                 =========================================
                 BATTLECRUISER:3000AD LIST OF BUGS & FIXES
                 =========================================

Last Updated    : 07-01-98
Author          : Derek Smart, Ph.D [Project Manager/Lead Developer/Designer]
Lead Tester     : Robert 'Pandora' Hentsche
Public Version  : v1.01D7C   - 11-03-97
                  v1.04B     - 03-18-98 (3DFX only for free v1.01D7C)
                  v1.07D     - 07-01-98 
Testers Version : v1.07D     - 07-01-98

* = Fixed
? = Could not reproduce
$ = No bug

-------------------------------------------------------------------------------
SECTION 1                  REPORTED BUGS
-------------------------------------------------------------------------------


001  Surface dynamic entities (i.e with ai) flying due to ai parameters being
     misinterpreted. SAMs, SALs etc which are 'dynamic' entities because they
     have intelligence, are flying because they share the same/similar ai as
     objects that _do_ fly, ie spacecraft. Requires are separate parameter in
     their ai flag which anchors them to the surface and prevents them from
     taking off.

002  Ship radiation flag not being cleared if ship degaused at starstation

003  Medics are refusing to auto-search/heal injured personnel on BC

004  Radiation Control Units not being removed from cargo when used. RCUs are
     disposable.

005  If the BC life support systems are destroyed, personnel are moving to
     ships with functional ones, i.e, interceptors.

006  Tractoring with the shields down is fine but if you jump into a new region
     and the CO raises shields due to hostile contact, the shields are raised
     but the tractor beam remains in tact.

007  Ships with waypoint orders in tacOPS are not using hyperjump to travel

008  During EVAC excess marines should move to ATVs that are loaded in shuttles

009  After EVAC, everything in transporter room (cargo+crew) should be destroyed

010  The evac option should launch ships regardless of 'launch control'
     power allocation. Currently, the game locks up if evac is attempted
     and there is no power to launch control.

012  The repair status of an IC is not updated (blue) when commenced. Allows
     the ship to be launched. However, if you launch and then dock the ship, it
     is updated.

013  If a craft with say 90% takes further damage while repairs are being
     performed then the repair status gets stuck (?) as in OPR status=90 and
     completed=100. The repair will not be cleared since the OPR is <100 and
     repairs will not continue since completed=100

014  Repairs on IC-3 are performed in IC-BAY 4 instead of IC-BAY 3

015  Repairs on SS are performed with spares from SS inventory. However, if you
     try to clear radiation from a SS, it won't work unless the RCU is on the BC

016  Ships under AI control, including personnel, are launching the default
     missiles for the ship class, ignoring the ship's actual weapons bay content

017  Docking a shuttle with illegal items is not triggering the violation. If
     you dock with a shuttle (no illegal items) but the BC has illegal items,
     it is accurately logged.

018  Some missiles not operating according to programmed specifications.

019  Placing waypoints or selecting location using mouse in tacOPS results
     in slight offset due to view angle of tacOPS.

020  Various anomalies in shuttles including menu appearing outside
     clipping region, firing lasers produces sound, main menu active etc

021  Ejected ic pod should drop to surface with increased pitch angle to
     prevent it from flying out of the surface region

022  Player should not be able to control any craft if it does not have any
     personnel in it. Ships on planets should drop to the ground under gravity.
     In space, they should remain stationary.

023  Ships not being destroyed on surface when they collide with a water
     texture resulting in a -tive altitude

024  Ships under ai control taking off when player switches out. This is
     accurate but may not be desired under certain circumstances. Requires
     a HOLD mode.

025  Recalling an ATV or drone results in them being immediately extracted
     regardless of location on planet. This needs to be changed so that
     extraction operations are based on distance to object on current planet.

026  VTOL needs some more work and the lift keys are mapped wrong

027  Nuclear/Solar reactor and engine models don't work based on installed type

028  Unable to leave nullspace if you have NOT jumped to a region. It uses the
     last jump region to relocate the ship _but_ if you had not jumped, it
     doesn't have this reference to use, ie, you just started a game. This is
     NOT a duplicate of 045 because the code was actually modified then to make
     nullspace fluxfields work the first time they were activated.

029  When shield, armor, reactor, engine are upgraded, they become active
     once installed even before the installation is completed.

030  Require restrictions in the tractor beam feature to prevent players from
     towing certain objects from the game world, tractoring the BC to a
     planet surface and similar illegal tasks. May use speed, integrity, size,
     orbital status or similar factors to impose such restrictions.

