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SFC: Orion Pirates Patch v2538 - v25412

The patch will update your Starfleet Command: Orion Pirates...

  • Category Real-Time
  • Size 2 MB
  • Program by Interplay

SFC: Orion Pirates Patch v2538 - v25412

The patch will update your Starfleet Command: Orion Pirates version 2538 to version 25412. Included are over thirty fixes that you can see in more info.

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

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