Here is a list of all the game fixes broken down by patch version..
hope that this helps
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Star Trek Starfleet Command(R) : Orion Pirates(TM)
Release version 2.5.5.2 Readme File
17 October 2003
Important Note: Make sure that the properties of your Orion Pirates
desktop shortcut shows the Target of your game pointing to the StarfleetOP.exe
file and that the Start In path is correct for your game install directory.
If you are running Windows XP or Win2k with MSN Messenger or a Linksys router and
are having trouble being drafted (online play only):
Windows XP or Win2K plus MSN Messenger: Open your programs folder, open
Administraive Tools, open Services. Look for the service Universal Plug and Play,
and double click on it. Then select "Disable".
Linksys router: Open the main menu and select the Password tab. Select the "Disable"
radio button beside "Enable UPnP".
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01 Table of Contents
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01 Table of Contents
02 Patch Changes
03 Installation Instructions
04 System Requirements
05 Copy Protection
06 Manual
07 Default HotKey List
08 Taunts
09 Known Issues
10 Trouble Shooting
11 Bonus Files
12 Technical Support
13 Technical Support (UK)
14 Technical Support (Germany)
15 Legal Stuff
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02 Patch fixes in 2.5.5.2
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1) Drone dates in online and single player Meta now available per SFB dates (not Era) Medium in 167 and Fast in 180.
2) Fighter Fusions do not obey shot limits - fixed.
3) AI having ships before they are released into the shipyard - fixed.
4) PF's and fighters will not fire heavy weapons on Fighter groups, just Point Defense - fixed.
5) In Hostile Skirmish mission if a captured freighter is subsequently destroyed, the mission will end improperly - fixed.
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02 Patch fixes in 2.5.5.0
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1) Retaining lock on cloaking ships wrong - fixed.
2) Plasma D hitting ESGs
3) Fighters unable to fire heavies after 1/4 turn - fixed.
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02 Patch fixes in 2.5.4.12 (Thats Two.Five.Four.Twelve)
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1) Firing a PPD at a cloaked ship causes a crash - fixed.
2) Firing a PPD at a drone will cause a crash - fixed.
3) A ship that starts with no shields and tries to use a T-bomb will cause a crash - fixed.
4) The speed of the cloaking ship is not being factored in when when trying to retaining a lock-on - fixed.
5) The type III hydran fighters have the wrong start date - fixed.
6) While under cloak, Weapons damage is reduced according to the following chart:
33.3% chance weapon does normal damage.
33.3% chance weapon does 1/2 damage.
33.3% chance weapon does 1/4 damage.
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02 Patch fixes in 2.5.4.10 (Thats Two.Five.Four.Ten)
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1) A drone being pursued by a plasma D won't be stopped by tractor - fixed.
2) Game forgets difficulty - fixed.
3) AI Tbombs at range 6-7 - fixed.
4) D2: unused Suicide Shuttle does not return mine - fixed.
5) Phaser-Bs don't do triple damage to hull - fixed.
6) Phaser G2 not firing all shots - fixed.
7) AI tries to board fighters - fixed
8) LWX arc broken - fixed.
9) AI Pirates never use engine doubling - fixed.
10) Klingon AMD status is reversed in UI - fixed.
11) Saved Preset ship speed not reported to other players - fixed.
12) ESG range 0, hellbore fired at range 1- fixed via MagnumMan.
13) Pseudo torp missing - fixed both Plasma X and E now have Pseudo Torps.
14) AI will not consider PLaX or PLaE as valid for WW - fixed.
15) D2 bug: unable to view pirate's DV - fixed.
16) D2 bug: Pirate map interactions problem - fixed.
17) Neutral Coop Bug - fixed.
18) Cartels not getting home sector missions - fixed.
19) Fighters come to a complete stop in space - fixed.
20) Mandatory only on enemy missions can be "dragged" with the player - fixed.
21) PPD can be fired out of arc - fixed.
22) Klingon heavy disruptor panel does not work if multiple are selected - fixed.
23) PFs only take one turn to rearm/repair regardless of damage - fixed.
24) No advanced era for single player campaigns - fixed.
25) AI never recalls fighters - fixed.
26) Missiles fired by ships that cloak are not removed - fixed.
27) During a campaign, you are not able to replenish MIRV missiles - fixed.
