unit into a particular type of terrain, you take the movement type
- of the unit, the terrain type, and the type of planet. Reference
- these numbers in the TERRCOST.DAT table. Do this for each layer in
- the hex, then multiply each of the layers together to get the actual
- movement cost. For instance, a militia unit on a jungle world
- entering a mountain + trees + grass hex would have the following
- movement cost:
-
- (Mountain = 1.5) * (trees = 1.5) * (grass = 2.0) = 4.5
-
- Since movement cost is an integer value, it is rounded down to 4.
-
-
- Does the damage incurred by a Transport landing outside a city vary
- with the terrain type on which it lands?
-
- No.
-
-
- Do aircraft have to land?
-
- Yes. They must end every other turn in a city or on a spaceship.
-
-
- How do I divide up cargo pods?
-
- Drag the pod into an empty unit window and you'll have to option to
- divide the resource between two separate pods.
-
-
- Where is the hot spot to load units onto transports?
-
- Think of the icon of the unit you are loading as a cursor. The hot
- spot on the cursor is the upper left hand corner. If you click when
- the hot spot is anywhere in the transport's icon, you should hit it.
-
-
- Is the movement of units carried into orbit and back down supposed to
- be lost? If movement points are a function of time passing, then the
- paradigm is broken if you can ferry units across the planet on Landers
- and then have them use their movement points as well.
-
- No. Limitations of the game engine and all that...
-
-
- On a related note, is the movement of carried units in a jump supposed
- to be lost? Bulk Haulers loaded with Fighters are inordinately
- powerful: you can jump into a system and the Fighters still have their
- movement available to attack any unsuspecting ships.
-
- Holistic replied, "Sounds good to us. We like attacking each other
- that way."
-
-
- Is cargo supposed to be able to be transferable in space?
-
- Yes, you're supposed to be able to transfer cargo in space. However,
- this leads to some "Pony Express" tricks whereby a chain of transports
- can carry a unit all the way across the galaxy in a single turn.
- Also, if you have a waiting Lander, you can warp into a system,
- transfer cargo onto the Lander, drop planetside, and attack in the
- same turn.
-
- Henri H. Arsenault (arseno@phy.ulaval.ca) takes advantage of this as a
- convenient way to get around damaging your city-restricted Transports,
- while landing eight units in one turn with a Bulk Hauler and two
- Assault Transports: "You need to have eight units in space ships in
- orbit around the planet. Let us say that you have the two landers
- already loaded in space. You land and unload the two landers, leaving
- four units near the city. You go into orbit to pick up four more
- units by transferring them to the landers from other ships in orbit
- that would be damaged if they landed themselves. Then you land the
- four new units for a total of eight. Then you attack the city with
- the eight units."
-
-
- Is there any way to keep cargo from filling up crucial orbital slots
- and restricting fleet size?
-
- No. In response to a request that they change this, Holistic wrote:
- "This is virtually impossible to code since certain cargo could be
- unloaded in space. This would then produce an overstacked situation
- we couldn't handle very well. Sorry. The stacking in space thing is
- not an ideal thing for many reasons, but it was important to us. EFS
- is supposed to stress ground combat to a greater degree. If you could
- move around a few hundred bombardment ships like in many previous
- space conquest games, then the ground units would be fairly useless."
-
-
- IV. COMBAT
-
- What is rank?
-
- Each unit has a rank that determines how close it stands to the battle
- front, so to speak. When an attack is made against a stack, the
- attacker is more likely to target units with the lowest ranks. Each
- unit's rank number is in the unit.dat file. These are listed below in
- alphabetical order.
