home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC Gamer (Italian) 20
/
PC Gamer IT CD 20.bin
/
PATCHES
/
EFS_P12.ZIP
/
EFS_READ.ME
next >
Wrap
Text File
|
1997-03-03
|
9KB
|
233 lines
EMPEROR OF THE FADING SUNS
Commercial Patch Version 1.2
SegaSoft, Inc.
Holistic Designs, Inc.
Revision date: March 3, 1997
Special Note from SegaSoft & Holistic Design:
---------------------------------------------
In a combined effort and after several weeks of discussion and play
testing, SegaSoft and Holistic Design proudly present the latest
patch for Emperor of the Fading Suns. We wish to thank all of the
users who praised our title and also those who constructively offered
suggestions on how to improve this epic game. Although we could not
implement every request in this version, we feel certain that you will
be pleased with the enhancements and fixes included in this patch.
Your patience has been most appreciated. And now, it's time for you to
conquer the Fading Suns universe once again!
Good Luck,
SegaSoft/Holistic Design
Game Enhancements:
------------------
v1.2 TURN SPEED IN THE LATER YEARS:
Previously, as the NPC built multiple units, the CPU calculation
time could become severe. The A.I. turns now complete about 40%
faster then previous. This number is typical, but may vary from
machine to machine.
v1.2 UNIT SUMMARY SCREEN:
Added a city summary screen. The new screen shows what units are
being produced at which cities on all planets and how long they
have left to build. Information can be sorted as well for the
serious players!
v1.2 THE INQUISITION:
The Church would sometimes make an empty promise to destroy
your labs. It is now MUCH more likely that if you research
a forbidden technology, or if the Church proscribes a
technology you already possess, they will attack your lab.
v1.2 CHURCH DIPLOMACY:
Previously, the Church was not accepting contracts often. The
leniency of the church has been enhanced.
v1.2 VIEWING PLANET MAPS:
Planet maps are now full screen!
v1.2 SAVING A PLANET MAP TO A FILE:
On the planet map screen, there is a new option to SAVE a world
map to a .PCX file. Files will be saved in the EFS sub-directory.
v1.2 BOMBARDING MULTIPLE TIMES:
A "Bombard Again" option has been added to the space combat screen!
v1.2 PLANET HEX MEMORY:
When bombarding and landing, the game remembers the last hex position
clicked on. This makes the game much easier to navigate when going
between the starmap and the planet map.
v1.2 UNIT BUILDING MEMORY:
After building a unit, when the user is prompted to build another
unit, the previously selected unit is now the default unit in the
scroll list.
v1.2 BUILDING PRODUCTION:
After a structure completes building a unit, the structure which
built the unit is displayed on the unit map. The hex will have a
"darkened" appearance (in case similar structures are nearby).
v1.2 UNIT MANAGEMENT:
When you right click on an enemy unit, you can now click on the
green arrow button to go to the next unit.
v1.2 LAB RESEARCH FEE:
A line of text has been added to lab screen informing players
that it costs 500 Firebirds per lab/turn to research technology.
v1.2 LAB RESEARCH WARNING:
Added a warning message if the user doesn't have enough Firebirds
to research at a particular lab.
v1.2 PROSCRIBING TECHNOLOGIES:
The Church wasn't proscribing technologies. There is now a select
group of morally "questionable" technologies that the church may
randomly deem odious to humanity.
v1.2 FORBIDDEN TECHNOLOGIES:
Technologies which are proscribed (Red) were previously listed
when asking Church to proscribe a technology. Now, only
technologies which can be proscribed are listed.
v1.2 BYZANTIUM II SCREEN:
If you promised your vote for a Ministry, it was showing your
"promised" commitment, and not necessarily the actual holder
of the position (or vacant).
v1.2 RAISING TAXES:
When raising taxes, the Advisor now warns you that your cities
may rebel.
v1.2 UNLOADING CARGO:
Added an "Unload All" button to unit info screen.