031  Unable to collect cargo pods if flying shuttle. Need to use the alt+d
     docking command for the shuttle or ATV which allows it to collect the
     currently target person, cargo pod, drone or atv. Similarly if you alt+d
     from the atv with the shuttle as target, it puts the atv in the shuttle and
     switch to the shuttle.

032  Unable to manually deploy/extract personnel from ATV and shuttle

033  The ATV is not at present usable.
     Ground vehicles or ships when in contact with the ground are
     currently using an unstable kinematics model. The ATV uses
     a turret control method (like the decoupled IOD) that has
     insufficient control authority to overcome slope/gravity effects,
     and there is no modelling of ground friction to damp these forces,
     so it's somewhat similar to skidding on ice. (It occurs to me that
     in an ice climate, this is what is wanted if the player attempts to
     drive the ATV too forcefully).

034  Flying North far enough on the PTE results in a GPF due to numeric
     precision restrictions

035  ATS weapons have red MTAR on the planet surface. Should be green

036  ATV deployment msg missing, ie 'SH-x has deployed ATV-x'. Should also be
     done for personnel 'SH-x has deployed <person>'

037  BC shields down msg played when shuttle tows an object

038  Corruption in Time Of Day, TOD palette when clouds active on planets with
     a different time zone than Earth.

039  Random screen corruption in Roster save/restore screen. Probably related
     to the .PRO file created when a game is saved.

040  Using backspace to erase part of the ship name in ROSTER will cause a
     crash when the ship launches and tries to look up the corrupt ship name.

041  There are some problems in the transition states which need to be tested
     The rules are as follows:

     - BC Evacuation (auto/manual)

     When the evacuate sequence is initiated, you can use either auto or
     manual evacuation and an option MUST be selected before the timer
     expires or it will default to auto. Auto puts all personnel in shuttles
     in interceptors and ATVs, then launches them. After the ship self
     destructs IF the player's alter-ego survived, ie, was NOT on the BC
     when it self destructed, COMMLINK is displayed and lists surviving crew
     members. On exit from COMMLINK, you are then taken to GHQ or the next
     GALCOM starstation where you are given a new ship. Only surviving crew
     members over. You can get a new ship up to 3 times before you are retired
     from active duty. The system will always try to ensure that the alter-ego
     is evacuated. If for some reason this fails, you will be listed as KIA and
     the game will end. You are allowed 3 ships before GALCOM retires you from
     active duty. If you evacuate the ship under court-martial orders, the
     trial will proceed when you arrive at GHQ.

     TO DO: The system should pick another friendly station if GHQ is destroyed
            Currently, you are docked there regardless of it's status.

     - BC SOS tow request

     A tow can be requested at anytime. This takes you to GHQ or the
     nearest starstation for a fee since it is handled by subcontractors.
     Prices may vary. If you request a tow ship when under court-martial
     orders, the trial will proceed when the tow ship docks at a GALCOM
     station. Once you get to the station, you can then initiate repairs.

     If there are no functional friendly starstations available or if
     you don't have the funds, the SOS request will fail. You will have to keep
     trying until an active station is found. There is no limit on the number
     of times you can request a tow ship. If you call for a tow and don't have
     the funds you will get a violation. The fee is higher if the tow ship has
     to enter a hot area.

     TO DO: The system should pick another friendly station if GHQ is destroyed
            Currently, you are docked there regardless of it's status. A tow
            request should present a menu of valid stations showing the name
            and price. You then pick one.

     - BC Destroyed

     If the BC is destroyed during combat, the game will end regardless of
     whether the alter-ego is on board or not.

     TO DO: If the alter-ego dies IN the ship, the status should be KIA. If the
            ship is destroyed and he's NOT in it, the status should be MIA.


     - IC/ATV/SH destroyed

     If the IC is destroyed, both pilots will be killed. If the pod
     is ejected (under ai or manual control) first, it will seek the
     BC in space and dock with it. If on a planet, it will drop to the
     ground. On impact, 3D objects representing the pilots will be
     created at the crash site so that they can be rescued. Only surviving
     pilots will be created (NYI).

     If a shuttle or ATV is destroyed, all personnel on board will be
     killed. Evacuating the shuttle or ATV will only work on the planet
     and this ejects all personnel to the surface where 3D objects for
     them are created. Only surviving personnel are created as those without
     jetpacks will certainly die if you evac a shuttle in mid-air. You cannot
     evac a shuttle in space (NYI).

     - Player alter-ego states (ACT/KIA/MIA/CMA)

     TO DO: Pod should drop to ground and 3D objects of surviving people created

     Active             - alter-ego alive and on active duty

     Missing In Action  - ship destroyed and alter-ego NOT in it

     Killed In Action   - ship destroyed and alter-ego IN it

     Courtmartialed     - found guilty of GALCOM violations.
                          Games ends if player docks at a GALCOM station
                          once the courtmartial finds him guilty.

