Topic: SFC3 Patch 531  (Read 15843 times)

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Ravok

  • Guest
Re: SFC3 Patch 531
« Reply #20 on: April 24, 2004, 03:07:27 pm »
 Pestalence, Dave, And every body else concerned. Thank you SO much for looking out for us again.!!!!!!!
 Your dedication is one reason i will always buy your games.( Regardless of genre.) To help support you as you have always done for us. Your commitment to your gaming community, should become the standard for the industry.
 Thanks again  Mike H Naravas USAF SMSGT (Ret.)
                       
   

Lono

  • Guest
Re: SFC3 Patch 531
« Reply #21 on: April 24, 2004, 09:40:46 pm »

Woo Hoo!!!

USA! USA! USA!

Thanks guys - keep up the good work!!

   

Dash Jones

  • Guest
Re: SFC3 Patch 531
« Reply #22 on: April 25, 2004, 01:22:22 pm »
Wow, thanks.

As a side note, getting some really slow d/l speeds d/ling them.  Any other places which won't slow down greatly, or have faster d/l rates?

Pestalence

  • Guest
Re: SFC3 Patch 531
« Reply #23 on: April 25, 2004, 01:32:25 pm »
xc or battle clinic for the patch.. listed on main posting or on site HERE
« Last Edit: December 31, 1969, 06:00:00 pm by Pestalence »

Age

  • Guest
Re: SFC3 Patch 531
« Reply #24 on: April 25, 2004, 01:54:24 pm »
   Pestalence please answer this and check to see if I am right about this and what do you do with the refitted model folder save it to some place else for now.I have made several variations of ship in there and I hopping not to lose them.I have DX9.0b but I will do this when I get that list back from you don't rush it.I did DL 2036 and it is as good as 2552 I burned the 2036 do a disk and will uninstall EAW when I get that list back from you.I guess there is not much you can do because your site is down.Thanks  

Pestalence

  • Guest
Re: SFC3 Patch 531
« Reply #25 on: April 25, 2004, 05:06:43 pm »
In your Assets/Specs folder...

If you changed your Default Load Out, or Default Core.. then you will need to redo them with the one's listed in the v531.. in other words remake them..

as for saved ships.. you can try and save your ships from the Assets\Specs|Custom

and put them back in after patching.. however the ships may not work correctly...

if you edited the *.gf files.. then you will need to redo the HullItems.gf file and the PowerItems.gf file

also if you changed the Missionmatching.gf file.. this will need to be redone as well.

hope that this helps.
 

ELITEKaos

  • Guest
Re: SFC3 Patch 531
« Reply #26 on: April 26, 2004, 08:57:09 am »
We've all been using this build for a while now in the Dynaverse with mods like Dom Wars.  Despite being told that the GSA players oppinion was vailid we stiil havnt been asked weather we like it need it or want what it does.  We were offered the chance to talk with Taldren but the methods of communication offered to Talderen were never used.

We spent a lot of time talking to players to get the feed back on what they thought would be good for the new patch, and not one of them said they wanted the Klingon disrupters hitting ships at warp.  The whole nature of the skirmish battle has been ruined.  

The tatics of using warp have been negated, the increase to proximity torpedoes makes it impossible for the Klingons to fly with out shields.  In other words, the game feels wrong and imbalanced towards the Federation weapons.

Under Build 500 the Akira was obviously THE ship to fly, 4 torps and 1 phaser.  So far, this "Classic" config is still the best combination for winning battles, the only difference is that now he has to be careful about warping because if he does, a Klingon can shoot him from behind asteroids and planets (Try getting any other projectile weapon to do this and you will encounter the laws of motion!)

I see many fleets not likeing how the game now plays and we are heading towards the situation of having two games played in the same lobby making annoying to find a room using your build, this frustration just makes people think, "Lets play Battle Fields instead".  

On behalf of ELITE and the Game Spy Players who have spent there money on your game please look again at what you have given us, you have taken us backwards not forwards and all it would have taken to avoid this would have been one night in the GSA lobby for SFC3 talking to people.

