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- SID MEIER'S ALIEN CROSSFIRE
- V2.0
- README.TXT
- 12/13/99
-
- CHANGES IN ALIEN CROSSFIRE VERSION 2.0
-
- FIXES
-
- ╖ You can now airdrop units into your own bases.
- ╖ The correct voiceovers for Alien Crossfire base facilities now play the
- first time you build them.
- ╖ Pirates can no longer capture units that are defending a base.
- ╖ Alien probe teams now use the correct art.
- ╖ The Cyborg faction now correctly has the Technology Steal ability.
- ╖ It is now possible to rescue a captured faction leader.
- ╖ Base facilities no longer cost less than they should at Thinker and
- Transcend difficulty levels.
- ╖ In some instances a Golden Age would not produce a population boom. It now
- does.
- ╖ AXStart.exe will now switch to a resolution it supports.
- ╖ The Sid and Brian factions can now be loaded in the Faction Editor.
- ╖ Occasionally refugees from a captured base would appear at coordinates
- 0,0. This is fixed.
- ╖ The Maritime Control Center now grants a defensive bonus against naval
- units for player controlled factions.
- ╖ Psi Artillery combat strength is now calculated correctly.
- ╖ Some special abilities were not reflected correctly in automatically
- designed units.
- ╖ The Right-click menu's version of airdrop now correctly uses movement
- points.
- ╖ You can no longer have a pact brother support one of your factions units.
- ╖ The 'Aliens capture your base' interlude now correctly displays, even if
- the base captured was obliterated.
- ╖ All satellites can now be added to the build queue, even if currently in
- production.
- ╖ Miscellaneous text fixes.
- ╖ Base population no longer 'rolls over' when it reaches 127.
- ╖ Native artillery units no longer get a 'hasty' penalty when attacking.
- ╖ Drone revolts no longer can select aliens as new masters.
- ╖ The Faction Editor now correctly updates bonuses on the Faction page.
- ╖ The Faction Editor now correctly loads free units and free abilities.
- ╖ The Faction Editor now correctly saves bonus technologies.
- ╖ The Drone faction now correctly includes the Base Revolt ability of 75%
- ╖ During a random game, if an Alien faction is selected, and there is
- another random slot, there will be two Alien factions in the game.
-
- ALIEN CROSSFIRE VERSION 1.0
-
- Undocumented Additions:
-
- *Sea Borders: coastal bases now extend borders into the sea for all squares
- adjacent to the base. Nearby water bases do not affect these borders.
- *Detonating a fungal missile may now trigger native life forms from dormant
- spores. The higher the reactor level, the greater the number of spores.
- *Fungal Towers receive a 50% bonus when attacked, due to their ability to
- co-ordinate and direct native life forms in the vicinity.
- *A Progenitor faction controlling the Manifold Nexus receives +1 Research in
- addition to +1 Planet.
- *The Manifold Usurpers have a -1 Planet due to their intent to subvert the
- Transcendence process.
- *The Cybernetic Consciousness may steal technology when capturing a base,
- regardless of the rules preference set at the beginning.
- *The Data Angels now get any technology discovered by three other factions
- with whom they have an infiltrator.
- *Any units adjacent to a mind controlled base fall under the control of the
- probe teams faction.
- *The Dissociative Wave now works on offense.
- *The manual states that an alien may be in a submission pact and not affect
- a diplomatic victory; this is not true. For a human faction to win a
- diplomatic victory, both alien factions must be completely eliminated from
- the game, regardless of their Pact status.
-
- NOTE: Alien Crossfire now contains all the additions/enhancements and fixes
- to Alpha Centauri 1.0 that were contained in the downloadable updates, V2.0
- through 4.0.
-
- -----------------------------------------------
-
- ADDITIONS\ENHANCEMENTS
- ╖ Check out the new landmark: the Manifold Nexus, a ruined remnant of an
- extensive alien complex with a mysterious relationship to the Planet itself.
- The faction possessing the Nexus inside its territory enjoys an improved
- relationship with Planet (+1 on the Social Engineering scale).
- ╖ You can now see AI player's social engineering settings.
- ╖ Wheelmouse support implemented for most listboxes and when picking
- production choices.
-
- FIXES
- ╖ Singularity reactors now have 40 HP, so they are balanced in psi combat.
- ╖ The AI no longer can use missiles beyond their designated range.