28) A newly purchased ship with MIRV racks will not have any MIRV missiles in the it's 1st mission - fixed.
29) Monster mission does not return correct results - fixed.
30) Able to transport to and from a cloaked ship - fixed.
31) Various ships with fighters have no deck crew - fixed.
32) Many ships have ??? for their name - fixed via Firesoul.
33) AI ships will send capture marines even when they have none left - fixed.
Cloak changes:
1) Decreased flash time by about 1/4.
2) Seeking weapons now are removed if firing ship looses lock.
3) Being tractored will no longer prevent cloak from being brought on-line.
4) If a ship being tractored cloaks, the ship holding the cloaker will maintain lock.
5) Weapons damage is reduced according to the following chart:
66.7% chance weapon does normal damage.
33.3% chance weapon does 1/2 damage.
Change to Missile 'Type' display in tactical:
This now shows the actual type of missile in the rack as a two digit code
where the first character shows the warhead and the second the speed examples:
Type I Fast = 1F, Type IV M = 4M, MIRV Slow = MS
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02 Patch fixes in 2.5.3.8 by the KhoroMag patching team: James King and Dutch Blomenkamp and Taldren
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1)Fast Repair Bug fixed; all repairable hardpoint slots must be at 50% health to operate.
2)Fixed repair time of multiple slot hardpoints to match the number of weapons in them.
3)Fighter control icons will no longer disappear unexpectedly.
4)Direct-fire fighter weapons are now ready to fire first shot after 8 impulses, and can fire one shot per turn after that (except disruptors which are 2 shots per turn).
5)Heavy PF weapons are now ready to fire after 8 impulses, and follow regular charging rules after that.
6)Fighter minimum speed set to 20.
7)Shield reinforcement is no longer applied to downed shields when taking damage.
8)Dynaverse 2 patrol missions no longer award a win to players who disengage.
9)Spare parts standard and maximum values in Dynaverse 2 space dock fixed.
10)Saved game difficulty is now enforced when reading in a single-player campaign.
11)Unfinished repairs are now completed automatically at the end of a mission.
12)Some battles (AI) were happening where a empire would attack a cartel and vice versa - fixed.
13)Unused shuttles are now converted back to admin shuttles at the end of a mission, including recovery of resources used to create them.
14)Damage to the damage control system no longer affects repair times, since damage control itself is an unrepairable system.
15)Multiplayer (GameSpy/Dyna) networking tuned; effects of lag may be reduced.
16)Hellbore charging cost reduced to 2.5/turn, holding cost is also 2.5.
17)Volley cycle (mizia) interval changed from 1/20 turn to 1/32 turn [true impulse].
18)Overlapping PPD shots no longer cause too many volley cycles (mizia).
19)Plasma I defensive firing made smarter (like Plasma D in last patch).
20)Proximity photon to-hit table change: 83%/67%/33%.
21)Phaser-G hardpoint charging status indicator fixed.
22)Phaser-G multiple-slot hardpoints can now fire all shots.
23)Phaser-G point defense fixed to count shots correctly.
24)Phaser-G now honors shift-Z "fire all" command.
25)Phaser-G can now be fired if there is just 0.25 energy in the capacitor (previously 1.00 was required but it only used 0.25).
26)Phaser capacitor no longer loses charge when a phaser slot is destroyed.
27)Phaser slots that are destroyed now recycle their ready state.
28)Phaser point defense no longer shoots as Plasma D.
29)Plasma D, Plasma I, phaser point defense, and ADD systems will no longer waste shots on dead things that just haven't disappeared yet.
30)Plasma D and Plasma I will no longer waste multiple shots at the same target.
31)Plasma D reload time increased from 1 turn to 1.33 turns.
32)User-made plasma race ships with ADD hardpoints now fire ADD rounds instead of Plasma D shots from the ADD hardpoint.
33)Plasma D and ADD hardpoints now correctly show offline state in display.
34)Shotgun plasma capacity now based on current setting of weapon, not the hardpoint type.
35)Shotgun plasma no longer wastes unnecessary shots on fighter groups.
36)Shotgun plasma no longer fires more than one plasma at a regular ship.
37)If ADD shot at a shuttle, it would only shoot once then completely disable itself vs. the shuttle.
