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- --------------------------------------------------
- BATTLECRUISER:3000AD PATCH UPDATE
- --------------------------------------------------
-
-
- ************************* NOTE ****************************
-
- 1. THE US AND UK BASE PATCHES ARE DIFFERENT. BE SURE TO GET
- THE VERSION OF THE PATCH THAT WAS WRITTEN FOR THE PRODUCT
- YOU OWN. ONCE YOU HAVE APPLIED THE BASE VERSION, ALL
- INCREMENTAL VERSIONS ARE FOR BOTH US AND UK PRODUCTS.
-
- 2. UNTIL THE DEVELOPMENT OF BC3K IS COMPLETED, ALL PATCHES
- WILL DELETE PLAYER RELATED PROFILES. SAVED GAMES ARE NOT
- BACKWARD COMPATIBLE EITHER.
-
- 3. PATCHES WILL ONLY WORK WITH FULL OR PARTIAL INSTALL
-
- 4. AFTER DOING A FULL INSTALL, YOU CAN SAVE ABOUT 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 SLOW DEPENDING
- ON THE SPEED OF YOUR CD-ROM BUT HARDLY NOTICEABLE.
-
- 5. REGARDLESS OF THE PATCH OPTION, THE CD-ROM MUST BE IN
- THE DRIVE AT ALL TIMES DURING OPERATION OF THE GAME.
-
- ***********************************************************
-
- THIS PATCH WILL UPDATE THE FOLLOWING VERSIONS OF BC3K
-
- v1.00 (US retail) - 10/01/96 (FULL or MEDIUM install)
- v1.00 (UK retail) - 03/07/97 (FULL or PARTIAL install)
-
- LIST OF CURRENT BATTLECRUISER:3000AD PATCHES/FILES
-
- [INCREMENTAL PATCHES]
-
- BC3KUSD6.ZIP -> BC3K v1.00 to v1.01D6 (US VERSION)
- BC3KUKD6.ZIP -> BC3K v1.00 to v1.01D6 (UK VERSION)
-
- BC3KD6A.ZIP -> BC3K v1.01D6 to v1.01D6A
- BC3KD7.ZIP -> BC3K v1.01D6A to v1.01D7
- BC3KD7A.ZIP -> BC3K v1.01D7 to v1.01D7A
- BC3KD7B.ZIP -> BC3K v1.01D7A to v1.01D7B
- BC3KD7C.ZIP -> BC3K v1.01D7B to v1.01D7C
-
- [FULL PATCH]
-
- BC3KUSD7.ZIP - BC3K v1.00 to v1.01D7C (US VERSION)
- BC3KUKD7.ZIP - BC3K v1.00 to v1.01D7C (UK VERSION)
-
- *****************************************************************
-
- [INSTRUCTIONS]
-
- 1. Do a NEW install of the game and leave the cd-rom in the drive
- * If install does not work, use the text version by typing
- INSTALL t
- * If you have a problem installing under WIN95, try the text
- version or boot up in MS-DOS mode
-
- 2. Apply the patch by unzipping it into the BC3K directory and
- running the included batch file.
-
- 3. Once the install is finished, you will be required to set up
- your sound card. Do so and be sure to test it. If your sound
- card does not work in the SETUP program, it won't work in BC3K.
- Later, you can change your sound card again by running SETUP.
-
- 4. If you are applying the FULL patch, type UPDATEUS x or UPDATEUK x
- depending on the version of the D6 patch that you have.
- Substitute x for your cd-rom letter. Do NOT include the colon.
- The patch will copy some files from the cd-rom to your hard drive.
- Once it's finished, you can delete the files in the ANIM directory
- to save 64MB disk space.
-
- 5. If you downloaded any other incremental patch, you can now unzip it
- into your BC3K directory and overwrite any existing files if
- prompted. Apply the patch by running the batch file provided.
-
- 6. You can now run the game by changing to the BC3K install
- directory and typing BC3000AD.
-
- * If the game refuses to start, please refer to the BC3KHELP.TXT
- file included in the patch. The most likely culprits are
- your sound and video cards. Sometimes, lack of disk space for
- a FULL install may also play a part in mishaps. If you are low
- on disk space, delete the files in the ANIM directory BEFORE
- applying the patch.
-
- * Be sure to print out the BCKEYS.TXT for updated key commands.
- The KEYBOARD.DOC file in the BC3KNDX.ZIP file is identical.
-
- 7. The manuals are contained in BC3KMAN.ZIP and BC3KNDX.ZIP. You
- will need Acrobat v3.01 (www.adobe.com) to read them. Create
- a DOCS subdirectory from your BC3K install directory, ie
- md C:\BC3K\DOCS and unzip all the files in there. You can then
- load them from within Acrobat.
-
- *****************************************************************
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.0 PATCH
- 09/11/97
- -------------------------------------------------------------------------------
-
- 001 Support for 70 video card chipsets. Use bc3000ad /v? command to see options
-
- 002 Probes can now be detached causing them to be destroyed and a slot made
- available for a replacement. Select the desired probe and send it the
- 'DETACH' command.
-
- 003 Multi-Lingual support. This is NOT included in this patch and can only
- be obtained from the publisher. Supported languages are French, German,
- Italian & Spanish.
-
- 004 Extensive speed optimizations and improvements in all renderers
-
- 005 The planetary object is now rendered using triangles and supports high
- res or high definition textures. In order to keep the patch file down, only
- the Sol system has high res map support. You can download high-res map
- support file (BC3KMAPS.ZIP) when it becomes available. This will provide
- high-res map support for all planets and removes the cloud cover from
- planets which do not require them.
-
- 006 Since all the rendering modes are now perspective correct, the CTRL+t
- command is now obsolete. These have also been removed from CONFIG
-
- 007 Rendering options have been revised in CONFIG. Refer to manual for
- an explanation of the new options. The patch file will delete this file
- and allow BC3K to create a new one on startup. Go to CONFIG and change
- your settings as desired.
-
- 008 Complete manual in Adobe Acrobat format now available. The BC3KMAN.PDF file
- requires the Acrobat 3.0 reader available at www.adobe.com. Once you install
- Acrobat, you can load this file and view or print it.
-
- 009 Cloud layers implemented with view fogging at cloud layer. Further
- optimization is required to reduce speed drop when banking at certain angles
-
- 010 You can now turn shadowing on/off for the planet's external view
-
- 011 Revised ship cloaking effect. It is now transparent. Try it against the
- backdrop of a planet or from any turret view.
-
- 012 Implemented lens flare effect complete with solar white-out. Watch for
- spectacular effects during flybys, view controls and in tacOPS view modes.
-
- 013 The planet surfaces are now segmented into friendly, neutral and hostile
- regions based on alien nation and castes.
-
- 014 Keyboard commands modified. Please refer to new BCKEYS.TXT or Appendix A
- of the manual for new commands.
-
- 015 Intruders will no longer beam onto the ship if it is FULLY cloaked
-
- 016 Revised object explosions. Still needs some synchronization
-
- 017 Revised jump gate object
-
- 018 Tilt control added to external views and tacOPS, tilt adjusted by INS
- and DEL on the numeric keypad.
-
- 019 External F8 & F10 view keys now toggle between LOCKED/FLOATING camera modes
-
- 020 As of v1.01D.0, save game files are now backward compatible
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.1 PATCH
- 09/13/97
- -------------------------------------------------------------------------------
-
- 021 Disabled ships (grey) will no longer be able to hyperjump
-
- 022 Fixed COMMLINK access bug introduced in multi-language support
-
- 023 Fixed Radar Mask text error introduced in multi-language support
-
- 024 Interceptor shields now set to max at XC launch
-
- 025 Problem with ai ships being unable to jump
-
- D.2 [9.14.97]
-
- 026 Fixed HUD weapon selection corruption
-
- 027 Fixed GPF in Tactical weapons view
-
- 028 Removed all OTS weapons from BC default startup weapons list
-
- D.3 [9.16.97]
-
- 022 Xtreme Carnage scripts updated to be more streamlined and better structured
- like the ACM ones
-
- 023 Experience points are now used to keep score in Xtreme Carnage. You can gain
- and lose experience points based on the destroyed target. Now compete
- against your friends for who has the highest level score.