- ╖ You can no longer use long-range fire via right-click when out of range of
- the target.
- ╖ Automated formers no longer build bunkers prior to having the required
- technology.
- ╖ The Self-Aware Colony now correctly halves maintenance.
- ╖ The Space Elevator now correctly doubles mineral production when building
- satellites.
- ╖ Units should no longer switch their home bases automatically.
- ╖ The game no longer locks up when all players choose factions in a MP
- scenario that aren't present and END OF TURN is selected.
- ╖ Airdropped transports no longer leave cargo behind.
- ╖ You can no longer switch the AI's governor settings from the F4 screen.
- ╖ If you zoom to a base from the F4 Base Operations screen, when you return
- to the F4 screen you can now use the PgUp and PgDn hotkeys to scroll the
- window.
- ╖ Loading a map in the scenario editor after generating one now updates the
- minimap.
-
- CHANGES IN ALPHA CENTAURI VERSION 3.0
-
- -----------------------------------------------
-
- The v3.0 update to Sid Meier's Alpha Centauri includes several additions and
- enhancements, largely in response to customer feedback, as well as a more
- small fixes. A complete list of v3.0 changes is included below.
-
- ADDITIONS\ENHANCEMENTS
- ╖ Added a new landmark, the Borehole Cluster.
- ╖ Overall game performance improved due to continuing code optimization.
- ╖ Added your total Council votes to the bottom of the Comm menu.
- ╖ Adjusted armor costs for air units.
- ╖ Adjusted global warming algorithm to make "ecological death spiral" less
- likely. Added ALPHA.TXT controls for global warming.
- ╖ ALPHA.TXT controls for maximum damage inflicted by artillery.
- ╖ One of the cycling info displays now shows # of council votes.
- ╖ New council proposals shown on datalinks for technologies which enable
- them.
- ╖ Ctrl+Shift+W toggles fog-of-war preference.
- ╖ Alpha Centauri.INI option to force preferences not to be reset whenever
- players start a new game at lowest difficulty level.
- "DontResetBeginnerPrefs=1"
- ╖ A few new ALPHA.TXT options related to time limits & atrocities.
- ╖ You can set "DisableOpeningMovie=1" to the alpha centauri.ini file to only
- disable the opening movie.
- ╖ Added a right-click menu to base production screen so you can obsolete
- units, etc.
- ╖ AI: The autodesigner no longer puts loads of armor on sea terraformers &
- sea colony pods.
- ╖ AI: The Autodesigner will now put Deep Radar on artillery units.
- ╖ AI: Governors won't build Genejack Factories or Punishment Spheres.
- ╖ AI: Tweaked diplomatic AI to better understand certain situations and
- tricks. Among other things, AI will be more aware of situations where one of
- the parties has a significant advantage in weapons technology.
- ╖ AI: Tweaked military AI to build somewhat less artillery.
- ╖ AI: Improved AI understanding of global warming & solar shades.
-
- FIXES
- ╖ Planetary Governor now have packet sniffer access to all factions.
- ╖ Dead factions no longer prevent a Planetary Governor veto.
- ╖ "O" w/ supply crawlers now let you add to production.
- ╖ The menu option for Automate Mag-Tubes now un-greys.
- ╖ Square detail readout is now always correct.
- ╖ Rovers can no longer retreat from combat onto a unity pod.
- ╖ You no longer get "unable to allocate draw buffer" error message when
- dragging a technician onto the map in the base screen.
- ╖ You can no longer start building two boreholes next to each other.
- ╖ You can no longer enter 0< numbers in the custom map size.
- ╖ Transcendent Thought breakthroughs no longer continuously loop.
- ╖ Scroll bars for the "Give City" menu.
- ╖ You now can't blame eliminated factions with probe team actions.
- ╖ The Current Production at a base is now the top slot of the queue.
- ╖ Randomizing a faction's social agenda now changes the faction profile
- information.
- ╖ Single click on radio buttons preference now works
- ╖ Units no longer can teleport off north edge of screen.
- ╖ Using certain missiles no longer cause periodic hangs.
- ╖ Planet busters now destroy sensor arrays.
- ╖ New methods of sorting the F4 base screen based on resources, population,
- etc.
- ╖ You can now frame other factions for your own probe team actions.
- ╖ Isle of the Deep can no longer destroy a pressure dome in a sea base.