042  When a Sidewinder 3D Pro is used with a Thrustmaster, the calibration for
     the hat switch will cause a crash if the user forgot to change the SW mode
     to TM before calibrating the stick.

043  Switching from one IC to another in different regions sometimes results
     in loss of engine sound for the first IC when switching back to it.

044  In the SH,IC,ATV which don't have 3 dedicated systems, the SUL mode of
     the TACSCAN is preventing the use of the NID. In fact, any key should
     override the current MFD operation. The SUL filter should not affect
     the NID.

045  Entering a blackhole is not destroying the ship. It should after 2 mins.

046  In AI mode, you cannot hear the ic laser shots when they fire. Also, in
     the ext camera view, the lasers use the wrong sfx when fired

047  If recovery of an ATV/person fails in the shuttle, the 'recovery failed'
     message is stuck on the screen.

048  Unable to deploy personnel from shuttle/atv deployment menu

049  ATV missiles are not available when ATV is deployed

050  HTOL/FTOL indicator missing in the BC bridge

051  During EVAC if pilots are not in ready interceptors, the game will crash
     when the evac transition ends

052  Extended testing required for the location and use of all game artifacts

053  AI actors with >100% system integrity (engines, etc.) after Vag/Ral hit

054  Launched ICs will not attack the target unless you manually arm their
     weapon systems because they are in NAV mode at launch time.

055  AI ships that already have a target lock on the BC before it cloaks, do
     not lose the lock even they should once cloak is fully active.

056  The face of people speaking in ext comms (scripted) not being displayed in
     IC, SH or ATV due to the mode of the NID

057  The ingress pointer for ships entering planets needs to be set when the
     ship is in manual or AI mode. At the moment if you enter a planet manually
     and the point is set and you then order the ship to come back under AI
     control, it will return from the ingress point that was set when you flew
     it there in manual mode.

058  The PTA power settings controlled by the keyboard settings have no effect 
     on it's operation whatsoever. It doesn't affect it's recharge time nor the 
     damage factor of the shots.

059  You cannot destroy asteroids or collect cargo pods in debris fields and
     not all fields have pods or asteroids in them.

060  The system ratings in the CVD for the BC remain unchanged even though the
     TTD is updated. They all remain at 100 even though the craft is damaged.

061  Curious anomalies with IC pilots. Some of these don't work

     1. If the pilot or co-pilot takes injury or dies while you are IN the 
        ship, you should get notification in the IC commlink from either seat.

     2. If a pilot dies, you should not be able to fly the craft nor switch to
        that location. If you are in a cockpit when the pilot dies, you should
        be switched to the other seat and not be allowed to switch back. Also
        if you switch to the craft from another, you should be in the co-pilot
        seat if the pilot is dead.

     3. If the pilots of a craft are BOTH dead, the craft should not be able to
        respond to commands, you should not be able to switch to said craft and
        the only way you can get that craft back is to tractor it.

062  Ground objects showing up in AIR mode of TACSCAN when on surface

063  If there are too many different cargo items in the SH cargo bay then the
     game crashes if you use the CARGO button from the SH HUD.

064  TacOps CP: Waypoint -> Add -> Target. When you have a waypoint and click 
     TARGET then a half crosshair is displayed in the upper left corner of 
     Tacops. Targeting things is very unreliable and requires multiple tries. 

065  Wrong message played when you try to launch a mine and the missile pod is
     empty

066  The retros don't work if the ship's speed is excessive

067  AI ships are not subject to the same speed restrictions as the player

068  Clipped TTD in tacOPS and turrets is a black line in screen center.

069  If a SH/IC had previously entered a planet using waypoints and you then
     switch to it and give the O command, it plays the planetfall transition.

070  Some logging of ship movement/action is wrong. If you enter a region, it
     plays "SC-1 LEFT MARS", if you leave, "SC-1 ENTERED". Also sending a SH to
     GHQ using a LR probe feed, "GALCOM UNDER ATTACK BY SC-1" is logged when
     using FLYTO->FRIENDLY-GALCOM from the probe region.

071  The EVACUATE flag is not being cleared if you don't evacuate the ship 
     and then you go and repair the ship at a station.

072  Setting waypoints in regions using the probe sci-link mode, causes all
     sorts of fatal crash problems.

073  A/P sometimes collides with surface during terrain follow mode

074  The a/p navigation code is not updating the current location with each
     jump. This results in the current and desired destination in Navitron
     being identical even though you have not reached the destination yet.