-
- 024 Xtreme Carnage level info is now displayed in the CVD. Like ACM, is shows
- the start, completion and down time for each level. (Pending: Need to
- remove ACM STATUS heading in translation)
-
- 025 Xtreme Carnage now has a bonus Level 11 which runs free form with active
- active threat auto-generation for a period of 24 hrs before shutting down.
-
- 026 XC now has high-res map support. Also changes names of two planets.
-
- 027 Split Neptune space region into three parts
-
- 028 Fixed tacOPS surface mode probe menu mis-alignment
-
- 029 Fixed tacOPS 'zoom back/rtb' menu bug
-
- 030 Fixed tacOPS shuttle tow menu (feature itself does not work yet)
-
- 031 If a player ship is towing another and it docks with the BC, the towed
- object is updated so that it no longer thinks it is towed.
-
- 032 FATAL system now maintains LOCK on a target if the target leaves HUD FOV
- (Bug: leaves "sticky mtds" on display in some situations though). This
- means that once you achieve a LOCK on the target, FATAL will now launch a
- missile when it comes within range. You no longer have to orient the ship
- in order to maintain lock, FATAL does this automatically as part of it
- FAst Target Acquisition and Lock technology. (Pending: Need to suppress
- weapons list so that only STS missiles are displayed).
-
- 033 Corrected lens flare annulus shape
-
- 034 Synchronized explosions with differential time release playback. You've GOT
- to see this to believe what I've gone and done. After redoing explosions for
- over 200 objects, you'd _better_ like it.
-
- 035 Fixed problem with Saturn map disappearing.
-
- 036 View updates (some may be removed and moved into Battlecruiser Commander.
- These ONLY work in debug mode)
-
- The engine supports the following types of views:
-
- TACOPS : (various)
-
- INTERNAL: FRONT WITH COCKPIT
- FRONT CLEAN
- REAR
- LEFT
- RIGHT
- TURRET
-
- EXTERNAL: SEARCHING
- LOCKED
- FLOATING
- TRACKING
- SPECTATOR
- TWIN OBJECT
-
- Explanation of the EXTERNAL views:
-
- SEARCHING This mode is used when switching from one subject to another
- (modified) the camera shifts location smoothly between objects. It is not
- selectable or controllable by the user.
-
- LOCKED This view fixes the camera with respect to the object. The user
- (old) can control the position (pitching/yawing/distance). The camera
- always points towards the object. The view of the object is
- not effected by orientation of that object. Toggled with
- FLOATING using F8.
-
- FLOATING This is similar to LOCKED except that the camera is always
- (modified) "upright" so that if the ship rolls, this is visible
- from the camera view. The user can control the position of the
- camera distance and yaw. "pitch" now effects the cameras
- elevation wrt the object and is not effected by object
- orientation. The camera always points towards the object.
- Toggled with LOCKED using F8.
-
- TRACKING This is used for flybys. The camera tracks the object, but it
- (old) does not move with the object. The user has no control over
- the camera, and the camera is always upright.
-
- SPECTATOR This view also has a fixed camera position. but the user
- (new) can control the direction the camera looks in and zoom in/out.
- It is similar to the basic tacops view.
-
- TACTICAL/ The most flexible of the external views. Two objects are
- INVERSE - used, object1 and object2. This view constantly tracks
- TACTICAL both objects so that irrespective of their orientation and
- (new) position, they are always in the centre of the display.
- Object1 appears closer than object2 (and may obscure it),
- the user can change the only distance of the camera to
- object1. The camera is always upright. This is similar to
- a "padlock" view, except it is external to the object.
-
- TACTICAL views are selected when you cycle through the views
- with repeated use of the F8 and F10 keys. The sequence is:
-
- LOCKED
- TACTICAL
- FLOATING
- INVERSE TACTICAL
-
- This sequence is designed so that double presses of F8/F10
- toggle you easily between the two tactical modes in the heat of
- battle.
-
- When F8 is used, TACTICAL views relate to the players ship and
- it's CVD target. When F10 key is used, the tactical views
- relate to the players ship, it's CVD target and *that targets*
- target. The latter allows you to observe another ship and see
- how it behaves wrt it's objective irrespective of yourself.
-
- "Target" here refers to the flight objective of an object. Eg:
- an escort ship might switch flight objectives between a threat
- and leader.
-
- Note that if any object is assigned to a TACTICAL view and there
- is no object target, the view reverts to a LOCKED view, the
- TACTICAL view will be automatically re-establised when the
- object selects a target. Orbiting structures (such as stations
- and ODS) do not select targets. They may select multiple targets
- for turrets but that doesn't count as a "target" in this sense.
-
- Use arrow keys to shift the closer object away from the screen
- center. HOME/END/PGUP/PGDN move the viewpoint away from the
- object per usual. Numeric keypad 5 resets the view. The default
- setup has the closer ship 1/4 of the way up from the bottom of
- the screen.
-
- Example:
-
- 1. Run game with /d1 /q to disable autogeneration
- 2. Start new game (Free flight) and launch BC
- 3. Use Tactical to assign an FE to SC1
- 4. Press a to turn off BC auto-pilot
- 5. Press 0 to disengage engine and halt the BC
- 6. SHIFT-P to Enter Perscan wait for the FE to enter the shuttle
- 5. Press ESC to return to the bridge
- 6. Launch SC-1 with ALT-F5
- 7. Switch to SC-1 with ALT-F5
- 8. Press . three times to target the BC from the shuttle
- 9. Press f to assign the BC as the FP target for the shuttle
- 10.Press a to engage autopilot shuttle will now fly a
- pattern around the BC
- 11.Press F1 to remove cockpit and external view diagnostics
- 12.Press F8 twice to select external TACTICAL view
-
- Sit back and watch, after a few passes you'll see what the view
- is doing.
-
- Note: the SC is better for this demonstration than the IC, IC
- flight dynamics are too crisp, it accelerates too rapidly to
- clearly see what's happeming, and it may illustrate certain
- weaknesses in it's flight model.
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.4 PATCH
- 09/21/97
- -------------------------------------------------------------------------------
-
- 037 In XC, the ACM status has now been corrected to read, LEVEL. Other ACM
- specific info removed.
-
- 038 The target filter in the IC pilot CVD has been reformatted. It was also
- removed from the co-pilot's RSA system
-
- 039 Fixed a bug which caused the laser animation to remain active even after
- the fragmentation animation was played.
-
- 040 EPs now awarded for destroying ground objects
-
- 041 Synchronized explosions completed for all objects
-
- 042 Fixed a bug in XC which caused the game to crash when IC was destroyed
-
- 043 Fixed a script bug in XC which caused script events to fall through
-
- 044 In XC the COMMLINK will now be displayed when a new level is activated
-
- 045 FATAL has been revised as follows:
-
- - Uses only Vagrant and Ralix missiles. If you don't have these in the
- weapons bay, then you will not see any in the weapons selection list
- - Only cruisers and carriers can carry these two missile types though
- you can arm your interceptors with them. If you see one of these
- missiles headed your way, it's curtains.
- - These two missiles are expensive, huge and very, very deadly. Check
- the updated WEAPONS.DOC or TRADECOM for info.
- - When you designate a FATAL target with d, you no longer have to
- get a valid lock in the MTD. FATAL will maintain it's internal memory
- lock and fire the missile once the target comes within it's parameters
- ie lock time and range.