-
- SPACE UNITS
- Armored Bulk Hauler 9
- Armored Freighter 9
- Assault Lander 8
- Blow Ship 2
- Bulk Hauler 9
- Cadiz Dreadnought 6
- Carrier 7
- Carrier MkII 7
- Cyber Fighter 1
- Deathmate 0
- Destroyer 4
- Destroyer 2
- Freighter 9
- Frigate 3
- Grappler 1
- Martyr Torp Bmbr 2
- Meson Starbase 5
- Pod Ship 8
- Quick Mercy 1
- Shroud Weaver 4
- Space Fighter 1
- Space Torp Bmbr 2
- Spore Ship 3
- Starbase 5
- Stealth Ship 0
- Vau Carrier 7
- Vau Transport 8
- Veil Seeker 3
- Vlad Cruiser 5
-
- PLANETSIDE UNITS
- Anti-Aircraft 6
- Anti-infantry Tank 2
- Anti-Tank Gun 6
- Armor Lgn 4
- Artillery 6
- Assassin 6
- Assault Gun 5
- Assault Lgn 4
- Assault Tank 2
- Atmos Fighter 0
- Battleship 5
- Blademaster 8
- Cargo 9
- Carrier 7
- Chem Shock Lgn 4
- Clergy 6
- Cybercorp 4
- Dervish 7
- Destroyer 2
- Divebomber 1
- Doppleganger 6
- Engineer 7
- Fanatic Lgn 2
- Gen Warrior Lgn 4
- Gunship 2
- Heavy Inf Lgn 4
- Holy Relic 9
- Hover Anti Air 3
- Hover Tank 2
- Hover Tank Killer 3
- Hvy Tank Killer 3
- Infantry Lgn 4
- Inquisitor 7
- Marauder Lgn 4
- Med Tank 2
- Mega Tank 2
- Merchant 7
- Militia Lgn 4
- Morph Divebomber 1
- Morph Fighter 0
- Naval Transport 8
- Noble 8
- Officer Corp 6
- Peasant 9
- Pestulator Artillery 4
- Plague Bomb 8
- PTS Laser Canon 7
- PTS Meson Canon 7
- PTS Mis. Launcher 7
- Ranger Lgn 4
- Rebel Partisans 4
- Rocket Art 5
- Sceptor 9
- Scientist 9
- Scout Tank 1
- Shock Lgn 4
- SP Anti Air 3
- SP Artillery 5
- Special Forces 4
- Spy 6
- Stealth Tank 3
- Strategic Bmber 4
- Submarine 0
- Symbiot Arcer 2
- Symbiot Butcher 4
- Symbiot Minder 8
- Symbiot Nester 9
- Symbiot Reaver 3
- Symbiot Spitter 0
- Symbiot Tank 1
- Tank Killer 3
- Tracker Lgn 2
- Vau Fighter 0
- Vau Guard 7
- Vau Jet Bike 2
- Vau Mandarin 8
- Vau Warrior 3
- Vau War-Skif 4
- Vau War-Tower 5
- Vau Worker 9
- Warlock 7
- Xyll Warbeast 4
-
-
- How many attacks does a unit get during each attack phase?
-
- Below is the number of times a unit gets to try to hit its chosen
- target during that particular attack phase. The unit will switch
- targets if it kills its current target and still has attacks
- remaining.
-
- Underwater 4
- Indirect 2
- Air 2
- Direct 3
- Close 4
- Psychic 2
- RangeSp 2
- DirectSp 3
- CloseSp 4
-
-
- Does terrain have any effect on combat?
-
- Cities provide a defensive bonus. If a player has researched the
- appropriate technologies (e.g. Jungle Environment), then his units get
- a bonus on that world type. The agility.dat files were intended to
- apply modifiers to agility based on what kind of terrain a unit was
- in, but this was dropped. The .dat file was left in, although it's
- full of zeroes.
-
-
- How do I use ground units with Close Space attacks?
-
- Marauder Legions and Symbiot Butchers can be placed in Carriers. They
- will then add their Close Space attacks in a space battle. This will
- only work with Carriers; they count as regular cargo in Transports.
-
-
- How is the damage from a successful hit determined?
-
- Each unit has 100 points of health (think of these as hit points).
- When a unit is successfully hit (attacker's accuracy vs. defender's
- agility), the attacker's modified attack strength (attack strength *
- experience modifier * health * relic, attack type, and house
- modifiers) is compared to the defender's modified armor strength
- (armor * experience modifier * health * relic, attack type, and house
- modifier). The ratio of these numbers is applied to the appropriate
- column in damage.dat and a random number from 1-10 determines the
- number of points done to the target's health. Following is the table
- from damage.dat.
-
- Attack Damage Table
-
- 1-5 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1
- #
- 01 1 1 1 5 10 15 20 25 30 40 50 60
- 02 2 3 5 10 15 20 25 30 40 50 60 70
- 03 3 5 10 15 20 25 30 40 50 60 70 80
- 04 5 10 15 20 25 30 40 50 60 70 80 90
- 05 10 15 20 25 30 40 50 60 70 80 90 100
- 06 15 20 25 30 40 50 60 70 80 90 100 100
- 07 20 25 30 40 50 60 70 80 90 100 100 100
- 08 25 30 40 50 60 70 80 90 100 100 100 100
- 09 30 40 50 60 70 80 90 100 100 100 100 100
- 10 40 50 60 70 80 90 100 100 100 100 100 100
-
-
- What are the modifiers for selecting "Assaults" and "Feints" when
- combat is initiated?
