               BATTLECRUISER:3000AD Release v1.01c (Release 2)
               ----------------------------------------------

                            APPLYING THE PATCH
                            ------------------

         ************************* NOTE ****************************
         
         THIS PATCH WILL UPDATE THE FULL OR MEDIUM INSTALL VERSIONS
         OF THE RETAIL RELEASE WITH OR WITHOUT THE RELEASE 1 C PATCH 

         THIS MEANS THAT IT WILL PATCH THE FOLLOWING VERSIONS:
         
         V1.01  (retail release)   TO V1.01c (R2 of 11/14/96)
         V1.01c (R1 of 11/07/96)   TO V1.01c (R2 of 11/14/96)

         To apply the patch, unzip this file into your BC3K install
         directory and run the UPDATE.BAT file. 

         ************************************************************

11.13.96 (Release 2)

                      A BRIEF NOTE ON CHANGED/ADDITIONS
                      ----------------------------------

1.  Expanded soundfx options in CONFIG.

      Audio System      - turns off ALL sounds and music
      Midi Music        - music on/off
      Digitized Music   - sounds on/off

2.  Fixed 'clear radiation' bug in Logistix. Once a deck is radiated, the
    'clear radiation' option will be displayed. Click on this to clear the
    deck's radiation. This requires 1 Radiation Control Unit, RCU

3.  Fixed interceptor docking bug (???)

4.  Implemented new SOS sound library update and drivers

5.  Fixed wrong colored TTDs in turrets

6.  Fixed some internal bugs

7.  The a/p indicator will now flash when activated

8.  The ship will not longer fly backwards after a jump

9.  If CONTINUE is selected and a saved game is corrupted, game will exit to
    main menu rather than attempt to load the .SAV file and cause a GPF

10. It is now possible to return from NULL space

11. The FLIR in the co-pilot seat is now fixed

12. The FPD scale is now increased so as not to obscure the TTD display

13. The ships sounds will now be muted when you dock

14. SCRIPTS directory will now only contain script fixes. All final scripts
    moved into resource file.

11.07.96 (Release 1)