Fixes:
------
v1.2 GUNSHIPS:
A rather impressive unit, the Gunship unit is now researchable
and functional. The technology requirement for Gunships has been
changed to Energy Physics.
v1.2 LEAGUE DIPLOMACY:
If you were at war with the League, the diplomacy screen did not
have the thumbs down showing. This problem has been fixed.
v1.2 A.I. VOTING:
NPC houses without nobles on Byzantium II were voting. This
problem has been fixed.
v1.2 RUINS AND UNITS:
Ruins would incorrectly give players scientists and peasants
(which were removed from the game-play ages ago). These
unusable units will no longer appear.
v1.2 RUINS AND COMBAT:
Enemy units were incorrectly retreating into Ruins. This
was a cause of "mixed" stacks, leaving an affected stack
unusable. This problem has been fixed.
v1.2 SPY ASSAULT:
If you had a stack with a Spy in it on Byzantium II, you could
previously attack with the entire stack. This problem has been
fixed.
v1.2 UNIVERSAL WAREHOUSE:
Fixed bug with universal warehouse turned off where it reported
the wrong number of a resource.
v1.2 LEAGUE CARGO:
Late in the game the League wasn't restocking. This problem
has been fixed.
v1.2 HIDDEN MUSIC TRACK?:
The 10th track (and one of the best) was not playing within
the game. This problem has been fixed.
v1.2 MINISTRY ASSIGNMENTS:
You could change ministry assignments more than once during your
first turn as regent. This problem has been fixed.
v1.2 PLANETARY SECT:
Changing planet sect now makes new units start with the new sect.
v1.2 BYZANTIUM MESSAGE:
Landing on Byzantium II before someone declared themselves Regent
resulted in a message saying combat is restricted. This problem
his been fixed.
v1.2 SPACE CARGO:
While in space, if you attempted to drag cargo outside of the 4x5
grid of boxes, a message stating that you can't unload in space
would appear and then draw a box next to the House banner.
This problem has been fixed.
v1.2 EXCOMMUNICATION:
Church wasn't excommunicating on contract.
v1.2 EXCOMMUNICATION (2):
Excommunication from the Church will now properly affect
cities loyalty.
v1.2 HOLY WRIT:
Previously, you could sign the Holy Writ more than once.
This problem has been fixed.
v1.2 SHADED CITY "BUILD":
Fixed a bug where you could build units in an unidentified city.
This problem has been fixed.
v1.2 SPELLING:
Fixed miscellaneous spelling errors.
v1.2 256 COLOR DIALOGUE
Previously, in some instances, if your game was not running in
256 colors, the warning dialogue box would overwrite the cursor.
Your cursor will now properly move "over" the box.
v1.2 PRODUCTION BUGS:
Fixed miscellaneous bugs with NPC production.
v1.1 HOURGLASS CURSOR:
On some machines, if the intro-video sequence was skipped using
the ESC key, Windows would incorrectly place an hourglass cursor
over the EFS cursor. Note that this did not happen with an
animated "wait" cursor. This problem has been fixed.
v1.1 MINISTRY MIXED UNIT STACKS:
If a player left units in a Ministry owned city. If the Ministry
changed hands at the next election and the new player built units
in the hex, a mixed unit stack would be created. No units were
able to move into or out of this stack. This problem has been fixed.
v1.1 REBEL SHIPS IN SPACE:
When a player was defeated, any starships still in orbit over any
world would become Rebel ships. Clicking on these ships would cause
lock-ups in some cases. This problem has been fixed.
v1.1 ELECTIONS:
If the user selected "wait" during an election and then moved
remaining noble(s) off of Byzantium Secundus, the game would get
stuck in a loop. This problem has been fixed.
v1.1 MAXIMUM TAXES:
If the user raised the tax rate to the maximum and lost all
technologies on the following turn (because the labs would lose all
loyalty), cities could not be built, and technologies could not be
researched for the duration of the game -- even if the taxes were
lowered. This problem has been fixed.
v1.1 SENTRIED NAVAL UNITS:
If a player loaded one unit onto a transport, sentried the
transport, loaded another unit onto the transport, unsentried the
transport, and unloaded the transport, then the game would freeze.
This problem has been fixed.