Topic: Got used copy of EAW - no manual.  (Read 2554 times)

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Offline Reven

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Got used copy of EAW - no manual.
« on: February 01, 2005, 04:21:39 am »
My wife bought me EAW for Christmas from a used game store.  It was just the jewel case.  Luckily, it's the original jewel case with the CD key sticker on the front.  Thinking that it had been one of those budget releases with a manual on the CD, she didn't worry that it had no manual.

I've worked out most of the stuff - I used to play SFB in high school (don't ask how long ago that was - it was way back), but I could really use a manual.  Has there ever been a release with an electronic manual?  I'd be willing to scan my jewel case and CDs and send an image of that to anyone who could send me a manual.

BTW, my only SFC experience has been SFC 3, which is pretty dumbed down compared to this.  Am I crazy, or do other people think that EAW has much better game play than SFC3?  If only we could get a game with EAW/OP's combat and SFC3's universe map/dynaverse.

Sigh.


Offline Strafer

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Re: Got used copy of EAW - no manual.
« Reply #1 on: February 01, 2005, 11:28:57 am »
My wife bought me EAW for Christmas from a used game store.  It was just the jewel case.  Luckily, it's the original jewel case with the CD key sticker on the front.  Thinking that it had been one of those budget releases with a manual on the CD, she didn't worry that it had no manual.

I've worked out most of the stuff - I used to play SFB in high school (don't ask how long ago that was - it was way back), but I could really use a manual.  Has there ever been a release with an electronic manual?  I'd be willing to scan my jewel case and CDs and send an image of that to anyone who could send me a manual.

BTW, my only SFC experience has been SFC 3, which is pretty dumbed down compared to this.  Am I crazy, or do other people think that EAW has much better game play than SFC3?  If only we could get a game with EAW/OP's combat and SFC3's universe map/dynaverse.

Sigh.



Later prints of the game only had the manual in electronic form on the CD itself, as a PDF. Searching the disks would be an idea, just be warned that the SFB cadet rules are also there for every version.
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Offline 3dot14

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Re: Got used copy of EAW - no manual.
« Reply #2 on: February 01, 2005, 03:25:18 pm »
No need for scanning discs, the manual file has been "declassified" long ago. (Interplay was offering it for DL on its websites before it went offline)

Here:
http://www.fileplanet.com/dl.aspx?/strategyplanet/sfc/misc/manual-sfc2-cover.pdf
(via SFU server) You need a GSA (GamespyArcade) login.

But beware the manual is not the most accurate info any longer. It'll get you on your feet, beyond that... shrug.

p.s. I agree that SFC3's univer maps are superior... but I like SFC2 battle styles as well.
p.s.s. What are you doing with EAW? play OP :)

Offline Dallas

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Re: Got used copy of EAW - no manual.
« Reply #3 on: February 01, 2005, 03:33:53 pm »
Thanks 3.14 that is cool.

Offline KBF-Crim

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Re: Got used copy of EAW - no manual.
« Reply #4 on: February 01, 2005, 04:11:14 pm »
You might also try looking online for the startagy guides for EAW and OP...

Dennis Greene (SFCShadow) did them both...and they have alot of practical information and the break downs of some advanced tactics... :)

Offline Reven

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Re: Got used copy of EAW - no manual.
« Reply #5 on: February 01, 2005, 07:34:48 pm »
No need for scanning discs, the manual file has been "declassified" long ago. (Interplay was offering it for DL on its websites before it went offline)

Fantastic!  Thanks.  I've grabbed it and am reading it.  Lots of info in it that I need - all the numbers.

But beware the manual is not the most accurate info any longer. It'll get you on your feet, beyond that... shrug.

Where should I go to find out what's changed?

p.s.s. What are you doing with EAW? play OP :)

My understanding is that OP is only Orion cartels versus other Orion cartels.  I prefer the more traditional SFB races.