- ╖ Specialty cursors (go to, patrol, etc) now have correct hot spots.
- ╖ Accelerated start no longer causes some bases to be partially drawn on 1st
- turn.
- ╖ A foil is no longer visible during the landing sequence if the player
- starts with one.
- ╖ You can no longer regenerate unity pods by keeping a air unit overhead.
- ╖ You can no longer upgrade Locusts of Chiron to Psi Choppers.
- ╖ Moved "Pressure Dome" to top of base facilities display for easy
- identification.
- ╖ Multiple orbital improvements can now be inserted into the build queue.
- ╖ CTRL-F4 and CTRL-SHIFT-F4 now work (show credits and show version)
- ╖ Cornering the global energy market now displays the correct year.
- ╖ The AI no longer can add special abilities missiles.
- ╖ The AI no longer can add AAA to transports.
- ╖ Air units now will always execute a goto command.
- ╖ Removed the message telling you to use "Ctrl+Shift+U" to upgrade units.
- ╖ Sea units will no longer be transferred to land bases.
- ╖ Mixing "police units" with "non-police" units no longer gives extra police
- protection.
- ╖ Planet busters used by the computer player are now restricted by range.
- ╖ Auto roads and mag-tubes now work better.
- ╖ Version checking for multiplayer games that an NT machine hosts now works
- correctly.
- ╖ Planes relocated by end of Pact no longer run out of fuel for no reason on
- the next turn.
- ╖ The first time you open the save window, clicking on the folder icon for
- the up directory no longer saves the game.
-
- CHANGES IN ALPHA CENTAURI VERSION 2.0
-
- -----------------------------------------------
-
- The v2.0 Update to Sid Meier's Alpha Centauri includes several new features
- to enhance the Alpha Centauri gameplay experience as well as a host of small
- fixes. Most notably, v2.0 includes Hotseat and Play-by-email multiplayer
- modes. A complete list of v2.0 changes is included below.
-
- ADDITIONS
- * HOTSEAT multiplayer mode is now available!
- * Play-by-email multiplayer mode is now available!
- * To start a hotseat game, select Multiplayer from the main menu and
- then Hotseat/PBEM. After setting up Planet, select a faction for each of the
- human players. Each player has an opportunity to select a password on their
- first turn to provide a level of privacy. Leave the field blank to bypass
- this feature. When a player ends their turn, a prompt will appear for the
- next player. If playing Hotseat, the next player should take over here. If
- playing PBEM, select Save and Exit. The game automatically exits, at which
- point you should email the resulting save game to the next player (as
- indicated on the last on-screen prompt). Most features of the game are
- identical to non-simultaneous multiplayer games. A notable difference
- however is Diplomacy, which can now takes place over several turns. After
- contacting another player, make your selections and hit End Transmission.
- When the other player's turn begins, the diplomacy window will appear with
- your proposal. Negotiations can take place over any number of turns.
- * You can now see the destination of a unit without selecting it. This
- option can be toggled under "Map" preferences.
- * You can now disable probe team "steal technology in the RULES
- section of ALPHA.TXT.
- * You can now release mind worms into wild using the "Turn Over Unit
- Control" option on the Action Menu.
- * You can now customize the map size when generating a random planet.
- * Probe teams are now "unflagged", meaning you cannot easily tell who
- controls the team.
- * Atrocities have been rebalanced to avoid abuse: (a) 12+ atrocities
- (depends on difficulty level) will cause all factions to declare vendetta
- (b) Nerve stapling becomes increasingly ineffective at particular bases the
- more you use it.
- * The Hive now has the "Immunity, EFFIC" ability; Hive never receives
- negative EFFICIENCY penalties.
- * Password security for multiplayer games.
- * Hardware 3D positional and EAX support added - Note: this can be
- disabled in alpha centauri.ini by entering ds3d=0 or eax=0. This also
- provides overall better performance and memory usage.
-
- ENHANCEMENTS
- * You can now set waypoints for patrols using the spacebar. Press "p"
- key as usual to start patrol, then click-and-drag mouse to first waypoint;
- while still holding mouse button, press SPACE to set waypoint; you can then
- drag line to next point, etc. When you reach final destination, release
- mouse button.
