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Reach For The Stars (2000) Updated Re-Release

 
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Reach For The Stars (2000) Updated Re-Release - 4/13/2005 3:59:54 PM   
Erik Rutins

 

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5Classic Space-Based Conquest Game Returns!

Matrix Games announced today that they will be working with Strategic Studies Group (www.ssg.com.au) to release an updated version of the Reach for the Stars sci-fi strategy game. The original classic was released in 1983, but the new release is an updated version of the second Reach for the Stars release in 2000.

Reach for the Stars is noted to have been one of, if not the first, 4X Space Strategy game. 4X Strategy refers to the four activities you perform, Explore, Expand, Exploit, and Exterminate. The overall game will remain the same as the 2000 release of Reach for the Stars, but with fixes for previous issues reported since then.

David Heath, Director of Operations at Matrix Games said, “Reach For The Stars is and was a classic that we are proud to return to the front line of strategy gamers. The gameplay is still as fun and addictive as always.”

< Message edited by David Heath -- 4/14/2005 2:25:20 AM >


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RE: Reach For The Stars (200) Updated Re-Release - 4/13/2005 4:05:26 PM   
Erik Rutins

 

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Hi everyone,

I want to welcome you to the RFTS forum and also answer the number one frequently asked question:

This is a re-release, not a re-make. This is the 2000 release, with all remaining issues and bugs officially fixed, packaged in a new installer. If you are looking for any major changes to gameplay and content, it will not be in this release, but all the original content and gameplay is there. This is mainly a way to let fans of the series get the official last version of the game, which was never released, in a one step installer. For those who haven't played Reach For The Stars, it should be priced to make it easy for you to take a look at this 4 X space civilization classic.

If we see strong interested in this re-release, who knows what might happen down the line, but I want to be completely clear on what this particular product includes.

Regards,

- Erik

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(in reply to Erik Rutins)
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RE: Reach For The Stars (200) Updated Re-Release - 4/13/2005 4:34:42 PM   
solops

 

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Well, that is a shame because RFTS has the potential to be a great game if the interface is re-done and some bugs ironed out. The genre is desperately awaiting a decent entry since MOO3 fell flat on its face and Stars! Supernova failed to find a publisher. Its a shame about Supernova. As a beta tester I can say that it had the most potential of any game I have seen or heard of to date.

There have been no decent turn-based 4x space games to choose from in years. SEIV is OK, but the AI is weak and its micro-management is tedious. SE-V? We'll see...

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RE: Reach For The Stars (200) Updated Re-Release - 4/13/2005 10:41:00 PM   
P_DEX

 

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Hey solops,

Have you tried Galactic Civilizations? It's definitelty the "best" 4X space strategy game out right now, in my opinion. Galactic Civilizations 2 is in beta right now.

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RE: Reach For The Stars (200) Updated Re-Release - 4/13/2005 11:22:38 PM   
solops

 

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Yeah, I bought it when it was released. It was ok for a while but it never really grabbed my imagination and interest like RFTS, Stars! and MOO2 when they first appeared.

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RE: Reach For The Stars (200) Updated Re-Release - 4/14/2005 2:04:44 AM   
dbt1949_slith

 

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Actually I kinda like the 2000 release of RFTS. WHat changes/fixes have been made since the last(or was it only) patch?

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Ye Olde Farte

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RE: Reach For The Stars (200) Updated Re-Release - 4/14/2005 3:39:50 PM   
sysrkm


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I agree that Gal Civ is a great game, but with ONE HUGE PROBLEM... It's single player.

- Rob

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RE: Reach For The Stars (200) Updated Re-Release - 4/14/2005 4:53:50 PM   
michaelm75au


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Thanks!
This was one of the first real games I bought for my computer back in '80s when RFTS was first released. Of course "Carriers At War" was a must also. [Was a subscriber to SSG Run5 magazine as well. Must look after local industry]

I missed the 2000 version for some reason.

Can't wait till its wrapped up and ready ... digital download I represume.