Offline Pestalence_XC

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Re: Got used copy of EAW - no manual.
« Reply #6 on: February 01, 2005, 08:03:03 pm »


My understanding is that OP is only Orion cartels versus other Orion cartels. I prefer the more traditional SFB races.


This is incorrect.. Orion Pirates is Empires at War with addirional races.. the difference is that Orion Pirates has more ships, 8 selectable orion Cartels to play in addition to all the races in Empires at war... in other words, 16 playable races..

Orion Pirates also has an Advanced Era where Empires does not... Orion Pirates has more weapons then Empires..

the only difference in game play between Empires at War and Orion Pirates, concerning Single Player game mode, is Orion Pirates by default does not have a storyline for the Empire races.. IE no Federation Storyline.. however they Empire races does have conquest campaigns...

Firesoul did make converted Storyline and Bonus scripts from EAW to work in Orion Pirates.. installing these scripts into Orion Pirates, along with the MCT files for the scripts, will make Orion Pirates into Exactly like EAW with the exception of Orion Pirates having more features and more fixes than Empires has recieved...

Basically Orion Pirates is Empires at War on Steroids..

also if you check the OP Enhancement Package v3.0 postings, you will see the majority of the major items that has been made for Orion Pirates from the fan community.. over half of which will not work with Empires... Look in the second post of the OP Enhancement Package posting and you will see what is available.. there is much more for Orion Pirates plus each module is available on this forum in various places to download individually.. but Orion Pirates Enhancement Package is basically a 1 stop shop to get your game up to speed in a hurry to play against others online, It is not a complete compallation of what is available, but basically a good start to get up to speed with everyone here..... for the Dynaverse Multiplayer, several servers have their own installers which is designed to work for the specific server and may require multiple DL's go get your game set up.. I did my best with the Enhancement Package to be compatable with almost any server thus only needint the Enhancement Package and the Server Installer...

but in Orion Pirates, if you want to play Klink.. it has it, Fed, it has it.. it has all the races of Empires plus 8 orion cartels..

Anyhow.. hope that this helps..

As for your question on what has changed with the patches in EAW from the CD install...

the latest patch for EAW is 2036 and here is the readme listing of the changes...

Star Trek Starfleet Command(R) Volume II: Empires at War(TM)
Patch 2.0.3.6 Readme File
28 October 2002

WARNING: *If you have a modded ship list, this patch will replace it*

--------------
02 Patch features and fixes in 2.0.3.6 by the KhoroMag patching team
--------------

1 General instability in 2.0.3.3 - fixed.
1 Dyna SQL Compatibility with MySQL 3.23.52 and MyODBC 3.51.03 - fixed.
2 SQL political tensions bug - fixed.
3 Disappearing fighter/shuttle icons bug - fixed.
4 Launching shuttles or fighters now voids any WW.
5 AMD damage being multiplied by number of players in a multi game - fixed.
6 Point defense phasers firing at objects out of arc - fixed.


--------------
02 Patch features and fixes in 2.0.3.3 by the KhoroMag patching team
--------------

New Features

1)Erratic maneuvers now fires instantly, requires 1 turn to recharge (like OP).
2)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)
3)Code recompiled with optimization for speed instead of size.
4)Fighter repair, rearm, and regeneration changed:
**Maximum fighters regenerated is equal to 1/2 of the ship's deck crew.
**Rearming and repair/regeneration occurs at the same time.
**Rearming costs 1/2 turn per fighter in the squad at the time it docks.
**Repair costs up to a full turn to repair any damage to the damaged fighter.
**Regeneration costs 1 turn per fighter.
**Repair and Regeneration cost is combined.
**The maximum time is therefore the maximum of repair/regen or rearming.
**The user interface shows two progress bars however they are identical and this unfortunately cannot be changed without artwork changes.  Therefore you will not be able to see the individual repair/regen and rearming progress.