-------------------------------------------------------------------------------
SECTION 2                        FIXED BUGS
-------------------------------------------------------------------------------

001* A flaw in the alliance system is causing ships to not attack races they
     are not hostile to. This usually causes scripted scenarios to fail or
     not operate as designed. This also enables the player to go around
     attacking and blowing up friendly/neutral targets without retaliation
     from the victims or GHQ.

002* Player able to dock at hostile starstations even as 'military' caste

003* A destroyed drone is sometimes listed in the shuttle as active

004* Illegal items are not detected in the player's cargo hold when docking
     at GALCOM controlled stations. Items should be confiscated, a violation
     logged, as well as loss of experience points.

005* Prisoners are ending up in medibay instead of detention hold

006* Marines in 'searching mode' going off-station prematurely. Unless there
     are escaped prisoners or intruders, marines will go off-duty if put on
     searching duty.

007* Unable to manually put people in the detention hold.

008* Fatigue Factor of people in detention hold will no longer increase
     Also, they will no longer leave the detention hold when tired or
     hungry. Food is supplied directly to the detention hold.

009* An IC will no longer launch if the pilots are not physically 'located'
     IN the craft. The 'assignment' is NOT the same as the 'location'.

010* Speed with which personnel move about the ship has been increased.

011* A shuttle now requires at least one person to be 'located' in it before
     it can launch. If this person dies when the shuttle is in flight, the
     shuttle, like the IC pod, will auto-return to the BC using the a/p.
     If on the surface, it will drop to the ground.

012* Retrieving all interceptors via tacOPS causes a crash

013* The Combat Kills attributes for pilots is now updated during combat

014* Alliances are now saved with the save file and reset at beginning

015* Weapon systems no longer disarmed during hyperjump, ie PTE remains active

016* The alert condition now flashes red. If hostiles are in the region, the
     alert condition is set to red and the klaxxon sounds 3 times. This check
     is performed every 2.4 secs for the region the battlecruiser is currently
     in. Note that internal ship conditions such as a radiation leak, badly
     damaged reactor core etc will also set off the red alert condition as will
     jumping into a region with *any* type of hostile target in space or on the
     planet.

017* It is no longer possible to tow targets in orbit. Those of you who have
     been pilfering starstations had better find something else to steal.

018* Ships emitting an SOS signal will no longer be attacked by alien nations
     who observe the rules of engagement.

019* Personnel messages are now integrated into ACM scripts. This is a first
     pass test in order to see if the player can benefit from the added info
     that his crew has access to. However, the person must be on station. All
     messages are sent to the COMMLINK log.

020* During auto evacuation, if the alter-ego cannot make it to a shuttle, he
     will die when the ship self-destructs and the game will end.

021* Dead or off-station officers will no longer send messages

022* The Chief Engineer will now eject the reactor core during a severe breach
     regardless of his ai level IF he's on-station.

023* 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.

024* 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.

025* It is no longer possible to assign more than 2 pilots to an IC

026* Invalid personnel listed in TradeCOM when docked with shuttle at station

027* Flaws in trading model. Affects inventory and inflation logic

028* Transfering missiles from shuttle to BC results in invalid BC inventory

029* Firing last missile resulting in empty missile pod and weapons bay
     results in looped message from Mother and Tactical Officer.

030* Combat Pilots not moving to Medibay when extracted from escape pod

031* People will no longer auto-leave a shuttle or ATV that is deployed
     when they get tired or hungry.

032* Launching weapons results in negative number in cargo listing

033* Weapons bay overflows to 65535 if full and a missile is removed

034* IC weapons loadout changed if waypoint assignment in tacOPS is
     changed though the ship is deployed and NOT on the BC.

035* Activating PTA causing missile type to change

036* XC data files are no longer saved since scenario is not saved

037* Delivery of tractored ship will now succeed at non-hostile stations
     (previously only Terran stations). Will not ask player for delivery
     instructions if the delivery is invalid.

038* If the player opts not to deliver a tractored ship, the ship is not
     released but remains tractored when the player leaves the station.

039* Tractored ships will now not vanish if they were fleeing and are released
     in a region that is not the same as the prior flee region. In this case
     the tractored object attempts to flee using a new escape-item in the
     current region.

040* AI/TACTICAL is now disabled for an object that is being tractored.
     Fixes problem where a disabled/tractored object "escapes" when the
     tractoring ship conveys it to the jump point it was trying to escape to.

041* Target TTD color is immediately restored if tractor link is lost

042* Tractored ships have additional protection from being attacked by
     hostiles, which will now break off if their target becomes tractored.
     If the attacker had STRIKE orders, orders revert to SAD.

