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▄▀▀ ░ ▄███▀▀ ░ ▀■▄▄■▀ ▀▀████▄▄▄■▀ ░ ▀▀███▄▄▄▄▄██▀ Eboy
▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀
S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E < █ █ ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ███▓▓▓▓▓▒▒▒░░ Distant Worlds v1.0.6.0 Update ░░▒▒▒▓▓▓▓▓█████ ░
▒▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▒
▓ ▓
▓ RELEASE DATE : 29-07-2010 PROTECTION : .Net Reactor + Serial ▓
▓ GAME TYPE : Strategy DISKS : CRACKED UPDATE ▓
░ ░
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▀█▌ Release Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ The Skid Rowdies are looking new blood to fill up the ranks. █ █
▒ █ We're a professional team of dedicated sceners with big mark █ █
█ █ under sceners. We believe on the ground idealism of the root █ █
█ █ of the real old school scene. We do all this for fun and █ █
█ █ nothing else. We don't earn anything on our hobby, as we do █ █
█ █ this for the competition and the heart of what got the scene █ █
█ █ started in the mid eighties. █ █
█ █ █ █
█ █ If you think you got something to offer, then don't hold back █ █
█ █ on contacting us as soon as possible. █ █
█ █ █ █
█ █ _______ __ ___ _____ /\__ █ █
█ █ \ / |/ /_/\_| \ \ _ \ / /_ \/\ /\ █ █
█ █ /\ \/| / / \/\/| |\ \ \//_// / / / / / / █ █
█ █ / \ \| \ \ / \| |_\ \ / / \/ /_/ / /// / █ █
█ █ \____/|_|\_\\__/|___/ / /_/\_/\__/_/\____/ █ █
█ █ twice the fun \/ double the trouble █ █
█ █ █ █
█ █ ────────────────────────────────────────────────────────────── █ █
█ █ █ █
█ █ On with the update release information: █ █
█ █ █ █
█ █ Distant Worlds v1.0.6.0 Update █ █
█ █ ============================== █ █
█ █ █ █
█ █ Sixth Official Update: █ █
█ █ █ █
█ █ Please Note - This update does create a new save folder, █ █
█ █ although it will work with previous saves. You need to █ █
█ █ navigate to the previous version save folder to open your █ █
█ █ older saves. We recommend starting a new game in order to get █ █
█ █ the full effect of the changes and improvements, as some will █ █
█ █ not apply to older save files. █ █
█ █ █ █
█ █ Also, this update may reset the automation settings in your █ █
█ █ Options screen. Please open the Options screen again to adjust █ █
█ █ them to your preference. Please note there are many new █ █
█ █ settings as well that you should check and set to your █ █
█ █ preferences. Apologies for any inconvenience. █ █
█ █ █ █
█ █ Note that there is a change to the new fleet behavior from █ █
█ █ 1.0.5.6, where refueling/gathering automatically kicked in. █ █
█ █ Now this behavior is opt-in, i.e. you have to specifically █ █
█ █ request it by selecting these new mission types (from the █ █
█ █ pop-up menu or by using the ALT key). See the Improved Fleet █ █
█ █ Operations notes below for more details. █ █
█ █ █ █
█ █ Bug Fixes: █ █
█ █ █ █
█ █ 1. Fixed bug where construction ship would occasionally get █ █
█ █ stuck in loop rebuilding same item at same location █ █
█ █ █ █
█ █ 2. Fixed crash that occurred when bombarded the last colony of █ █
█ █ an empire █ █
█ █ █ █
█ █ 3. Fixed crash in new Diplomatic Message Queue (at top-left of █ █
█ █ screen) █ █
█ █ █ █
█ █ 4. Fixed tech bonus received from disassembling advanced ships █ █
█ █ - now much lower than before and focussed in area where █ █
█ █ disassembled ship is advanced (e.g. torpedo weapons, █ █
█ █ shields, etc) █ █
█ █ █ █
█ █ 5. Fixed some special cases where military ships may not █ █