                      A BRIEF NOTE ON CHANGED/ADDITIONS
                      ----------------------------------

1.  Fixed various errors related to the surface engine not finding it's files.
2.  Fixed a problem with collision detect/avoidance
3.  Simplified and revised ACM Day1 scenario scripts (see below)
4.  Modified VTOL (still work in progress). Left/Right slips ship in that
    direction. Pushing the stick forward/backward increases/decreases altitude.
    Later, the forward/backward motion will be modified so that they move the
    ship forward/backward whilst the ~ and tab keys modify the altitude.
5.  Added version number in shift+capslock display
6.  Fixed bugs in weapon systems.
7.  Chase engine being removed (work in progress)
8.  Modified BC3000AD.EXE so that extender allocates 20MB swap file when needed
    instead of creating it in 8MB chunks.
9.  Fixed bug which prevented ships from using their jump engines
10. Fixed bug which prevented ships from launching missiles when they should
11. Fixed bug manual ctrl+d ATV->shuttle docking 
12. Updated BCKEYS.TXT (note: some deployment keys are not yet active)
13. Changed from v2.01 to v1.97 of the DOS xtender
14. Locked down sound data to prevent swap to VMM
15. The Passive Target Acquisition, PTA system will now operate in DIRECT and AI
    modes. It may take a while for PTA to fire since it has to build a target
    list. The turrets, controlled by the PTA will NOT fire unless the target is
    in range.
16. Working on an extensive FAQ to go with v1.01c. It's not finished yet.
17. Armor & shield upgrades/repairs now updated accurately. The value displayed
    on the BC bridge is in armor units. The HUL value displayed is the current
    percentage of the max available protection. Protection max values are based
    on the currently installed armor or shield type. Note: when speaking of the
    armor and hull, they are one an the same since the hull has armor which only
    takes damage when the shield is breached.
18. Breaching an object's armor will now not necessarily destroy it
    An AI object is destroyed if (a) its reactor reaches 0 integrity unless it 
    doesn't have a reactor in which case (b) its engine reaches 0 integrity
    unless it doesn't have a reactor or engine in which case (c) its armor 
    reaches 0 integrity.
19. Docking events for ships is now accurately detected. This means that for
    instance in ACM mission 1, when a diplomat ship docks, you will be advised.
20. Game save/restore now more secure. For some reason, this problem only occurs  
    when saving from the bridge menu. If it persists, simply got to Roster
    and save from there. But it seems to save/restore ok now.
21. ATVs & shuttles will no longer attempt to use HyperJump engines on a planet
22. Time compression enabled using ctrl+a and ctrl+shift+a are back in. These 
    compress and divide time ie 2x, 4x, 8x and /2, /4 and /8
23. Modified the maneuvering code so that ships can now accurately retrack
    waypoints if they miss on the first pass.
24. The external F10 camera will now show the current object's target if any.
25. Debug commandline options now only available in interim 'tester' versions.
26. Shuttles should should now be able to deploy/extract mining drones and ATVs
27. TACOPS now follows the players ship if it switches to another region and
    was previously in the currently observed region. This means that if you are
    in say Earth region and viewing that in tacOPS and the ship switches to
    Mars as a result of flight, then tacOPS will automatically be updated. It
    will NOT however switch to a region that the ship is NOT in. So if you're
    in Earth and viewing Mars in tacOPS (using probe's SCI-LINK programming)
    and the BC switches regions, tacOPS will not be updated.
28. You can now select planet surface mode from tacOPS by simply clicking on 
    the planet or moon from within tacOPS. Select 'observe' and it will be
    loaded. Once this is active, to revert to space mode, bring up the tacOPS
    command palette by moving the mouse to the right side of the screen and
    clicking and clicking on the SPACE button. Once in space mode, the button
    will revert back to BRIDGE. Due to the night/day effect. IF it is night
    time on the planet, everything will be pitch dark. See #35 below. The old
    method still works though until this mode is finalized.
29. Mining drones and ATVs can no longer be deployed in space from tacOPS
30. Navigation modified. In order for the ship to fly from one region to another
    you no longer need to have the jump anomaly (jpoint, wormhole, fluxfield)
    targeted in the CVD. You should first select the target you wish to fly to
    in either the NID or TACSCAN, activate the Flight Path Designator, using
    shift+f and the ship will fly to the target. If it's a jump anomaly, it will
    do the jump, if not, it will stop short of the target. This method allows
    you to continue using other modes of the NID, TACSCAN and CVD computers
    without accidentally clearing the current jump target. The FPD target can
    be cancelled by either turning off the FPD with f or by clearing the target
    with x. You can now have the ship flying toward a target while doing other
    things such as acquiring new targets, firing at them etc. Once a nav target
    is set in Navitron, activating the FPD with f will cause the AutoNav system
    to jump to the region without relying on the current CVD target.
    ---------------------------------------------------------------------------
    THE AUTO-PILOT MUST BE TURNED ON FOR THIS TO WORK IN EITHER AI OR DIRECT
    MODES SINCE THIS ALLOWS THEM TO CALCULATE THE ROUTE. TURNING IT OFF WILL
    TEMPORARILY CANCEL THE AUTONAV TARGET.
    ---------------------------------------------------------------------------
    If the HUD is in TAC mode, ie weapons on, the FPD will _not_ appear though
    the route is being flown. Put the HUD in NAV mode by disabling weapon 
    systems in order to see the FPD. The flight control is slightly offset to
    the left so that you can see the jump anomaly if it's obscured by the FPD
31. More modifications to VTOL. Move the stick left-right to slip in that
    direction. Move the stick forward-backward to slip in that direction.
    To increase your lift (altitude), using the throttle commands. Later, the
    ~ and tab keys will do the same thing. To auto-hover, reduce speed to
    around factor 2-4, enough to counter the effects of gravity and prevent the
    ship from falling. Activate VTOL and use the throttle wheel keys to find
    a suitable hover altitude. Use the numeric 5, auto-leveling key for a
    quick attitude orientation.
32. ACM will now report on mission success whenever it can. This is NOT true for
    most missions since ACM is not mission orientated and in some scenarios,
    a success is an 'abstract'. Several event triggers are now used to signal
    a new scenario without the need for an extended downtime. Some of you are
    going to start moaning now that you won't have a lot of time between
    assignments, especially advanced scenarios in which you are certain to take
    a pounding. You are a galactic cop and in most scenarios given a 'beat' in
    the form of a patrol zone. All you have to do in some scenarios is survive
    until the next assignment. This is why there is no mission success or
    failure in most ACM scenarios. Once you reach ACM scenario #30, these
    training scenarios will end and you will be required to defeat the Gammulans
    using whatever means necessary. See the FAQ for more on this.
33. The ship should now come to a relative complete STOP on the planet. You need
    to fine tune this and is dependent on the elevation and slope of the current
    terrain you're on.
34. You can now use ctrl+d from a shuttle to recall the targeted ATV or mining 
    drone. This will only work if there is space in the shuttle. Once personnel
    flight is handled, you will be able to do the same for personnel from the
    shuttle and ATV. The proposed ALT+F9 menu command (NYI) is going to be used
    for this. The shuttle must wait for the ATV to dock. There is a strange
    anomaly which causes the ship to be immediately docked without actually
    travelling to the ship!
35. Night/day transition modified (first pass). At night, the terrain fades to
    COMPLETE black. This is NOT a bug. This will change later so that it's not
    as dark. Even the infra-red scope in the IC is not penetrating this once
    the planet goes completely black. 
36. Docking the shuttle with an ATV or interceptor in tow will now dock both
    ships. Normal docking rules apply. ie, the status of the docking bay,
    launch bay etc.
37. CONFIG options are now saved when accessed from within the game.
38. Sound on/off support added. To disable MIDI support, run SETUP from the 
    BC3K directory and select 'no MIDI device'. Do the same to disable 
    digitized sound. If they are turned on and wish to disable them from within
    the game, simply turn SOUNDFX:OFF in CONFIG. This will disable both soundfx
    and MIDI support if they were enabled.