- * Datalinks now show cost/preq of Abilities and Terraforming
- * Combat report text is now larger in 1024x768 resolution
- * "People" icons are now smaller for cursor in base screen "drag and
- drop"
- * Design Workshop: dark blue letters on dark background are now more
- legible
- * You can no longer name/rename landmarks near other people's
- territory.
- * Pact Brothers no longer offer map in tech trade (already gives map
- for free)
- * The world map now updates as new areas are explored, as opposed to
- waiting until the end of a turn.
- * Up to a 40% speed increase in TCP/IP performance.
- * Improved Caviar unit display performance.
- * Autoexploring AI with natives improved.
- * You can now automatically build roads to any square.
- * voice over data link now louder on receiving end.
-
- FIXES
- * Map now correctly displays solar/mine/etc details at "standard zoom
- out" level.
- * Air Units are no longer influenced by travel rate of fungus and so
- forth.
- * Dragging air unit move: distance is now shown correctly
- * F4 screen "turns to go" now accounts for prototype cost
- * Clicking "end of turn" when a unit is active (but has already moved)
- no longer says, "all units have moved".
- * New unit changes are now correctly displayed when you go to Change
- Unit, then from there to unit design (where you Obsolete/Design/whatever)
- and then come back the change menu again.
- * When "continue with current/change to new/add to beginning of queue"
- warning is displayed after changing build command and if you pick "add to
- queue" it now adds the selected unit correctly (instead of always adding a
- Colony Pod).
- * Typo corrected when you hit the "Reset" button in Social Engineering
- * Squelch mode now prevents commlink requests as well as chats.
- * The host being killed in MP no longer prevents the remaining players
- from continuing.
- * Economic victory now functions correctly in MP.
- * Submitted AI factions no longer send probe teams against their
- captor.
- * Entering Social Engineering on first turn no longer strands the
- player.
- * Units magically teleporting to the north pole.
- * AI doesn't offer a human controlled faction's comm frequency to
- other human players in MP.
- * "15 secs to end of turn" doesn't print numerous times in MP.
- * The energy readout in the info window isn't double it's actual value
- in some instances.
- * On Citizen and Specialist Level you now get free minerals when
- starting a new base.
- * Time bonuses now charged to the correct player.
- * Hitting the END key in the Production Picker now adjusts the scroll
- bar.
- * Save MP games now preserves the Simultaneous Moves option.
- * The datalinks now displays the proper amount of nutrients produced
- by kelp farms.
- * Formers in Multiplayer can no longer be used to produce terrain
- enhancements in one turn.
- * Upgrading a unit under certain circumstances no longer creates free
- prototypes.
- * Attacking a mindworm on a Unity pod now explores that pod.
- * F4 screen's "turns to go" now accounts for prototype cost.
- * Drop-pod messages no longer broadcast to all players in MP.
-
- SINGLE PLAYER
-
- IMPROVING PERFORMANCE
-
- If you are experiencing performance problems, try some of the following
- tips:
-
- * Included in the Alternative Art folder on the CD-ROM is a Low Res Caviar
- folder. Copy the contents of this folder to the directory you installed the
- game to. The default is c:\program files\firaxis games\sid meier's alpha
- centauri. These files reduce the detail in the units, but can improve
- performance.
- * Reduce your resolution to 800 x 600, rather than 1024 x 768. This can
- greatly improve all game performance.
- * Disable the sound using the Audio/Visual Preferences menu.
- * Disable map animations, sliding windows, and sliding scrollbars.
- * Enable the following preferences: Move Friendly Pieces Quickly, Fast
- Battle Resolution, Move Units with orders quickly, Don't Center On Units
- With Orders
- * Increase the amount of free hard drive space on the C: drive.
- * Increase the amount of RAM in your system.
-
- NEW FEATURES
-
- * Right click on a Pact Brother from commlink menu to end a pact.
-
- LAPTOP INSTALL
-
- This install size copies the very minimum files to the hard that are
- required by the game to operate. It also alters the default game preferences
- to improve over performance.
-
- COMPLETE INSTALL
-
- This install copies the entire contents of the CD-Rom to the hard drive. It
- requires 360 megabytes of hard drive space.
-
- GAMMA CORRECTION / "IF THE GRAPHICS SEEM TOO DARK"
-
- We've added a Gamma Correction feature to allow the customer to adjust the
- brightness of the palette without adjusting their monitor. It is accessible
- from any of the preference menus. The default value is 1.0.
