Reach For The Stars Version 1.1 Changes

 

For more information, including FAQs and Editor examples, 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:

The alternate solution uses a different but slower method of drawing graphics to the screen, so the driver upgrade is the recommended solution.

 

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.