Reach
For The Stars Version 1.2 beta Changes
For more information visit these web
sites:
Special Note for users of NVidia graphics
cards
We have discovered a rare problem on certain
combinations of PCs, TNT2 and GeForce video cards and NVidia
Detonator drivers. The symptoms are a complete freeze within a minute
or so of game start. There are two possible solutions:
- Preferred Solution: Upgrade your video
driver to the Detonator 3 drivers (Version 6.18 and
above)
- Alternate Solution: In the RFTS.INI file,
under the [General] heading add the following line:
NVIDIA=1
The alternate solution uses a different but
slower method of drawing graphics to the screen, so the driver
upgrade is the recommended solution.
New and Updated Campaigns and
Scenarios
Note that these campaigns and scenarios
require version 1.2 to be installed to work correctly.
Reach for the Stars Campaign
Change
Scenario six of the first campaign
was made harder to prevent players from beating the Hive and
invalidating the rest of the campaign.
Episode 2 Enter the Klaa'Keen
This ten scenario campaign starts up
where you left off at the end of the first one and takes you
through to the final apocalyptic battle with the Klaa'Keen. The
winner will dominate our Galaxy.
Transit Point
A perfect three player multiplayer
game. The only way between the three star clusters is through the
star Transit. Control of this star is vital to victory and it will
be hotly contested.
Spiral Arms
Two species, three spiral arms.
After building an empire in their own arm a battle royal will be
fought over the central arm. Perfect for two player
multiplayer.
Piggy in the Middle
Four isolated species surround a
central star cluster populated by the Hive. Your first enemy is
obvious, but at some stage you must switch your war effort from
attacking the Hive to the other species. This scenario is great
for single player play of four player multiplayer. For a really
challenging game, play the Hive.
Game Enhancements
These two enhancements change the game
balance to a large degree and so are not available when playing a
campaign.
Tough Satellites
Added an option to make satellites
much more powerful, thereby making it easier to defend planets and
more costly to attack them.
NOTE: As with some other game options, you
must turn this option on before starting a game for this option to
work.This is done by checking the "Tough Satellites" checkbox in
the Options screen.
The changes that have been made are as
follows
- Satellite weapons have double the
penetration value
- Satellites have double the number of
shields
- Satellite shields have double the
deflection value
Technology Cost Multipliers
Added an option to vary the cost of
Technologies and Era Jumps between Tech Eras. The costs are set
via sliders in the Options Screen. The cost of Technologies or Era
Jumps are multiplied by the value chosen with the slider.
Available values are 0.5, 1, 1.5, 2, 3 and 5. The default setting
is 1, that is, the Technologies and Era Jumps will cost the base
amount set by the Tech Tree designer.
Major Game Fixes
- Fixed a problem with reinvading colonies
you previously owned. The population will now be your own, if it
should be.
- Fixed a problem with the placement of
initial colonies in a random scenario, so they are now less
clustered.
- Fixed a crash when making a Random Game
and the Advanced option was picked for Players, but the computer
players were not set up.
- Fixed a crash loading saved games with
the Detect Incoming Fleets option turned on.
Minor Game Fixes
- Increased the importance of technologies
being researched, and they now appear in the start of turn event
dialog.
- Fixed a problem with the display of side
symbols in setting up of random games.
- Fixed a crash that would occur when
loading a scenario that had no empires defined.
- Fixed a bug when placing random stars in
small clusters. Sometimes the game would give up too early when
looking for places for the stars.
- Made some improvements to the computer
players' production and diplomacy decision making.
- Improved the balance of starships at the
start of a Random Scenario. If a side could build no Destroyers,
the side would be at a disadvantage. Now, half the number of
Cruisers are built instead.
Editor Fix
- Fixed an Editor bug that would ot allow
the Victory Condition for a scenario being set to Galactic
Domination once it had been changed to something else.
V1.1
Changes
Game Enhancements
Fleet Detection
Added an option to the Options screen called
"Detect Incoming Fleets" to allow detection of enemy ships targeting
a friendly system. The type of detection depends on the level of the
best Planetary Defense Facility in the system.
NOTE: As with some other game options, you
must turn this option on before starting a game for this option to
work.
- Level One: No detection
possible
- Level Two: Detects only the presence of a
fleet
- Level Three: Detects the total number of
ships (including Colony ships and Marine vessels) and its time to
target.
- Level Four: Detects the number and hull
type of incoming ships (DD, CA, DN, SD, Colony Marine) and its
time to target.
When an enemy fleet is detected, a red target
symbol will appear over your system and the fleet will be listed in
the fleet wing for that system, with a level of detail as noted
above. Allied fleets are shown with a yellow target
symbol.
The Defense Hyper Scan is the technology used
to detect incoming fleets, and the range differs between species,
with initial values ranging between three and seven squares. This
range can be increased through research. The technologies that
increase the Defense Hyper Scan Range are hidden if this option is
not selected.
Note that an attack that is launched from a
system within one turn's hyperjump range for the attacking fleet
cannot be detected.
Note also that if your detection range is
less than the attackers hyperjump range, then detection is not
guaranteed, regardless of the distance that the attacking fleet has
travelled. This is because the location of the end point of the
second-to-last jump depends on the distance from the departure
system, and this end point may or may not be within the detection
range. The greater the difference, the greater the chance that an
attacking fleet will be undetected. If your detection range is equal
to or greater than than the attacker's hyperjump range, then
detection (of any attack launched from more than one turn away) is
automatic.
Editing the Default Queue
Added the facility to allow removal of items
from the default queue. This means that the queue need only contain
the exact Planetary Facilities that you require.
Changing file formats to prevent
cheating
Changed the file format for the standard
Species and Tech Tree information to prevent cheating. The files
containing this information still appear in the editor, allowing the
user to modify this information. The modified files must be saved
under a different name before they can be used in the
game.