Michael

(in reply to Erik Rutins)
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RE: Reach For The Stars (200) Updated Re-Release - 4/14/2005 7:34:28 PM   
Burzmali

 

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Galciv is good, but I wouldn't call it the "best" 4x space game on the market. But at least it proves that a mere 8 starships can create a 100% blockade of a solar system

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RE: Reach For The Stars (200) Updated Re-Release - 4/14/2005 11:20:22 PM   
Hrothgar


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I thought the 2000 release was a lot of fun. I know a lot of people thought the interface was bad, but it seemed to me that, once you became familiar with it, it was very powerful and easy to use. My only complaint re the interface was that the "wings" tended to obscure a lot of the screen, but maneuvering via the interface was so easy that this was a minor problem. I still play it, despite the problems I've encountered under Win XP--most of which have been addressed in an unofficial patch from SSG. I prefer SE 4 because of the PBEM capability, but RFTS provides a challenging solo game--and it can be played live over the net, but my life is a bit too hectic to allow scheduling large blocks of time for that. At any rate, I'm looking forward to the re-release, which should eliminate the problems remaining under XP.

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RE: Reach For The Stars (200) Updated Re-Release - 4/20/2005 9:22:19 PM   
mjswoltjer

 

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I'm very happy to see the RFTS game re-released. I enjoyed playing it a lot.

Are there any plans to add some new campaigns and/or scenario's? This will make the game much more interesting for people who already own the original game. Maybe you can ask users to make some in the editor and add them to the release?

Marcel Woltjer

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RE: Reach For The Stars (200) Updated Re-Release - 4/21/2005 3:55:49 PM   
pterrok


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Well, head on over to the SSG site (http://www.ssg.com.au) click on the Discussion link and you'll find a Reach for the Stars forum. While as far as I know there are no plans for new scenarios or campaigns and no users have submitted any scenarios or campaigns--YET--it would be the logical place to go to find one.

I've glanced at the editor and it seems very powerful, so if word gets out that scenarios can be posted there, I'm sure some people will get into making them to see their name up in lights, as it were, just like there are a handful of regulars over there who make scenarios for the Decisivie Battles of World War II games.

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RE: Reach For The Stars (200) Updated Re-Release - 4/21/2005 8:49:23 PM   
mjswoltjer

 

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Thanks for the tip. I have posted a message on this board. You can read it here.

Marcel Woltjer

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RE: Reach For The Stars (200) Updated Re-Release - 4/26/2005 1:23:32 AM   
Vyshka


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What kind of time frame are we talking for release? It sounds
like they already have a patched exe that is being tested by
some people in the ssg forums. Will this be digital download?

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RE: Reach For The Stars (200) Updated Re-Release - 4/27/2005 12:06:53 PM   
mjswoltjer

 

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I just created my first scenario for the RFTS 2000 version. It has been posted at the RFTS forum page, which can be found here

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RE: Reach For The Stars (200) Updated Re-Release - 5/3/2005 5:13:34 PM   
Erik Rutins

 

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Thanks for the link.

RFTS should be released very soon via digital download and game on demand. Stay tuned for more news.

Regards,

- Erik

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RE: Reach For The Stars (200) Updated Re-Release - 5/4/2005 10:46:59 PM   
Erik Rutins

 

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For those who may be interested, a few screenshots:






Attachment (1)

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Erik Rutins
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RE: Reach For The Stars (200) Updated Re-Release - 5/4/2005 10:47:30 PM   
Erik Rutins

 

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RFTS Screenshot




Attachment (1)

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RE: Reach For The Stars (200) Updated Re-Release - 5/4/2005 10:47:49 PM   
Erik Rutins

 

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RFTS Screenshot




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RE: Reach For The Stars (200) Updated Re-Release - 5/4/2005 10:48:10 PM   
Erik Rutins

 

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RFTS Screenshot




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Erik Rutins
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RE: Reach For The Stars (200) Updated Re-Release - 5/4/2005 10:48:31 PM   
Erik Rutins

 

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RFTS Screenshot




Attachment (1)

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Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

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RE: Reach For The Stars (200) Updated Re-Release - 5/4/2005 10:48:51 PM   
Erik Rutins

 

Posts: 37503
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RFTS Screenshot




Attachment (1)

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
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RE: Reach For The Stars (200) Updated Re-Release - 5/4/2005 11:01:07 PM   
fjvieane

 

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nice, can't wait for it to be available

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RE: Reach For The Stars (200) Updated Re-Release - 5/5/2005 4:40:11 AM   
Grifman

 

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Can you give us a list of exactly what is in this version in the way of bug fixes, etc. that were never released before? Thanks.