- - You can designate any number of missiles to a target
- - You CANNOT manually launch missiles that have been assigned to FATAL.
- You will have to cancel the target which causes FATAL to make the
- previously assigned missiles available to the weapons launch system.
- - Once the target is designated, you can pretty much forget about it
- and let FATAL do it's job. This is keeping with the functionality of
- the PTA system which controls the turrets in a similar fashion
-
- 046 TACTICAL/INVERSE-TACTICAL views revised. See # 036 above.
-
- 047 You can now cycle targets in external views using the . and , keys
-
- 048 Been playing around with the music - again -. It seems to work ok but still
- has some quirks: When current song is finished, it won't restart. You have
- to go into CONFIG and turn MUSIC on/off again. Also, it should play a new
- song each time you jump. This seems to work. Sometimes, the game will hang
- when launching on jumping. If this happens with music ON, it means it
- crashed when trying to load a new song. If this happens often, go into
- CONFIG and turn music OFF.
-
- To have music, you must run SETUP.EXE from DOS and activate your MIDI
- device. Test it to make sure your sound card works!
-
- 049 Implemented a new 'hit' soundfx. This will be played when you or target
- are hit by laser. It's not perfect yet but it'll do for now. This sound is
- only played when you hit a target with shields. Once the shields are
- breached, you should hear a different sound. Remember, the sound environment
- is distance cued (even for cameras) therefore the playback volume is
- dependent on your distance to the target.
-
- rtPatch refused to build a patch for BC3LIB5A.RES (28MB) after several
- hours, so I modified the code to use the HIT1.WAV file from the current
- directory. Since I have no way around this problem, it will remain this way
- for all patches distributed on-line.
-
- 050 Changed the soundfx that was used when a target was destroyed or hit after
- a shield breach. The sound file was already in the resource file, I just
- changed it. This one is more sublte and not as raspy as the one that is
- being used in prior versions.
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.5 PATCH
- 09/24/97
- -------------------------------------------------------------------------------
-
- 051 Fixed a bug which caused a crash in the INVERSE-TACTICAL view
-
- 052 Fixed incorrect damage factor for Vagrant missile in Tactical
-
- 053 Fixed Roster STATS 'experience point' misalignment
-
- 054 The ATV was incorrectly configured with shields (manual has been updated)
-
- 055 Fixed a problem in the animation renderer which caused a random GPF crash
- when animations such as explosions, jump anomaly etc were played
- * reproducing this and fixing it was a beauty
-
- 056 Pressing SHIFT+t in debug mode will no longer declutter the TTD as well
-
- 057 Fixed ATV menu misalignment
-
- 058 Tractoring an object multiple times is no longer allowed. If you try to
- tractor an object that's already tractored, you will get a red flash X
-
- 059 Docking with the BC with one of your ships in tow, will leave the towed
- ship behind. To tow the second ship, use the BC tractor beam. You will then
- be prompted to bring the ship in if you wish.
-
- 060 Changed XC weapons rearm to include space missiles only
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.6 PATCH
- 10/10/97
- -------------------------------------------------------------------------------
-
- 061 Fixed problem with co-pilot Systems Status Display
-
- 062 Fixed SAVE/RESTORE bug (again)
-
- 063 The v key will now view the current object in any mode
-
- 064 Explosions are now time based to make them less frame rate dependent
-
- 065 In debug mode, the A/B and R/R were excessively powerful. They are
- now only this powerful if the current CVD target is a planet or moon.
-
- 066 ***WORK IN PROGRESS***
-
- Implemented new momentum based collision detect for ships, lasers, missiles
- You can now creep up on a large target without fear of the old Take 2
- implemented collision detect, prematurely bouncing you away from the object.
-
- Notes:
-
- - Lasers pass through lasers
-
- - Missiles can be hit by missiles and by lasers (both blow up immediately
- but see blast notes)
-
- - Ships can collide with ships (both effected by momentum of collision,
- recovery is slow). Collision damage is applied to both.
-
- - Ships can be hit by missiles (ship momentum effected by blast, recovery
- is slow). collision and blast damage is applied to ship.
-
- - Ships can be hit by lasers (ship is destabalised (stunned) by hits if
- shields are down).
-
- - If the players ship collides with an object a collision sound is played.
-
- - Collisions result in spin applied to objects.
-
- 067 Final version of revised Xtreme Carnage
-
- 068 **WORK IN PROGRESS**
-
- Proximity explosions has been implemented. When an object explodes, it
- produces a shockwave which can damage any objects within it. The object
- disintegrates in 3D polygonal objects which are dynamically textured using
- the object's texture maps. These fragments will will fly at random speeds
- and random spin. Shockwave blasts from exploding objects will damage nearby
- objects and cause a chain reaction if any object that's hit, also explodes.
- Missiles and laser are unaffected by shockwave blasts. [currently, the 3D
- fragments are not created]
-
- 069 Removed obsolete GALCOM database
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.6A PATCH
- 10/14/97
- -------------------------------------------------------------------------------
-
- 070 Soundfx changes:
-
- - If your ship gets hit when your shields are down and you take damage, a
- different sound is now played (GETHIT1.WAV)
-
- - If you hit a ship with it's armor breached, a sound is played (HIT1.WAV)
-
- - You will now hear shots from hostile ships firing at you and within range
-
- - You will now here turrets soundfx when ships/stations with turrets fire.
- This does NOT apply to your own ship!
-
- - The collision sound (CLUNK.WAV) is only played when two ships collide
- and you are one of them
-
- Note: A shield animation is being implemented. This will play an animation
- for up to 5 areas on the ship that are hit. It will be precise using
- the advanced collision detect routines so that if you hit a ship on
- the left side, up to 5 animations on that side will be played. This
- requires new pointers in the object file. This will invalidate ALL
- previous saved games.
-
- 071 Powerful missiles no longer cause incorrect damage values to ship systems
-
- 072 You can now test the FRENCH.LNG, GERMAN.LNG and SPANISH.LNG by putting them
- in the current directory (NO need to delete ENGLISH.LNG) and using the
- debug command to enable it, ie /l? parameter. ?=1-5 for the language used.
-
- !You CANNOT change languages mid-stream, ie start with English and then
- change to German but use the English game that was in progress.
-
- Note: Only the game kernel text is translated in this file. I cannot send
- out the scripting and frontend text (menus already translated) to
- translate until the project is FINISHED. This will be added to the
- end of the .LNG file once no more text changes are required
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.7 PATCH
- 10/27/97
- -------------------------------------------------------------------------------
-
- 073 Soundfx changes:
-
- - A sound is played if your shields are hit.
- - ATV now has it's own engine sound. Thanks Pandora!
-
- - Fixed a bug which would cause the game to crash when it tried to play
- a new MIDI song at launch or when the ship jumped to a new region.
- - MIDI volume levels can be increased by pressing CTRL-SHIFT-.
- - MIDI volume levels can be reduced by pressing CTRL-SHIFT-,
-
- * Quite recently, a bug was discovered which prevented the system from
- playing a song when the current one was finished playing. This is no
- longer a bug in the system but a problem in the file format. The original
- songs were composed in MIDI format and converted to the SOS .HMI format
- for playback by the Take 2 musician. Since I don't have the original MIDI
- files, we can't fix them. There is no utility to convert from HMI format
- back to MIDI, so that won't work either. I am still figuring out how to
- solve this problem.
-
- * In lieu of the above, you can now have your own MIDI music. Locate your
- own MIDI files and use the MIDI2HMI utility available at the web site,
- to convert them to the SOS .HMI format. Typing the name of the program
- will reveal the options though you don't need to use any of them. Once
- you've converted the files, you can use the WIN95 utility in the
- MIDIPLAY.ZIP file, to play and test them. If they play correctly, then
- they will play fine in BC3K.