-
- Assault: Attack strength x 1.2, Armor x .8
- Feint: Attack strength x .8, Armor x 1.2
-
-
- How do Psychic Attacks work?
-
- During the Psychic combat phase, attacks take place as normal
- (attacker's accuracy vs. defender's agility), but Psychic Defense is
- substituted for a unit's armor when damage is determined.
-
-
- Are some units immune to some attacks?
-
- The target.dat file lists which attack types can be used against which
- units. There are some very significant data here, such as the fact
- that Direct attacks are useless against foot units and Close attacks
- are useless against vehicles. Below are the types of attacks which
- can affect a given unit type. Note that *all* units are vulnerable to
- Psychic attacks.
-
- Foot: Indirect, Close
- Wheel: Indirect, Direct, RangeSp
- Tread: Indirect, Direct, RangeSp
- Air: Air, RangeSp
- Naval: Underwater, Indirect, Direct, RangeSp
- Space: RangeSp, DirectSp, CloseSp
- Hover: Indirect, Direct, RangeSp
- Jump: RangeSp, DirectSp, CloseSp
- Crawler: Indirect, Direct, RangeSp
- Lander: RangeSp, DirectSp, CloseSp
-
-
- What are the strength and armor multipliers for experience? The
- manual has contradictory information on this.
-
- Experience Multipliers: Green x .8, Expert x 1.0, Elite x 1.2
-
-
- V. DIPLOMACY
-
- What's the difference between "Declare War on Another" and "War Pact"?
-
- "Declare War on Another" means you're asking the other House to
- declare war unilaterally. "War Pacts" are the simultaneous
- declarations of war from two Houses.
-
-
- VI. THE CHURCH
-
- Of what use are Clergy?
-
- Clergy are useful for increasing your Flock number, but since the
- whole Sect thing is currently boogered up, Clergy are all but useless.
- Holistic says that Clergy, Scientists, and Merchants are artifacts of
- an earlier version of the game and they will be removed in version
- 1.2.
-
-
- How does the Church know when I'm researching proscribed technologies?
- Is this automatic? Is there anything I can do to hide my labs? How
- long does it take the Inquisition to strike? Is there a diplomacy
- check of any kind made or is the Church equally likely to send an
- Inquisition against friends and enemies?
-
- Holistic has been a bit guarded about providing the answers to these
- questions, but it seems that the Church automatically knows when and
- where proscribed tech is being researched and they should immediately
- send an Inquisition. Some folks have suggested that giving the Church
- maps of worlds with labs makes an Inquisition more likely, but I've
- been unable to confirm this. Holistic claims their intent was to
- discourage early research of proscribed techs until a House is strong
- enough to fend off the Inquisition. However, a bug causes the
- Church's orbital slots over Holy Terra to get jammed up so the
- Inquisition can't leave. Version 1.2 will supposedly fix the traffic
- jam bug and "make the Church a bit more interesting".
-
-
- VII. THE MERCHANT LEAGUE
-
- What determines when and if an Agora is replenished?
-
- A League freighter must orbit the planet. It should restock the
- planet on the turn after it arrives. But there seems to be a problem
- with League ships freezing up and failing to replenish Agoras.
- However, there's something squirrelly about the way that resources are
- available for production when you buy them from the League on the unit
- building screens. Sometimes unit building is limited by the resources
- in the Agora, but sometimes it's not.
-
-
- VIII. BYZANTIUM II AND THE REGENCY
-
- Why is there no starvation on Byzantium II, even with Universal
- Warehouse turned off?
-
- This is a bug that should be fixed in 1.2.
-
-
- Can stacks including Spies, Assassins, and Dopplegangers attack on
- Byzantium II before combat is allowed?
-
- Yes, but this is a bug.
-
-
- IX. MISCELLANEOUS
-
- A. SPOTTING
-
- How does spotting work in space?
-
- Spotting works in space exactly like it does on the ground, except
- there is no provision for spotting strength dissipating with range.