Thankfully for me I'd already decided to stop playing the game as I was just BORED of the same old ships, X2 is the future folks, now that the game is moddable I can create a whole 3D universe with all the ST sectors, races, ships and planetary systems ready for when the game is realeased for online play.  www.egosoft.com

I hope that all goes well and that one day you get this game right (before a new company gets the liesence for ST games and brings out #4)

ELITE-Kaos  

The_Pelican

  • Guest
Re: SFC3 Patch 531
« Reply #27 on: April 26, 2004, 10:55:18 am »
Quote:

In your Assets/Specs folder...

If you changed your Default Load Out, or Default Core.. then you will need to redo them with the one's listed in the v531.. in other words remake them..

as for saved ships.. you can try and save your ships from the Assets\Specs|Custom

and put them back in after patching.. however the ships may not work correctly...

if you edited the *.gf files.. then you will need to redo the HullItems.gf file and the PowerItems.gf file

also if you changed the Missionmatching.gf file.. this will need to be redone as well.

hope that this helps.
 




Actually, all BUT the HullItems.gf file is compatable, you need to add the BorgArmor part to the end of that file.

The LoadOut file IS compatible.

The Core file is ALMOST compatible  - you need to add an extra column, called "ShipSize" - which is the size of the model. There is a command which writes out the Model Sizes for you, I'll explain it when I can.

TalonClaw

  • Guest
Re: SFC3 Patch 531
« Reply #28 on: April 27, 2004, 09:06:05 am »
ELITE-Kaos,

    We've seen this same kind of whining before.  People learn to compensate for a flaw in the game.  Then when it is fixed they scream foul.  You can learn to change your tactics.    
 
    As for your opinion.  Feedback is always welcome.  All you had to do was post in this forum.
 

Futurama_Guy

  • Guest
Re: SFC3 Patch 531
« Reply #29 on: May 01, 2004, 11:14:23 pm »
Quote:


1.  De-Borgified 4th race no longer gets free hull repair.
4. only change *should* be the glows being enabled for de-Borgified 4th race.
5.  Banking ships for the Borg Slot.
6.  New .gf setting which allows turning off of Borg regen armor. This is in the Hullitems.gf file at the bottom listed as:

     .....[BorgArmor]
     .....DoesRegen=1

When this is set to 0, it will essentially turn the Borg into a "normal" race. Their hull will no longer regenerate. Their ships will bank, they will have to pay for repairs and they will have shield glows. This option is for modders who wish to replace the Borg with another race .
 




Okay, so I have a question regarding the above.  If I replace the Borg with *race of choice* what areas of play within the game can *race of choice* be found? I don't play online, but I would assume that they would not appear in single player campaign, that they would in skirmish, but can you play *as* them in conquest? Also, when you convert them to a new race in the DefaultLoadOut.txt, is POLITICAL BASE column still going to be identified as "Borg"?  If so, can "Cardassian" or "Species8472" be substituted in, seeing they were drawn into one of the original .gf files, or can you make a new one up altogether?   I guess that question applies as well to the ClassName column as well.

Thanks for any assistance in clearing this up.

Pestalence

  • Guest
Re: SFC3 Patch 531
« Reply #30 on: May 01, 2004, 11:30:12 pm »
It would be best to ask this in the D3 Forums or start a new posting here as this pertains to creating a mod.. also posting in the Mod setion would be advised as well..

the "Other Races" are in place for people to create Mods off of.. it is not part of the stock game content.
 

Reverend

  • Guest
Re: SFC3 Patch 531
« Reply #31 on: May 02, 2004, 01:15:26 pm »
Holy moley.... sure thank you guys for putting this out, awful nice to get new things! Thank you, thak you, thank you, for the genuine effort, all involved... I imagine its been a lot of work!
....and thank you to all who have mirrored the patch, very considerate on your part too!

Now, I had 2 little questions.... if someone could make a guess at this...1) If I make a new map for the single player campaign, or Dynaverse, how will I get the Artifex brand map maker to identify the new Pirate hex colors? I ended up with using the default before, making them the same color as Federation... is Artifex still compatable?