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RE: Reach For The Stars (200) Updated Re-Release - 5/5/2005 5:08:12 AM   
Vyshka


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This is what was included in the version notes that ship with the version just
released by Matrix today.



Reach For The Stars Version 1.4 Changes


For more information visit these web sites:

SSG's RFTS Site
SSG


If the star names appear corrupted, then you will need to turn off the smoothing of screen fonts. To do this, go to the control panel, and select the display settings.

For Win2k or lower:

From the effects tab and deselect the "smooth edges of screen fonts" checkbox.



For WinXP:

From the appearance tab, select advanced and deselect the "Use the following method to smooth edges of screen fonts" checkbox.



Game Enhancements
Fleet Colors
The colors of the fleet names have been altered to reflect the size of the largest ship in the fleet.



Major Game Fixes
Fixed inability to save games during the 2nd mission of Kla Kleen campaign.



Reach For The Stars Version 1.3 Changes


For more information visit these web sites:

SSG's RFTS Site
SSG


Special Note for users of NVidia graphics cards
We have discovered a rare problem on certain combinations of PCs, TNT2 and GeForce video cards and NVidia Detonator drivers. The symptoms are a complete freeze within a minute or so of game start. There are two possible solutions:

Preferred Solution: Upgrade your video driver to the Detonator 3 drivers (Version 6.18 and above)
Alternate Solution: In the RFTS.INI file, under the [General] heading add the following line:
NVIDIA=1

The alternate solution uses a different but slower method of drawing graphics to the screen, so the driver upgrade is the recommended solution.



Game Enhancements
Combat Weapons Colors
The different weapon types are now color coded when combat is displayed. The tech trees and campaigns have all be modified for this new scheme.
The colors are:

Lasers are Red
Particle Beams are Green
Disruptor Beams are Blue
Guided Missiles are Magenta
Torpedoes are White
Active Mines are Cyan
Attack Drones are Orange
Standoff Energy Missiles are Yellow.


Improved AI
The computer players' AI has been improved for early stages in a game. Colonization and R&D will be more effective.


Major Game Fixes
Fixed a problem during a Random Game with the Primitive Homeworld option chosen where the computer players would not build anything.

Minor Game Fixes
Fixed a crash that could occur at the start of scenario 12 of the Enter the Klaa'Keen campaign.
Fixed a crash that could occur when loading save games from scenario 12 of the Enter the Klaa'Keen campaign.

V1.2 beta Changes


New and Updated Campaigns and Scenarios
Note that these campaigns and scenarios require version 1.2 to be installed to work correctly.

Reach for the Stars Campaign Change
Scenario six of the first campaign was made harder to prevent players from beating the Hive and invalidating the rest of the campaign.
Episode 2 Enter the Klaa'Keen
This ten scenario campaign starts up where you left off at the end of the first one and takes you through to the final apocalyptic battle with the Klaa'Keen. The winner will dominate our Galaxy.
Transit Point
A perfect three player multiplayer game. The only way between the three star clusters is through the star Transit. Control of this star is vital to victory and it will be hotly contested.
Spiral Arms
Two species, three spiral arms. After building an empire in their own arm a battle royal will be fought over the central arm. Perfect for two player multiplayer.
Piggy in the Middle
Four isolated species surround a central star cluster populated by the Hive. Your first enemy is obvious, but at some stage you must switch your war effort from attacking the Hive to the other species. This scenario is great for single player play of four player multiplayer. For a really challenging game, play the Hive.


Game Enhancements
These two enhancements change the game balance to a large degree and so are not available when playing a campaign.

Tough Satellites
Added an option to make satellites much more powerful, thereby making it easier to defend planets and more costly to attack them.
NOTE: As with some other game options, you must turn this option on before starting a game for this option to work.This is done by checking the "Tough Satellites" checkbox in the Options screen.

The changes that have been made are as follows

Satellite weapons have double the penetration value
Satellites have double the number of shields
Satellite shields have double the deflection value
Technology Cost Multipliers
Added an option to vary the cost of Technologies and Era Jumps between Tech Eras. The costs are set via sliders in the Options Screen. The cost of Technologies or Era Jumps are multiplied by the value chosen with the slider. Available values are 0.5, 1, 1.5, 2, 3 and 5. The default setting is 1, that is, the Technologies and Era Jumps will cost the base amount set by the Tech Tree designer.


