419 lines
24 KiB
Markdown
419 lines
24 KiB
Markdown
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# Sid Meier's Alpha Centauri & Alien Crossfire Unofficial Patch
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Author: scient ([Brendan Casey](https://github.com/b-casey))
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[Donate to Brendan!](https://www.paypal.com/donate/?token=TD1cTJuTnZJ29liLpk90YTThMZjqZLOga64Iqg6a15m6aCe73gL2DjElVhi6HPAKsCH5WW&country.x=US&locale.x=US)
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## Introduction
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This is a comprehensive set of fixes to bugs, crashes, and exploits
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found in Sid Meier\'s Alpha Centauri (SMAC) and Alien Crossfire (SMACX).
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The primary goal of this project is to fix bugs left after the official
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patches. A secondary objective is to expand upon the games features
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without modifying the existing mechanics to allow for more freedom.
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Feel free to host the installer somewhere else besides
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[AC2](http://alphacentauri2.info/index.php?action=downloads),
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[CGN](http://www.civgaming.net/forums/forumdisplay.php?f=15),
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[WPC](http://www.weplayciv.com/forums/downloads.php?do=cat&id=1) or
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[Apoly](http://apolyton.net/local_links.php?catid=399) as long as the
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contents of package aren\'t altered in any way and the readme is
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included.
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I am busy with multiple commitments so updates come whenever I have
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time. One of those commitments is my work on another unofficial patch
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project for the classic isometric RPG [Planescape:
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Torment](http://spellholdstudios.net/ie/pst-fixpack). However, this
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project has mostly concluded.
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I have no problem with other modders building off of my work as long as
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credit is given. If you\'re interested in helping out in any capacity
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please contact me. I would like to add fixed versions of the localized
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text files to the installer, so if you\'re interested in working with me
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to update the French, German or some other language let me know!
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I encourage you to report any bugs, crashes, exploits or just ideas on
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either [AC2](http://alphacentauri2.info/index.php) or
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[CGN](http://www.civgaming.net/forums/forumdisplay.php?f=15) forums
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which are the two primary homes of this project. You can also contact me
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on [WPC](http://www.weplayciv.com/forums/forumdisplay.php?f=7),
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[Apolyton](http://apolyton.net/forums/forumdisplay.php?f=23),
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[CFC](http://forums.civfanatics.com/forumdisplay.php?f=27) or
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[SHS](http://www.shsforums.net/index.php?showforum=551) forums as well.
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While my work on this project will go on regardless, if you enjoyed this
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patch please donate a few dollars via PayPal link at the top.
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## Installation
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- **Install the game (original individual CD\'s, Planetary Pack, SOS,
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GOG).**
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- **Next install the unofficial patch.**
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- **Done!**
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**Notes regarding the installer:**
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- While always applying the SMAC base files, the SMACX specific files
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will only be applied if SMACX has been installed.
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- All of the official patches have been rolled into the installer. So
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once applied, you are getting the same effect as if you installed
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the SMAC 2000/XP Compatibility Update and if applicable SMACX v2.0
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patch.
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- Any files touched by the installer will be backed up to a new folder
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inside SMAC/X directory. Also, an uninstaller is created that will
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allow you to roll back any changes made.
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- The installer can be applied to multiple SMAC/X installs on the same
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system without any conflicts. There are no issues with applying the
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installer to a portable install. However, there are a few minor
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fixes related to the registry and system font that will only be in
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effect on a system where the installer was run.
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## Engine Fixes
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### Version 1.0
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1. **\[CRASH\]\[SMACX\]** As either the Caretakers or the Usurpers,
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opening up the Design Workshop and then switching back and forth
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between a \"Colony Pod\" and other \"Equipment\" can cause the text
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in the \"Special Ability\" panel to become corrupted and crash the
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game upon exiting the Design Workshop. Fixed by increasing the
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memory allocation used to manipulate the caviar animation files
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(cvr) and possibly other buffer related problems. (credit to
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WBird784 for original fix)
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2. **\[CRASH\]** Scrambling air interceptors could cause the game to
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crash usually on larger maps. Even when the game didn\'t crash, it
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would use incorrect altitude values.