- In other words, if a unit's camouflage rating +/-2 is higher than its
- opponent's spotting rating, the unit will remain hidden. Note that
- spotted space units remain spotted until they move, even if the
- spotter is destroyed or leaves. Note that this also means there is
- *no* way to spot Stealth Raider Ships until they attack.
-
-
- B. PLAGUE
-
- How exactly do Plague Bombs, Hospitals, and the Cure for Necrosis
- work?
-
- If a plague bomb gets used in combat, then it infects everyone within
- a five-hex radius. These folks get marked as infected, but they do
- not suffer the plague's effects yet. At the end of the turn units
- infected with the plague make a saving throw. If they succeed, they
- do not contract the plague. If they fail, then they have the
- full-blown plague and will be in trouble next turn.
-
- At the beginning of the next turn, the computer checks each of your
- units that have the plague. If a unit passes the saving throw, then
- it takes no damage that turn and does not infect the area around it.
- If it fails the saving throw then it takes 5-15 points of damage and
- infects a five-hex area around it.
-
- If a random number from 0 to 99 is greater than the unit's Saving
- Throw, it fails. A unit's Saving Throw is its Health/2 + the
- following bonuses.
-
- Hospital + Hospital's Health * Loyatly/3000
- Cure for Necrosis + 25 and double hospital bonus
- Foot of St. Ignatius + 50 for entire planet
- St. Amalthea's Lancet + 100 for stack
-
- Units can also contract the plague if their health is less than 25,
- they are starving, and they fail their saving throw. Cities can also
- get the plague if their health is less than 25 and they are starving.
- Effects are the same as for units. Once a unit has contracted the
- plague, there is no way to get rid of it. Can you say "Disband"?
-
-
- C. NOBLES
-
- I've killed five Nobles from House X, but he's still in the game!
-
- It's possible for a House to collect extra Nobles. Rebel Nobles can
- be captured and Nobles can be found in Ruins.
-
-
- Are Blademasters still considered nobles for voting purposes on ByzII
- and for Charismatic Leadership stack bonuses?
-
- Yes.
-
-
- D. ET CETERA
-
- How do you ID a planet's type?
-
- By the artwork used for the terrain.
-
-
- Are the Vau ever supposed to do anything?
-
- They are only supposed to respond if you attack them.
-
-
- How do you spell "scepter"?
-
- On Holy Terra in the year 1997, scepter is spelled s-c-e-p-t-e-r.
- Apparently this will change to "sceptor" sometime in the next couple
- of millennia.
-
-
- X. HACKING
-
- EFS is easily hacked by using a text editor to modify the .dat files
- in the dat subdirectory. Almost all of the information below comes
- from Tom Henderson's informative and thorough posting on the
- newsgroup, much of which I've quoted verbatim. I can take no
- credit/responsibility for his diligent work, so please regard the next
- section as Tom's contribution to the FAQ.
-
- Following are the files and their contents:
-
- agility.dat Terrain modifiers to agility (not used)
- arborium.dat Arborium production by terrain type
- damage.dat Table used to determine combat damage
- farm.dat Farm production by terrain type
- mine.dat Mine production by terrain type
- prod.dat Resource production for non-harvest cities
- profile.dat Some kind of AI routine?
- relics.dat Relics and their effects
- res.dat Resource descriptions and League prices
- roadcost.dat Cost of building roads (not used)
- stock.dat Resources kept in Agoras
- strbuild.dat Data on each structure type
- target.dat Determines which attacks affect which units
- tech.dat The technology tree
- tercolor.dat Terrain color schemes
- terrcost.dat Movement costs
- traits.dat Default traits for each House
- unit.dat Units stats
- unitrulz.dat Hmm. Dunno this one.
- unitspot.dat Terrain modifiers for spotting units
- well.dat Well production by terrain type
-
-
- A. UNITS
-
- To modify a units stats just go to the unit.dat file. For the most
- part the values are self-explanatory. The few that aren't are:
-
- Cargo = cargo carrying capacity, max. four, three may not work
-
- CanBcargo is a flag: 1 = can be carried; 0 = cannot be carried(just
- one little change and you can load your freighters full of
- dreadnoughts)
-
- !Combat is a flag for combat capable or not: 0 = can fight; 1 = can't
- fight (! is the negative symbol in C hence the !combat)
-
- Crd/turn is upkeep in firebirds (I guess somebody on the design team
- still likes credits!)