Patch Fixes

0)Client game film recording is working again.
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)Starbases destroyed during a battle are now removed from the Dynaverse 2 map.  
11)Saved game difficulty is now enforced when reading in a single-player campaign.  
12)Unfinished repairs are now completed automatically at the end of a mission.
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 I restricted to one shot per firing ship per turn, when firing at starship sized targets (non fighter, PF).
58)Plasma holding costs reduced as follows (first number is normal, second is eneveloping) R(4/5), S(2/4), G (1/2.5).
59)Shield regeneration due to labs, lowered slightly.
60)BPV adjusted upward for Missile G ships.
61)Escort ships received a BPV increase.
62)BPV increase for Plasma I torps removed.
63)Docking "weak" fighters will no longer transform them into stronger variety (i.e. Hornet.I magically becoming Wasp.III)
64)Launching fighters now voids WW.
65)Disengaging in Dynaverse assault missions (Planety, starbase, etc.) gives leaving player a defeat.
66)ESG vs Hellbore interaction re-added.
67)Cannot complete mission "Dropping the Hammer" - fixed.

--------------
02 Patch fixes in 2.0.1.3 by the KhoroMag patching team
--------------
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)  ADD effectiveness was too high and has been corrected (die roll was off by 1).
8)  ADD effectiveness is now reduced when EM is used (add 1 to die roll).
9)  ADD now correctly does 1d6 damage against weapon-type shuttles (SS, SP, WW, GAS).
10) ADD12 repair cost lowered to 4 (SFB value).
11) EM in a multiplayer game now properly updates attack shift on all computers.
12) EM voice no longer plays if user cancels EM countdown.
13) ECM now affects seeking weapons properly.
14) Fighters can no longer dock with their mothership if they are being held in a tractor lock.
15) Fighters no longer receive disruptor feedback at Range 0.
16) Fighter fusion corrected - can no longer fire at Range 3 (2.99 max).
17) Fighter photon corrected - can no longer fire at Range 5 (4.99 max).
18) Fighters now carry the correct number of missiles based on the ftrlist.txt file.
19) All weapon shuttles now require 6 internals to kill (previously only 1 internal).
20) Suicide shuttle launch now properly voids a wild weasel.
21) Double-clicking to make multiple shuttles of the same type simultaneously is prohibited.
22) Shuttle conversions no longer remain on-screen when the 'd' key is used to slide panel away.
23) WW launch now properly updates the attack shift on all computers.
24) WW corrected to generate 6 ECM (was 12).
25) WW speed has been reduced to 6 (was 12).
26) Defensive shift now shows proper value when a WW is valid.
27) Defensive tractor hotkey now works properly when tractor system is damaged.
28) Ship explosions corrected: Damage < 10 is Range 0, otherwise explosion is Range 1.
29) Film filename longer than 70 characters no longer causes a crash in the film room.
30) Ships with 32 or 64 marines no longer mysteriously lose a marine 7 seconds into the simulation.
31) Each PPD pulse is now a separate volley.
32) PPD stops firing if target moves out of firing range.
33) Damage for each PPD pulse is now calculated when the pulse hits, not when the user fired it.
34) PPD damage versus fighter groups has been fixed.
35) Missile racks no longer lose a missile at startup.
36) Space dock now works correctly with missile racks having more than one standard reload (like DroG-2).
37) missiles cannot slip past an active Radius 0 ESG at high speeds any more.
38) ESG now triggers active mines to explode.  ESG absorbs what it can, remainder hits ship.
39) ESG no longer does more damage than its maximum when firing up and targets are in the radius.
40) ESG no longer hits ships on your team that were captured from other teams.
41) ESG power request corrected for multiple ESG hardpoints.
42) ESG ring radius corrected to be consistent with other direct-fire weapons.
43) ESG ring is now drawn at the exact outer edge of the damage radius.
44) ESG ring is now drawn at the correct size on all computers in multiplayer and film playbacks.
45) ESG field now drops if the hardpoint is destroyed.
46) ESG now hits enemy Wild Weasels and Probes in the ring.
47) Shield reinforcement effect on enveloping plasma and hellbore feedback corrected.
48) Phaser damage against incoming plasma has been corrected.
49) Plasma D auto-firing mechanism will no longer fire more than one Plasma D at a time at an incoming target.
50) Plasma D launcher firing rate increased.
51) Normal photon feedback damage has been reduced to 2 (was 4, same as overload).
52) Normal hellbores no longer do any feedback damage (no myopic zone in SFB).
53) Overloaded hellbore feedback damage now only occurs if the weapon hits its target.
54) Ph3 repair cost lowered from 3 to 2 (SFB value).
55) PhG repair cost lowered from 10 to 6 (SFB value).
56) Ph2 range table corrections: 16-29 -> 16-30; 30-51.5 -> 31-50
57) Disruptor feedback Range 0 - Normal changed from 0 to 1, overloaded from 4 to 2.
58) Films from previous versions cannot be played with 2.0.0.8.
59) 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.
    -ADD 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.
60) Phaser damage to Plasma is now 4 points of damage reduces plasma strength by one.
61) Fast missile speed reduce to 32.
62) Pseudo plasma recharge time has been reduced.
63) Plasma holding costs reduced slightly R(4), S(2.33), G(1.5).