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3. **\[CRASH\]** While moving units around near or at the poles, it is
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possible for the y coordinate to exceed the map bounds and crash the
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game. Add handling to prevent the y coordinate from ever going over
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the World Maps minimum or maximum values.
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4. **\[CRASH\]\[MISC\]** Optimized out a number of legacy CPU checks
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that serve no purpose unless you\'re using an extremely old
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computer. In some cases, these checks actually prevented the game
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from starting on newer CPU\'s causing the game to crash. After
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removing these old checks, enabling ForceOldVoxelAlgorithm is no
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longer necessary. Disabling it may improve performance since setting
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ForceOldVoxelAlgorithm to 0 enables SMAC/SMACX to use your CPU\'s
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[MMX
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capabilities](http://en.wikipedia.org/wiki/MMX_(instruction_set))
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for the [voxel algorithm](http://en.wikipedia.org/wiki/Voxel).
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5. **\[BUG\]\[SMACX\]** The transport unit\'s special ability \"Repair
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Bay\" is rendered useless due to an incorrect check that would only
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give the healing bonus to ground transports inside a transport. Now,
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it will give the bonus to all ground units except ground transports.
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6. **\[BUG\]\[SMACX\]** Enhanced probes are now able to mind control
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bases or units normally immune due to high SE morale as stated in
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SMACX manual. For units it\'s purely the morale SE value so \>=3
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acts as if it were 2 (cost doubled). For bases, the value is
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calculated from morale SE and any base facility modifiers (Covert
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Ops: +2, Genejack: -1). If final value is \>=3, it acts as if it
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were 2.
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7. **\[BUG\]\[SMACX\]** While loading the ambient sound file for game,
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there is a mistake in faction id check for Believers causing it to
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use SMACX default of \"aset1.amb\" rather than their correct ambient
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sound file \"bset1.amb\".
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8. **\[BUG\]\[SMACX\]** Enhanced probes don\'t receive a penalty to
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survival probability when target faction has built Hunter-Seeker
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Algorithm. Instead, the success probability is erroneously given the
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penalty for a second time after it has already been displayed in UI.
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This could cause diminished success rate when it should have been
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higher. Fix corrects check so survival rather than success
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probability is modified.
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9. **\[BUG\]\[SMACX\]** Sealurk units will now not get a movement
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penalty when moving through Sea Fungus the same as \"Isle of the
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Deep\".
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10. **\[BUG\]** If a faction\'s cumulative PROBE value is greater than
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three (SE morale, covert ops center) it is possible to \"mind
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control\" their bases when they should be immune. If the University
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uses SE Knowledge putting PROBE value down to -4, it would act as if
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it were 0 erroneously increasing \"mind control\" costs. After
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patch, PROBE values greater than 3 will always be immune to regular
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probes and values less than -2 will be treated as if they were -2.
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11. **\[BUG\]** Fixed a check that was ending the turn for certain air
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units (choppers/missiles/grav) when entering a base that had no
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adjacent enemy units. The unit\'s turn will now only end if when
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entering a base it has less then one turn remaining with no enemy
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units adjacent to the base.
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12. **\[BUG\]** Using \"Go to home base\" command (shift-g) sends the
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unit to closest base rather than it\'s actual home. Fixed so now the
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game retrieves the unit\'s home base and sets a \"go to\" waypoint
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similar to how a unit is recalled from within the base UI. If a home
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base cannot be found say if the unit is independent then the unit
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will go to the nearest base.
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13. **\[BUG\]\[EXPLOIT\]** Setting more than one patrol waypoint for a
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unit with the spacebar causes the coordinate values to be stored
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incorrectly. If only two waypoints are set then it is just a display
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issue showing an incorrect amount of waypoints when the unit is
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clicked. However, if three waypoints are set, it causes the unit\'s
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morale to be set as one of coordinates usually boosting it to elite
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or demon boil status. Also, when three waypoints are set the final
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waypoint would get set to some far off random location usually
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(0,0).
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14. **\[EXPLOIT\]** Using the right click menu to airdrop a unit moves
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the unit instantly and bypasses all of the required condition checks
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such as if unit has already moved or in a base or an airbase. Fixed
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so airdropping via right click now goes through same condition
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checks as if you used the hotkey \"I\".