█ █ always attack an enemy in a timely manner █ █
█ █ █ █
█ █ 6. Fixed crash that occurred when you colonized a planet that █ █
█ █ previously had a blockade and was then bombarded to █ █
█ █ extinction █ █
█ █ █ █
█ █ 7. Fixed bug where ships would sometimes not attack targets █ █
█ █ (engagement range was corrupted) █ █
█ █ █ █
█ █ 8. Fixed bug where abandoned ships and bases with RepairBot █ █
█ █ components were auto-repairing themselves prior to █ █
█ █ discovery (e.g. in debris fields) █ █
█ █ █ █
█ █ 9. Fixed bug where independent colonies were not generating █ █
█ █ their own defending militia. This makes independent █ █
█ █ colonies more difficult to invade █ █
█ █ █ █
█ █ 10. Long range sensor display is now properly updated in █ █
█ █ galaxy view when ships/bases retrofitted with better █ █
█ █ sensors █ █
█ █ █ █
█ █ 11. Resupply ship designs now need only 25% of their █ █
█ █ components to be either cargo/docking bays/gas extractors █ █
█ █ (previously was 30%). This ensures that default designs █ █
█ █ are valid █ █
█ █ █ █
█ █ 12. Fixed the following bug: 1) discuss negotiating an end to █ █
█ █ war with a warring empire in diplomacy screen, but do not █ █
█ █ end the war. 2) then discuss a trade offer with another █ █
█ █ empire, including a request to "declare war on XXXX" 3) █ █
█ █ clear the offered items using the button at the bottom of █ █
█ █ the screen 4 instead of clearing, the offer changes to █ █
█ █ "end our war with you" █ █
█ █ █ █
█ █ 13. Fixed bug where player is sometimes not notified of an end █ █
█ █ to war with another empire █ █
█ █ █ █
█ █ 14. Fixed bug where newly colonized planets sometimes rebel █ █
█ █ due to high taxes █ █
█ █ █ █
█ █ 15. Fixed rare bug where colonized planets will no longer █ █
█ █ allow investigation of ruins (this could also lead to █ █
█ █ exploration ships clustering around the planet) █ █
█ █ █ █
█ █ 16. Quameno and Zenox no longer repeatedly offer knowledge of █ █
█ █ the same secret location █ █
█ █ █ █
█ █ 17. Scrapped long range sensors no longer leave sensor range █ █
█ █ on the galaxy map █ █
█ █ █ █
█ █ 18. Fixed a bug where crash research was not completing when █ █
█ █ you traded that tech █ █
█ █ with another empire █ █
█ █ █ █
█ █ 19. Diplomacy messages (top-left of screen) now correctly use █ █
█ █ custom race images if █ █
█ █ a theme is in use █ █
█ █ █ █
█ █ 20. Fixed a bug where some races and starting locations where █ █
█ █ swapped in some █ █
█ █ situations █ █
█ █ █ █
█ █ 21. Fixed a bug where you could colonize ice asteroids █ █
█ █ █ █
█ █ 22. Fixed a bug where ships and bases would sometimes have █ █
█ █ more docking bays or █ █
█ █ construction yards than specified by their design █ █
█ █ █ █
█ █ 23. Fixed a crash that sometimes occurred when zooming █ █
█ █ █ █
█ █ 24. Fixed a display problem (garbled fonts) when viewing █ █
█ █ information on █ █
█ █ construction yards in the Component Guide (Design Detail █ █
█ █ screen) █ █
█ █ █ █
█ █ 25. Fixed a bug where investigating an abandoned ship or base █ █
█ █ sometimes caused an █ █
█ █ infinite loop of messages █ █
█ █ █ █
█ █ 26. Fixed another crash that sometimes occurred after using a █ █
█ █ planet destroyer █ █
█ █ █ █
█ █ 27. Fixed a bug where Galaxy Map screen was no longer showing █ █
█ █ potential colonies █ █
█ █ █ █
█ █ 28. Ensured that empires do not perform spy missions against █ █
█ █ themselves █ █
█ █ █ █
█ █ 29. Fixed another rare GxBO crash █ █
