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:
- 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.
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.