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15. **\[EXPLOIT\]** Inside the base UI, after opening up the production
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queue window it is possible to then open the hurry command window,
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switch between bases and complete projects for less then their
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actual value. An issue with the queue panel is now fixed preventing
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certain parts of UI from becoming clickable when they shouldn\'t.
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16. **\[EXPLOIT\]** When clicking on an unexplored square, the map
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should recenter on that square. However, if the square contains a
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base the map doesn\'t recenter giving away hidden bases. Fixed so
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when an unexplored square with a base is clicked, the game will
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recenter like any other square.
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17. **\[EXPLOIT\]** It is possible to change another faction\'s workers
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via \"Base Ops\" (F4) if you have that faction infiltrated. It is
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now fixed so clicking the citizens of another faction in \"Base
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Ops\" has no effect similar to garrisoned units.
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18. **\[EXPLOIT\]** It is possible to give the airdrop or artillery
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ability to a unit who didn\'t already have it. This is done by using
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hotkey (I or F) on a unit that has the ability then switching to a
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different unit in bottom center window. The mouse cursor would still
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have the airdrop or artillery action ready to go and it is then
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possible to use it with the new unit bypassing any checks whether
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this unit can use the ability. Fixed by resetting the cursor when
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clicking the unit selection window.
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19. **\[MOD\]** Squares with both a Borehole and nutrient bonus don\'t
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receive the nutrient bonus. If the \"Borehole Square\" nutrient
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value defined in alpha/x.txt under \#RESOURCEINFO is set to
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non-zero, a square with a Borehole will erroneously act as if it has
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a nutrient bonus. The check whether or not to give a \"Borehole
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Square\" a nutrient bonus is now fixed from checking if borehole
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nutrient value is non-zero to checking if nutrient bonus is actually
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present in the square.
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20. **\[MOD\]** Fixed a check to use the \"Max artillery range\" value
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defined under \#RULES rather than a hardcoded value of 2. It is
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already set to 2 by default in alpha/x.txt.
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21. ~~**\[MOD\]** Increase maximum number of all units on a map from
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2048 to over 2 billion (2147483647). Also, increase value when
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native life stops spawning due to number of units on map from 1792
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to 2147483391 (same difference of 256 between original values).~~
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**NOTE:** Removed as of v2.00 due to problems with fix.
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22. **\[UI\]** Removed a check when displaying probe success and
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survival probabilities that would drop the display of one if
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they\'re both the same. For example, (50%, 50%) would just be (50%).
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This change makes the interface a little less confusing.
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### Version 2.0:
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1. **\[BUG\]\[MISC\]** On launch of the game, fixed a registry check
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that could cause an error message to be incorrectly displayed
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regarding a \"Complete Install\" not being performed. This was due
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to permission issues relating to UAC (Vista, Win7, Win8).
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2. **\[BUG\]\[EXPLOIT\]** Units without the \"Amphibious Pods\" ability
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can no longer move to a land square from a ocean base without there
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being a transport in either the land square or the ocean base. The
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previous buggy behavior would allow the unit in the ocean base to
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move to the land square as long as there was any existing unit in
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that square.
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3. **\[BUG\]\[SMACX\]** Prevent the Caretakers from being given the
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oppertunity to build the Secret Project \"Ascent to Transcendence\"
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which goes against their philosophy. If completed, they would
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declare war on themselves and get a Transcendence victory.
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4. **\[BUG\]\[MOD\]** You can now evict probes from squares that have
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more than one probe or other units in the stack as long as the probe
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is the top most unit. When evicting, only the top most probe is sent
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back to its own faction\'s territory.
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5. **\[BUG\]\[SMACX\]** After the AI successfully completes the probe
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action of freeing a captured faction leader, it would instead reset
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a non-captured faction. The problem was that AI would always try to
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free the first faction, usually being the PC, regardless of whether
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this faction was eliminated or not. Now it will obtain all the
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potential captured faction leaders and free one randomly.
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6. **\[BUG\]\[MOD\]\[SMACX\]** Add references for the use of a new file
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\"movlistx.txt\" to allow for expansion specific information text to
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be displayed after a Secret Project movie has been played.