043* Targets not attacking hostiles or retaliating against attacks from
     neutral or friendly targets resulting in script 'holes' and various
     illegal attacks on non-hostile targets by trigger happy players.
     Requires an overhaul of race/caste alliance modelling. Also requires
     a friendly fire avoidance and target leading model.

044* Ship personnel messages in ACM pertaining to current scenario being played
     even though player may very well have ignored the mission anyway! It
     gets better, some actions pertaining to the current mission, ie beaming
     people to the ship, still happen even though the player may not even be
     in the region. Requires a player-ship-detect-in-region type check for
     scripted messages, comms and actions.

045* Rebuild elapse time too short or instantaneous for some objects subject
     to 'rebuild' ai such as Barin starstation.

046* Ships alert condition conflicting with internal condition. Requires two
     separate alert conditions Combat Alert Status, CAS and Ship Alert Status,
     SAS which monitor different alert conditions.

047* Increased cpu usage as game universe evolves

048* Image of external comms party not being displayed in NID or tacOPS

049* Unable to dock at Sarien and Majoris starstations

050* Starstation Adonis located in Capella instead of Pravis

051* Strange anomalies with cargo pods dropped after targets destroyed

052* Reports of FF and LF values exceeding 100

053* Player's support ships subject to script 'ignore' command causing
     them to ignore hostiles which have this flag set, ie leader-one

054* Unable to dock at Parix station

055* Invalid weapons in IC weapons bay when set to auto-arm

056* Cargo Bay quantity overflow to 65535 when attempting to unload drones
     into already full BC cargo bay.

057* Docked ships not switching ai state when launched. Maintain waypoint
     state for some reason.

058* Auto-arm option using default weapons loadout instead of checking in
     BC weapons bay.

059* PTA system running out of allocated target slots (8) thereby if other
     types of targets are already accounted for, ie neutrals, friendlies etc,
     it will not have slots for hostiles. So it won't fire. This is being
     revised so that hostiles are given priority especially those which have
     targeted the BC.

060* Jump points to Frellis and Midae reversed

061* Hazards (asteroids/meteoroids/comets) being seen as valid targets by
     ai platforms.

062* AI dynamic autogeneration still occurs in regions the player has not
     visited.

063* 'missile pods are empty' message repetition by Mother and TO when
      missile stores are depleted.

064* Replacing a destroyed interceptor/shuttle results in a GPF

065* Revised personnel FF/LF/AI model

066* Prices of illegal items ridiculously high because the checks for illegal
     items (which you get fined for) is not being made.

067* Violations awarded when illegal items are located in your cargo bay or
     when you fail to complete a tow request transaction, are not being
     recorded in COMMLINK

068* Evacuated interceptors stuck in assignment and not sent to Medibay

069* Shuttles reporting stores full when collecting cargo

070* tacOPS probe information not being reset when a destroyed probe is
     replaced in TACTICAL.

071* Ships under AI control are unable to make jumps. I suspect this is due to
     the new link control file which was created when I created the new MOON
     region in C5.0

072* Disabled ships will no longer be able to hyperjump

073* Probes sometimes reporting laser shots and other irrelevant data feedback

074* Personnel assigned to an ATV in TACTICAL are unable to 'locate' the craft

075* Reactor, shield fuel and nutripak levels being incorrectly reported as
     depleted.

076* 'Shields down' message played when docking though shields not affected.

077* BC will now be destroyed if it's hull is fully breached.

078* Ship moves backwards after jumping to a new region

079* Ships can now fly to planetary waypoints set in tacOPS. Note: A last
     minute bug was detected which caused the ship to drop to the surface under
     gravity and take damage based on altitude. Once this ship falls, it may
     not be able to leave the surface since it will not be able to achieve
     enough thrust to breach the planet's escape velocity. If this happens, you
     may have to manually fly the ship back to the battlecruiser.

080* Ships will no longer take damage when flying planetary waypoints since
     waypoints are now pegged above the surface.

081* The engine sound will no longer 'pulse' during hyperjump transitions

082* The ACM mission status can now be accessed via the bridge menu

083* MTD bug which caused GPF crash in FATAL has been fixed

084* The altitude lines in tacOPS are no longer displayed if TTDs are off

085* The Orbit To Surface acquistion count-down time in tacOPS is now fixed.
     Once the countdown expires, the weapon will lock. Once launched, switch to
     the bridge, select the missile in the TACSCAN computer, press F10 to
     switch to the external camera and follow the missile to the surface. If
     jammed or shot downit will not reach it's target. If the target
     acquisition reticle is too large, zoom the tacOPS view.