                              Revised BC3K scripts
                              --------------------

The included scripts are revisions of those shipped with the RETAIL version of
Battlecruiser:3000AD. The first ACM Tour Of Duty missions have been simplified
in order to extend your enjoyment and help you proceed with the game.

                                   KNOWN BUGS
                                   ----------

1.  On the surface, some objects are destroying others when they collide with
    them, ie mechs against buildings.  This is NOT a bug but object 1 inflicts
    enough damage on object 2 to destroy it.
2.  On the surface, some ground objects think they can fly.
3.  Orbital flight model still crashes making the o key obsolete
4.  The orbital flight model problem renders the probe ORBSCAN mode useless
5.  Selecting an area outside the tacOPS map ares results in a crash due to the
    size of the planet.
6.  Ships are not using hyperjump engines to proceed to their waypoints.
7.  Noticed a screen corruption in the Roster savegame option.
8.  Bugs in trading model
9.  On the surface, hitting water results in negative altitude since it is not
    considered in the collision detect.
10. Perspective Correct Texture mapping for the surface is disabled due to a
    bug (which is why the clouds are also disabled).
11. BC solar reactor is not storing extracted solar power. The effect of this
    if the ship is positioned accurately with respect to the Sun, the solar
    reactor will charge, but once this position is changed, the solar charge
    is cleared.
12. Starstations interfering with ACM specific entities, ie they will attack
    a hostile target you're supposed to interact with. This is NOT a bug but
    requires modification to the ai.
13. Radiation clearance uses an RCU but does not assign an engineer not elapse
    time.
14. Spurious crashes when interceptors docking in 'orders' mode.
15. Spurious sound related bugs.
16. Ship's alert condition not changing to RED when intruders board ship,
    prisoners escape or when ship is under attack.
17. Inconsistency between ATV and SHUTTLE->ATV status screen in Tactical
18. Illegal items not being detected when docking at GALCOM controlled stations
19. Marines ignoring 'searching' orders
20. Cannot replace destroyed mining drone with new one.
21. Unable to assign people directly to Detention Hold.
22. Interceptor can be launched even though pilot's location is not IN the ship.
    This happens if the pilots are en-route to the ship when it was launched.
    Their assignment is set to the ship and the launch rule is using the
    assignment instead of the location to determine if the ship has pilots.
23. Invalid personnel listed in shuttles (TRADCOM) when docked at station.
24. Still able to fly BC if alter-ego dies
25. Bugs detected in destroyed, SOS and evacuate BC states
26. Ships in ai mode colliding with surface and taking severe damage
27. In most cases, ships turning too fast for missiles to maintain lock
28. Pilot Combat Kills, CK, attribute not being updated