█ █ █ █
█ █ 30. Fixed tutorials (were broken in 1.0.5.6 beta) █ █
█ █ █ █
█ █ 31. Fixed images for refugee ships (discovered from some █ █
█ █ ruins) █ █
█ █ █ █
█ █ 32. Fixed situations where wars or trade sanctions would █ █
█ █ sometimes unilaterally end █ █
█ █ without negotiation █ █
█ █ █ █
█ █ 33. Fixed additional rare GxBO crash █ █
█ █ █ █
█ █ 34. Fixed bug where construction ships could not be █ █
█ █ retrofitted █ █
█ █ █ █
█ █ 35. Fixed bug where large ships would sometimes not move (i.e. █ █
█ █ top speed was zero █ █
█ █ or below) █ █
█ █ █ █
█ █ 36. Asteroids no longer have ruins on them █ █
█ █ █ █
█ █ 37. Fixed crash that sometimes occurred when colonizing a █ █
█ █ planet (GxBO crash) █ █
█ █ █ █
█ █ 38. Fixed crash that sometimes occurred when assigning a fleet █ █
█ █ to patrol a system █ █
█ █ █ █
█ █ 39. Fixed bug where centering on multi-selected ships would █ █
█ █ not properly center █ █
█ █ █ █
█ █ (either by clicking in Selection Panel or using 'Lock to █ █
█ █ Selected') █ █
█ █ █ █
█ █ 40. Fixed bug where colony ships would sometimes not be built █ █
█ █ at colony with █ █
█ █ sufficient population (100 million) █ █
█ █ █ █
█ █ 41. Pause/spacebar keys no longer active when game screens are █ █
█ █ open, thus cannot █ █
█ █ accidentally resume a game while paused in a game screen █ █
█ █ █ █
█ █ 42. Can now build bases at top-left quadrant of colonies █ █
█ █ (right-click > build XXX) █ █
█ █ █ █
█ █ New Feature: █ █
█ █ █ █
█ █ Habitat Quality determines colony value (income and max █ █
█ █ population) █ █
█ █ █ █
█ █ 1. Colonies with quality below 50% cost an empire money to █ █
█ █ maintain, instead of earning income █ █
█ █ █ █
█ █ 2. Continental and marshy swamp planets usually have high █ █
█ █ quality, desert and ocean medium quality, ice and volcanic █ █
█ █ low quality. But there are occasional exceptions to this, █ █
█ █ with some high quality ice and volcanic planets █ █
█ █ █ █
█ █ 3. Abundance of quality planets can be altered with new slider █ █
█ █ setting in galaxy settings at game start █ █
█ █ █ █
█ █ 4. Home system favorability determines quality of home planet █ █
█ █ û planet type is now determined by native planet type of █ █
█ █ race █ █
█ █ █ █
█ █ 5. Each race receives a 10% maximum population bonus for their █ █
█ █ native planet type █ █
█ █ █ █
█ █ 6. Independent colonies now always have a quality of at least █ █
█ █ 50%, making them always worth colonizing. █ █
█ █ █ █
█ █ 7. Planets and moons with Quality below 50% are also listed in █ █
█ █ red in the Expansion Planner (along with those in hostile █ █
█ █ territory). █ █
█ █ █ █
█ █ More Realistic Colonization and Migration: █ █
█ █ █ █
█ █ 1. Cannot build colony ships at a colony until population █ █
█ █ reaches a threshold of 100 million █ █
█ █ █ █
█ █ 2. Colony ships take population from the colony they are built █ █
█ █ at (e.g. 10 million people) █ █
█ █ █ █
█ █ 3. Some new colonization tech increases population growth rate █ █
█ █ for colonies (as ell as unlocking new colonization █ █
█ █ components) █ █
█ █ █ █
█ █ 4. When planet type is not native type for a race, then █ █
█ █ population growth rate it slower, BUT colonization research █ █
█ █ progressively improves the growth rate for these non-native █ █
█ █ planet types █ █
█ █ █ █
█ █ 5. Passenger ships now carry less people when migrating █ █
█ █ █ █
█ █ Planetary Combat and Rebellion Changes: █ █
█ █ █ █