-
- The files must be named RUNTIMEx.HMI where x can be from 1-9. Once you've
- converted and named the files, copy them to your BC3K directory. The
- game will then use them instead of the onces in the BC3LIB6.RES file. To
- revert to the originals, simply delete the .HMI files you created.
-
- 074 In game French, German, Spanish translation supported completed. BC3K will
- now load the appropriate image & sound resource file based on the installed
- language. This feature is NOT supported in patches and will only be
- available in the retail v2.0 for European markets. Some internal messages
- are not yet translated, nor are the scripts (last on the list)
-
- 075 The French and German soundfx are in BC3LIB5B.RES and BC3LIB5C.RES. The
- frontend images are in BC3LIB1B.RES and BC3LIB1C.RES. This is for testers
- only since only the retail v2.0 will have multi-lingual support. The patches
- will NOT have multi-lungual support. To use these files, simply download the
- above files and unzip them into your BC3K directory. Then use the /l?
- commandline to activate the desired language. Make sure that the FRENCH.LNG
- and GERMAN.LNG files are also present in the directory.
-
- 076 Objects in orbit will no longer try to flee if badly damaged
-
- 077 You can no longer tow an object that is in orbit
-
- 078 If one object tows another, collision detect is disabled between the two
-
- 079 Missiles can no longer be destroyed by lasers. Mines still can. Weapons
- launched from the same ship cannot collide with each other unless one is a
- mine and the other is a missile.
-
- 080 A cargo pod can no longer be collected if it is blowing up. This used to
- cause a GPF if a shuttle was en-route to collect it.
-
- 081 AI ships will no longer dock or rtb with a target that is blowing up
-
- 082 Scripting changes:
-
- - Fleeing objects now fire the NOEXIST event and clear the EXIST flag when
- they disappear.
-
- 083 Xtreme Carnage changes:
-
- At the end of every level when XC_INIT is called...
-
- - all values are re-initialised
- - shield/engine/laser/afterburner/reactor are reset to 100% efficiency
- - IC armor/fuel are set to default values
- - IC fuel is set to default value
- - pilot/copilot FF & LF are set to 100%
- - display rolling/cramping anomalies (due to damage) are repaired
-
- 084 You no longer need to lower shields/weapons when docking. When you launch
- these values are what they were on docking.
-
- 085 The visual range of dynamic objects and lasers has been increased
-
- 086 Dynamic objects will stop maneuvering if they are exploding
-
- 087 Added fragmentation option to CONFIG
-
- Explosion fragments are now debris objects or lasers. Size/speed and spin
- of debris fragments is determined by size of object. All types cause damage
- if they impact a ship. Exact type is chosen at random.
-
- If an exploding object is textured, fragments use those textures.
- If the object is a missile, laser fragments only are used.
-
- 088 An object with a rebuild time will no longer vanish when destroyed. It will
- be visible (but not targetable), and will show varying degrees of gridwork
- depending on how much time remains before the rebuild timer expires causing
- the object to be completely visible and active once again.
-
- To test this, start in debug mode (/d1), target GHQ, switch to the F10
- external camera, adjust the view as necessary and destroy it with ALT+X
-
- In the interest of gameplay, max rebuild time is 8 hrs and min is 1 min.
- Starstations have the longest rebuild time of 8 hrs. Buildings vary. The
- max rebuild time will be reduced upon majority request.
-
- * Note: Rebuild will be implemented for carriers, cruisers and transports so
- that the carcass will remain for a short period before being finally
- destroyed and removed a random time later. This means that after a huge
- skirmish, you could basically turn a space region into a ship graveyard.
-
- * At the moment collision detect is disabled for a destroyed object that
- is being rebuilt. Later, this will be enabled and special color bleep in
- the TACSCAN will be used to identify these type of objects.
-
- 089 CTRL-ALT-SHIFT-S attempts to restart the sound when you lose it under OS/2
-
- 090 The system will now check the active state for an interceptor before it
- broadcasts a message from the pilot to prevent sending messages though
- docked.
-
- 091 More work on collision detect/avoidance. ---work in progress--- and getting
- there. AI ships may behave strangely in this work in progress.
-
- 092 Probes in SCI-LINK mode will no longer report laser shots
-
- 093 The support ship menu is now available in the tacOPS computer
-
- 094 The support ship menu is now accessible from any ship, however, you will
- only be able to launch ships from the Battlecruiser. All other command
- work as normal.
-
- 095 The 3D object for personnel, ATV, drone will no longer be removed unless
- there was a successful transfer.
-
- 096 Restored the missing frame for the Navitron computer
-
- 097 Changes in CO-PILOT cockpit
-
- - cleaned up CVD ship integrity display
- - moved target filter from RSA to CVD
- - implemented HID, damage to HID can effect it's stability
- - revised RSA, these depend on IC computer integrity for stable display
- - The thrust keys will now work from this seat
-
- 098 ILD range is now 5km, in SVGA enemy missiles are diamonds, own missiles
- are squares.
-
- 099 Jump time now based on engine integrity, allowing the player to overtake a
- fleeing ship that is jumping and wait for it to arrive at it's exit anomaly.
- This means that you now have a greater chance of catching a damaged ship if
- it decides to flee. This probably won't affect ships that are in good
- condition. Requires further testing/tweaking.
-
- * Note: You CANNOT find an ai ship that has jumped from one region to
- another via sub-space. The system removes the ship from the system so that
- processing for it, does not reduce the game's speed. ACM scripted ships
- and those in XC or FF that are created to persist, are not affected. If
- these jump and they are designed to persist, you should be able to located
- them by jumping after them.
-
- 100 The 3D objects for a drone/ATV or personnel will no longer be removed if
- there is insufficient space in the ATV or shuttle.
-
- 101 The HUD color is reset to default when returning to space from a planet
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.7A PATCH
- 10/28/97
- -------------------------------------------------------------------------------
-
- 102 Fixed yet another problem in the MIDI which would cause a strange timing
- effect when at the Main Menu
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.7B PATCH
- 11/03/97
- -------------------------------------------------------------------------------
-
- 103 BCKEYS.TXT update
-
- - ALT+p now activates PERSCAN
- - ALT+l now launches the current probe
- - h now changes the HUD color
- - SHIFT+h now declutters the TTD
- - CTRL+SHIFT+. and CTRL+SHIFT+, MIDI volume controls added
-
- 104 BC EVACUATION CHANGES:
-
- - Fixed some bugs in the BC evacuation procedure
- - Increased the timer countdown to 2 minutes
- - You can use PERSCAN to see if personnel are making it to
- the support ships. The countdown WILL continue!
- - After a MANUAL or AUTO evac completes, any previously deployed ships
- or personnel remain where they are in the 3D world. Personnel on the
- BC are vectored to available ships. The status of these ships is set
- to EVACUATED and launched. Once the transition ends, the BC self-
- destructs and in some cases, the fore shell will eject though this will
- only happen if there are survivors that did not make it to the ships.
- If they survive, they too are transfered to the new BC. Sometimes if
- you evacuate and return to the region, you may see the eject BC shell.
- Once the evac transition ends, all evacuated personnel are transfered
- to the new BC and the ship states changed to readying as the personnel
- move to their stations. NO cargo is transfered during an AUTO evac.
- If you want to save your cargo you should use a MANUAL evac and
- transfer cargo to the shuttles and ATVs.
- - The BC fore shell is now eject during an evac or normal destruction.
- - GALCOM will NOT give you a brand, spanking new ship. The new ship will
- be slightly damaged to discourage you from scuttling their property.
- - If the alter-ego (you) dies in an evac, the game will end and you will
- be listed as killing in action.
- - You are only allowed to evac your BC up to three times before you are
- retired from active duty.
- - If you were under court-martial status when you evacuated, you will be
- sent to trial when you arrive at the starstation.