086* The battlecruiser 'destroyed' sequence will no longer loop

087* 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.

088* Take2 Chase 'dogfighting' Engine 99% removed

089* Fixed bug which prevented ships from launching missiles when they should

090* Fixed bug manual ctrl+d ATV->shuttle docking

091* 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.

092* 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.

093* ATVs & shuttles will no longer attempt to use HyperJump engines on a
     planet.

094* Modified the maneuvering code so that ships can now accurately retrack
     waypoints if they miss on the first pass.

095* The external F10 camera will now show the current object's target if any.

096* Shuttles should should now be able to deploy/extract mining drones and
     ATVs

097* 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 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.

098* 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.

099* Mining drones and ATVs can no longer be deployed in space from tacOPS

100* Navigation modified. In order for the ship to fly to a region
     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

101* 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.

102* 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.

103* 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!

104* 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.

105* Clicking outside the PTE surface in tacOPS will no longer create a GPF
     The tacOPS grid is scaled so it does not exceed a planet/moon climate
     limit Some planets/moons may be larger than the tacOPS coordinate system,
     so the grid has an upper limit.

106* TACOPS 'zoom to' list only shown in view state (otherwise it interferes
     with waypoint setting).

107* TACOPS 'zoom to' list not being shown after removing command palette
 
108* Ships will now auto-egress surface at 200,000 ft msl

109* Jump delay timer for AI ships re-enabled. Prevents ships jumping unless
     their jump engine has been recharged. Disabled AI ships cannot re-charge
     their jump engines. The lower the engine integrity, the longer it takes
     to recharge the jump engine.

110* Personnel image obscuring tacOPS command palette

111* Mysterious crashes when making long ai pre-computed nav jumps

112* Lockup on launch from station. Traced to invalid setup.cfg file when
     when joystick selected in config when game run the first time.
 
113* Extracting ATV from shuttle results in crash if flight engineers or
     medics are on board.

114* Disabled ships will no longer take off using hyperjump engines.

115* Unable to leave nullspace first time fluxfield is used. This works
     correctly since fluxfields are unstable and may not work the first
     time even though they may only have one exit point. The nullspace
     fluxfield needs to be special case so that is works first time around.
     shift+f must be used to target fluxfield.

116* Shield and laser systems still being updated even though menu is
     active.

117* Shuttle indicators mapped wrong. Should be mapped to power, shield, armor
     cargo. ATV should be power, laser, shield, cargo

118* IC pod is autoejecting when ic destroyed. This should NOT happen.
     Pod should only autoeject if initiated by player or pilots in ai mode

119* Collision detect has some bugs in it

120* Shields on when leaving station with tractored ship. In general, shields
     should be down when tractor beam is engaged.

121* Unable to select RTB order for shuttle from tacOPS

122* Ship sometimes moves backward when hyperdrive activated. This is NOT a
     bug but a restriction in jump sequence. The game tries to slow down to
     intercept the jump anomaly. However, depending upon your speed, the
     ship may have breached the jump anomaly position _before_ it's
     activated and therefore moves backwards to intercept it. To do this,
     it has to slow down, hence the backward movement. To fix this, the
     ship will have to do a proper roll/pitch/yaw orientation to face the
     anomaly and execute forward thrust into it. The result: a slower
     transition jump resuling in your ship being perhaps destroyd in a
     high combat theatre.

123* Possible to activate jump engines though not fully recharged. FO,
     if onstation will now display a message.

124* Unable to extract drone/ATV using shuttle from BC main menu

125* Switching from a turret to a ship that is NOT ready to launch causes
     a GPF due to the way the ship switch works.

126* Bridge command menu for shuttle 2 does not work from main menu

127* Incorrect turret mapping.

128* Unable to destroy own ship (ic,shuttle,atv) if it's in DIRECT mode due
     to the way the logic works. The integrity of a ship is the average of all
     it's systems. In AI mode, this works fine but if the ship is in DIRECT
     mode, this is NOT used, instead the AILOG/API values are used because this
     has to be preserved due to repair operation etc. Once this is fixed, any
     support ships in DIRECT mode will be destroyed if the hull or reactor
     reaches 0. In ai mode, the pilots will auto-eject the ic pod based on
     damage level and their ai.

129* Distance cue for exploding objects seems wrong as no matter how far, it's
     not played. Sounds usually play based on your distance from them. I think
     this problem is also related to SEC-5 013. Dunno.

130* Sending RTB orders to a support ship and jumping into that ship during
     the RTB process if the BC is in a different region results in a GPF.