--------------
02 Patch fixes in 2.0.0.7g
--------------

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) Converted chat and directory listing system from Won.net to Gamespy.  Chat is VASTLY improved.
8) Single campaign crashes when exiting - fixed.
9) Player now cannot move while being drafted in dynaverse.
10) Multiplayer timing improved.
11) Metaverse game speed not always set (if they go into skirmish, then meta) - fixed.
12) We now handle directplay error DPERR_INVALIDPLAYER properly which had led to crashes in some scripts.
13) We now handle DPERR_CONNECTIONLOST properly, that had kept humans from matching up.
14) Mission AI ships are now deleted after mission (slowdown bug)
15) Changes to the ISC and Pirate political matrix.
16) Security cheat where players could log on to a dynaverse server without checks and then log on to a secure server - fixed.
17) Human to human matches under dynaverse were not always reporting the battles properly - fixed.
18) Germans can now connect and play on dynaverse servers.
19) 0 Battery causing crash when opening fleet control panel - fixed.
20) Plasma D able to fire at cloaked ships - fixed.
21) Scatterpacks now void Wild Weasels.
22) Maximum range disruptors range was incorrect.  Reduced damage from 2 to 1 - fixed.
23) Scripts not able to set store items correctly on startup - fixed.
24) Batteries not recharging correctly - fixed.
25) Battery meter now reads in units of energy (use to read in fraction of total).
26) Erratic Manuevers generating excessive ECM - fixed.
27) Implemented Defensive Shift indicator.
28) Defensive Plama not firing at all targets if chosen target is fighter group - fixed.
29) User name field for logging onto Dynaverse larger for email addresses.
30) A single admin shuttle can drop 6 ESGs - fixed.
31) Bug fixed where program would crash if you looked at the vessel library before joining a Dynaverse server, after creating a fresh character.
32) Map not centered on player at start of play - fixed.
33) Phaser 3 and G firing Point Defense at range 3 (too far) - fixed.
34) Range 0 ESG missing missiles - fixed.
35) ESG cycle time has been reduce by 1/2 turn after field drops.
36) Plasma S hold cost reduced from 3.0 to 2.66.

"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

Member :
Xenocorp / Dynaverse.net Moderator & Beta Test Team
SFC 4 Project QA Coordinator
Taldren Beta Test Team
14 Degrees East Beta Test Team
Activision Visioneers SFC 3 Beta Test Team

Offline Pestalence_XC

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Re: Got used copy of EAW - no manual.
« Reply #7 on: February 01, 2005, 08:03:16 pm »
--------------
02 Patch fixes in 2.0.0.6
--------------

