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- Release Notes for Stars! 2.0a January 14th 1996
-
- In the two months since Stars! 2.0 was released, we've been busy improving
- the game. We've gotten over 2,000 messages from people playing the game
- and have tried to respond to each one. This upgrade, version 2.0a, is the
- result of your feedback, additional play testing, and our own ideas on how
- to improve the game.
-
- We have fixed every reproducible bug that has been reported to us, we have
- made a lot of game play changes to balance thing and eliminate loopholes,
- and we've added a few new features that we didn't want to make you wait
- until the next release for.
-
- All 2.0 games in progress may be safely upgraded to V2.0a if the following
- instructions are followed:
-
- 1) All players take their turn with V2.0 and save and submit them.
- 2) The host file (game.hst) is opened with V2.0a and the new turn is
- generated.
- 3) All players now open their new turns with V2.0a and continue normally.
-
- These steps are necessary because some message formats have changed. All
- players must upgrade as soon as the host has upgraded in order to continue
- proper play.
-
- Thank you for all your comments and ideas.
-
- Jeff Johnson and Jeff McBride
-
-
- Fixes and changes for Stars! V2.0a:
-
- NEW FEATURES
- ----------------------------------------------------------------------------
- When you select a mine field into the summary pane the mine field highlights
- in the scanner window. This lets you see the bounds of your mine fields
- obscured by other mines.
- The radar overlay is now a popup menu allowing you to scale back the
- displayed radar coverage in increments of 10% to look for areas of
- low coverage an enemy stealth fleet might penetrate.
- Added a horizontal scroll bar to the fleet and planet reports.
- Load from Fleet and Wait from Fleet now work as waypoints on enemy fleets if
- your fleet has a Pick Pocket or Robber Baron Scanner.
- Ships with Pick Pocket or Robber Baron Scanners have an N% chance of avoiding
- combat where N is the ship design's base cloaking value maxed out at 70%
- for the Pick Pocket or 80% for the Robber Baron. Each stack of ships with
- the required parts is given a chance to avoid battle. Fleets with Attack
- or Patrol orders do not attempt to avoid combat.
- The summary pane now shows the fuel and cargo gauges for enemy fleets if
- they are currently being scanned by a stealing scanner.
- The ship builder in resolutions greater than VGA now dynamically displays
- the current design's Jamming and Cloaking capabilities as well as its
- movement and initiative rates.
- The Report Menu now has the ability to dump basic information about
- the universe, planets and fleets to a text file. This capability will
- be greatly expanded for the V2.1 release.
- Assorted improvements in AI strategies and tactics.
- You can now combine the -b command line parameter with -t to conditionally
- generate turns for a list of games.
- Salvage packets show up in the scanner window as yellow diamonds now.
- The planet summary window now shows in parenthesis next to the planet value
- the best value to which you can currently terraform the planet.
-
-
- GAME PLAY BALANCING
- ----------------------------------------------------------------------------
- Rebalanced meta-morph: Costs a bit more minerals and resources to build.
- Reduced the Stealth and Super-Stealth Cloaks to 35% and 55% respectively.
- Increased the maximum cloaked percent from 96% to 97%.
- War Monger's initiative in battle is now +2 instead of +1.
- Decreased the effectiveness of SDI Planetary defenses to 1.0% from 1.5%.
- The War Monger may now build SDI Planetary defenses, up to 50 per planet.
- Placing two identical mass drivers on the same starbase has the following
- benefits now: 1) You may catch incoming packets at one warp speed
- greater than their nominal rating 2) Overflung packets from dual drive
- starbases decay as if they were flung at one warp speed lower.
- The Jack of all Trades destroyer hulls now also have a built in 40/20 l.y.
- scanner.
- The Jack of all Trades has a maximum planetary population 20% greater than
- the other races.
- The Jack of all Trades improves all 'Costs 25% extra' fields to Tech 4 if
- the checkbox in step 6 is checked. (Proper use can cause both the bomber
- and medium freighter initial designs to be upgraded).
- The maximum number of rounds in battle has been decreased from 16 to 12.
- Mineral packets now require more overhead for non Packet Physics races:
- it takes 110kT to make a 100kT mono packet and 44kT of each mineral to
- make a 120kT combined packet.
- Both fuel transports now produce 3kT/l.y. traveled (up to 180kT per year).
- However, if the transport is not powered by a ramscoop travelling at
- a free warp speed, the amount will only be 1/3 this amount.
- Planets enclosed in mine fields now increase the mine field decay rate by 1%
- per planet for Space Demolition races and 4% for all others.
- Space demolition race may now travel two warp speeds faster than stated
- limits through enemy mine fields, the Stealth race may exceed them by
- one warp speed.