2) If there is a ShipSize column, how will this effect ships I have already resized? I have resized almost half of my ship models (562 of 'em...just for my own usage.. dropped the Defaint a little, enlarged some of the DN's, so on... ) -what, if any, effect will this have?

Thanks to any and all!!!!

 

Pestalence

  • Guest
Re: SFC3 Patch 531
« Reply #32 on: May 02, 2004, 01:45:57 pm »
I would suggest you PM Phe Pelican for answers to these questions as he has worked hard to do the things you are asking.
 

Reverend

  • Guest
Re: SFC3 Patch 531
« Reply #33 on: May 02, 2004, 06:45:42 pm »
as have I... will do  

red_green

  • Guest
Re: SFC3 Patch 531
« Reply #34 on: May 25, 2004, 01:14:28 am »
The patch won't install for me. I follow the instuctions. I have WIN98 and 89% thru build 531 I get error 22, invalid spirtes.
I tried 3 times. Same thing. Any suggestions?  

Pestalence

  • Guest
Re: SFC3 Patch 531
« Reply #35 on: May 25, 2004, 02:16:50 am »
I will make a link available in just a few moments in the first v531 post. and I will make it here at the end of this post and in the D3 Forums.. I have just finished compiling v531 into a single download installer... as for why the previous version was not working on your system, I do not know, it is built for Win 98, ME, NT, 2K, and XP.

you may want to go to Window's Updates and check your machine for updates and Direct X version and also run some spyware removal programs and turn off any Anti-Virus programs.. Anti-Virus programs may cause the patch to corrupt during install.

I hope that this helps..

P.S. at the end of the install, there will be a readme pop up.. please read this file before continuing, it contains troubleshooting steps.

it should be ready in 25 Min.
 

Cocomoe

  • Guest

Pestalence

  • Guest
Re: SFC3 Patch 531
« Reply #37 on: May 25, 2004, 09:26:29 am »

Taldren_Admin

  • Guest
SFC3 Patch 531
« Reply #38 on: April 23, 2004, 11:46:10 am »
Drum roll please....

.....SFC3 Patch 1.01 Beta 2 Build v531 :  

.....Thank you DAVID FERRELL for all of your hard work !!!

Beta Release 22 April, 2004

_______________________________________________

Install Instructions :
(Thanks Pestalence for creating the instructions and 3dot14 for cleaning them up.)

1.  Use Add/Remove Programs panel in your MS Windows Operation System to
remove Starfleet Command 3 from you computer.

2.  Delete the SFC 3 game folder off your system.
Default Install location is C:\Program Files\Activision\SFC3

3.  Install Starfleet Command 3 from original game CD. (note: will need the CD key again when you reinstall,
it's printed on the CD casing)

     .....a)  Do not install Direct X 8.1 or Gamespy Arcade from game CD

     .....b)  Make sure your Direct X version is Direct x 9.0b. Reinstalling Direct X 9.0b is
.....recommended. You can DL Direct X 9.0b from Microsoft HERE

4.  Install the correct version of SFC 3 Patch 1.01 Beta 2 Build v500
to your game.

     ..... a)  Do not install SFC 3 Direct X 9 Fix.
.....It will cause game to corrupt.

     .....b)  Do not install Borg Mini Campaign.
.....It will cause game to corrupt.

     .....c)  Do not install Nemisis Add on Pack.
.....It will cause game to corrupt.

     .....d)v500 Download Locations :

          .....US v500 patch :
.....SFC 3 Patch 1.01 Beta 2 v500 - US


          .....UK / Rest of World v500 patch :
.....SFC 3 Patch 1.01 Beta 2 v500 - UK


          .....German v500 patch :
.....SFC 3 Patch 1.01 Beta 2 v500 - GER


5.  Windows XP Users - Right click the SFC 3 desktop shortcut, select properties. In the pop up properties
window, click the compatibility tab. Put a check mark in the box besides "Disable Visual Themes" then click OK.