█ █ 1. Troops now receive a 10% bonus when fighting on their █ █
█ █ native planet type (for either attack or defense) █ █
█ █ █ █
█ █ 2. Troops now have higher deterrence of rebellion/defection at █ █
█ █ colonies █ █
█ █ █ █
█ █ 3. Rebelling colonies may raise militia forces (their own █ █
█ █ troops) to battle garrisoned empire troops █ █
█ █ █ █
█ █ 4. Independent colonies recruit their own troops to deter █ █
█ █ invasion █ █
█ █ █ █
█ █ 5. When conquered colonies rebel against their new owners, █ █
█ █ they are likely to return to their previous empire instead █ █
█ █ of simply becoming independent, but if a rebelling colony █ █
█ █ with quality below 50% leaves an empire, it will generally █ █
█ █ become independent instead of joining another empire █ █
█ █ (because it is a net drain on an empire) █ █
█ █ █ █
█ █ Automation and AI Improvements: █ █
█ █ █ █
█ █ 1. Empires are now more likely to invade independent colonies █ █
█ █ that are likely to resist colonization (due to racial █ █
█ █ animosity) █ █
█ █ █ █
█ █ 2. AI colony tax rate setting is now more accurate and less █ █
█ █ prone to 'jumping around' █ █
█ █ █ █
█ █ 3. Target prioritization altered so that distance is more █ █
█ █ important, i.e. closer targets more preferred - thus in █ █
█ █ wars, AI empires much more likely to attack border █ █
█ █ colonies, thus maintaining more coherent empire borders █ █
█ █ █ █
█ █ 4. Improved AI colonization logic so that AI empires expand █ █
█ █ better █ █
█ █ █ █
█ █ 5. Increased targeting priority for enemy colonies so that █ █
█ █ they are more likely to be invaded when at war █ █
█ █ █ █
█ █ 6. Construction ships and colony ships now remember dangerous █ █
█ █ areas (pirates and space creatures) and attempt to avoid █ █
█ █ them. This information is also reflected in the warnings █ █
█ █ in the Expansion Planner screen for colonization and mining █ █
█ █ targets █ █
█ █ █ █
█ █ 7. Automated ships in a fleet will make a better effort to █ █
█ █ keep themselves loaded with troops █ █
█ █ █ █
█ █ 8. AI expansion improved - other empires will now consider █ █
█ █ more planets for colonization, thus improving their rate of █ █
█ █ expansion █ █
█ █ █ █
█ █ 9. Empires will now be more careful about declaring wars - █ █
█ █ will not do so unless they have forces available to attack █ █
█ █ the enemy █ █
█ █ █ █
█ █ 10. Creature threat detection now works properly in restricted █ █
█ █ areas, so that military ships will auto-engage creatures █ █
█ █ █ █
█ █ 11. Improved exploration ship scouting so that they do not █ █
█ █ cluster █ █
█ █ █ █
█ █ 12. Default construction ship designs now have 3 energy █ █
█ █ collectors (instead of one), so now fully meet their █ █
█ █ static energy requirements without consuming fuel █ █
█ █ █ █
█ █ Improved Fleet Operations: █ █
█ █ █ █
█ █ 1. New fleet mission types: Prepare and Attack, Prepare and █ █
█ █ Bombard: if the fleet requires refueling or is dispersed █ █
█ █ then the fleet will first refuel or gather prior to █ █
█ █ attacking/bombarding the assigned target. To assign these █ █
█ █ new mission types either select them from the right-click █ █
█ █ pop-up menu (when zoomed out to sector or galaxy level), or █ █
█ █ hold down the ALT key when right-clicking a hovered target █ █
█ █ (i.e. attack or bombard). █ █
█ █ █ █
█ █ You can fine-tune how this behavior works in the new "Fleet █ █
█ █ Attack Settings" section of the Empire Settings screen (from █ █