-
- WINDOWS NT
-
- Almost all features of SMAC should work under Windows NT 4.0. You'll need to
- obtain NT Service Pack 3 or higher from Microsoft and install it, which
- includes DirectX 3 or higher support. Note: Sound support under NT currently
- requires us to use emulated drivers; this can in some cases produce poor
- sound results, including static and sound breaking up.
-
- CPU OVERCLOCKING
-
- If you experience random crashes and you are overclocking your CPU
- (especially with AMD K-5 and K-6 processors), try returning your CPU speed
- to it's original setting.
-
- MOVIE PERFORMANCE
-
- If your computer has problems playing some of the in-game movies, verify
- that you are not using any 16-bit real mode drivers for the CD-ROM drive.
- You can check this by opening the Control Panel and choosing the System
- settings. Under the Performance tab, there is a line for File System. This
- should read 32-bit. If it has anything else in that line, contact the
- manufacturer of your CD-ROM drive for updated Windows 95/98 drivers. If you
- still experience problems playing movies, try adding 'DirectDraw=0' to the
- Alpha Centauri.ini file in the install directory.
-
- ADDITIONAL TWEAKS
-
- Once the game is installed, a file is created called "Alpha Centauri.ini".
- This file contains various settings and preferences for the game, but can
- also be edited by the user. The following commands will allow you some
- control over the look of various parts of the game.
-
- WindowsFileBox=1
- Settings this to 1 allows you to use the traditional Win95/98 file
- navigation dialog.
-
- MainFontSize=16
- You can increase or decrease the size of the font used throughout the game.
-
- DirectDraw=0
- Settings this to 0 disables DirectDraw. This disables the automatic window
- resolution resizing during program launch.
-
- Video Mode=800 or Video Mode=1024
- This forces the screen resolution to either of these two sizes.
-
- 8BitMovieSound=1
- This forces the sound quality to 8-bit from the original 16-bit. If your
- sound card has DirectX compatibility issues, this may improve movie
- performance.
-
- ForceOldVoxelAlgorithm=1
- If the game crashes intermittently, try adding this line.
-
- TROUBLESHOOTING - If your computer has problems playing the game (crashes,
- returning to desktop, etc.), please try the following:
-
- 1. Reinstall DirectX 6.1. This can be found on the CD in the \DIRECTX
- folder.
-
- 2. Rename the SOUND.DLL to SOUND.DL_. While disabling the sound, it may
- correct your original problem.
-
- 3. If you receive the message "CPU Not Supported", and you have a non-Intel
- processor such as an AMD K-5, try to run the game anyway. Many AMD
- processors show up as a 486 in verification tests, but if your machine is
- 'Pentium Compatible', it shouldn't be a problem.
-
- 4. Increase amount of free hard drive space on the C: drive, especially if
- you have 16 or 32 megs of memory. Defragmenting this drive will also often
- increase the amount of space available for Windows to use as Virtual Memory.
- Also keep in mind that larger maps require more memory. Try a smaller map.
-
- 5. Let Windows handle your swap file size. This can be adjusted by running
- the System Control Panel, selecting the Performance menu tab, then the
- Virtual Memory button, and selecting "Let Windows manage my virtual memory
- settings".
-
- 6. Update the Windows 95/98 drivers for your Video card, Sound card, and
- Monitor.
-
- 7. When running the game you return directly to the desktop, you may not
- have your monitor setup correctly. Try to manually set your desktop to one
- of the resolutions the game supports (1024x768x8bit (256 colors) or
- 800x600x8bit). If you cannot manually set the resolution, you will need to
- contact your computer's manufacturer for details on how to do so.
-
- 8. If you are using an TNT2 based video card (Hercules TNT2, Diamond Viper
- v770, etc.) try setting your hardware acceleration to 0 in the system
- control panel.
-
- 9. If the game's volume has changed since installing Alien Crossfire, try
- setting those values in the audio/visual preferences.
-
- 10. Some Plextor CD-Rom drives have been reported to cause movies to stutter
- when played off the CD. Contact Plextor for a BIOS upgrade which solves this
- problem.
-
- 11. If you're experiencing crashes in the sound.dll, perhaps your sound card
- is having difficulty supporting the Alien Crossfire's 3D Audio. Try setting
- the EAX and DS3D entries in the 'alpha centauri.ini' file to 0.