-
- 105 The Free Flight scenario has been changed so that the Earth region is free
- of AI entities for 30 mins. This can be used by new players in training and
- is based on the extensive walkthru I am in the process of writing.
-
- 106 Destroyed drones will no longer be listed as active.
-
- 107 Misc revisions:
-
- - Each person consumes 1 Nutripak per day (24 hrs)
- - 1 Medpak heals a person by 25%
- - Personnel go offstation if LF <= 90 || FF <= 10
- - Personnel go to Medibay if LF <= 15
- - Cloning will now take 1 hr
- - The mining drone will now take 4 hrs to fill to max capacity
-
- 108 Artifact revisions:
-
- - The Celestial Orb now updates LF of personnel faster. FF will not increase
- - The Celestial Orb will now increase personnel AI over time
- - JAC randomly repairs systems at the rate of 1 every 10 minutes
-
- 109 False alarms for item levels,ie nutripak, radine etc, no longer generated
-
- 110 Pilots in recovered ic evac pods will now leave once the pod docks
-
- 111 People will no longer automatically leave a shuttle when it docks. This
- allows you to launch/retrieve a shuttle without going through the hassles
- of sending personnel to it.
-
- 112 Fixed TACTICAL screen corruption if intruders make it to the Medibay.
- They will now be correctly listed.
-
- 113 Damaging player's ships with high impact weapons, ie Vagrant, will no
- longer cause screen corruptions and other anomalies.
-
- 114 Fixed screen corruption in sh->drone-unload feature
-
- 115 The required spare parts for a repair are now indicated in TRADCOM,
- prompting you to buy them while you're there.
-
- 116 Personnel can now make it to the ATV when sent there
-
- 117 You can now change the ATV assignment from the TACTICAL->CRAFTS->ATV screen
-
- 118 The ATV data is now consistent when accessed from the ATV screen or via
- the SHUTTLE screen in TACTICAL
-
- 119 You can now assign personnel to an ATV from the TACTICAL->CREW screen
-
- 120 The shuttle now has 50 units of shields and 125 units of armor. The ATV
- now has 50 units of shields and 500 units of armor. Note: The displays in
- these crafts have NOT yet been update to reflect these changes.
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE D.7C PATCH
- 11/05/97
- -------------------------------------------------------------------------------
-
- 121 MIDI music will now loop correctly
-
- 122 You will now lose 100,000 EPs if GHQ is destroyed even if Earth is not your
- patrol zone
-
- 123 Fixed a bug in Xtreme Carnage due to recent directory changes
-
-
- --------------------------------------------------------------------------------
- C5 Fix Pack #3
- 04/23/97
- --------------------------------------------------------------------------------
-
- 001 FINALLY fixed this bug which prevented you from leaving nullspace. To
- leave, target the fluxfield in the NID, press f to lock it to the Flight
- Path, then press f again to program it into the Flight Path Designator.
- Turn your weapons systems off or the FPD won't work. You can now either
- engage the a/p to do the jump, or do it yourself.
-
- 002 Fixed a problem introduced in Fix Pak #2 when fixing bug #013. This caused
- personnel to be 'stuck' at their locations.
-
- -------------------------------------------------------------------------------
- C5 Fix Pack #2
- 04/22/97
- -------------------------------------------------------------------------------
-
- 001 Fixed a mouse crash bug on the bridge
-
- 002 Fixed a problem with incorrect cargo pod space calculation which would
- cause the shuttle to report insufficient space on some pods.
-
- 003 Fixed a bug which caused interceptor 'defend all' command to only launch
- interceptor 2
-
- 004 Added the probe list to the NID menu for easy manipulation. Probes should
- now be easy to launch from the bridge.
-
- NOTE: If you link to a probe which then gets destroyed or reaches it's
- jump range (all probes can jump n times), it will be detached and
- self-destruct to avoid capture by the enemy. If this happens when
- you are linked to the probe using the tacLINK feature, you will get
- static in ALL systems which are getting data about the region the
- probe is in. This includes (a) bridge (b) TACSCAN and (c) tacOPS
- You can remove this by selecting another probe or cancelling tacLINK.
-
- For those of you who don't know how to. You can launch a probe to
- a space region and get data about that region though the ship is
- not in there.
-
- BRIDGE: Select a jump anomaly in the NID computer. Once launched,
- click again in the NID and select the launced probe. Then click on
- jump at and select a 'navigation' target, ie Mars. The target for
- the probe will change to the new region. Probe will start to
- broadcast at launch and will continue doing so from the new region.
- You can now actually select & view targets in that region by linking
- to the probe by selecting it again in the NID and selecting the
- tacLINK program. If the probe is going into a hostile region, you
- should program it for SILENT mode to avoid detection and ultimately
- destruction. In tacLINK mode, the TACSCAN will have a flashing dot
- indicating it's mode. The tacOPS computer will say tacLINK.
-
- TACOPS: Select the probe and launch it. Select it again and give it a
- jump anomaly. Once it jumps, put it in tacLINK mode.
-
- Experienced commanders use this method to spy in regions before
- actually going there. You can also move closer to the jump anomaly
- BEFORE launching the probe. Doing this will decrease the probe's
- travel time since you are closer to the selected anomaly.
-
- NOTE: A bug in the tacLINK model shows a problem where you can
- actually tow, dock and launch missiles at targets in the probe's
- region even though you're not there!
-
- 005 Launch platforms (stations) will now have supplies
- (weapons/personnel/ships) replenished every 30 minutes.
-
- 006 Drone menu in SC has been restructured. DEPLOY is only available
- if the drone is IN the ship. Target only lists drones that are
- deployed and EXTRACT only allows extraction of drones in the SAME
- region as the ship. The player MUST use the pull-right to select which
- drone to retrieve. Drone menu is ineffective in space. **NOTE** You can
- deploy/extract drones/ATVs at any altitude until the ground control
- model is fixed. You cannot deploy/extract personnel at this time.
-
- 007 Reduced the size of MAX so that you get a better view of the target.
-
- 008 Implemented new animations for carriers and cruisers.
-
- 009 The shuttle orders in tacOPS have been changed so there is a seperate
- retrieve action for each drone, ie RETRIEVE DRONE 1, RETRIEVE DRONE 2,
- RETRIEVE DRONE 3, and RETRIEVE DRONE 4.
-
- 010 The MOON region is now a little safer. The occasional threat will show
- up. Use them for target practice because they are no match for your BC.
-
- NOTE: Some transports ARE armed. If it's red, transport or not, shoot it!
-
- 011 When I did the demo for CGW, I had to disable the intro in order to
- keep the demo size down. I forgot to remove this restriction in C5.
- I've restored it. You can play the demo if you enable it in CONFIG.
-
- 012 [`] + [TAB] control "collective pitch" in VTOL flight configuration.
- If a throttle axis is available, it has more authority than
- [`] or [TAB]. For best effect with a throttle axis, use the throttle
- for center trim and use the keys to adjust vertical speed. Hold down
- the keys to build up vertical speed. When the keys are released the
- vertical speed will return gradually to zero. You can also use the
- numeric 5 key to auto-hover.
-
- NOTE: Ground vehicles or ships when in contact with the ground are
- currently using an unstable kinematics model. The ATV uses
- a turret control method (like the decoupled IOD) that has
- insufficient control authority to overcome slope/gravity effects,
- and there is no modelling of ground friction to damp these forces,
- so it's somewhat similar to skidding on ice. (It occurs to me that
- in an ice climate, this is what is wanted if the player attempts to
- drive the ATV too forcefully).
-
- 013 When an Interceptor pod is ejected, it will home in on the location of
- the Battlecruiser and automatically dock with it. A bug was discovered
- which caused the surviving pilots in the pod to not be moved to the medibay
- once the pod was auto-retrieved. This has been fixed.
-
- 014 Reduced the firing rate for turrets.