- Fuel and Cargo no longer decreases the cloaking percentage of the Super
- Stealth race's fleets.
- The Stealth race may only steal cargo, not fuel.
- The Interspace-10 engine now counts its ideal speed for battle as 10 rather
- than 9.
- The Tachyon Detector reduces cloak effectiveness by 5% now.
- Unlimited Stargates now cost less resources to build.
- The Robo-Ultra-Miner's cost to build and mining rate have been halved, and
- it's weight has been cut to 1/3 it's prior weight.
- Increased the cost of the Mass Driver 7 and 10.
- Self destruct now does an amount of damage equal to one fifth the ships power
- rating plus (Ideal Warp Speed) ^ 3 * # of engines / 4.
- Drastically reduced the tech requirements for Stargates, the 100/250 is
- available at Prop 5 / Const 5.
- Interstellar Traveller race starts with 2 planets in non-tiny universes
- and both have 100/250 stargates.
- Disabled tech win for shareware version.
- Cloaked ships in combat only have an N percent chance of being passed over
- for targeting where N is their base cloaking value.
- Adjusted computation of ship power rating for beam weapons, engines and
- thrusters.
-
- BUG FIXES AND INCREMENTAL IMPROVEMENTS
- ----------------------------------------------------------------------------
- Fixed a hang when Magno Needle weapons fired at targets in the same square
- they are in.
- Mine laying and sweeping now supports huge fleets. Mine fields can contain
- up to 1,000,000 mines, laying/sweeping > 32k mines a year is allowed.
- Huge mineral packets now do the proper amount of damage when hitting
- planets. They also have the proper capacities.
- Unlimited Stargates now work properly.
- Taking the Super-Stealth/Jump Start combo no longer gives you two identical
- freighter hulls designs.
- Gigantic fleets now maintain proper cloaking values.
- The control key now acts as an accelerator on the victory conditions page
- just like the shift key does.
- Change Password isn't grayed for single player games if you start with
- a passworded race.
- Fixed some typos in the race wizard.
- Fixed a rare bug which would transmute '('s into 'w's in ship names.
- Now allow huge remote mining fleets to work properly.
- Shields are now properly adjusted for Fortress and Lightning battle plans.
- Self Destruct orders now reliably trigger at the appropriate distances.
- Fixed a bug with the spend leftover advantage points on Mineral Conc.
- Added race file integrity code to the turn generation engine in many places
- to eliminate any advantage from doctoring race files.
- Fleets using stargates no longer heal the year they transit.
- Player icons shown in the summary window for mine fields are now correct.
- If you can manage to give a fleet orders to merge with itself (requires
- some fancy merge/split orders) it no longer disappears to become one
- with the cosmos.
- Sweeping for mines at a location where you don't detect any no longer cancels
- the sweep order.
- Mine fields for the Space Demolition race no longer detect fleets orbiting
- planets.
- The production dialog now lists starbases based on smaller hulls than the
- current starbase hull as downgrades to help avoid accidental reductions
- in capabilities.
- The score dialog now checks exceeds nearest score by X% when applicable
- even before the minimum number of years have passed.
- Fixed some rare cases where auto build wouldn't build factories or defenses
- if the planet had huge quantities of minerals on the surface.
- Fixed round off error computing mining rates with race effecincies > 10.
- Assorted minor text fixes in the tutorial.
- Tutorial window now displays the correct total page count.
- Fixed confusion in the Tech Browser with respect to who gets what.
- Players no longer get 10kT of each mineral for every ship in their colony
- fleets beyond the first one. They do still get 3/4 salvage for the rest.
- Fixed the -t command line parameter.
- Auto terraform idle planets now interacts properly with other auto build
- orders.
- Populations of exactly the maximum allow no longer grow above the limit,
- then die off from overcrowding.
- Maximum planet population for a Hyper-Expansion race with only Basic
- Remote Mining is now 550,000 instead of 500,000.
- Fixed Fuel & Cargo tile amounts that would display as negative for huge
- amounts.
- Playing Jack of all Trades and getting Construction 4 now gives you a
- B-17 bomber with both engines instead of a diseased one missing an engine.
- Starbases now display the correct cloak % if you have the Improved Starbases
- l.r.t.
- Taking War Monger + Low Tech starts at Tech 3 + low tech energy would
- accidentally start you with Missle Battery defenses causes a ton of
- asserts every time you selected the planet.
- Damage display in starbase tile doesn't ever show 0% anymore.
- Optimal range for Ray weapons (area weapons with no radius) is now 1.
- Fixed the tech browser display for Rail Gun.
- Fleets and Starbases involved in battles don't heal the same year.
- If you start Stars! with a host filename on the command line Stars! will now
- exit when you close the host dialog.
- Double-Clicking in reports doesn't hose the report window anymore.