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7. **\[MOD\]** The \"Nessus Canyon\" landmark is now placed when
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generating random maps.
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8. **\[BUG\]** The \"attacking along road\" combat bonus is now
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correctly applied for combat taking place on roads or magtubes. It
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is set to 0 by default in alpha/x.txt.
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9. **\[MOD\]** There are a number of unused pcx image files in relation
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to the random script event near a base of whether new resources are
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discovered or existing ones are depleted. The game will now display
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one of twelve images depending on the square (land, ocean) and
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resource type (minerals, energy, nutrients) instead of showing a
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general warning image for every event.
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10. **\[MOD\]** As part of the Datalinks, add the ability to set
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individual entries for armor and reactors (help/x.txt) as well as
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enable the display of the \"Sea Formers\" unit.
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11. **\[BUG\]** Fixed a bug where a \"Planet Buster\" (PB) could
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detonate after being initially shot down. Each faction has one
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chance to defend against an incoming PB if they have bases or units
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in the blast radius. However, there is a check to give the owner of
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the ground zero square a chance to defend against the PB even if
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they have no units or bases in this territory. This check didn\'t
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take into account whether or not the PB had already been shot down
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by another faction.
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12. **\[BUG\]\[SMACX\]** When another faction detonates a \"Fungal
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Missile\" near one of your bases, sometimes a script message would
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use an incorrect faction name as part of the text.
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13. **\[BUG\]\[MOD\]\[SMACX\]** When detonated in or near ocean squares,
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\"Fungal Missiles\" could spawn \"Mind Worms\" or a \"Fungal Tower\"
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in those ocean squares that would then die instantly after the end
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of turn. Now, a native sea unit will spawn in their place like an
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\"Isle of the Deep\" or a \"Sealurk\".
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14. **\[BUG\]** Fixed an erroneous message that the use of nerve gas
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caused massive casualties at a base even when the attack failed.
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15. **\[MOD\]** Added the ability to set the reactor type (1-4) for
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\#UNITS inside the alpha/x.txt. To do so, just add a comma after the
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Abil field with the value of the reactor you want for the unit. As
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an example, \"Colony Pod,\..., 00000000000000000000000000,4\" will
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give all \"Colony Pods\" a Singularity Engine. If no value is set,
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it defaults to \"1\" like original code. For SMACX only, there are
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two exceptions for \"Battle Ogre MK2\" and \"Battle Ogre MK3\" where
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default isn\'t \"1\" but \"2\" and \"3\" respectively. You can still
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override the Ogres default.
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16. **\[BUG\]** \"Colony Pods\" or \"Sea Colony Pods\" can now be added
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to existing bases where fungus has spread to the base\'s square.
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Also, ignore restrictions regarding land or ocean squares when
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adding pods to existing bases.
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17. **\[BUG\]** Due to an incorrect check, a message would fail to
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display telling you that a transport with no units has nothing to
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disembark when moved into a non-base land square.
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18. **~~\[BUG\]~~** ~~Changing start date for Perihelion event to be
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2160 from 2190. This is to be consistent with info about Planet and
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cycle from readme regarding 80 year cycles (20 years near, 60 years
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far).~~
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19. **\[CRASH\]** Under extremely rare circumstances, the game would
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crash when an AI faction with no bases attempted to upgrade a unit.
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20. **\[BUG\]** Abandoning a base after building a \"Colony Pod\" no
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longer skips the base production of the next base in line. This was
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caused by the upkeep function using incorrect base values after the
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abandoned base was destroyed.
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21. **\[BUG\]** Non-amphibious units can now move from a transport into
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Pact sea base since movement to and from Pact bases should be
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identical to your own.
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22. **\[BUG\]\[SMACX\]** Interludes \#6 and \#7 would display incorrect
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string values specific to either the Caretakers or Usurpers for
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non-Progenitor factions.
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23. **\[BUG\]** Interlude \#6 would sometimes be triggered by native
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life forms causing issues with the display strings and not making
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sense. This interlude (and its follow up \#7) are designed only for
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actual rival factions.
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24. **\[BUG\]** Fixed the rendering of the menu when using the scenario
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editor to change the faction id of the former owner of a base.