-
- 12. Any 'Unable to allocate draw-buffer' errors most likely relate to
- DirectX not being installed. Try reinstalling DirectX 6.1 from the \DIRECTX
- folder on the Alien Crossfire CD.
-
- MULTIPLAYER
-
- NOTE: Encrypted MP saved game files from Alpha Centauri won't work with
- Alien Crossfire.
-
- New Features:
-
- * Change symbol next to faction name in 'commlink' menu to 'null' (zero with
- a slash through it) by clicking on it to ignore all messages from a player.
-
- NON-SIMULTANEOUS MULTIPLAYER:
-
- A feature we added is non-simultaneous movement in multiplayer games.
- Benefits of this mode include significantly less packet transmission (to
- improve performance), the ability to execute diplomacy without your turn
- clock running out, and the luxury to fine tune your bases while other
- players complete their moves. Disable the Simultaneous Move option on the
- Multiplayer Setup screen to use this feature. The game plays essentially
- the same as the simultaneous move game, except when other players are making
- their moves, you maintain control. Except for actually moving units, you can
- access any base, any report screen, initiate or participate in diplomacy,
- and many other actions.
-
- RESTARTING MULTIPLAYER SAVES:
-
- Alpha Centauri and Alien Crossfire both support the saving of multiplayer
- games in order to play later. Have the host of the game save as in a solo
- game. In order to restart, have that player host the game. On the main
- Multiplayer Setup screen, under Type of Game, select load. Load that save,
- have the other players select their factions and begin play.
-
- VOICE OVER DATA TROUBLESHOOTING:
-
- One of the features of Alpha Centauri is the ability to use a microphone
- connected to your sound card for real-time voice communication during
- multiplay games. Below are some troubleshooting techniques you may try if
- you're experiencing difficulty using this feature.
-
- VOICE LINK TIPS:
-
- 1. Before attempting to use the voice link feature in Alpha Centauri we
- recommend testing the recording functionality of your sound card with the
- Sound Recorder the comes with Win '98 / '95. If you can get that working
- then the voice link will most likely work.
-
- 2. Keep in mind this feature is designed to work using as little bandwidth
- as possible so quality will be marginal. However you should be able to
- understand the person who is talking. If not, try experimenting with
- microphone volume , mic placement, and speech volume. It may not be pretty
- but it sure beats typing messages.
-
- 3. If you're unfamiliar with the Windows record settings here is how to
- access them: First open up the "advanced mixer" by double clicking on the
- volume control icon located on the Windows task bar (looks like a speaker).
- If this icon is not present you need to enable it by opening the control
- panel, multimedia properties and checking the "show volume control on
- taskbar" checkbox. By having the volume control on the taskbar you can
- adjust the settings while you're in the game.
- Once the "advanced volume control" is showing - it looks like a mixer with a
- number of sliders - look for a microphone slider. If you don't see it pull
- down the options menu, look for a microphone check box and check it and hit
- ok. This will add a microphone slider to your playback volume control. Make
- sure that slider is muted, this will prevent feedback. Now pull down the
- options menu and select recording and hit OK. From there you can adjust your
- volume. Once again if you don't see the microphone slider for the record
- volume control pull down the options and check the microphone check box.
-
- 4. Many sound cards come with a mic boost feature. While in the record mixer
- pull down the menu and select "Advanced." Look at the mic slider. If
- there's an "Advanced" button, hit it and look for a mic boost check box.
- Experiment with it to get the best sound.
-
- 5. Use the voice link like a walkie-talkie. Press down and hold the '\' key,
- talk and when finished let it up. Only talk in turns because the system is
- half-duplex (It can't transmit and receive at the same time). Avoid using
- it during the upkeep phase in multiplayer since during that time it's
- possible to let up on the key and not stop the recording. You know it's
- working when the games sounds stop. If the games sounds don't return after
- letting up (during upkeep) then wait till upkeep is finished and press and
- let up on the key again - the sound should return.
-
- KNOWN PROBLEMS:
-
- 1. During the upkeep phase in multiplayer recording may get stuck causing
- game sounds to stop. just press the '\' key till the sound returns.
-
- 2. General poor sound quality of voice over data.
-
- 3. We decided to leave game sounds on during voice link reception and
- incoming messages can sometimes get garbled with voice stuff in the game.
