home *** CD-ROM | disk | FTP | other *** search
- Welcome to Star Control II, we hope you enjoy the trip! What follows
- is a detailed description of how the game is different from what is
- described in the manual, plus a few playing tips. Why is there a
- difference, you ask? Well, frankly, it's the designers' fault.
- Here's what happened...
-
- About six months before we ACTUALLY shipped the game, Fred and Paul
- (the designers of the game) gave us some disks and told us, "Here's
- the final version... well, ALMOST final. We have a few MINOR
- finishing touches, but they'll be done real soon." Then Fred and Paul
- disappeared, and were not seen or heard from for half a year. We
- looked and looked, but even their families didn't know where they'd
- gone. At great expense, we hired a detective from Pinkerton's to
- locate the errant designers. They were in ALASKA! Why? That's what we
- asked them... FER CRYIN' OUT LOUD, WHAT WERE YOU DOIN' IN ALASKA?!
- "Adding a few nice touches", they said, "like thirty different types
- of worlds, planet surface exploration, and enough player-alien dialog
- to fill a novel."
-
- Well, what could we do? Kill them?... yeah, we thought so too, but
- they ran off again, and now even the detective can't find them.
- Anyway, as a result, we have been forced to send along this
- significant update document which details all the "nice touches" Fred
- and Paul added. By the way, if you see Paul and Fred, DON'T call
- Pinkerton's, call us instead... we will take care of them ourselves.
-
-
- REVISED SYSTEM REQUIREMENTS
-
- Memory: You will need at least 580,000 bytes of Low DOS memory
- available when you start the game.
-
- Disk Space: Star Control II has expanded like a blowfish with water
- retention, and now requires 9,200,000 bytes of free space on your
- hard drive. This is due to the addition of almost an hour of digital
- music, plus over fifty digital sound effects.
-
- KNOWN CONFLICTS
-
- Conflict: EXTENDED MEMORY MANAGER (only in rare instances) Symptom:
- Extremely slow performance, and in rare cases, system halts.
- Solution: Modify config.sys or autoexec.bat files to remove memory
- manager.
-
- Conflict: GRAVIS ULTRASOUND board in combination with SOUNDBLASTER or
- ROLAND sound boards. Symptom: System halts immediately when game is
- run. Solution: Remove all sound boards but GRAVIS ULTRASOUND, or
- remove GRAVIS ULTRASOUND.
-
- LAUNCHING STAR CONTROL II FROM WINDOWS To run STARCON2 from Windows,
- you must take the following steps: Add an Optional Parameter switch
- to the PIF with the PIF Editor as follows: /s:silent (if it's not
- already present). Sorry about not allowing sound, but Windows 3.1
- doesn't get along well with high-speed digital interrupts.
-
- NEW SOUND BOARD SUPPORT Star Control II now auto-detects and utilizes
- the following sound baords:
-
- Microsoft Windows sound board (command line override: /s:MICRO)
-
- Gravis Ultrasound sound board (command line override: /s:GRAVIS)
-
-
- WEIRD GRAPHICS ADAPTER FIX Certain computers, like the Tandy 4850 EP,
- have unusual video hardware, and as a result, the colors in the game
- might not look quite right. If you experience this probelm, try
- running the game as follows:
-
- STARCON2 /g:BIOS
-
- This will force the program to update the the color palette using the
- BIOS functions. Since most BIOS calls are far slower than custom
- routines, a minor performance penalty may be noticed when using this
- option.
-
-
- CHANGES AND CLARIFICATIONS
-
- STARMAP: The paper starmap included in the game box was defined in
- the year AD 2133. This means that in 2155, at the beginning of Star
- Control II, the details about alien spheres of influence are over
- twenty years out of date. Also, the lighter region in the upper right
- corner of the starmap represents the glow emanating from the distant
- galactic core and indicates the direction known in the game as
- 'Coreward'.
-
-
- MANUAL
-
- SOFTWARE-THEFT PROTECTION: Professor Zorg has been called off on
- urgent matters of inter-galactic significance. Consequently, he is
- unable to preside over the Starmap Trivia Quiz, but assures us that
- you will be able to handle this task on your own.