-
- -------------------------------------------------------------------------------
- C5 Fix Pack #1
- 04/17/97
- -------------------------------------------------------------------------------
-
- 001 Fixed a problem with collecting shuttles collecting cargo
-
- 002 Shuttles will now report if a cargo pod is empty or not
-
- 003 Updated the laser animations for ships
-
- 004 Upgraded the BC laser to Multi AXial, MAX type for increased firepower
-
- -------------------------------------------------------------------------------
- CHANGES IN RELEASE 5 C PATCH
- 04/17/97
- -------------------------------------------------------------------------------
-
- 001 Player will no longer be able to dock at hostile stations
-
- 002 Trading model bugs fixed and completed. Also includes inflation bug
-
- 003 The image of external comms party is now displayed in NID
-
- 004 Auto-arm for interceptors will now replace missing weapons from BC
- cargo bay if available.
-
- 005 'missile pods are empty' no longer repeated by Mother and TO when
- missile stores are depleted.
-
- 006 Replacing a destroyed shuttle will no longer cause a GPF.
- Note: Could not reproduce GPF condition for interceptor or ATV
-
- 007 FF, LF and AI modelling revised and overhauled. AI should now increase
- at a faster rate based on person's health (FF+LF). The FF of personnel
- off-station should no longer increase (caused by folks not leaving
- their posts to get food) as personnel will now go look for food when
- they are hungry thereby momentarily abandoning their post.
-
- 008 A GPF will no longer occur when an RTB order is given to a ship if the
- BC is in a different region.
-
- 009 You should now be able to leave NULLSPACE
-
- 010 A GPF should no longer occur when selecting CONTINUE from the main menu
-
- 011 Roster will no longer display the FF if player is in ACM mode
-
- 012 Save/Restore should no longer cause a GPF
-
- 013 The docking range has been increased to 25 clicks
-
- 014 A mouse can now be used to select a destination in Navitron.
- LEFT-CLICK to set destination, RIGHT-CLICK to clear current map
-
- 015 Payroll, promotions and EPs have been restored in FF mode
-
- 016 The background comms chatter on the bridge can now be turned OFF in CONFIG
-
- 017 Fixed a bug which would cause invalid objects to appear in cargo pods
-
- 018 SIGNIFICANT keyboard changes. Refer to BCKEYS.TXT
-
- 019 Some control updates:
-
- - To return to cockpit view after using hat B on combat sticks
- operate the same hat direction twice in succession.
-
- - Button 5&6 on supported joysticks are not yet implemented
-
- - Retros (TAB key) are no longer discontinuous near 0 speed
-
- - 0 key uses R/R or A/B as needed to halt a ship so long as
- it is held down. 0 has no effect while MFD modes that expect
- numeric input (such as the radar filter) are active.
-
- - Stick FWD/BACK in VTOL mode move the ship FWD/BACK. UP/DOWN in
- VTOL is controlled with the throttle (or ` and TAB although
- this is not yet implemented).
-
- - LEFT/RIGHT ARROW now control YAW
-
- - INS/DEL now control ROLL
-
- 020 Started work on new ACM event triggers so that players don't have
- to hang around once an ACM scenario is completed, i.e the next one can
- be triggered immediately without waiting for the current one to expire.
- This is work in progress so expect some strange anomalies in ACM mode.
- However, PLEASE report them!
-
- 021 The Navitron condition will now be updated when repaired at a station.
-
- 022 A manual in Word 7.0 and Adobe Acrobat format is now available and can be
- downloaded at the same site where this patch was acquired. Readers are
- available at the following sites. 3000AD will NOT provide tech support for
- these readers. An ascii version of the manual is also available but does
- not contain any graphics.
-
- Word - http://www.microsoft.com/word/Internet/Viewer/default.htm
- Adobe - http://www.adobe.com/prodindex/acrobat/readstep.html
-
- 023 Illegal items pricing bug fixed.
-
- 024 Docking at a GALCOM facility with illegal items will result in a violation
- being logged on your record. All illegal items will now be confiscated.
-
- 025 New Navitron graphics.
- - Courtesy of Cmdr. Aaron 'Taliesin' Leiby
-
- 026 Salaries are now 50% higher in ACM mode
-
- 027 The PTA target array has been increased allowing ships with turrets, as
- well as stations to track up to 24 targets at a time.
-
- 028 If a missile with video logic is launched, the CVD will now activate to
- display the missile's video feed. This was in but Take2 disabled it for
- some reason.
-
- 029 Missile camera mode can now be selected using ctrl+m
-
- 030 Support Unit Locator, SUL, in TACSCAN implemented. Players were complaining
- about losing their units on the planet surface. The SUL mode solves this
- problem. Once activated using normal TACSCAN mode switch keys, the radar
- filter will display color coded dots representing the player's units only.
- This works in space, air and ground modes. You can then select a unit and
- fly to it using the TTD. Color codes: BC (blue), IC (cyan), ATV (green),
- Drone (grey), Shuttle (yellow), Probe (white), Personnel (red). This filter
- is also operational in tacOPS so that you can track your units when
- observing the surface from orbit.
-
- 031 TTD declutter mode implemented. This allows you to select the type of TTD
- information that is displayed. Use shift+t to toggle. full (default),
- TTD box only, box+apha info, box+numeric info.
-
- 032 It now takes 1 hr for a mining drone to completely fill up after being
- deployed. Previously it was 24 hrs.
-
- 033 The current capacity of a deployed mining drone is now displayed in
- Tactical. You can now figure out whether to extract the drone or not.
-
- 034 Corrected bug in Xtreme Message 'death' message
-
- 035 Revised Xtreme Carnage to conform to new advanced ACM directives. The next
- level is now only executed when all the hostiles in the current level are
- cleared. Previously, it was time driven.
-
- 036 Various anomalies in Xtreme Carnage fixed. These include menu restrictions,
- docking & SOS requests, logistix, navitron, roster, miscon, and tacops
- etc. The only available computer system is COMMLINK.
-
- 037 Personnel Scan, PerSCAN computer implemented. Activated with shift+p, this
- computer lets you monitor the status, location and assignment of everyone
- on the BC, right from the bridge. No more guessing where people are. It
- runs in real time so you should see the stats change. Press any key to
- remove it. This mode is NOT available in low res.
-
- 038 There is now a greater chance of intruders boarding the BC if a hostile
- transport, cruiser or carrier is in the vicinity.
-
- 039 All TACOPS object menus now have a ZOOM BACK choice (which is the
- default). Selecting this option will revert the view to previous
- one (position/orientation/zoom factor). Zooming out fully will
- also reset orientation to the default.
-
- In general, zoom out (right click etc) reverts to the previous
- view. I am not sure if this is desirable 100% of the time, but it
- is a lot faster and more intuitive for wide area use. The only
- drawback seems to be that you can't use the mouse to back out by 2
- to widen the display view arc. To do this you have to use the
- HOME/END keys, which are actually far more precise than zoom by two.
- Of course, if you zoom in by 2 multiple times then zoom out will
- effectively zoom you out by 2. (The zoom is implemented with a
- stack).
-
- 040 IC bridge pullright now has explicit DEFEND BATTLECRUISER order
-
- 041 Launched interceptors should now go into SAD mode if launched without
- a waypoint or target.
-
- 042 You will now only have access to expanded Navigation option in tacOPS if
- you have the Hyperion Subspace Device artifact. Using this, you will be
- able to peek into regions your BC or one of your probes is NOT in.
-
- 043 Probe launch changed to ALT+p. This activates the CVD and NID if they are
- off. If the current NID mode is NOT Probe Relay System, PRS, ALT+p then
-
- (1) switches NID to probe view mode
- (2) switches CVD to target view mode
- (3) switches TACSCAN to space scan
- (3) sets NID as the current selected system
- (4) finds the first ready probe and makes that the current one.
-
- otherwise it launches the currently selected probe.
