Star Trek: Starfleet Command v1.00 to v1.02.1 Patch

The third official patch for Star Trek: Starfleet Command.

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The third official patch for Star Trek: Starfleet Command.

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1.02
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* BPV values are based on the base value of the ship and
  no longer include the cost of basic supply items.  Basic
  supply items can no longer be sold back for extra prestige.
  This operates much more like the release version without
  the ability to "strip" a ship.
* Fixed automatic disengagement after capturing.
* Bases now rotate. They are more challenging to attack now.
* Seeking weapons cannot fire at a ship without a lock-on.
  This is especially beneficial for cloaking ships.  Seeking
  weapons fired at a ship that cloaks will lose tracking over time.
* Seeking weapon speeds have been altered:
   Slow missiles are speed 12.
   Medium missiles are speed 22.
   Fast missiles are still speed 32.
   Plasma Torpedoes are speed 36.
* The cost of Scatterpacks, Wild Weasels and missile reloads
  have been reduced.
* Decelerate hotkey slows you down by one instead of two.
* Multiplayer scripts now initialize properly.
* In multiplayer games, you cannot target or be targeted for
  a short period after respawning.
* Tractor defense is properly disabled after being destroyed.
* The AI fires less scatterpacks.
* The AI will no longer fire weapons at downed shields while
  in capture mode.
* Shuttles no longer return instantly to the ship.
* At the end of a mission, shuttles and fighters outside the
  ship are no longer lost.
* Your defensive phaser setting is not lost when the weapon
  is set to offline.
* When attempting to join a password protected game, it now
  gives the appropriate error message.
* Can now play a single-player game followed by a multiplayer game.
* Host can now adjust the individual player's BPV limit.
* Mission script loader is now filename case insensitive.
* Scatterpacks are now Type-IS missiles.
* Missiles in Multiplayer default to Type-IS.
* Taking an AI ship to Spacedock in multiplayer works properly.
* Shotgun torpedoes have been fixed.
* Modified AI target preferences in some missions.
* Numerous problems with repairing a weapon have been fixed.
* Erratic Manuevers and HETs cost energy. You can HET at
  speeds greater than 26 - this is intentional.
* Dual Fusions work properly in Suicide Overload mode.
* Point Defense phasers cost their proper amount of energy.
* A Nuclear Space Mine has a blue ring and prints a message
  when detonated.  They also drop properly now.  Only the
  dropping player can see the blue ring, but all players
  get the detonation message.
* Black Holes give a warning when you approach them from off-screen.
* Target Enemy and Target Ally hotkeys have been fixed.
* Ships with turning mode E & F (Battlships) now turn properly.
* Suns no longer damage the map itself. This was causing some
  missions to crash.
* Cloaking Devices cloak/uncloak slightly faster.
* Missiles in multiplayer are handled in a different manner
  that reduces the effect of "ghosting".
* Spec file changes: Some ship costs have changed. The R-SPZ, L-EGO
  and F-CFS ships have been slightly modified in particular.
* The official Tournament ships have been added.
* Minor UI fixes for Romulan and Lyran tactical interfaces.
* Fed CC+ refit text is fixed on the Choose Variant screen.
* Supply lines in enemy territory have been fixed in the Shipyard.
* Fixed a problem with some Orions not powering their weapons
  properly.
* You can use ECM while cloaked.
* If you attempt to Wild Weasel while tractored, the WW no longer
  launches when the tractor is dropped.
* Repairing sensors takes less time.
* Federation medals have been properly ordered.
* Dynaverse campaigns have improved mission selection logic.
* Single-player campaigns are longer.
* Rank lifetime prestige requirements have been slightly increased.
* Black Holes affect missiles.
* You cannot fire seeking weapons while erratic maneuvering.
* A big memory leak was fixed.
* Mission API: Orions have access to kClassFreighters.
* Phasers do half damage against plasma torpedoes.
* When your ship is destroyed, you will no longer appear in a
  captured ship.
* ESGs damage enemy fighters and all shuttle types.
* The Electronic Warfare (EW) shift is shown on the tactical
  screen.  The higher this number, the worse your EW position
  is on the target unit.
* A bug in determining the EW Shift of ECM and ECCM was fixed.
* Shield repair rate has been changed to a minimum of 1 point
  per damaged shield per turn.  +1 if you have a Legendary
  Science Officer, +1 if you have more than 4 undestroyed labs.
* Mines will only detonate if you are moving faster than speed 4.
  Cloaked ships will only detonate mines at speeds greater than 6.
* When dropping a t-bomb, the proper shield will stay down
  for the appropriate amount of time.  Note that due to Internet
  lag, this may not be as noticeable in online games.
* You can set the speed of multiplayer games over Mplayer.
* Legendary Weapons Officer now gives the proper damage modifier.
* Erratic Maneuvering gives the proper ECM bonus.
* ECM is fixed.  A 4 ECM will give a +2 shift now.
* Starbases will no longer take control of a player's ship in
  multiplayer games.
* The Gorn DN is available in middle-era games.
* Fast-loaded type-F plasma torpedoes do their proper damage.
* You can launch shuttles & fighters while tractoring, but not
  while you are tractored.
* Suicide shuttles cause only 36 points of damage and no longer 
  multiply that damage times the number of players.
* HUD information, like shield strength, is now always visible.
* Fixes to the sound code that reduce stuttering.

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