Tactical Fixes and Feature Additions

1) Free missile bug
2) Camera bug
3) Some ships unable to generate 6 points of ECM
4) Switch to wingman, can't fire at selected target
5) "T" stops cycling target list
6) Spare part limit increased for single-player
7) Multiplayer 2nd and 3rd ship supply bug
8) ISC fighter UI crash bug
9) Cloak sound missing in multiplayer
10) Icon for fighters disappearing
11) PPD will no longer hit out of arc
12) H&R raids effectiveness bug fixed
13) Missile type UI readout UI bug
14) Splash damage bug on PPD. Note: PPD never does alt damage only splash.
15 ) Plasma Torpedo bug (should fire for a brief time after destroyed) fixed
16 ) Plasma Torpedoes natural ECCM +3 bonus fixed
17) Ship performing erratic maneuvers create 4 points of ECM
18) Ai not firing a slow moving ships
19) Fleet Control UI buttons reversed
20) 1 point shield bug
21) Shuttle slowdown to dock bug (Shuttles/Fighters )
22) Partial cloak after flash bug
23) Fighters do not have proper ECM/ECCM
24) AMDs able to fire while cloaked
25) AMD could fire while WW is present - fixed
26) Unable to spectate after disengaging in multiplayer
27) Fest ships not random
28) Transporter icon overlap
29) Thief in the night (ISC) hailing bug
30) UI hellbore not showing charge
31) Photon torpedoes are able to erase a 1 shift of EW
32) Delay time for firing of ESG has been halved

Improvements:

1) Special shuttles no longer used by AI at Captain level.
2) HETS no longer used by AI at Captain level.
3) Defensive officer no longer used by AI at Captain level.
4) Click on a fighter group and its icon will flash
5) Use of Transporters now violates wild weasel
6) Firing of probes now violates wild weasel
7) Plasma I now has no Pseudo Plasma
8) Fighter/Shuttle Harass mode
9) Implemented Plasma D rack (Defensive only)
10) ISC have many new variants to cover the different refit periods of their ships


Dynaverse II

Is up and working.

Additional chat commands for Dynaverse II

* list:  Lists out the chat channels available preface with a ( ) if you are
not joined and (*) if you are.
* join [ name ] : Joins a chat channel ( example: "/join federation" )
* leave [ name ] : Leaves a chat channel ( example: /leave General" )
* /afk will make you away from keyboard
*/w (name) will whisper to person

Note - Yes, it is possible to Leave your current chat channel ad not have
any incomming chat.

More info on security for server operators:

Start Security:
32bit CRC security is included with this release.

To use:

Create a directory off of the assests directory for the server platform
called "ValidatedClientFiles".  Any files placed in this directory will be
CRC check on the client.  The StarFleet.exe file and any script files *can*
be placed in this directory for checking.  You do *not* have to place the
executable or any script file in the directory.  When the server platform
starts, you will see a debug message go by "VALIDATING for these files:"
followed by the list of files checked.

Clients that do not have the files checked-for, or clients that do not have
the correct version of the checked-for files will not be allowed on that
server and will recieve a dialog containing a server-operator defined
message (in Assest.gf), a list of incompatible files and reasons why each
file is not compatible.

End Security


----------
02 Patch fixes in 2.0.0.5
--------------
1) AMD is now H&Rable
2) AMD can be turned on and off.
3) Romulans can use cloaking device without game going out of sync.
4) campaign game will not slow downafter long periods of play
5) Normal disruptors no longer cause feedback damage.
6) Long Wait Period At Start Of Multiplayer Game
7) There are reports of players having their ships turn into Neutral status in the campaign
8) You can no longer get credit for taking parts off your ship. (stripping bug)
9) multiple phaser Gs were not firing all shots when  mounted on single hardpoint.
10) Battery will not give you free power when turned off.
11) You can no longer tractor multiple targets
12) Downloaded Plasma F's now take 2 turns to load.
13) You can now break tractor with equal amount of energy
14) Cloaked ships may deploy wild weasels
15) All Allied ships AI are always set to smartest level.
16) Probes now cost 1 pt to charge.
17) beaming spare parts requiers a transporter.
18) Stopping a repair no longer fixes the weapon.
19) Overloaded Hellbores no fire to range 8
20) Hitting Esc or Back button in setup screen (on Mplayer) no longer kicks you back to the lobby.