-
- 044 Ship launched *IN* NULLSPACE now inherit the launched platforms last
- charted region. This allows you to be able to leave NULLSPACE in an
- a ship that was launched from the BC while IN NULLSPACE.
-
- 045 Bridge ATV menus are functional and include SWITCH TO if the ATV is
- deployed.
-
- 046 ATV menu in SC has been restructured. DEPLOY is only available
- if the ATV is in the ship. SWITCH TO only lists ATV that are
- deployed and RETRIEVE only allows retreival of ATVs in the same
- region, and the player must use the pull-right to select which
- ATV to retrieve. ATV menu is ineffective in space.
-
- Note: A problem has been discovered when Flight Engineers or
- medics are on board the ATV when it is retrieved. Investigating.
-
- 047 Shuttle orders in TACOPS have been changed so there is a separate
- retrieve action for each ATV, ie RETRIEVE ATV1, RETRIEVE ATV2,
- RETRIEVE ATV3, and RETRIEVE ATV4.
-
- 048 Cheats implemented for testers and only in DEBUG mode
-
- CTRL-ALT-SHIFT 1-6:
-
- 1 - Restore all personnel to full health
- 2 - Restore all BC and IC systems to repaired status
- 3 - Maximum upgrades for reactor, shield, engine, armor
- 4 - Promotes to Supreme Commander
- 5 - Infinite weapons, full loadouts for BC and all IC's
- 6 - Gives all ACM artifacts
-
- 049 Earth's moon now linked to a new space region and free of hostiles.
- Can be used by new players for training scenarios. Use MOON jump point
- to jump to region. This region is the proposed training ground for creating
- training scenarios for the player. Savvy players can use it as a resting
- area as well. There is now a research station in orbit around the moon. A
- 'test' asteroid field is now in the region.
- You cannot destroy these asteroids - yet.
-
- 050 All regions with more than 5 moons have now been split up into smaller
- regions to speed up processing. A jump point will lead to the new regions
- which only contain moons. These regions include Jupiter, Uranus, Saturn etc
-
- 051 All violations are now recorded in COMMLINK
-
- 052 Game transitions revised and tested (additional testing may be required)
-
- - BC Evacuation (auto/manual)
-
- When the evacuate sequence is initiated, you can use either auto or
- manual evacuation and an option MUST be selected before the timer
- expires or it will default to auto. Auto puts all personnel and cargo
- in shuttles, interceptors and launches them. After the ship self
- destructs IF the player's alter-ego survived, ie, was NOT on the BC
- when it self destructed, COMMLINK is displayed and lists surviving crew
- members. On exit from COMMLINK, you are then taken to GHQ or the next
- GALCOM starstation where you are given a new ship. Only surviving crew
- members and cargo are transfered over. You can get a new ship up to 3
- times before you are retired from active duty. There is an internal
- cheat which ensures that the alter-ego is always off the ship, if for
- some reason this fails, ie, you don't have any ships* (shuttles etc)
- to evac the crew, the game will enter a normal 'destroyed' state since
- the alter-ego will perish. If you lose your ship using this method 3
- times, the next time it happens, you will be retired from active duty even
- if you survive. If you evacuate the ship under court-martial orders, the
- trial will proceed when you arrive at GHQ.
-
- If you perish, you will be listed as KIA.
-
- *In a future update, the system will beam personnel to the surface of a
- planet/moon in the region if there are not enough support ships on the BC
- to evac the whole crew. Once this happens, you will be able to get your
- new ship.
-
- - BC SOS tow request
-
- A tow can be requested at anytime. This takes you to GHQ or the
- nearest starstation for a fee since it is handled by subcontractors.
- Prices may vary. If you request a tow ship when under court-martial
- orders, the trial will proceed when the tow ship docks at a GALCOM
- station.
-
- If there are no functional friendly starstations available or if
- you don't have the funds, the SOS request will fail. You will have to keep
- trying until an active station is found. There is no limit on the number
- of times you can request a tow ship. If you call for a tow and don't have
- the funds (500,000), you will get a violation
-
- You will be listed as MIA until a station is found.
-
- - BC Destroyed
-
- If the BC is destroyed during combat before the evac procedure is
- activated, the rules for 'evac' apply. Therefore, IF the alter-ego
- is NOT on the ship when it is destroyed, you'll get another ship.
- If you survive when under court-martial orders, the trial will
- proceed when you arrive at GHQ. The BC or any ship is destroyed if
- it enters a blackhole or supernova and this can happen only from
- a flux-field.
-
- If you perish, you will be listed as KIA.
-
- - IC/ATV/SH destroyed
-
- If the IC is destroyed, both pilots will be killed. If the pod
- is ejected (under ai or manual control) first, it will seek the
- BC in space and dock with it. If on a planet, it will drop to the
- ground. On impact, 3D objects representing the pilots will be
- created at the crash site so that they can be rescued. Only surviving
- pilots will be created.
-
- If a shuttle or ATV is destroyed, all personnel on board will be
- killed. Evacuating the shuttle or ATV will only work on the planet
- and this ejects all personnel to the surface where 3D objects for
- them are created. Only surviving personnel are created as those without
- jetpacks will certainly die if you evac a shuttle in mid-air. You cannot
- evac a shuttle in space.
-
- - Player alter-ego states (ACT/MIA/KIA/CMA)
-
- Active - alter-ego alive and on active duty
-
- Missing In Action - no stations found after SOS call
- Game continues
-
- Killed In Action - alter-ego perished after BC destroyed
- Game ends when this happens.
-
- Courtmartialed - found guilty of GALCOM violations.
- Games ends if player docks at a GALCOM station
- once the courtmartial finds him guilty.
-
- 053 In the interest of gameplay, the rebuild time of all objects has been
- reduced. Surface factories will rebuild and replace installations between
- 30-60 mins after they are destroyed. Starstations will now be rebuilt
- after 8 hrs. The anti-matter reconstruction unit owned by these
- governments allow them to reconstruct matter from stored profiles. This
- allows, for instance, a station to be replaced from a stored profile.
- Personnel, weapons and stores are then shipped to it since these are not
- part of the stored profile. This is a similar process to DNA cloning
- used for personnel. Please don't ask how it works. I don't have a clue.
- All I know is, I wanted to find a way to explain why that station you
- destroyed an hour ago came from. Without the BC3K regeneration technology,
- you and other ai entities could destroy the _entire_ game world before
- long, leaving nothing to interact with. This technology is part of what
- allows BC3K to live and grow regardless of what you and your kid brother
- do in the BC3K world.
-
- 054 Added probes support to selectable TACOPS objects, see below for menu
- command capabilities.
-
- 055 Added probe launch ops to tacOPS. You can now launch probes from tacOPS
- and monitor progress without having to switch back/forth from the bridge.
- The probes are color coded as follows:
-
- RED : missing/destroyed
- GREEN : ready to launch
- YELLOW : deployed and in transit to destination
- WHITE : at destination
-
- MENU pullright allows:
-
- LAUNCH - Launch if ready. Once it's launched, select
- the probe again from the tacOPS map and give
- it nav orders as you would from the bridge.
-
- TARGET - Select jump anomaly launch target.
- You have to select one of the jump anomalies
- in the region and the probe will use it to jump
- to that region. You can repeat this and have the
- probe jump from region to region. If you have the
- HSD, you can select a jump anomaly in any region
- and have the probe plot it's course and navigate
- to the region.
-
- NORMAL - Normal ops mode. Full data Broadcast allows the
- probe to relay information to COMMLINK as it
- travels to it's destination. It will continue to
- broadcast until it is destroyed or programmed for
- silent operation. A probe in hostile territory
- broadcasting to your ship is like a beacon to
- your ship. It may get destroyed and/or cause
- hostile ships to vector to your location since
- they simply hack into the probes downlink channel
- and trace the transmission to your ship.