Campaign changes
Added the Auto Design Ships and Detect
Incoming Fleets options to the campaign.
Sound files can now be imported into a
campaign. Type a filename into the text area and click the Plus
button. The file name should include any path information required,
either the full path name, or relative to the RFTS directory. The
filename can include wild cards.
Tutorial Interface changes
The highlight box in the tutorial now stays
on the screen, and only clicks on the highlighted button will have
any effect.
Other Interface changes
Shift and Control keys can now be used when
moving colonies up and down the list of colonies in the System
Production screen.
Double-clicking on ships or hulls in Ship
Design now takes you to the next screen.
Typing ENTER when naming a colony in the
Colonization or Invade dialogs now closes the dialog and the ESC,
Space and ENTER keys now dismiss dialogs as appropriate.
Clarifications
- In multiplayer games, no human player can
start their turn until all human players have dismissed any event
or colonization dialogs that occurred at the start of their turn.
If it looks like your turn is not starting, it will be because
another human player is taking too long. When your turn does
start, use the chat wing to send a polite reminder to the
recalcitrant player.
- In multiplayer games with large
scenarios, the Host may set a species to "off" and there is a
chance that players joining the game may not see this
notification. If so, the Host should simply chat with those
players and ask them to deselect that species. The reason the
"off" option was included was so that you could play large
scenarios, such as Heavens' Gate, over the Internet without having
a lot of species being played by the AI.
- If you create a scenario on a large map
with thousands of ships, it may require several minutes to load
and play saves from that scenario.
- If you are playing a Random Game and wish
to use a player-created Species or Tech Tree file, you will need
to select the "Advanced" option of the Player section of the
Random Game screen.
Major Game Fixes
- The host in a multiplayer game now cannot
start the game unless all players have all of the required species
and tech tree files.
- Fixed a crash that could happen if, while
playing a campaign scenario, a save game from a different campaign
scenario was loaded and the player then started a single player
game during the same session.
- Fixed a problem with the shield display
in combat, which was not correctly accounting for withdrawn
ships.
- Fixed a display problem for Ship
Production capacity, which failed to correctly account for planets
destroyed or invaded during that turn. Additionally, ship
production orders are now reallocated correctly.
- When repeating a campaign scenario, the
R&D queue is now correctly emptied and any techs researched
during the first attempt at the scenario are marked as
unresearched.
- Fixed a problem where weapons that
normally had a Planetary Attack value of zero, but that had been
increased by a Military Improvement were being ignored in
assessing whether a planet was able to be bombarded.
- Fixed a problem where Military
Improvements that had effects at all ranges were not implemented
correctly.
Minor Game Fixes
- Corrected some anomolies in the Arimechs
and Outies tech trees.
- Fixed a crash that resulted from
attempting to load the very last save game from the end of a
campaign.
- Fixed a problem with buttons and tooltips
being incorrectly displayed at the end of a campaign.
- Fixed a crash in an MPlayer game if a
player name contained a period, dash or underscore
character.
- Fixed a problem with double-clicking on a
side in the Side selection screen for multiplayer games. It now
has no effect.
- Made a change to prevent players from
changing their species when loading a multiplayer save
game.
- The Take No Prisoners scenario had some
invalid ship designs, which have been corrected.
- Fixed a bug where a user could paste an
illegal character into the Player Name when it was created for the
very first time.
- Fixed a display problem caused by
canceling a fleet order while at the same displaying the fleet
wing at the fleet's destination.
- Fixed a display problem where destination
markers were incorrectly remaining on the map after a fleet had
been merged with another fleet, and effectively given new
orders.
- Fixed a display problem when the fleet
wing was displaying all fleets where the wrong fleet was shown
selected when merging fleets.
- Fixed a display problem when the fleet
wing was displaying all fleets and a colonizable planet was picked
up from the system wing and dropped onto a colony ship. The number
of remaining colony ships is now shown correctly and the colonize
button is also correctly disabled.
- Fixed a discrepancy with build
values.
- Fixed a problem that caused Colony Ship
and Marine Vessel pictures not to appear in the Starship
Report.
- Fixed problem with drawing ship
destination lines on the map.
- Fixed a problem in MPlayer games where
sides were being reset to computer control when non-host players
attempted to select a side.
- Fixed a crash caused by trying to set
advanced Game options in an MPlayer game.
- Fixed a problem where turning off Wing
Animations could lead to inconsistent map scrolling.
- Prevented uncommanded changes to the Wing
Animation check box in the Option screen.
- The Starship Report now correctly selects
a ship to display when changing empires.
- Prevented the computer players from
sometimes ignoring planetary compatibility when decided to
invade.
Editor Fixes
- Fixed an Editor problem where copying and
pasting a side did not copy all of a side's symbol
colors.
- Fixed an Editor crash when creating a
campaign.
- Fixed a crash bug in the editor that
could occur when setting up start fleets.
- Added new game variables to the scripting
system: Total RPs for an empire, Total SPs for an empire, Total
RPs Earned by an empire this turn, Total SPs Earned by an empire
this turn, RP Pool for an empire, SP Pool for an empire. The
"pool" values differ from the "total" values in that they
represent the RPs or SPs the empire has at the start of the turn.
The "total" values are the sum of the pool, RPs/SPs earned, trade
and bribes.
- Added a new script action to set the
value of selected values. The only values that can be set are the
RP and SP pools for an empire.
Copyright Info
Reach for
the Stars, copyright (C) 2000
StrategicStudies
Group Pty Ltd.
Reach for the Stars and SSG are Trademarks and/or Registered
Trademarks of Strategic Studies Group Pty Ltd. and are used by
Mattel
Interactive under license.