-
- Cred is the one time credit cost to build. This is not shown ANYWHERE
- in the game (NOTE: Holistic says, "Like the agility table this was
- stuff we were playing with in the design stage. However, this code
- was removed since it affected the interface.").
-
- Unit is the id# of a prerequisite unit. -1 = no unit. Otherwise use
- the # at the start of the unit records.
-
- Bldgs- this specifies where a unit can be built: -1 means it can't be
- built (this is used for special units like Inquisitors); the rest are
- as follows:
-
- 0 Palace
- 1 Church
- 2 Monasteries
- 3 Factory
- 4 Agora
- 5 Wetware
- 6 Electronics
- 7 Hive (symbiots)
- 8 Ceramsteel
- 9 Bioplant
- 10 Vau city
- 11 Chemicals
- 12 Cyclotron
- 13 Fort
- 14 Spaceport
- 15 Ruins
- 16 Alien ruins
- 17 Shield
- 18 mine
- 19 Well
- 20 Fusorium
- 21 ?
- 22 Hospital
- 23 Lab
- 24 Farm
- 25 Arborium
- 99 anywhere
-
- ReqdTech uses the tech id# from the tech.dat file; you can specify up
- to 4 different techs.
-
- Tax and Flock are either toggles or values; they are, respectively,
- tax income from a unit and the amount of voting flock it provides its
- Sect.
-
- Range is "used internally", according to Holistic. Whatever that
- means.
-
- Rank is the order units in a stack are attacked during combat; it
- ranges from 0-9: 0 being first and 9 being last.
-
- RoP is uncertain: 1 (true) is used for every unit but Relics,
- Sceptors, and Cargo Pods. It may have something to do with being a
- live unit. Perhaps it represents vulnerability to plague or
- starvation?
-
- Lastly the .flc file is listed. This is the FLIC animation file from
- the FLC directory that will appear when you view the unit.
-
- Tom says "I've changed pretty much all the above to a game in progress
- without any crashes, but it's too soon to say what the effect is on
- the AI if you radically change his force structure."
-
- You can change the existing units and also use the existing "dummy"
- slots (Scientists, for instance, aren't of any use in the game). To
- add a completely new unit you need to add a new line under an existing
- icon record. Each of the numbered unit records corresponds to a
- particular icon or piece. If you look at record #83, you'll see
- militia and tracker; in the game these two units have the same icon.
- To add another piece just copy a line from any record and insert it
- before the "}" of the icon you would like to use. Tom recommends that
- you either make the new units upgrades or use very different movement
- rates that will show up on the icon; otherwise, you'll go nuts telling
- them apart. Change the animation file field to any of the files in
- the FLC dir. If you have access to something that can read/write FLIC
- format animation, then you can write your own. The Tech codes are a
- little more problematic but if you add numbers to tech.dat's records
- in sequence you'll come up with the 113 id#'s.
-
- Obviously the values for engineers will have a very large impact on
- the game. Increasing the movement rates of space ships can change
- things quite a bit as well. Changing Cargo Pods to Crawler movement
- type will prevent players breaking them off into impromptu "hover
- scout" units.
-
-
- B. TECHNOLOGY
-
- The tech.dat is fairly straightforward. It lists the tech's name,
- tech
- prerequisites, the cost in Research Points(RPs), where it can be found
- in the archives, and the text that will be displayed when the tech is
- viewed. The techs are numbered from 0 to 113. All references to tech
- requirements are indexed by these numbers. The required tech fields
- can also contain codes. The 900 codes are used to show categories and
- they remain on the tech screen after being researched. The "Nothing"
- code of 900 is a special case, of course, and is always available.
- The other 900s are: 990 Microbiology, 991 Physics, 992 Psychosocial
- Engineering, and 993 Applied Technologies. Note that with the
- exception of Applied Tech, these are *not* just headers. They're in
- the tech tree and must be researched like any other tech.
-
- The 800 code basically "comments out" the tech from the game. These
- were apparently techs that were discarded during the design process.
- The useless 800's are:
-
- Plague Bomb Cure
- Xaos
- Power Cells
- Materials
- Ceramsteel Armor
- Monopol Canisters
- Fusion Cannons
-
- Holistic says Vau Psychology should have been removed. They had
- intended to allow a Vau unit (like the Xyll Warbeast, which is a
- Symbiot unit), but never got around to it.