-
- INITIAL MENU: Each time you pass the Starmap Trivia Quiz, you will be
- presented with a menu offering the following options:
-
- START NEW GAME: The game starts at the very beginning, prompting you
- to enter your captain's name.
-
- LOAD SAVED GAME: You are presented with the list of saved games to
- choose from.
-
- PLANET NAMES Some of the names of planets in the game are changed.
- The changes are:
-
- Greenhouse World is now Primordial World
-
- Light World is now Selenic World
-
- MENU CHANGES The options in certain game menus have changed. These
- changes are:
-
- MANIFEST: The order of menu items now reads: CARGO DEVICES ROSTER
- EXIT
-
- COMBAT SEGUE: The order of menu items now reads: CONVERSE ATTACK!
- GAME
-
- Also, in regards to the Combat Segue Screen: normally, this display
- shows the exact number of ships you have encountered; however, if
- alien ships fill the entire screen, you are facing an enemy task
- force of UNLIMITED size, which you CANNOT defeat in combat. If the
- task force is between you and something you want, you will have to
- figure out what is necessary to appease the aliens, or devise a
- clever plan to trick them all into leaving.
-
-
- STARMAP
-
- Range Circle: Whenever you enter the starmap, you will see a dim gray
- circle surrounding your position. This circle represents your range
- with your present fuel supply. REMEMBER: You use fuel landing on
- planets and escaping from battle, so this range circle can change
- even if you are not in HyperSpace.
-
- Spheres of Influence: The circles on the starmap represent the area
- of space occupied by an alien civilization's star fleet. Although
- these 'Spheres of Influence' are usually centered around their native
- homeworld, they CAN move. As a consequence, you might want to make
- regular examinations of your starmap.
-
-
- OUTFIT STARSHIP
-
- Flagship Characteristics: Beneath the display of your flagship, the
- game now displays the characteristics of your flagship, based on the
- modules it contains. These characteristics are:
-
-
- Turning Rate: The rotation rate of your flagship in combat,
- HyperSpace and interplanetary travel, based on the number of turn
- jets on your vessel.
-
- Maximum Velocity: Your ship's speed in combat, HyperSpace and
- interplanetary travel, based on the number of thrusters your ship
- possesses.
-
- Combat Energy: The speed with which the energy for your weapons is
- replenished during combat. The more Dynamos you have on board your
- flagship, the faster energy will be regenerated.
-
-
- Module Availability: The 'Auto-Tracking' module is NOT available at
- the beginning of the game, nor are 'Blaster Packs', but 'Ion-Gun
- Racks' can be purchased immediately.
-
- Weapon Module Changes: There are NO 'Side', 'Spread', 'Nose' or
- 'Tail' weapon modules. Instead, these configurations, as described in
- the manual, are achieved by how you place weapon modules on your
- flagship, as follows:
-
- WEAPON POSITION FIRING EFFECT
-
- First (right most) slot Fires FORWARD Second slot Fires a SPREAD
- Third slot Fires to both SIDES Last (left most) slot Fires backwards
-
- Weapon modules placed in any other slot positions will have no
- effect.
-
-
- ESCAPING FROM COMBAT At the beginning of the game, the emergency warp
- technology for escaping from combat has NOT been included on your
- ships, though this feature will be available very early on in the
- game.
-
- NEW FEATURES NOT MENTIONED IN MANUAL Repeat Last Alien Phrase: During
- a conversation with an alien, you may want to repeat the alien's last
- phrase to you. To do so, press the spacebar or button 2.
-
- GAME PAUSE You can pause the game anywhere and at any time by
- pressing the F1 key. To unpause the game, press F1 once more.
-
-
- MISCELLANEOUS
-
- Save often. You may want to review earlier portions of the game later
- on.
-
- You can acquire ships in the game which you cannot build at your
- starbase. Typically, these ships are a 'gift' from an alien race, but
- they cannot give them to you unless you have room for the ships in
- your fleet. For this reason, consider keeping two or three slots open
- in your fleet. Also, you can 'sell' these ships for Resource Units,
- but remember, you CANNOT rebuild the vessels. Once they are sold,
- they are gone.
-