Major Game Fixes
Fixed a problem with reinvading colonies you previously owned. The population will now be your own, if it should be.
Fixed a problem with the placement of initial colonies in a random scenario, so they are now less clustered.
Fixed a crash when making a Random Game and the Advanced option was picked for Players, but the computer players were not set up.
Fixed a crash loading saved games with the Detect Incoming Fleets option turned on.

Minor Game Fixes
Increased the importance of technologies being researched, and they now appear in the start of turn event dialog.
Fixed a problem with the display of side symbols in setting up of random games.
Fixed a crash that would occur when loading a scenario that had no empires defined.
Fixed a bug when placing random stars in small clusters. Sometimes the game would give up too early when looking for places for the stars.
Made some improvements to the computer players' production and diplomacy decision making.
Improved the balance of starships at the start of a Random Scenario. If a side could build no Destroyers, the side would be at a disadvantage. Now, half the number of Cruisers are built instead.

Editor Fix
Fixed an Editor bug that would ot allow the Victory Condition for a scenario being set to Galactic Domination once it had been changed to something else.

V1.1 Changes
Game Enhancements
Fleet Detection
Added an option to the Options screen called "Detect Incoming Fleets" to allow detection of enemy ships targeting a friendly system. The type of detection depends on the level of the best Planetary Defense Facility in the system.

NOTE: As with some other game options, you must turn this option on before starting a game for this option to work.

Level One: No detection possible
Level Two: Detects only the presence of a fleet
Level Three: Detects the total number of ships (including Colony ships and Marine vessels) and its time to target.
Level Four: Detects the number and hull type of incoming ships (DD, CA, DN, SD, Colony Marine) and its time to target.
When an enemy fleet is detected, a red target symbol will appear over your system and the fleet will be listed in the fleet wing for that system, with a level of detail as noted above. Allied fleets are shown with a yellow target symbol.

The Defense Hyper Scan is the technology used to detect incoming fleets, and the range differs between species, with initial values ranging between three and seven squares. This range can be increased through research. The technologies that increase the Defense Hyper Scan Range are hidden if this option is not selected.

Note that an attack that is launched from a system within one turn's hyperjump range for the attacking fleet cannot be detected.

Note also that if your detection range is less than the attackers hyperjump range, then detection is not guaranteed, regardless of the distance that the attacking fleet has travelled. This is because the location of the end point of the second-to-last jump depends on the distance from the departure system, and this end point may or may not be within the detection range. The greater the difference, the greater the chance that an attacking fleet will be undetected. If your detection range is equal to or greater than than the attacker's hyperjump range, then detection (of any attack launched from more than one turn away) is automatic.



Editing the Default Queue
Added the facility to allow removal of items from the default queue. This means that the queue need only contain the exact Planetary Facilities that you require.



Changing file formats to prevent cheating
Changed the file format for the standard Species and Tech Tree information to prevent cheating. The files containing this information still appear in the editor, allowing the user to modify this information. The modified files must be saved under a different name before they can be used in the game.



Campaign changes
Added the Auto Design Ships and Detect Incoming Fleets options to the campaign.

Sound files can now be imported into a campaign. Type a filename into the text area and click the Plus button. The file name should include any path information required, either the full path name, or relative to the RFTS directory. The filename can include wild cards.



Tutorial Interface changes
The highlight box in the tutorial now stays on the screen, and only clicks on the highlighted button will have any effect.



Other Interface changes
Shift and Control keys can now be used when moving colonies up and down the list of colonies in the System Production screen.

Double-clicking on ships or hulls in Ship Design now takes you to the next screen.

Typing ENTER when naming a colony in the Colonization or Invade dialogs now closes the dialog and the ESC, Space and ENTER keys now dismiss dialogs as appropriate.