38)ADD damage versus shuttles and fighters was incorrect; [0..5] fixed to [1..6]
39)ADD12 reload time is now 2 turns instead of 1.
40)HET attempt during EM lowers success rate by 16%.
41)EM and WW launch now void any active ESG field.
42)ESG now delivers correct damage to kill fighters (previously some ESG energy was wasted).
43)Single fighter group no longer drops multiple ESG rings unless energy expenditure warrants it.
44)Mine detonation on ESG ring when user changed radius UI control fixed.
45)Hydran UI for ESG panel (multiplayer only) fixed (buttons were messed up).
46)ESG radius indicator is no longer drawn if the ESG cannot fire (destroyed hardpoint).
47)ESG capacitor and hardpoint now lose charge/ready state when destroyed.
48)ESG field that is 'warming up' will no longer cause drones to miss a Lyran target.
49)Cloak can no longer be engaged while being tractored.
50)Tractor lock on a cloaked ship negates the range doubling effect.
51)Switching from hold to repel now drops tractor hold.
52)Switching from hold to repel, or repel to hold now resets tractor capacitor.
53)When the tractor system is destroyed it will no longer charge holding cost because the capacitor is emptied automatically..
54)Speed 11 changed from 5 seconds/turn to 10 seconds/turn.
55)Assault shuttles now require 4 marines to create, and subtract none on impact.
56)Removed debug code that wrote to "EWdump.txt" on every single phaser fire.
57)Plasma holding costs reduced as follows (first number is normal, second is eneveloping) R(4/5), S(2/4), G (1/2.5).
58)Shield regeneration due to labs, lowered slightly.
59)BPV adjusted upward for Missile G ships.
60)Escort ships received a BPV increase.
61)Docking "weak" fighters will no longer transform them into stronger variety (i.e. Hornet.I magically becoming Wasp.III)
62)Launching fighters now voids WW.
63)Disengaging in Dynaverse assault missions (Planety, starbase, etc.) gives leaving player a defeat.
64)ESG vs Hellbore interaction re-added.
65)Mauler can be destroyed - fixed (note effectiveness can still be degraded by destroying batteries)
66)Unable to removed last engine drain effect from Plasma Snare hit - fixed.
67)Battlefest, and other fest's with the exception of Tourneyfest ignore Era setting - fixed.
68)(Scripting) Location Who flag always returns Federation - fixed.
69)All races may now can have either AMD or Plasma D.
70)TR beam always does 20 points - fixed. (also broke out into TRBL and TRBH).
71)Increased the number of ships per class from 64 to 128.
72)Some races are able to adjust the game speed in Dyna - fixed.
73)Patrol mission not returning proper results - fixed (thanks to NuclearWessels and FireSoul).
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02 Patch fixes in 2.5.2.5 by the KhoroMag patching team: James King and Dutch Blomenkamp
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1) Damage allocation fixed.
2) Added option to allow game host to specify hidden race and/or BPV in multiplayer ship select screen.
3) Weapon hardpoint user interface enhanced to show individual slot status.
4) Destroyed hardpoint slots now lose their charge and cannot hold a charge.
5) Mines now detonate if your actual speed is fast enough to trigger them.
6) Mines now arm instantly if the ship that dropped them is destroyed.
7) AMD now correctly does 1d6 damage against weapon-type shuttles (SS, SP, WW, GAS).
8) AMD12 repair cost lowered to 4 (SFB value).
9) EM in a multiplayer game now properly updates attack shift on all computers.
10) EM voice no longer plays if user cancels EM countdown.
11) ECM now affects seeking weapons properly.
12) Fighters can no longer dock with their mothership if they are being held in a tractor lock.
13) Fighters no longer receive disruptor feedback at Range 0.
14) Fighter fusion corrected - can no longer fire at Range 3 (2.99 max).
15) Fighter photon corrected - can no longer fire at Range 5 (4.99 max).
16) Fighters now carry the correct number of missiles based on the ftrlist.txt file.
17) Suicide shuttle launch now properly voids a wild weasel.
18) Double-clicking to make multiple shuttles of the same type simultaneously is prohibited.
19) Shuttle conversions no longer remain on-screen when the 'd' key is used to slide panel away.
20) WW launch now properly updates the attack shift on all computers.
21) WW corrected to generate 6 ECM (was 12).
22) WW speed has been reduced to 6 (was 12).