-
- TROUBLESHOOTING:
-
- 1. Some users may experience problems when playing Alpha Centauri using
- America Online (AOL) as their connection to the internet. Please consult the
- web page (www.firaxis.com) for updated information concerning this issue.
-
- 2. Modem TCP/IP games with more than 2 players may degrade game performance
- on some networks. We will keep updated information on TCP/IP game
- performance on our web page.
-
- SCENARIOS:
-
- There are a number of pre-generated scenarios provided with the game in the
- '\scenarios' directory.
-
- *The first three, labeled "1Explore", "2Build", and "3Conquer", are
- tutorials designed to get beginners up and running with the game. *The
- "Faction v Faction" folder contains three scenarios pitting a faction
- against its archenemy; these may be played as single-player or multiplayer
- scenarios.
-
- *The three folders beginning with "MP..." are designed as balanced
- multiplayer scenarios with defined goals and short time limits. Try them out
- for a shorter, sharp, fun multiplayer experience!
-
- *The last scenario, "SP--7 PlayerA" puts the factions arrayed around a
- central continent in a struggle for territory.
-
- Enjoy,
-
- The Firaxis Games Team
-
- ACKNOWLEDGEMENTS
-
- I had a conversation some months back with Jason Coleman, Firaxis' Senior
- Programmer, where he talked about the overwhelming importance of an entire
- team's contribution to a game. At the time I agreed with him, but I only
- fully realized what he meant once we were deep into Alien Crossfire. I had
- an amazing experience working with everyone on this project, and it also
- brought home how fortunate we are to have the kind of collaborative,
- friendly, and open team environment here at Firaxis.
-
- The lead programmer and lynchpin of the whole Crossfire effort, Chris Pine,
- was the newest addition to the Firaxis programming team. Chris was full of
- exceptional talent and promise, but there was some question as to whether we
- had overextended ourselves (and him) by throwing him headlong into Brian's
- code with little guidance and with his only professional experience
- consisting of Alpha Centauri's report screens. Chris's schedule required him
- to complete tasks at twice the estimated rate in order to have a prayer of
- making our September ship date. The first month I watched, amazed, as he not
- only met his goals, but exceeded them, allowing us to commit a team to the
- expansion with full confidence of success.
-
- Throughout this process, Greg Foertsch and Jerome Atherholt anchored the art
- for all the additions: portraits, bases, icons, and all the other stuff
- needed to fit the expansion into the game. Over time, Greg's exceptional
- leadership and vision made him the natural choice as Art Lead on Alien
- Crossfire. In addition to his organizational duties and oversight of all
- things art, Greg lovingly crafted the new bases in the game. Greg also came
- up with a ton of great game ideas during the design phase, many of which
- were adopted wholesale for the final version. His partner in crime, Jerome
- Atherholt, conceived and designed all the faction leader portraits, with the
- same high quality and attention to detail he used on the original SMAC 7.
- Jerome also found time from his new duties as Firaxis Art Manager to handle
- many of the cool new map icons, including the Unity wreckage, the Spore
- Launchers, and the Battle Ogres. He showed astounding patience in the face
- of several 'group feedback sessions' on his initial designs, and the final
- portraits are a testament to his exceptional painting skills.
-
- Much of Alien Crossfire's detail and play balance came courtesy of Doug
- Kaufman, a recent Firaxis hire but a 16-year game industry veteran. His
- sagacious advice, support, and encyclopedic knowledge of all things
- game-related proved invaluable, and Crossfire is a much richer product as a
- result. Doug was part of the original team on Alpha Centauri, as well as Sid
- Meier's Civilization II, Sid Meier's Colonization, and far too many other
- games to list here. Doug was instrumental in keeping the vision of Crossfire
- focused. Not only did he offer outstanding ideas, but he always had the
- wisdom to ask "What are we trying to accomplish with this feature?" And when
- I would wander into his office and say something like "Uh...do you mind
- rewriting all of script.txt to reflect an alien viewpoint," he was up for
- the challenge. When those thankless writing chores were done, he also
- hammered out the manual in record time.