█ █ Game Options). This allows you to specify when fleets will █ █
█ █ refuel or gather before engaging in attack/bombard missions. █ █
█ █ █ █
█ █ 2. Changed behaviour of fleets when attacking or bombarding █ █
█ █ planets: will not complete their mission until all ships █ █
█ █ in the fleet have arrived at the target planet (even when █ █
█ █ the fleet cannot otherwise carry out the mission, e.g. no █ █
█ █ troops to invade) █ █
█ █ █ █
█ █ 3. Fleet load troops command - right click fleet for pop-up █ █
█ █ menu item, or use new button in Fleets screen (F8) █ █
█ █ █ █
█ █ 4. Ships in fleets will make a better effort to remain █ █
█ █ together, new ships assigned to fleets will travel to the █ █
█ █ fleet location after completing their current mission █ █
█ █ █ █
█ █ 5. Troop loading for individual ships and fleets will now pick █ █
█ █ up more troops from each colony █ █
█ █ █ █
█ █ New Target Engagement Stances and Improved Ship Behavior: █ █
█ █ █ █
█ █ 1. New Auto-Engagement Stance: engage targets when attacked, █ █
█ █ engage nearby targets, engage system targets █ █
█ █ █ █
█ █ 2. New default Empire-level engagement stances for mission █ █
█ █ types: patrol, escort, attack/bombard, other (See Game █ █
█ █ Options screen, Empire Settings sub-screen) █ █
█ █ █ █
█ █ 3. New Empire overkill factor, determines firepower (and thus █ █
█ █ number of ships) auto-assigned to targets within engagement █ █
█ █ range: 1:1, 1.5:1, 2:1, 3:1, 5:1 (see Game Options screen, █ █
█ █ Empire Settings sub-screen) █ █
█ █ █ █
█ █ 4. Set engagement stance for an individual ship or an entire █ █
█ █ fleet: use the comma key to cycle settings when an █ █
█ █ individual ship is selected █ █
█ █ █ █
█ █ 5. More careful evaluation of targets - ships do not █ █
█ █ auto-attack bases (e.g. pirate bases) stronger than self █ █
█ █ unless other nearby forces available █ █
█ █ █ █
█ █ 6. Manual attack mission assignment always sticks with █ █
█ █ assigned target until complete █ █
█ █ █ █
█ █ 7. Auto-refuel refinements û ships do not auto-refuel when █ █
█ █ colonizing or invading a colony █ █
█ █ █ █
█ █ 8. Fine-tuned ship maneuvering when firing weapons at moving █ █
█ █ targets so that target movement is better accounted for █ █
█ █ when attempting to maintain ideal firing range █ █
█ █ █ █
█ █ 9. Ships will no longer continue an escape mission if all of █ █
█ █ their attackers are destroyed (i.e. they will stop fleeing) █ █
█ █ █ █
█ █ 10. Troop Transport ships now engage enemies more aggressively █ █
█ █ █ █
█ █ 11. Improved attack maneuvering so that military ships better █ █
█ █ stay within weapons range of moving targets █ █
█ █ █ █
█ █ Interface Improvements: █ █
█ █ █ █
█ █ 1. New display of diplomacy messages at left of screen - █ █
█ █ click a message to discuss with sending empire. Some █ █
█ █ important message types still popup a window as previously: █ █
█ █ declarations of war, ending wars, threats of war or trade █ █
█ █ sanctions, requests to honor mutual defense pact █ █
█ █ █ █
█ █ 2. New Slider settings in game startup to alter level of █ █
█ █ Corruption for player empire and galactic Habitat Quality █ █
█ █ █ █
█ █ 3. Design Detail screen updated - design components █ █
█ █ consolidated so that multiple components of same type are █ █
█ █ now listed as a single entry (e.g. 5x) █ █
█ █ █ █
█ █ 4. Can now select special government types for other empires █ █
█ █ in Start a New Game screen (when their race allows them) █ █
█ █ █ █