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25. **\[BUG\]** Fixed the CC/BP combat bonus bug.
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26. **\[BUG\]\[EXPLOIT\]** Fixed the AI base trading exploit. (credit to
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kryub)
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27. **\[EXPLOIT\]** Fixed the energy stockpile exploit. (credit to
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kyrub)
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28. **\[BUG\]** Fixed the parsing of the \"Retool strictness\" value in
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alpha/x.txt so \"Never Free\" works correctly. This would only apply
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if you wanted to give a retooling penalty when switching to \"Secret
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Projects\".
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29. **\[BUG\]\[MOD\]** Factions with the FREEPROTO flag (Spartans) will
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gain free retooling in their bases as long as the production switch
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is within the same category (unit to unit, base facility to base
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facility) and they\'ve discovered the necessary tech (\"Advanced
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Subatomic Theory\"). This is to resolve the issue with FREEPROTO
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factions never being able to gain the undocumented retooling ability
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of \"Skunkworks\" when it is fairly clear that they should.
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30. **\[EXPLOIT\]** Using the right click \"Save current list to
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template\" and \"Load template into list\" features of base queue
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can be used to bypass retooling completely. Fixed so these queue
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template features only save and load the actual queue and not affect
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the item currently in production.
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31. **\[BUG\]** When drilling an aquifer, there isn\'t a check whether a
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river already exists in the initial square. Now, it checks the the
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initial square as well as the eight square around it.
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32. **\[BUG\]** Fixed an issue where diplomacy dialog could be
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incorrectly displayed due to faction id value being set incorrectly.
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This best exhibited where Progenitors switch into \"Human\" dialog
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syntax.
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## Non-Engine Fixes
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1. **\[BUG\]\[MOD\]** Overhaul of all text files correcting spelling,
|
||
|
grammar and various formatting issues by Guv\'ner. See his projects
|
||
|
readme for more details since the changes are too numerous to be
|
||
|
mentioned beyond the highlighted bug fixes below. Also, as part of
|
||
|
this an update fork of GooglyBoogly\'s Datalinks v1.3 is included
|
||
|
for SMACX.
|
||
|
- **\[BUG\]** Enabled the \"Antigrav Struts\" special ability for
|
||
|
air units as stated in the manual. (alpha/x.txt)
|
||
|
- **\[BUG\]** Disabled the \"Clean Reactor\" special ability for
|
||
|
Probe Teams because they already don\'t require any support.
|
||
|
(alpha/x.txt)
|
||
|
- **\[BUG\]** Amended base seizure notifications that would
|
||
|
display incorrect plurality for the faction losing the base.
|
||
|
(scripts.txt)
|
||
|
2. **\[BUG\]** Needlejet \"DATA\" edit window via scenario editor
|
||
|
wouldn\'t render properly making it so you couldn\'t edit the stats.
|
||
|
(scripts.txt)
|
||
|
3. **\[BUG\]** When attempting to build a sea base inside another
|
||
|
faction\'s territorial waters, you were suppose to receive warning
|
||
|
messages that were mislabeled. (scripts.txt)
|
||
|
4. **\[BUG\]** Added a new entry that was missing when you attempted to
|
||
|
use \"B\" or \"b\" shortcuts with a non-combat unit that didn\'t
|
||
|
have a \"Colony Pod\". (scripts.txt)
|
||
|
5. **\[BUG\]** Added new entries that were missing in conjunction with
|
||
|
an engine fix for when \"retool strictness\" in alpha/x.txt is set
|
||
|
to \"never free\". (scripts.txt)
|
||
|
6. **\[BUG\]\[SMACX\]** When attempting to terraform an ocean square
|
||
|
other than shelf, aquatic factions (Nautilus Pirates) were suppose
|
||
|
to receive a warning message that was mislabeled. (scripts.txt)
|
||
|
7. **\[BUG\]** Fixed the display of the base facility quotes inside the
|
||
|
Datalinks caused by incorrect ids. Added the missing quotes for
|
||
|
SMACX specific facilities transcribed from their audio clips.