6.  Make sure your drivers are up to date from the manufacturer of your video card.
Do not use drivers released by Microsoft.

7.  Use the SFC3_Patch_1.01_Beta_2_Build_v531_Full.exe
(installer made by Pestalence, Taldren Beta Test team)

     .....a)  v531 Download Locations :

          .....US / UK v531:  

          .....Client Mirrors:
          .....File Size: 28.8 MB

          .....SFCx:
.....SFC3_Patch_1.01_Beta_2_Build_v531_Full.exe

          .....XenoCorp:
.....SFC3_Patch_1.01_Beta_2_Build_v531_Full.exe

          .....BattleClinic:
.....SFC3_Patch_1.01_Beta_2_Build_v531_Full.exe

          .....Day Web Hosting:
.....SFC3_Patch_1.01_Beta_2_Build_v531_Full.exe



          .....Server Kits (needed only if you are a sever admin):
          .....File Size: 10.5 MB

          .....SFCx:
.....SFC3_Server_Kit_Beta_v531_Full.exe

          .....XenoCorp:
.....SFC3_Server_Kit_Beta_v531_Full.exe

          .....BattleClinic:
.....SFC3_Server_Kit_Beta_v531_Full.exe

          .....Day Web Hosting:
.....SFC3_Server_Kit_Beta_v531_Full.exe



          .....Deutsche Version v531:

          .....Klient Spiegel:
          .....Akte Größe: 28.8 MB

          .....BattleClinic:
.....SFC3_Patch_1.01_Beta_2_Build_v531_Ger_Full.exe

          .....XenoCorp:
.....SFC3_Patch_1.01_Beta_2_Build_v531_Ger_Full.exe

          .....SFCx:
.....SFC3_Patch_1.01_Beta_2_Build_v531_Ger_Full.exe



          .....Bediener-Installationssätze (benötigt, nur wenn Sie trennen admin) sind:
          .....Akte Größe: 10.5 MB

          .....BattleClinic:
          .....SFC3_Server_Kit_Beta_v531_Ger_Full.exe

          .....XenoCorp:
          .....SFC3_Server_Kit_Beta_v531_Ger_Full.exe

          .....SFCx:
          .....SFC3_Server_Kit_Beta_v531_Ger_Full.exe


8.  Go into C:\Program Files\Activision\SFC3\Assets\Scripts folder and delete the AllScripts.cache and CampaignScripts.cache files. If those files are not listed then continue on to next step.

9.  Start Game.


Notice: Some mouse software may cause game to crash. Go to Start button, click RUN, type in MSCONFIG. In pop up box, click Start-up tab, uncheck any mouse software listed (your mouse will still work fine) and uncheck any other programs that you absolutely do not need when your system starts. Click OK and allow system to restart.


SFC3 Patch 1.01 Beta 2 Build v531 Readme.txt :
_________________________________________________

..........Fixes included in all builds from SFC3 Patch version 1.01 build 500 up to SFC3 Patch version 1.01 build 531:  

..........SFC 3 Patch 1.01 Beta 2 Build v531 Client Fixes

1.  De-Borgified 4th race no longer gets free hull repair.
2.  Switch put in to enable random missions when enemy is present in hex.
3.  60sec max wait time for mission start (up from 40).
4. only change *should* be the glows being enabled for de-Borgified 4th race.
5.  Banking ships for the Borg Slot.
6.  New .gf setting which allows turning off of Borg regen armor. This is in the Hullitems.gf file at the bottom listed as:

     .....[BorgArmor]
     .....DoesRegen=1

When this is set to 0, it will essentially turn the Borg into a "normal" race. Their hull will no longer regenerate. Their ships will bank, they will have to pay for repairs and they will have shield glows. This option is for modders who wish to replace the Borg with another race .