█ █ 5. Extra command buttons in Ships and Bases screen: Refuel █ █
█ █ selected ships, Retire selected ships, Scrap Selected Ships █ █
█ █ █ █
█ █ 6. Added explanation of racial bonuses at colonies in the █ █
█ █ Colonies screen (Population tab). If dominant race at one █ █
█ █ of your colonies provides a bonus (lower war weariness or █ █
█ █ higher happiness) it will be explained directly underneath █ █
█ █ overall colony happiness ("The inhabitants of XXXX are █ █
█ █ happy with you (+20)") █ █
█ █ █ █
█ █ 7. Grid row selection in expansion planner screen properly █ █
█ █ reverts to previously selected row after assign colony ship █ █
█ █ or construction ship to a target █ █
█ █ █ █
█ █ 8. Grid row selection in ships and bases screen properly █ █
█ █ reverts to row above when ships or bases are scrapped using █ █
█ █ the 'Scrap' button █ █
█ █ █ █
█ █ 9. Double-clicking a column heading in any sortable grid █ █
█ █ (e.g. expansion planner targets, colonies screen, ships and █ █
█ █ bases screen, etc) will 'forget' any sorting █ █
█ █ █ █
█ █ 10. If a planet/moon can or can't be colonized, the details █ █
█ █ for that planet/moon will now tell you why. █ █
█ █ █ █
█ █ 11. Expanded the maximum number of colonization targets █ █
█ █ displayed in the Expansion Planner screen from 100 to 500 █ █
█ █ █ █
█ █ 12. For retrofit missions, selection of the retrofit location █ █
█ █ now pays more attention to travel distance to the █ █
█ █ location, as well as retrofit time at the location █ █
█ █ █ █
█ █ 13. Galaxy backdrop no longer 'bounces' when move to galaxy █ █
█ █ edge (galaxy zoom level) █ █
█ █ █ █
█ █ 14. Music sound volume now honored when exploration event █ █
█ █ occurs (when discovery screen appears) - i.e. if music █ █
█ █ volume is zero, no discovery music will play █ █
█ █ █ █
█ █ 15. Designs for new ships and bases added to your empire when █ █
█ █ conquer another empire are set to obsolete so that they █ █
█ █ are not your default designs for a role █ █
█ █ █ █
█ █ 16. All moons now have unique names █ █
█ █ █ █
█ █ 17. Can set galaxies to have no space creatures in game setup █ █
█ █ (except for story-related locations) █ █
█ █ █ █
█ █ Game Balance Changes: █ █
█ █ █ █
█ █ 1. Weapon components rebalanced: Beam Weapons should now be █ █
█ █ more viable in comparison to Torpedos █ █
█ █ █ █
█ █ 2. Invading independent colonies now has less negative █ █
█ █ reputation impact than before █ █
█ █ █ █
█ █ 3. Lower reputation hit from using planet destroyer and █ █
█ █ bombarding colonies - more viable option, especially █ █
█ █ against other empires with low reputations █ █
█ █ █ █
█ █ 4. Some racial bonuses now apply to individual colonies █ █
█ █ instead of your entire empire: war weariness, mining and █ █
█ █ happiness bonuses █ █
█ █ █ █
█ █ 5. Changed threshold for full empire-wide racial bonuses to █ █
█ █ 20% (from 10%) █ █
█ █ █ █
█ █ 6. Espionage mission to change another empire's government █ █
█ █ type is now more difficult, especially against large █ █
█ █ empires █ █
█ █ █ █
█ █ 7. Player empire will no longer be offered gifts unless the █ █
█ █ other empire likes them a lot █ █
█ █ 8. Slightly expanded the spread in component tech levels in █ █
█ █ Habitation category █ █
█ █ █ █
█ █ 9. Colonies that leave an empire and become independent now █ █
█ █ lose any bases at the colony █ █
█ █ 10. In game setup, the "(Random)" setting for other empire █ █
█ █ proximity to your empire now excludes "same system" - i.e. █ █