23) Defensive shift now shows proper value when a WW is valid.
24) Defensive tractor hotkey now works properly when tractor system is damaged.
25) Ship explosions corrected: Damage < 10 is Range 0, otherwise explosion is Range 1.
26) Film filename longer than 70 characters no longer causes a crash in the film room.
27) Ships with 32 or 64 marines no longer mysteriously lose a marine 7 seconds into the simulation.
28) Each PPD pulse is now a separate volley.
29) PPD stops firing if target moves out of firing range.
30) Damage for each PPD pulse is now calculated when the pulse hits, not when the user fired it.
31) PPD damage versus fighter groups has been fixed.
32) Missile racks no longer lose a missile at startup.
33) Space dock now works correctly with missile racks having more than one standard reload (like DroG-2).
34) Missiles cannot slip past an active Radius 0 ESG at high speeds any more.
35) ESG now triggers active mines to explode. ESG absorbs what it can, remainder hits ship.
36) ESG no longer does more damage than its maximum when firing up and targets are in the radius.
37) ESG no longer hits ships on your team that were captured from other teams.
38) ESG power request corrected for multiple ESG hardpoints.
39) ESG ring radius corrected to be consistent with other direct-fire weapons.
40) ESG ring is now drawn at the exact outer edge of the damage radius.
41) ESG ring is now drawn at the correct size on all computers in multiplayer and film playbacks.
42) ESG field now drops if the hardpoint is destroyed.
43) ESG now hits enemy Wild Weasels and Probes in the ring.
44) Shield reinforcement effect on enveloping plasma and hellbore feedback corrected.
45) Phaser damage against incoming plasma has been corrected.
46) Plasma D auto-firing mechanism will no longer fire more than one Plasma D at a time at an incoming target.
47) Plasma D launcher firing rate increased.
48) Normal hellbores no longer do any feedback damage (no myopic zone in SFB).
49) Overloaded hellbore feedback damage now only occurs if the weapon hits its target.
50) Films from previous versions cannot be played with 2.5.2.0.
51) Various HET Breakdown fixes:
-Probes can no longer fire during a breakdown.
-T-bombs can no longer be placed during a breakdown.
-Hit and runs no longer function during a breakdown.
-Defensive tractors no longer function during a breakdown.
-Point defense is now disabled during a breakdown.
-AMD and Plasma D are now disabled during a breakdown.
-Shuttles and fighters cannot be launched during breakdown.
-Fighters cannot be retrieved during breakdown.
-ESG field drops when a breakdown occurs.
-Erratic Maneuvers cannot be used during a breakdown.
-Emergency stop cannot be used during a breakdown.
-Maximum speed restored properly if ship does not completely stop.
51) Phaser damage to Plasma is now 4 points of damage reduces plasma strength by one.
52) Fast missile speed reduce to 32.
53) Pseudo plasma recharge time has been reduced.
54) Photon Proximity hit chances changes as follows: 9-12(83%), 13-30(66.7%) and 31-55(33.3% NO Change)
55) ESG vs Hellbore interaction added.
56) F12 screenshot limit imposed - 1 shot limit every 5 seconds - to help prevent cheating.
57) Hitting Shift-ScrollLock during red alert will save many of your ship's settings which are applied on any future red alert. (Data stored in Assets/WeaponGroups/WQSB.ini)
58) Fast Repair Bug fixed; each weapon slot must be at 50% health to operate.
59) Multiplayer (GameSpy/Dyna) networking code optimized; effects of lag should be reduced.
60) Plasma I defensive firing made smarter.
61) Phaser-G hardpoint charging status indicator fixed.
62) Phaser-G multiple-slot hardpoints can now fire all shots.
63) Phaser-G point defense fixed to count shots correctly.
64) If ADD shot at a shuttle, it would only shoot once then completely disable PD vs.the shuttle.
65) EM and WW launch now void any active ESG field.
66) ESG now delivers correct damage to kill fighters (previously some ESG energy was wasted).
67) Single fighter group no longer drops multiple ESG rings unless energy expenditure warrants it.
68) Mine detonation on ESG ring when user changed radius UI control fixed.
69) Tractor hold, grab, then switch to repel now drops tractor hold.
70) Tractor charging and switching hold/repel, repel/hold now resets tractor capacitor.
