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.
-
-
-
-