█ █ other empires will not start in the same system as you █ █
█ █ when you select random proximity █ █
█ █ █ █
█ █ 11. Attacking non-allied military ships in your empire's █ █
█ █ systems will no longer cause any drop in your empire's █ █
█ █ reputation, though it will still negatively impact your █ █
█ █ relations with the attacked empire █ █
█ █ █ █
█ █ 12. Starting max ship construction size increased to 230 (from █ █
█ █ 200). This means that empires should always be able to █ █
█ █ build troop transports from the start of the game, thus █ █
█ █ ensuring that wars will include colony invasions, even at █ █
█ █ game start █ █
█ █ █ █
█ █ 13. When a civil war erupts in an empire, the new empire that █ █
█ █ splits away will now properly determine it's dominant race █ █
█ █ (based on the populations of its colonies), which may be █ █
█ █ different from the dominant race of the parent empire █ █
█ █ █ █
█ █ 14. Corruption levels tweaked: normal, high and very high █ █
█ █ corruption rates now slightly lower than before █ █
█ █ █ █
█ █ 15. Number of built-in docking bays for all planets and moons █ █
█ █ increased to 3 (from 2). Planets with super-rare luxury █ █
█ █ resources (Korabbian spice, Loros fruit, Zentabia fluid) █ █
█ █ now have 6 built-in docking bays █ █
█ █ █ █
█ █ 16. Area weapons now damage space creatures █ █
█ █ █ █
█ █ 17. Selection of resort bases as tourism destinations more █ █
█ █ balanced, so that no passenger ship pile-ups at a single █ █
█ █ resort Performance █ █
█ █ █ █
█ █ Improvements: █ █
█ █ █ █
█ █ 1. Improved game Save/Load performance: saving approx 2-3 █ █
█ █ times faster, loading approx 50% faster, savegame files █ █
█ █ smaller █ █
█ █ █ █
█ █ 2. Large Address Aware flag set on executable - on 64-bit █ █
█ █ Windows more memory is now available for use, eliminating █ █
█ █ any lingering out-of-memory errors. 32-bit Windows users █ █
█ █ can also configure their PC to make use of this setting █ █
█ █ █ █
█ █ 3. Improved performance when zooming █ █
█ █ █ █
█ █ 4. Added smooth keyboard scrolling and zooming: arrow keys and █ █
█ █ PageUp/Down keys now work more smoothly than before █ █
█ █ █ █
█ █ 5. Improved CPU utilization on multi-core PCs █ █
█ █ █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Install Notes: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ 1. Unpack the included rar files. █ █
▒ █ 2. Run Setup.exe and install (type anything you at the serial █ █
█ █ screen or just press next) █ █
█ █ 3. Copy the cracked content from SKIDROW directory to your █ █
█ █ main installation directory and overwrite. █ █
█ █ 4. Play the game █ █
█ █ █ █
█ ░ █ ░
▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀
▀█▌ Greetings: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █
▒ █ █ █
█ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █
█ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY █ █
█ █ THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX - CLASSIC █ █
█ █ █ █
█ █ Salutes to our new friends in: █ █
█ █ █ █
█ █ UNLEASHED - TiNYiSO - BReWErS - RADIKAL - POSTMORTEM - SHOCK █ █
█ █ FAIRLIGHT - CRUDE - VACE - ReUnion - OUTLAWS - GENESIS █ █
█ █ █ █
█▄░▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█▄░
▀▀█▓▄ Logo and layout by: Eboy/SAE ▄▓█▀▀
▄▀▀▀■▄ ▐▓▓▌ Last updated 21/07/2007 by [XXX] ▐▓▓▌ ▄■▀▀▄
▀▄ ▀▀▀▀▀ ▀ ▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀▀▀▀▀ ▄▀
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