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