131* If a probe is linked to the BC radar system in TACLINK mode, there is a
     bug which allows the player to tractor, target and dock with targets
     though the BC is in a different region.

132* Interceptor 'defend all' command only launching interceptor #2

133* Doing multiple tractors of the same object should not be allowed since it
     causes a weird anomaly.

134* Multiple tractors of the same object results in a strange anomaly

135* If a shuttle is sent to collect a cargo pod and it is destroyed, the
     shuttle still collects the pod contents and broadcasts the collected msg

136* A GPF occurs if a shuttle is in hyperspace & sent to collect a pod that
     is destroyed before it gets there.

137* Objects in fixed orbit, ie orbital defense systems and stations entering
     'flee' mode and attempting to escape when badly damaged.

138* An ACM target which hyperjumps out of the current region, still shows up
     on TACSCAN radar though it has jumped to a new region.

139* Fixed a bug in the launch from station transition camera which would
     cause a crash when the satellite (1 of 4 views) view transition was used.

140* Various palette problems fixed

141* Jump anomaly offset bug fixed

142* Buildings and all objects can now be destroyed on the PTE surface

143* More work done in perspective correct texture mapping. Select from CONFIG
     menu or with <alt+shift+p>. It's a little slow and needs more optimizing.

144* 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.

145* Crash when selecting texture mapping for external planet rendering

146* For some reason the shaded and flat rendering options do not match the
     palette map.

147* Cloak effect not working in texure mapped rendering mode.

148* Surface hazing doesn't work right in some rendering modes

149* Buildings and surface objects not being rendered under 'terrain objects'
     option

150* tacOPS orders menu for shuttle not displayed when target selected.

151* Strange anomalies in Perspective Correct texture mapping mode. Prevents
     clouds from being implemented correctly

152* Some planetary maps disappear, ie, Saturn

153* Fixed a bug which caused an incorrect object extent calculation for PTE

154* Fixed a bug which placeds objects incorrectly on PTE site textures

155* Tactical: ATV section info is inconsistent with the ATV info in the
     shuttle section.

156* CONFIG options are now saved when accessed from within the game.

157* Navitron condition is not being reset if damaged and repaired at a
     starstation.

158* Corruption in Navitron/Miscon/Commlink menu options at CENTCOM. Selecting
     Navitron executes Miscon. Selecting Miscon executes Commlink. You can
     select Commlink though it is not highlighted

159* Selecting NAVITRON button from menu when docked should return and NOT
     activate MISCON.

160* Selecting CONTINUE from menu if current profile is invalid, ie player
     killed in action or courtmartialed results in game attempting to load
     scenario, realizes it's an invalid move and returns back to main menu.

161* Corruption in Tradecom screen when displaying cargo bay capacity

162* Selecting CONTINUE from main menu with valid game causes crash. Use
     save/restore for now.

163* Missing parts required by CE for repairs no longer indicated in TradeCOM

164* Combat induced palette manipulations results in screen corrupt for
     Tactical, Logistix etc

165* Selecting CONTINUE from main menu displays scenario as FF instead of ACM
     in Roster.

166* Unable to modify ATV assignment from ATV screen in Tactical though it
     can be done from the shuttle->cargo screen in Tactical

167* Wrong 'death' message being displayed when player killed in XC

168* Able to access normal menus in XC via the COMMLINK access

169* Strange bugs regarding drones...
     If you click on "drone 1" the drop down list appears listing the rest of
     the drones.  What I have noticed is that once you deploy a mining drone,
     you can load another with the same name in any shuttle.  However, if the
     named drone is actually in one of the shuttles, you will get a message
     "Drone 138623485 Not Available".

     Also, if you go to the tactical loadout screen and view the drone status
     with all of the drones deployed...it always says "drone 1 deployed" for
     each shuttle.  I'm not sure if the stats only referred to drone 1 but it
     says drone 1. Nothing is listed for drones 2-4.

170* Selecting COMMLINK after messages are recorded will cause a crash. This
     is probably related to the multi-language support which is new in D.0

171* Selecting weapons image in Tactical results in a crash

172* Incorrect damage factor for Vagrant missile in Tactical

173* Roster STATS screen misaligned

174* Unable to assign personnel to an ATV from the main ROSTER->CREW screen

175* Screen corruption in Tactical drone->unload screen

176* Frame for Navitron computer missing

177* Joystick calibration no longer has any effect if device is not a joystick

178* Locked down sound data to prevent swap to VMM

179* Lockup after BC destroyed transition when hull fully breached

180* Starting XC after playing FF or ACM results in lockup

181* Game exit on auto-evacuation resulting in invalid option passed to
     commlink message. Also associated to game erroneously starting the
     current invalid game when a new game is started in Roster.