Clarifications
In multiplayer games, no human player can start their turn until all human players have dismissed any event or colonization dialogs that occurred at the start of their turn. If it looks like your turn is not starting, it will be because another human player is taking too long. When your turn does start, use the chat wing to send a polite reminder to the recalcitrant player.
In multiplayer games with large scenarios, the Host may set a species to "off" and there is a chance that players joining the game may not see this notification. If so, the Host should simply chat with those players and ask them to deselect that species. The reason the "off" option was included was so that you could play large scenarios, such as Heavens' Gate, over the Internet without having a lot of species being played by the AI.
If you create a scenario on a large map with thousands of ships, it may require several minutes to load and play saves from that scenario.
If you are playing a Random Game and wish to use a player-created Species or Tech Tree file, you will need to select the "Advanced" option of the Player section of the Random Game screen.


Major Game Fixes
The host in a multiplayer game now cannot start the game unless all players have all of the required species and tech tree files.
Fixed a crash that could happen if, while playing a campaign scenario, a save game from a different campaign scenario was loaded and the player then started a single player game during the same session.
Fixed a problem with the shield display in combat, which was not correctly accounting for withdrawn ships.
Fixed a display problem for Ship Production capacity, which failed to correctly account for planets destroyed or invaded during that turn. Additionally, ship production orders are now reallocated correctly.
When repeating a campaign scenario, the R&D queue is now correctly emptied and any techs researched during the first attempt at the scenario are marked as unresearched.
Fixed a problem where weapons that normally had a Planetary Attack value of zero, but that had been increased by a Military Improvement were being ignored in assessing whether a planet was able to be bombarded.
Fixed a problem where Military Improvements that had effects at all ranges were not implemented correctly.

Minor Game Fixes
Corrected some anomolies in the Arimechs and Outies tech trees.
Fixed a crash that resulted from attempting to load the very last save game from the end of a campaign.
Fixed a problem with buttons and tooltips being incorrectly displayed at the end of a campaign.
Fixed a crash in an MPlayer game if a player name contained a period, dash or underscore character.
Fixed a problem with double-clicking on a side in the Side selection screen for multiplayer games. It now has no effect.
Made a change to prevent players from changing their species when loading a multiplayer save game.
The Take No Prisoners scenario had some invalid ship designs, which have been corrected.
Fixed a bug where a user could paste an illegal character into the Player Name when it was created for the very first time.
Fixed a display problem caused by canceling a fleet order while at the same displaying the fleet wing at the fleet's destination.
Fixed a display problem where destination markers were incorrectly remaining on the map after a fleet had been merged with another fleet, and effectively given new orders.
Fixed a display problem when the fleet wing was displaying all fleets where the wrong fleet was shown selected when merging fleets.
Fixed a display problem when the fleet wing was displaying all fleets and a colonizable planet was picked up from the system wing and dropped onto a colony ship. The number of remaining colony ships is now shown correctly and the colonize button is also correctly disabled.
Fixed a discrepancy with build values.
Fixed a problem that caused Colony Ship and Marine Vessel pictures not to appear in the Starship Report.
Fixed problem with drawing ship destination lines on the map.
Fixed a problem in MPlayer games where sides were being reset to computer control when non-host players attempted to select a side.
Fixed a crash caused by trying to set advanced Game options in an MPlayer game.
Fixed a problem where turning off Wing Animations could lead to inconsistent map scrolling.
Prevented uncommanded changes to the Wing Animation check box in the Option screen.
The Starship Report now correctly selects a ship to display when changing empires.
Prevented the computer players from sometimes ignoring planetary compatibility when decided to invade.


Editor Fixes
Fixed an Editor problem where copying and pasting a side did not copy all of a side's symbol colors.
Fixed an Editor crash when creating a campaign.
Fixed a crash bug in the editor that could occur when setting up start fleets.
Added new game variables to the scripting system: Total RPs for an empire, Total SPs for an empire, Total RPs Earned by an empire this turn, Total SPs Earned by an empire this turn, RP Pool for an empire, SP Pool for an empire. The "pool" values differ from the "total" values in that they represent the RPs or SPs the empire has at the start of the turn. The "total" values are the sum of the pool, RPs/SPs earned, trade and bribes.
Added a new script action to set the value of selected values. The only values that can be set are the RP and SP pools for an empire.




Copyright Info
Reach for the Stars, copyright (C) 2000 StrategicStudies Group Pty Ltd.
Reach for the Stars and SSG are Trademarks and/or Registered
Trademarks of Strategic Studies Group Pty Ltd.

(in reply to Grifman)
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