7.  Officers not recovering from injuries - fixed.
8.  Cheat: using universal star base warp engines in starships giving massive amounts of power - fixed.
9.  Large number of starships in base and planetary missions cause lag - reduced number of defense ships but made them larger on average.
10.  Klingon disruptors will miss a ship going at warp - fixed.
11.  Increased proximity torpedo bonus from 20% to 30%.
12.  Crash: Klingon first mission crashes when you attack the uninhabited planet - fixed.
13.  Allied AI ships are not in a human fleet at the start of a mission - fixed.
14.  Warp core too vulnerable - fixed.
15.  Triple shot is not happening enough - fixed
16.  Plasma Torpedoes do not hit often enough - fixed
17.  Romulan medium and heavy plasma torpedoes fire triple too much - fixed
18.  Romulan triple shot never hits with all three - fixed
19.  Dynaverse - Lieutenant Commander rank needs t be abbreviated to Lt. Cmdr - fixed.
20.  Cinematic Campaign End movies do not play - fixed.
21.  Dynaverse - Player can get head start on opponent at start of game - fixed.
22.  If two allied races had a successful co-op mission with the same Victory result in a neutral hex, the result would be a draw - fixed.
23.  Pirate's have the same map color has the Federation - fixed.
24.  Downgrading your ship, or removing components from it, while the server setting "CanBenefitFromDowngrade=1" is set in the Economy.gf file causes both your lifetime and current prestige to go up, instead of just your current prestige. This causes the player to stop being promoted if their lifetime prestige exceeds that needed for the next rank - fixed.
25.  Star date "Freezes" when restarting using a saved game - fixed.
26.  Confusing Text "...ship is of a higher class and can't join your fleet" - fixed.
27.  Your AI Fleet-Members can Decline you from Joining in a Battle - fixed.
28.  Borg Base Fast Cutting Beams Charging at Slow Rate - fixed.
29.  Failing a scan or distress call mission in a neutral hex causes the hex to flip to the player anyway - fixed
30.  AI does not repair non-weapon systems - fixed.
31.  Planets named U.S.S. or IKV etc. - fixed.
32.  Neutral planets in empire hex do not turn to Player's Empire - fixed.
33.  Reduced network traffic, improving the overall multiplayer experience. In particular AI constantly throwing out change of direction messages when no change was made.
34.  Improved weapon arcs for those wanting to mod SFC 3. The full list of arcs is as follows (Image by NannerSlug):