                        HINTS FOR ACM TOUR OF DUTY DAY1
                        -------------------------------

DAY1 - Tour Of Duty Mission 1
       Diplomatic Mission

There are three insurgent ships about to attack the diplomats you are sent to
protect. Though the diplomats have escort fighters, they are not strong enough.
In order to succeed, you must make sure that both diplomat ships dock with
Starpath. Once the scenario starts, concentrate on defending the diplomats and
let their escorts engage the threats. Use your interceptors and give them
instructions to attack each of the threats named THREAT1, THREAT2, THREAT3.
If the diplomat ships are damaged by 35% or more, the diplomats will be
beamed on-board your ship and will be located in personnel qtrs #2. 
As ACM progresses, a ship will come for them and they will disappear from your 
ship. If you're lucky, Starpath may launch  intercept craft at the insurgents 
making your task a little easier. There is one diplomat in the first ship and 
two in the second ship.

You gain 100 experience points for each diplomat ship which docks
You gain 25 experience points for each diplomat that is beamed to your ship
You get 1 violation for each diplomat ship that is destroyed

DAY1 - Tour Of Duty Mission 2
       Kidnap Insurgent Leader

This one's a milk run. Simply search for the ship named LEADER-ONE and disable
him by firing with low weapons intensity. Once damaged by 50% or below, the
ship will surrender and the leader will be beamed to your ship and put in
the detension hold by the marines. WARNING: If the detension hold becomes
damaged, he WILL escape!!

You gain 75 experience points if the leader is beamed to your ship
You lose 150 experience points if the ship is destroyed before the kidnapping

DAY1 - Tour Of Duty Mission 3
       Show Of Force

This show of force is a farce. The Vesperons will ignore the Enteris warning
and open fire anyway. The ship named THREAT1 is who you should be worried
about. His escorts will attempt to flee the region if he is destroyed.

You gain 150 experience points and awarded a COMBAT SHIELD medal if THREAT1
is destroyed.

DAY1 - Tour Of Duty Mission 4 
       Carrier Intercept

Your first nightmare mission. You CANNOT destroy the Whirlwind carrier! When
you enter the region, he's cloaked. He will send you a warning and then decloak.
Once this happens, leave or you'll regret it. If you don't leave, he'll destroy
your ship or beam over a covert team to sabotage your ship. Once they're on
board your ship, put some marines on 'searching' assignment and pray that they
catch and kill the intruders. If you survive 15 mins in this encounter, he
will still beam over the covert team as intruders and then leave the region
for Ramis. DON'T follow him. You'll meet him again.

You gain 25 experience points for each of the Whirlwind's escorts you destroy.

DAY1 - Tour Of Duty Mission 5
       Transport Intercept

As soon as this transport detects you on radar, he's going to emit an SOS
squawk code and you won't know what hit you. If you take out the ship named
THREAT1, then THREAT2 will warp into the region. This ship is cloak capable
and a nightmare.

You gain 25 experience points for destroying THREAT1 and 100 for THREAT2

Once you've completed this TOD, go to Cronus right away, the universe is about 
to change in a dramatic way!

