This is the latest official patch for Sid Meier's Alien Crossfire.
First update Alpha Centauri to v4.0, then Alien Crossfire to v2.0, then Alpha Centauri to v5.0.
SID MEIER'S ALIEN CROSSFIRE V2.0 README.TXT 12/13/99 CHANGES IN ALIEN CROSSFIRE VERSION 2.0 FIXES · You can now airdrop units into your own bases. · The correct voiceovers for Alien Crossfire base facilities now play the first time you build them. · Pirates can no longer capture units that are defending a base. · Alien probe teams now use the correct art. · The Cyborg faction now correctly has the Technology Steal ability. · It is now possible to rescue a captured faction leader. · Base facilities no longer cost less than they should at Thinker and Transcend difficulty levels. · In some instances a Golden Age would not produce a population boom. It now does. · AXStart.exe will now switch to a resolution it supports. · The Sid and Brian factions can now be loaded in the Faction Editor. · Occasionally refugees from a captured base would appear at coordinates 0,0. This is fixed. · The Maritime Control Center now grants a defensive bonus against naval units for player controlled factions. · Psi Artillery combat strength is now calculated correctly. · Some special abilities were not reflected correctly in automatically designed units. · The Right-click menu's version of airdrop now correctly uses movement points. · You can no longer have a pact brother support one of your factions units. · The 'Aliens capture your base' interlude now correctly displays, even if the base captured was obliterated. · All satellites can now be added to the build queue, even if currently in production. · Miscellaneous text fixes. · Base population no longer 'rolls over' when it reaches 127. · Native artillery units no longer get a 'hasty' penalty when attacking. · Drone revolts no longer can select aliens as new masters. · The Faction Editor now correctly updates bonuses on the Faction page. · The Faction Editor now correctly loads free units and free abilities. · The Faction Editor now correctly saves bonus technologies. · The Drone faction now correctly includes the Base Revolt ability of 75% · During a random game, if an Alien faction is selected, and there is another random slot, there will be two Alien factions in the game. ALIEN CROSSFIRE VERSION 1.0 Undocumented Additions: *Sea Borders: coastal bases now extend borders into the sea for all squares adjacent to the base. Nearby water bases do not affect these borders. *Detonating a fungal missile may now trigger native life forms from dormant spores. The higher the reactor level, the greater the number of spores. *Fungal Towers receive a 50% bonus when attacked, due to their ability to co-ordinate and direct native life forms in the vicinity. *A Progenitor faction controlling the Manifold Nexus receives +1 Research in addition to +1 Planet. *The Manifold Usurpers have a -1 Planet due to their intent to subvert the Transcendence process. *The Cybernetic Consciousness may steal technology when capturing a base, regardless of the rules preference set at the beginning. *The Data Angels now get any technology discovered by three other factions with whom they have an infiltrator. *Any units adjacent to a mind controlled base fall under the control of the probe teams faction. *The Dissociative Wave now works on offense. *The manual states that an alien may be in a submission pact and not affect a diplomatic victory; this is not true. For a human faction to win a diplomatic victory, both alien factions must be completely eliminated from the game, regardless of their Pact status. NOTE: Alien Crossfire now contains all the additions/enhancements and fixes to Alpha Centauri 1.0 that were contained in the downloadable updates, V2.0 through 4.0. ----------------------------------------------- ADDITIONS\ENHANCEMENTS · Check out the new landmark: the Manifold Nexus, a ruined remnant of an extensive alien complex with a mysterious relationship to the Planet itself. The faction possessing the Nexus inside its territory enjoys an improved relationship with Planet (+1 on the Social Engineering scale). · You can now see AI player's social engineering settings. · Wheelmouse support implemented for most listboxes and when picking production choices. FIXES · Singularity reactors now have 40 HP, so they are balanced in psi combat. · The AI no longer can use missiles beyond their designated range. · You can no longer use long-range fire via right-click when out of range of the target. · Automated formers no longer build bunkers prior to having the required technology. · The Self-Aware Colony now correctly halves maintenance. · The Space Elevator now correctly doubles mineral production when building satellites. · Units should no longer switch their home bases automatically. · The game no longer locks up when all players choose factions in a MP scenario that aren't present and END OF TURN is selected. · Airdropped transports no longer leave cargo behind. · You can no longer switch the AI's governor settings from the F4 screen. · If you zoom to a base from the F4 Base Operations screen, when you return to the F4 screen you can now use the PgUp and PgDn hotkeys to scroll the window. · Loading a map in the scenario editor after generating one now updates the minimap.
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