Reach For The Stars Version 1.2 beta Changes

 

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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:

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

 

 Minor Game Fixes

 

Editor Fix

 

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.

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

 

Major Game Fixes

 

 Minor Game Fixes

 

Editor Fixes

 

 

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.