.....0_360.....0_60.....60_120.....120_180

.....180_240.....240_300.....300_360.....30_90

.....90_150.....150_210.....210_270.....270_330

.....330_30.....345_15.....165_195.....0_120

.....120_240.....240_360.....60_180.....180_300

.....300_60.....0_90.....90_180.....180_270

.....270_360.....0_180.....180_360.....270_90

.....90_270.....240_120.....60-300.....330_150

.....210_30.....300_120.....240_60.....270_120

.....240_90.....0_240.....120_360.....60_240

.........................120_300




..........SFC 3 Patch 1.01 Beta 2 Build v500 Client Fixes  

1.  Follow, Orbit and Match target speed works on undetected cloaked ships - fixed.
2.  Win 9x not displaying "Mission Complete" message - fixed.
3.  Looping text at end of Klingon mission 'Obedience' - fixed.
4.  Occasionally the Romulan Mission 'Gray Area' cannot be completed - fixed.
5.  If a starbase construction fleet lost a freighter, the player would still be able to deliver the starbase - fixed.
6.  Owning player would receive prestige if his construction fleet freighter(s) were destroyed - fixed.
7.  AI not firing plasmas - fixed.
8.  A ship with no primary weapons would not be able to fire - fixed.
9.  AI not taking Angular Velocity in to account when firing - fixed.
10.  Romulan fast disruptors not doing enough damage - fixed.
11.  Empty incoming hail box that can't be cleared - fixed.
12.  Turn rate curve is incorrect - fixed.
13.  Ships beyond sensor range are given away by a mouse hover - fixed.
14.  Romulan Warbird is too weak - fixed, added additional hardpoint to rear (in addition to fixes elsewhere-in Romulan weapons).
15.  Reduced the chance of detecting a cloaked ship with probes from 25% to 15%.
16.  Pressing the B key or clicking on the Fire Heavy Weapons button drops a nuclear mine - fixed.
17.  If a weapon is destroyed, it indicates "cycling" - fixed.
18.  Base Assault and Planetary Assault missions are too easy - fixed.
19.  Defiant and Scimitar UI less than optimal - fixed.
20.  The Defiant hull cost is too low - fixed.
21.  The Ion Cannon is not distinctive - fixed.
22.  Borg Cube collision causing multiple problems - fixed the cube is now just an ordinary ship - no collision.
23.  Reduced strength of the pulse phaser over range and brought the plasma torpedoes in line with the new pulse phaser numbers.
24.  Added distinctive beep to incoming meta message.
25.  SFC now supports multiple maps of the same type.
26.  It will now randomly pick from all available maps of a type (Open space, Asteroids, Nebula and Black Hole) to determine map for tactical.
27.  Added new weapons arcs for starbases only.
28.  Starbase only weapons increased to max range of 60.
29.  Pulse phasers - reduced chance of shield piercing to 1 in 10 from 1 in 6.
30.  Special weapons now display damage drop off correctly in the tactical radar.
31.  Helm Officers being killed with performing EM does not stop you from stopping EM.
32.  Ships explosion damage now based on health of warp core and total warp power output.
33.  MP Games update the Player count correctly now.
34.  Refit Screen: The purchase list no longer resets to the first item each time you buy our remove a item.
35.  A host machine address is now removed correctly. NOTE: saved addresses will have to be re-entered.
36.  Mixing of Tech Between races now no longer allowed by default.
37.  Fixed Disrepute being counted twice after a battle.
38. Fixed Transporter panel bug where the panel drew over the weapons panel.
39.  Fixed Transporter Panel not refreshing the contents of the target ship correctly.
40.  Fixed bug in speed bar where the client fails to update the other clients on the change in speed when an impulse engine is repaired.
41.  Shields now regenerate faster.
42.  Fixed targeting sub system bug that allowed crewmen and officers to be killed before internals were scored.
43.  ShuttleBays made tougher.
44.  Fixed lockup when AI's try to capture ships under certain circumstances.
45.  Fixed bug where the keyboard command could ping turn on Anti-Cloak on ships that did not have anti-cloak.
46.  Fixed bug where keyboard command of "steady as she goes" did nothing.
47.  Cloak can now be repaired.
48.  Amount of random damage going to engines is too high - fixed.
49.  Klingon mission 'Obedience' crashes - fixed.
50.  Unable to complete Borg mission 'Status Quo' - fixed.
51.  Probes cause friendly ships to be detected - fixed.

Additional v500 Features

01. ItemRules.gf can be modified to allow mixing of tech for mods and holds the default ships for skirmish games.
02. When Bidding on a ship, a pop-up panel requests confirmation.
03. The weapons officers weapon Tech skill now decreases the shuttle launch delay. The delay was reduced across the board also.
04. Removed the need to have two teams for a skirmish game.
05. Added Popup to inform players that bids in D3 are final.
06. You can now cancel repairs but you still lose the repair part.
07. Weapons and Sensors degrade in the same increments as their color (Green 100%, Yellow 80%, Red 50%, Black 0%)
08. Warp and Impulse engines degrade gradually but also auto-repair at approx. 3% per turn

ADVANCED USER TIPS

To increase the resolution of the weapon arcs on the tactical display you may alter this line in the sfc.ini. The default number is 6. Higher numbers require more CPU power thus reduces framerate. Thus numbers over 10 are not recommended unless you have a high-end system. Numbers over 75 are capped to 75. Numbers under 6 are set to 6.

.....[UI]
.....TacDisplayRes=6  
« Last Edit: April 29, 2004, 02:02:34 am by Pestalence »

atdi

  • Guest
Re: SFC3 Patch 531
« Reply #39 on: April 23, 2004, 08:23:11 pm »
Hi!

Great work guys, thank you.
But a question; Can use I this version of the beta patch with my German version of SFC3?