-
- You can change any of the values of the existing tech but be careful:
- remember that unit.dat and strbuild.dat might need to be adjusted.
- Unfortunately can't add new tech but you can use the slots used by the
- "useless 800" techs, Vau Psychology, and the Applied Tech slot, which
- is just a header.
-
- The archive text files can be modified as well. Tom has been
- modifying them by adding hard data so they provide bona fide online
- help rather than just flavor. These files can be found in the
- manowitz subdirectory. For instance, v1chp006.txt is volume 1 chapter
- 6. You can even change or edit the associated illustrations. These
- can be found in the pcx formatted files in the same subdirectory. The
- text files include a tag listing the appropriate illustration. To
- create your own chapter, you can add a line to the volume#.txt file
- were "#" is the volume you want to modify. To avoid changing all the
- following references in tech.dat, add new chapters to the end of the
- file. After you add the chapter title at the end, create the
- appropriate file name and add any text you want to show up, as well as
- an optional illustration tag. The easiest way to do this is to copy
- an existing chapter. Make sure the name of the file is correct.
-
- Tom gives the following example:
- "To add a chapter about "Excrement Launchers" to volume 5 you'd open
- the volume5.txt file and add the line 'Excrement Launchers' to the end
- of the file (actually you should add it between 'Plague Bomb' and
- 'Conclusion'). Save this and open v5chp001.txt (or any of the other
- vol 5 files). Change the first line to 'Excrement Launcher', change
- the text, modify or delete the illustration tag (the mind boggles at
- what that picture would look like!), and save it as v5chp048.txt
- (Plague Bomb is v5chp47.txt). You're done!"
-
- To add your own volume, just create a volume file like those already
- existing and the appropriate chapter files. Unfortunately it's
- uncertain how to get your new volume to show up on the pull-down menu
- from the main screen, but vol\chapter references in tech.dat work
- fine.
-
-
- C. STRUCTURES
-
- Strbuild.dat is the key file dealing with structures. It lists the
- name of a structure. If you number these sequentially, you'll get the
- structure's id#.
-
- water = a flag indicating if the structure can be built on water.
-
- land = a flag indicating if the structure can be built on land.
-
- road = a flag that indicates whether a structure includes a road (?).
-
- barren = a flag that indicates if a structure can be built on a barren
- world.
-
- neutral = a flag that perhaps indicates whether a particular structure
- retains it's neutral color even if occupied (e.g. a "fertile" space).
-
- build = a flag that indicates if a structure can be constructed.
-
- Tom notes, "The build flag is kind of neat. If you set a non
- buildable flag to 1 it will show up on the build list (Arborium will
- get pushed down on top of the road button in the lower left corner).
- This is kind of cool as you can build agoras, ruins, etc.,
- unfortunately these are seeded during setup with goodies so you don't
- get anything."
-
- area = the area around a structure that is used for production. This
- can be changed, but remember that each one point increase increases
- the no-build radius by two. Existing overlaps when this value is
- changed seem to cause no problems. If you want to increase production
- though, Tom recommends increasing yields in the harvesting city's .dat
- file. Another intriguing possibility is adding an area to all the
- other cities. This negates the "megacity" strategy of surrounding
- your palace with layer after layer of cities. If you do this, be sure
- to increase the width of your shield accordingly (this is a variable
- in efs.ini).
-
- Crd/Trn = number of credits the structure costs to operate. Using
- this you can assign cities a maintenance cost. Also if you put in
- negative numbers, a city will generate income. Oddly enough, while
- Labs cost 500 to run, the value doesn't show up here. This is
- probably because the code that charges the 500 also turns the lab off
- if it isn't paid. This can't, however, be done from within this
- field: you just get the normal low cash warning. By the way, if you
- don't think labs should cost 500 just set this field to -500 for labs.
-
- Credits = possibly a one time credit cost. It doesn't work, however.
-
- Turns2Bld = possibly meant to be the number of turns to build a
- structure. This also doesn't work
-
- Tech = prerequisite technology. Note that unlike units and techs,
- only one tech prerequisite is allowed. This is straightforward; just
- put in the tech code you want. Techs are arranged sequentially in
- tech.dat with "Nothing" counting as 0.
-
- Value = probably used by the seeding algorithm that sets up the
- initial game. All the values are 100 except "unknown" which is the
- generic city icon you see for unspotted cities.