-
- TACLINK - Tactical ops mode. Link target data to TACSCAN.
- Once this happens, you should be able to select
- targets IN the probe's current region since the
- TACSCAN is now programmed to 'peek' into that
- region. You can also use the CVD to view the
- target. To cancel, select one of the other modes.
- Selecting targets in another region in this
- fashion allows you to launch interceptors to the
- target as you would if the target were in the
- current region. This mode can also cause the
- probe to be detected.
-
- SILENT - Silent ops mode. Suppresses probe's broadcast
- link. TACLINK will still work.
-
- VIEW PROBE REGION - Allows you to view the region the probe is in
-
- VIEW LOCAL REGION - Allows you to switch TACOPS back to your
- region after using the above. If probe
- is destroyed, the switch is automatic.
-
- 056 Allowing objects with FLYTO orders to jump at jump gates causes
- some problems with ai objects jumping out of region when close to a
- jump anomaly. Therefore, an additional JUMP menu has been added which is
- equivalent to FLYTO except that a jump will be performed on arrival at the
- jump anomaly.
-
- 057 If incoming comms with a video feed is received and the NID is off, it
- will be activated to show the speaker's video image.
-
- 058 10 marines are now automatically on 'prep for combat' status when a new
- game is started.
-
- 059 Intruders and escaped prisoners will no longer head for Medibay when they
- take injury from marines in 'combat kill' ai mode. They will attempt to
- make a run for it or stand and die like men. Previously, as soon as they
- got wounded, they would retreat and head for the Medibay with marines in
- hot pursuit. Marines usually get to Medibay first and ambush them as they
- enter Medibay!
-
- 060 Intruders are no longer stupid enough to beam into the troop qtrs where
- marines are just waiting to kick their butts. Talk about breaking into
- a police station.
-
- 062 Flight Engineers will now return to the Flight Deck after they finish
- prepping or running diagnostics on an interceptor.
-
- 063 The weapons bay and cargo bay bugs are now fixed. You will no longer
- be able to remove missiles from the weapons pod if you do not have space
- in the weapons bay to return them to.
-
- 064 A weapons bay capacity meter is now in the weapons loadout section of
- Tactical.
-
- 065 If an intruder makes it to the bridge and kills the alter-ego, the game
- will end and you will be listed as Killed In Action.
-
- 066 Increased interceptor's firing rate
-
- 067 The initial power setting for the Solar Reactor is now 5 units and the
- Cloaking System is 10. This means that you can now activate your Cloaking
- System when the game starts without going into Logistix first.
-
- 068 Reduced the cloning time for personnel from 4 hours to 15 minutes
-
- 070 The moon region link from Earth containing the Genesis training station
- is now free from high ai threats. This is a safe area for players to
- practice and 'get into the game'. The occasional auto-generated fighter
- threat will show up every now and again but it's nothing Genesis can't
- handle. You can dock with this station and do what you want.
-
- 071 "<wrong craft> AWAITING ORDERS" in tacOPS bug fixed
-
- 072 TACSCAN Support Unit Locator, SUL mode turns off in IC pilot seat if NID
- is made the active system. Previously this would disable all NID targets.
-
- 073 IC Profile menu pullright removed. The ability to change an IC orders
- is now targeted for a future release. All interceptors will now launch in
- Search & Destroy mode.
-
- 074 The PerScan computer has been added to the bridge systems menu. PerScan
- can also be removed by pressing the left mouse button.
-
- 075 The probe orders menu pullright in tacOPS now works
-
- 076 A FATAL target will no longer be designated until a weapon is assigned.
-
- 077 FPD controls changed. <f> key simply assigns Flight Path, FP, to the
- current target and this is shown above the heading indicator. If <f> is
- pressed again the FP is cleared. <shift+f> is now obsolete.
-
- The FPD is shown if there is a FP target and the weapons systems are
- inactive.
-
- The FPD MUST be visible to perform a region jump, this means that
- weapon systems *must be disarmed* in order to jump.
-
- 078 The flight path is displayed above heading in all ships (not turrets)
- shows the FP irrespective of the FPD display status.
-
- 079 Removed static asteroids from moon region in preparation for dynamic
- asteroid generation module.
-
- 080 Interceptor replacement bug fixed
-
- 081 Flight engineers will no longer go off station when they've completed
- the analysis of a craft
-
- 082 Marines search logic modified. They can now locate intruders and escaped
- prisoners more accurately.
-
- 083 Marines combat logic modified. They will now switch into combat mode if
- an intruder or escaped prisoner shows up at their location whether they
- are in search mode or not
-
- 084 An interceptor will no longer be allowed to launch if it is not READY.
-
- 085 New Battlecruiser & Interceptor laser animation.
- - Courtesy Cmdr. Gary 'Buzz' Eastman
-
- 086 Added a message log menu to bridge COMMLINK computer which stores the
- last 15 messages to be generated.
-
- 087 Added the ability to control the message delay rate in the bridge COMMLINK
-
- 088 Added a hot area for the bridge COMMLINK computer. Moving the mouse and
- clicking in this area allows you to (a) change the message delay rate
- and (b) view the last 15 messages. Works in all cockpits and turrets.
-
- 089 Added a hot area to the bridge so that the IOD settings by clicking on
- the IOD indicator.
-
- 090 Added a hot area to the bridge so that the cloaking system can be
- activated by clicking on the CLOAK indicator.
-
- 091 Fixed a bug which caused Flight Engineers to arm interceptors with
- missiles with AUTOARM ON even though there were no missiles on the BC
-
- 092 The fix in #091 now allows you to change the mission profile loadout
- for the interceptors from the CVD. By using the shift+. and shift+,
- commands when viewing an interceptor in the CVD, you can alter it's
- mission loadout profile (SAD, INTERCEPT etc) and the Flight Engineers
- will load the appropriate weapons on it. Refer to the manual for info
- on which missiles are loaded based on the profile selected.
-
- 093 Fixed a bug which made the FATAL system autolaunch a missile without
- a valid FATAL target if you used the <shift+w> command to select weapons
-
- 094 Fixed a bug (again) which prevented you from returning from nullspace
- if you jumped to the moon region. The jump point was too close to the
- edge of the moon region.
-
- 095 Removed invalid 'zoom back' menu option from bridge menu
-
- 096 The Research Engineer will now send a message (ai based) when dangerous
- minerals such as Uranium, Strontium, Kryptonium etc, are found in the
- cargo bay. If a combination of such minerals are present in the
- cargo bay (ie Strontium+Kryptonium+Uranium present), it will (a) cause
- a radiation leak spreading from that deck throughout the ship and (b) in
- large amounts, will cause an explosion large enough to cause a hull
- breach.
-
- 097 Xtreme Carnage stream lined
-
- 098 The Battlecruiser turrets now have Mk1 (lower firepower than Mk2)
- IOD laser rails. The main IOD now has dual Mk2 rails.
-
- 099 GALCOM HQ has been fitted with Mk1 IOD laser systems The defense systems,
- target acquisition range and lock range has been increased for all
- starstations.
-
- 100 In the interest of gameplay and the fact that there is no backward save
- compatibility (until game is finished), 15 of the ACM missions have been
- removed, leaving 10. They are being re-written, streamlined and tested.
- This means that in C5, all the artifacts are gone. I expect to have the
- rest of the ACM scenarios (15) back in by the next patch (D level).
-
- -------------------------------------------------------------------------------
- CHANGES 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.SAS monitors
- in-ship problems such as intruder alerts, escaped prisoners, reactor core
- breaches, radiation etc CAS is purely a tactical monitor which signals the
- presence of hostile forces in the space region.
-
- 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.
-
- -------------------------------------------------------------------------------
- CHANGED 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.
-
-
- -------------------------------------------------------------------------------
- CHANGED 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.
-