71) F12 Screenshot file write made asynchronous (meaning faster).
72) Phaser slots that are destroyed now recycle their ready state.
73) Mirv warheads would not loose track of cloaked vessels - fixed.
74) Adjusted MIRV loadouts.
75) PhG does not honor shift-Z "fire all" command - fixed.
76) Normal Hellbore holding cost reduced to 2.5 points from 3.
77) Ships that are tractored can no longer initiate cloak.
78) Damaged fighters now take time to repair/replace.
79) Shield repair rate has been reduce to approximately 3/4 of previous value.
80) OrionOrion not being recorded in database - fixed.
81) Pseudo Fighters no longer regenerate PPTs.
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02 Patch fixes in 2.5.0.1
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1) Bug when fleeing on mission, decreases hex defense value -fixed
2) Ghosting of characters ("you are already logged on") should be fixed.
3) Killing of AI characters wasn't removing ships - fixed
4) Fixed mission not completing.
5) Fixed Singleplayer campaign crash after viewing map
6) Disabled the ESC during Dynaverse tactical, now only available if you fly off the map.
7) Single campaign crashes when exiting - fixed.
8) Player now cannot move while being drafted in dynaverse.
9) Multiplayer timing improved.
10) Metaverse game speed not always set (if they go into skirmish, then meta) - fixed.
11) We now handle directplay error DPERR_INVALIDPLAYER properly which had led to crashes in some scripts.
12) We now handle DPERR_CONNECTIONLOST properly, that had kept humans from matching up.
13) Mission AI ships are now deleted after mission (slowdown bug)
14) Changes to the ISC and Pirate political matrix.
15) Security cheat where players could log on to a dynaverse server without checks and then log on to a secure server - fixed.
16) Human to human matches under dynaverse were not always reporting the battles properly - fixed.
17) 0 Battery causing crash when opening fleet control panel - fixed.
18) Plasma D able to fire at cloaked ships - fixed.
19) Scatterpacks now void Wild Weasels.
20) Maximum range disruptors range was incorrect. Reduced damage from 2 to 1 - fixed.
21) Scripts not able to set store items correctly on startup - fixed.
22) Batteries not recharging correctly - fixed.
23) Erratic Manuevers generating excessive ECM - fixed.
24) Defensive Plasma not firing at all targets if chosen target is fighter group - fixed.
25) A single admin shuttle can drop 6 ESGs - fixed.
26) Bug fixed where program would crash if you looked at the vessel library before joining a Dynaverse server, after creating a fresh character.
27) Map not centered on player at start of play - fixed.
28) Phaser 3 and G firing Point Defense at range 3 (too far) - fixed.
29) Range 0 ESG missing drones - fixed.
30) ESG cycle time has changed to 1.5 turns after firing.
31) AMD to hit % too effective - fixed (KM).
32) AMD alwasys destroying WW, Scatterpack and Suicide Shuttles in one hit - fixed (KM).
33) AMD not affected by EM - fixed (KM).
34) Gorn race ships too weak - increased hull strength.
35) CD key in use message error - fixed.
36) High drone control ships (advanced era) causing crash - fixed.
37) Scan progress indicator not working - fixed.
38) Running when ambush causing a change of hex ownership - fixed.
39) WW, Scatterpack and Suicide Shuttles not taking enough damage - fixed (KM).
40) User name field for logging onto Dynaverse larger for email addresses.
41) Plasma holding costs reduced slightly R(4), S(2.33), G(1.5).
42) AMD and Plasma D not firing at SS and Scatterpacks - fixed
43) Ph2 range table corrections (KM).
44) WW speed has been reduced to 6 (was 12).
45) Each PPD pulse is now a separate volley (KM).
46) PPD stops firing if target moves out of firing range (KM).
47) Damage for each PPD pulse is now calculated when the pulse hits, not when the user fired it (KM).
48) Normal photon feedback damage has been reduced to 2 (was 4, same as overload).
49) Disruptor feedback Range 0 - Normal changed from 0 to 1, overloaded from 4 to 2.
50) Lowered repair time of Phaser 3s, Phaser G, ADD12 and Tractors.
51) Increased repair time of Phaser G2 and Phaser 4.
52) Crash upon exiting game - fixed.
Note
(KM) Indicates bug fixed by KhoroMag patching team.