-
- Tom notes, "I don't believe it's possible to add new structures
- because of several key things that aren't listed on this chart. In
- particular there's no link to the art (probably stored in the
- struct#.bin files in the bin directory), no way to set if a structure
- "pops" when entered, or whether a city produces, harvests, or does
- neither. This leads me to believe that the order of structures is
- fairly hardwired."
-
-
- D. PRODUCTION
-
- Prod.dat holds the core of the economics system. It is a set of
- records indicating by city what and how much of one resource generates
- another resource.
-
- What you can change: the types and the amounts of both input and
- output resources and whether a particular resource is needed at all.
- All these changes will show up correctly on the build screen and
- production reports.
-
- What you can't change: you can't have more then one output and you
- can't add new records (e.g. making your palace produce monopols).
-
- Farm.dat, arborium.dat, mine.dat and well.dat contain the production
- values by terrain type and tile set for harvest cities. Each type of
- terrain can produce up to 3 different resources. Farm.dat has
- instructions on how to change these values. You can change the
- amounts and types of existing production.
-
- Tom's ubiquitous hacking disclaimer reads as follows: "ALWAYS back up
- your original .dat dir before making any changes. This info is from my
- own personal investigations and I am not affiliated with Holistic or
- Segasoft or anybody else. TRY AT YOUR OWN RISK!!!!"
-
-
- E. FIXING THE GUNSHIP BUG
-
- As of version 1.1, there is no way to build Gunships. There was
- apparently some confusion when the game mastered: the unit chart says
- that Powered Csteel Armor (tech #54) should allow Gunships. But the
- unit.dat entry links to Gunship to Ceramsteel Armor (tech #38), which
- has been "remmed" out of the tech.dat file. Therefore, to reinstate
- Gunships, simply change the "Req'd Tech" field in unit.dat from "38"
- to "54".
-
-
- XI. BUGS
-
- Below are a listing of bugs, some of which I haven't been able to
- personally corroborate(labeled "unconfirmed"), some of which Holistic
- claims are fixed in the next patch (v1.2), and some of which Holistic
- says they may address in a later patch (v1.3).
-
- * An AI House won't declare himself Emperor after holding the Regency
- for the time required. Holistic's playful, but rather alarming reply
- to this was: "If you are losing that bad, why are you still playing
- anyway?"
-
- * On some machines, an intolerable slowdown starts to kick in after
- 5020 or so. Holistic says it is addressed somewhat in v1.2, but they
- will continue to look into it in v1.3.
-
- * Singularities and other resources can mysteriously start
- hyper-producing. This may be connected to certain House traits.
- Holistic claims it will be fixed in v1.2.
-
- * Even though an Agora's resources have been depleted, you can still
- buy goods from the Merchant League from within the "build units"
- screen. Holistic claims it will be fixed in v1.2.
-
- * Sometimes units can be built without having the necessary resources
- and sometimes the resource cost isn't deducted from your stores.
- Holistic claims it will be fixed in v1.2.
-
- * Removing technologies from the maintenance queue can cause odd
- problems, including negative research numbers. Holistic says they
- haven't seen this one. If anyone has a saved game with this, please
- forward it to them.
-
- * Assigning techs from multiple labs that have completed research on
- the same turn can cause odd problems, such as some labs researching
- "Nothing" instead of the assigned tech. Holistic says of this bug,
- "There are some display glitches but nothing that affects game play to
- [our] knowledge."
-
- * Naval units cannot be disbanded.
-
- * No score is tallied at the end of the games (unconfirmed). This may
- be addressed in v1.3.
-
- * AI houses, Rebels, and the Symbiots have been known to declare war
- on themselves. Holistic claims this has no effect on gameplay, but
- may be addressed in v1.3.
-
- * Resources can be shuffled around without moving cargo pods by
- instructing a city to build something and then canceling it. No
- matter where on the planet the required resources were located, they
- will be deposited in cargo pods in the city that received the build
- orders. Holistic says they don't have a good idea how to fix this
- without disabling the cancel build feature.
-
- * If you enter a Ruin with Ministry units and discover "lost" units,
- the Ministry units convert to House units (unconfirmed). Holistic
- says this is legit.
-
- * Ministry engineers produce House cities. Holistic says this is
- legit.
-
- * Spies in a stack allow the entire stack to attack on Byzantium II.
- Holistic claims it will be fixed in v1.2.
-
- * The Regent can switch Ministry assignments mid-turn, taking
- advantage of all three Ministries in one turn if he so desires.