-
- Several other Firaxians made their mark felt on Crossfire by lending their
- art skills in between other projects. Rising art star Brent Alleyne came up
- with the great alien character design, and then implemented it in 3D. He
- also worked out quite a few of the animations and other necessary art, and
- has been one of the fastest learners I've worked with. Rarely has a new hire
- fit so well into an existing team as Brent. Mike Bazzell, animator of the
- units in the original Alpha Centauri, graciously lent many of his evenings
- and weekends to the new unit components. And when Brent's final alien design
- was just too darn cool to keep the human 'look and feel' of the original
- units, Mike uncomplainingly went about redesigning most of the old chassis
- and modules. And last, but certainly not least, Steven Chao upheld the
- glorious Firaxis intern tradition of producing outstanding work over the
- summer, and was rewarded with a permanent staff position. Steve undertook
- all the new icons in the game, handled many interface chores, and designed
- the alien scout ships seen in the opening.
-
- Jeff Morris, our office champion of just about every game he tries, designed
- and programmed the faction editor. After mastering the intricacies of the
- JACKAL library, Jeff also co-ordinated our testing effort with the skill and
- experience of his five years in the game industry. As if those tasks weren't
- enough, he also handled quite a bit of miscellaneous programming, including
- the install and autorun, managed all disc duplication and distribution, and
- kept our internal network running. He also kept track of our beta test team,
- who provided some of the most valuable feedback of the whole process.
-
- On the multimedia front, Producer Michael Ely, longtime friend and sounding
- board, once again directed all the new movies and voiceovers in the game
- with his cinematic eye and ear. Mike is an outstanding example of an
- industry renaissance man, providing not only the movies, but also backstory,
- blurbs, plot advice, and suggestions for avoiding clichΘ. He also penned the
- new chapters in the web story seen at www.aliencrossfire.com. Somehow he
- wedged all this in between his leadership duties on Sid Meier's Antietam and
- the new, top-secret Sid project.
-
- Dave Evans, the best all-around sound man in the industry, designed and
- programmed all the sounds you hear in Crossfire, along with the ambient
- music, movie effects, game sounds, and voice processing. Dave squeezed all
- this in on a very tight schedule, even taking time to tutor me in the finer
- points of field recording prior to a couple of Moxy Fr≥vous shows. Also
- handling music chores for the movies was Jeff Briggs, our ever-versatile
- CEO, President, and composer.
-
- Last but not least on the development side were a pair of lifesavers: Brian
- Reynolds and Senior Programmer Jason Coleman. Brian, of course, created the
- original Alpha Centauri world and consented to let us play with it for a
- while. Then, when time was at a premium, he stopped work on his OTHER
- project to add in all the new missiles, the alien victory condition, and
- some spruced-up AI. Jason helped out on several multiplayer and
- library-related issues, also taking time away from his other projects. Many
- thanks to both for their time and effort!
-
- On the Electronic Arts side, we had outstanding support from the marketing,
- production, and QA departments. Producer Hunter Smith kept us on the
- semblance of a schedule, while Jonathan Harris and Chris Plummer whipped a
- marketing program into shape. These three individuals possess an exceptional
- grasp of games and the marketplace, and we were very lucky to be able to
- work with them. Translations were headed up by two veterans from Alpha
- Centauri, Christina Vollmer and Jean-Luc Chabrier. This pair stands head and
- shoulders above all other translation teams I've ever worked with, for their
- professionalism, commitment to quality, and technical aptitude. David
- McCormick did an excellent job as QA Lead, ferreting out quite a few bugs
- that were in the original product. He made the often arduous process of
- playtesting from 3000 miles away go as smoothly as I could have imagined.
- And of course we owe a huge debt to Bing Gordon, EA co-founder, Firaxis
- booster, and Alpha Centauri fan, for his suggestions and support throughout
- the entire design process.
-
- Several other people at Firaxis supported or contributed directly to this
- expansion, including Susan Meier, Master of Miscellaneous, Lindsay Riehl,
- Director of Marketing and PR, Jennifer Bass, Director of Finance, Dan
- Magaha, Webmaster, and Stephen Lee, web intern. And of course, to Sid Meier,
- for teaching all of us how to make these god games in the first place!
-
- In short, Alien Crossfire is a proud reflection of each team member's unique
- talents and perspectives. Thanks to all of them for their time, creativity,
- and good-natured personalities. By now this is a clichΘ for the gaming
- industry, but I sincerely hope you have as much fun playing the game as we
- had making it!
-
- Tim Train
- Hunt Valley, MD
- August 25, 1999
-