--------------
02 Patch fixes in 2.0.0.4
--------------
1) Plasma I's no longer do double damage in defensive mode.
2) Disabled viewing replay's in the metaverse, you can watch all movies in the
3) Film room.
4) Fixed fighters and shuttles in space being lost at end of Mission.
5) Fixed "attacking target ship" message appearing when trying to tractor a ship with an active decoy shuttle.
6) In single player campaign the correct briefing maps are now being displayed.
7) Voodoo textures are in and replaced.
8) Engine rumble has been fixed.
9) Watchdog Ultility for user servers is availble.
10) Many Mission updates
11) Planets no longer appear on players team.
11) Last but not least, Dynaverse II is availble for Open Beta.


--------------
02 Patch fixes in 2.0.0.3
--------------
1) MPlayer backing out of the vessel library during ship selectio no longer exits the game.
2) The freqency of multiplayer games having slot issues, if multiple clients join in at the same time has been reduced.
3) The film room re-enterance crash bug has been fixed.
4) Skirmish mode now allows the player to select for the full five opponents instead of four.  Plus minor skirmish areas fixes.
5) Hot keys F6,F7, and F8 now properly switch between your fleet.
6) Clients jumping into a game while the Host is selecting AI opponents no longer freezes up Host.
7) Mines in nebulas will no longer be removed from stores if the player attempts to lay them (mines can not be layed in nebula).

"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

Member :
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Offline KBF-Crim

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Re: Got used copy of EAW - no manual.
« Reply #8 on: February 01, 2005, 08:06:18 pm »
Ah...a misconception ;)...OP is in fact everything in EAW plus the orion stuff...

ALL of the current serious servers are played on OP.... ;)

Offline Pestalence_XC

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Re: Got used copy of EAW - no manual.
« Reply #9 on: February 01, 2005, 08:14:10 pm »
OK now here is a listing of fixes that Orion Pirates recieved.. noticed the fixes keep going where Empires at War fixes ended...


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".


--------------
02 Patch fixes in 2.5.5.2
--------------
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.

--------------
02 Patch fixes in 2.5.5.0
--------------
1) Retaining lock on cloaking ships wrong - fixed.
2) Plasma D hitting ESGs
3) Fighters unable to fire heavies after 1/4 turn - fixed.

--------------
02 Patch fixes in 2.5.4.12 (Thats Two.Five.Four.Twelve)
--------------
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.

--------------
02 Patch fixes in 2.5.4.10 (Thats Two.Five.Four.Ten)
--------------

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

--------------
02 Patch fixes in 2.5.3.8 by the KhoroMag patching team: James King and Dutch Blomenkamp and Taldren
--------------
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).

"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

Member :
Xenocorp / Dynaverse.net Moderator & Beta Test Team
SFC 4 Project QA Coordinator
Taldren Beta Test Team
14 Degrees East Beta Test Team
Activision Visioneers SFC 3 Beta Test Team

Offline Pestalence_XC

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Re: Got used copy of EAW - no manual.
« Reply #10 on: February 01, 2005, 08:15:00 pm »
--------------
02 Patch fixes in 2.5.2.5 by the KhoroMag patching team: James King and Dutch Blomenkamp
--------------
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.

--------------
02 Patch fixes in 2.5.0.1
--------------

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.
"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

Member :
Xenocorp / Dynaverse.net Moderator & Beta Test Team
SFC 4 Project QA Coordinator
Taldren Beta Test Team
14 Degrees East Beta Test Team
Activision Visioneers SFC 3 Beta Test Team

Offline Reven

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Re: Got used copy of EAW - no manual.
« Reply #11 on: February 02, 2005, 05:20:15 am »
Thanks for all the info.  Now to see if I can get a copy.  Perhaps on e-bay if I can't find one locally.