- Holistic claims it will be fixed in v1.2.
-
- * The Church suffers from traffic jams by having 20 ships parked in
- orbit over Holy Terra. This prevents Inquisitors from being ferried
- to offending labs. Holistic claims it will be fixed in v1.2.
-
- * The computer players do not change their planets' Sect. Holistic
- says, "No fix planned as yet. We would like to add more features
- there, but haven't come up with anything that doesn't disrupt the game
- yet."
-
- * Even after changing the Sect of a planet, newly produced units are
- always Orthodox. Holistic claims it will be fixed in v1.2.
-
- * There is no way to build Gunships. See HACKING: FIXING THE GUNSHIP
- BUG. Holistic claims it will be fixed in v1.2.
-
- * The Church Diplomacy screen always registers hearts for each Sect's
- standing with each House. Holistic says, "This is correct. The art
- is mostly meaningless."
-
- * Landing Assault Landers brings up a warning that the ship will be
- damaged.
-
- * If you select "None" in the unit build queue and then at the yes/no
- dialogue box press "No", it asks you yes/no a second time.
-
- * With the insanity trait, loss of production extends to singularities
- such that no singularities can be made (unconfirmed). Holistic says
- this will be addressed in v1.3.
-
- * Someone reported being able to disband a newly captured unit
- multiple times while in the stack info screen. The unit finally
- disappeared when he exited the screen, but the resources from the
- multiple disbandings remained (unconfirmed). Holistic says they
- haven't seen this one. If anyone has a saved game with this, please
- forward it to them.
-
- * Required units (e.g. an officer is needed to build a spy) aren't
- required when you auto-buy resources from the League. Holistic says
- this will be addressed in v1.3.
-
-
- XII. WISH LIST
-
- Note that I haven't just thrown in willy nilly every suggestion I've
- received on the wish list. I've only included upgrades and changes
- that seem reasonable and fairly simple. I've gotten slews of
- suggestions that I didn't include for various reasons (e.g. ideas
- contrary to the spirit of the game, complicated interface changes,
- minute changes to unit data or the resource chain, etc). Currently,
- Holistic is aware of all the suggestions below and those that aren't
- listed as being included in v1.2 are under consideration for v1.3.
-
- * There should be overview screens of what units are being produced
- where for better unit management. Holistic has included a City
- Production screen in v1.2.
-
- * Cities should have a "continue to build" option or an auto-queue.
- Holistic says that the previous unit built remains highlighted in
- v1.2.
-
- * The interface for Bombardment (repeat attacks require excessive
- scrolling and clicking), Landing (we know that some ships will take
- damage), Unloading (an "unload all" button would be convenient), and
- Building Units (confirmation for selected unit to be built is
- unnecessary) should be streamlined.
-
- * Some record of promises made to other Houses (specifically in terms
- of votes and Ministries offered/promised).
-
- * Passwords should be added for PBEM turns. Some sort of insurance
- that players aren't using hacked .dat files would also be nice.
-
- * There should be an option to toggle cities on and off for better
- control of production, particularly cities that suck up mid-level
- resources like Electronics that might be needed elsewhere.
-
- * There should be a better breakdown of the budget (i.e. unit
- maintenance, lab maintenance, taxes/planet).
-
- * Being at war with the Church should inflict a loss of planet
- loyalty, equal to or greater than the penalty for being
- excommunicated.
-
- * There should be a way to access the research screen when you get an
- offer for a tech trade. Also, the tech screen should be more
- convenient to reach (as it is, you have to hunt down a lab).
-
-
- Thanks to Ken Lightner and Andrew Greenberg for providing answers to
- almost *all* of the above questions. They've exhibited the patience
- of Job as I've pestered them and flooded their inboxes with questions.
- Special thanks to Tom Henderson for letting me include his excellent
- posts on hacking the .dat files. And certainly thanks to all of you
- fellow c.s.i.p.g.s'ers.
-
- Disclaimer: I am in no way affiliated with Holistic. I cannot be held
- responsible for any injuries sustained due to reading this FAQ or
- excessive time spent playing EFS. If your monitor blows up and blinds
- you, sue someone with more money than me.
-
- Please send any comments, corrections, and additions to
- kagass@primenet.com.
-
-
-
- *** ***
- *** No .sig for me, thank you. ***
- *** ***
-
-
- The Spoiler Centre
-