|
||
|
(blurbs/x.txt)
|
||
|
8. **\[BUG\]\[SMACX\]** Fixed the display of an image used for Fungal
|
||
|
payloads script events by renaming fungalpayld\_sm.pcx.
|
||
|
9. **\[BUG\]\[SMACX\]** Fixed the display of an image used for script
|
||
|
events when Progenitor factions capture a human base by renaming
|
||
|
humref\_sm.pcx.
|
||
|
10. **\[BUG\]\[SMACX\]** Fixed the display of an image used for Spore
|
||
|
Launcher script events by renaming sporelnch\_sm.pcx.
|
||
|
11. **\[BUG\]\[INSTALLER\]** Create a registry entry that is usually
|
||
|
missing to suppress the \"CDNOTFOUND\" warning message on launch.
|
||
|
12. **\[BUG\]\[INSTALLER\]** Register the SMAC \"Alpha Centauri\" font
|
||
|
with Windows so the game credits are displayed correctly.
|
||
|
13. **\[MOD\]** Add new versions of Arial font to SMAC directory that
|
||
|
will be more compatible with more recent monitors. If you notice
|
||
|
graphical issues with the in game text, revert back to original font
|
||
|
found inside backup directory.
|
||
|
14. **\[BUG\]** Add netcr\_sm.pcx that was missing for a script event
|
||
|
when a Network Node crashes. The image was taken from the Planetary
|
||
|
Pack\'s Alternative Art folder with scan lines added by BU.
|
||
|
15. **\[BUG\]** Add rdminldp\_sm.pcx that was missing for a script event
|
||
|
regarding minerals being depleted in conjunction with an engine fix.
|
||
|
The image was taken from the Planetary Pack\'s Alternative Art
|
||
|
folder with scan lines added by BU.
|
||
|
16. **\[BUG\]** Fixed an audio clip for when Network Node is already
|
||
|
linked from repeating itself by adding fractional amount of silence
|
||
|
to end of clip.
|
||
|
17. **\[BUG\]** Fixed an audio clip not playing when Missile Launcher
|
||
|
weapons are used by remixing from stereo to mono (edited by chuft).
|
||
|
18. **\[BUG\]** Fixed an audio clip not playing when Singularity Laser
|
||
|
weapons are used by remixing from stereo to mono (edited by chuft).
|
||
|
|
||
|
## Credits
|
||
|
|
||
|
So far beyond a few, all of the patches to the exe are done by myself (@b-casey).
|
||
|
Thanks goes out to WBird784 for his crash fix and kyrub for his two
|
||
|
fixes. A special thanks goes out to Guv\'ner for his overhaul of all the
|
||
|
text files. I\'d like to thank a few people for their work behind the
|
||
|
scenes. First off, a big thank you should go out to vyeh for the work
|
||
|
he\'s done in overseeing the administrative aspects of project. He has
|
||
|
definitely helped motivate me by keeping in contact and setting up
|
||
|
community at
|
||
|
[CGN](http://www.civgaming.net/forums/forumdisplay.php?f=15) for this
|
||
|
project. Another big thank you goes to buster (the owner of
|
||
|
[CGN](http://www.civgaming.net/forums/forumdisplay.php?f=15)) for
|
||
|
providing dedicated forums for project and being willing to host the
|
||
|
unofficial patch. chuft for helping moderate and organize project forums
|
||
|
on [CGN](http://www.civgaming.net/forums/forumdisplay.php?f=15). Darsnan
|
||
|
for making playtest scenarios used in testing of fixed game mechanics.
|
||
|
GooglyBoogly for his Datalinks update and comprehensive testing of patch
|
||
|
changes. BlackCat, BU, ete, Flygon, Googlie, Illuminatus, Kilkakon, Lord
|
||
|
Avalon, Mart, Nevill, Petek, Psyringe, Rubin, [AC2
|
||
|
forums](http://alphacentauri2.info/index.php), [WPC
|
||
|
forums](http://www.weplayciv.com/forums/forumdisplay.php?f=7) and anyone
|
||
|
else who has reported bugs, given feedback and support to this project.
|
||
|
Qwinn for letting me use the html shell of his readme. And of course to
|
||
|
the developers of SMAC and SMACX for making two great games that are
|
||
|
still being played even to this day!
|