182* Selecting 'save' from bridge returning to main menu instead of bridge

183* Game loops in joystick calibration screen if joystick not supported.
     Unable to exit screen. Will implement ESC to exit calibration.

184* Last item on menu is off-screen if mouse pointer located near edge of
     screen when menu activated.

185* Unable to exit out of 'cd-rom check' screen if invalid drive detected

186* Soundfx disappearing. Traced to sound system running out of channels if
     a lot of sounds are queued.

187* Moving the mouse to the lower left corner of bridge causes GPF

188* Strange anomalies with the 'evac' transition

189* Reports of game crashing with repeated save/restore

190* GPF caused if INVERSE TACTICAL camera target goes out of scope

191* ATV incorrectly configured with shields

192* A graphics anomaly prevents the co-pilot SSD from displaying the status

193* Pilots messages repeating even after they are docked

194* Bridge menu for ATV misaligned. Also misaligned when deployed

195* Cross region problem which prevents player's ships in ai mode to use
     jump anomaly when moving from one region to the next.

196* Detaching a TACLINK probe causes noise interference even though BC is in
     the probe region

197* Detaching a probe puts static in tacOPS. Static should not appear unless
     the probe is in tacLINK mode and is detached or destroyed. A destroyed or
     detached probe should cancel tacLINK anyway.

198* Using the target->observe menu on the bridge corrupts the screen if you
     select a planet.

199* If probe is in TACLINK then the SHOW PROBE REGION/SHOW LOCAL REGION buttons
     for the other probes don't work. Should probably only be able to set one
     probe to TACLINK.

200* You can transport people into space if you are viewing the planet and
     switch to space while in tacOPS. The transporter reticle remains active

201* You should not be able to transport personnel to a region monitored in
     probe TACLINK mode

202* Discovered that all Type 4 stations had missing texture maps. Affected
     stations are PIXAN, VELARI, PROCYON, ADONIS, ALIDIS, SOVAR, LV130

203* Discovered that all Type 1 stations had a missing explosion vector info
     Affected stations are RAMIX, STARWIND, SARIEN, MAJORIS

204* 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.

205* XC scripts updated to be more streamlined and better structured

206* The IC shields will now be raised when XC starts up

207* When the IC is initialized in XC at the end of a level, the indicators
     are not updated.

208* Changes (rank/salary)
     Salaries are now paid every 7 days instead of 15

         Rank           Salary       Experience Points required
         ------------------------------------------------------
         Supreme Cmdr      500,000        200,000
         Tacops Cmdr       300,000        100,000
         Strategic Cmdr    200,000         50,000
         Fleet Cmdr        125,000         25,000
         Commander          75,000          0

209* Changes (HUD symbology)
     The FTOL/VTOL modes in the HUD have been changed

       FTOL   - when airborne and in normal flight mode
       VTOL   - when airborne and in vtol flight mode
       BRAKE  - when stationary on planet surface
       TAXI   - flashing when touching the planet surface and moving
       XXXX   - when engine is shutdown
       ORBIT  - when in orbit

210* Experience points and finances are now awarded for delivering various
     types of ships to friendly stations. Gammulan ships have the highest
     price, next to insurgents, then any hostile ship. Delivering friendly
     disabled ships gives higher experience points than finances.

211* The game will end if the player's alter-ego ever dies, ie FF =< 0

212* Pause <pause> command has been changed to <ctrl+p>

213* Debug <ctrl+alt+a> mission bypass had been disabled in distribution
     version

214* The cd-rom is now required to be in the drive during game execution

215* Several ACM scripts updated for playability

216* Added version number in shift+capslock display

217* Modified BC3000AD.EXE so that extender allocates 20MB swap file when
     needed instead of creating it in 8MB chunks.

218* Changed from v2.01 to v1.97 of the DOS xtender

219* 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

220* Debug commandline options now only available in interim 'tester' versions.

221* 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.

222* Changes (personnel)
     Each person consumes 1 Nutripak per day
     1 Medpak heals a person by 25%
     Personnel go offstation if LF =< 10 or FF => 90
     Personnel go to Medibay if LF =< 15
     Celestial Orb updates LF of personnel faster and FF will not increase
     J.A.C randomly repairs systems at the rate of 1 every 10 minutes

223*                        CREW/CARGO/FUEL CAPACITY
                            ------------------------
          Cargo  Cargo   Weapons  Weapons  Personnel Reactor  Shield    Cloak
          Bay1   Bay2    Bay1     Bay2      Max      Radine  Plutonium Iridium
        ---------------------------------------------------------------------
 BC       7500   7500     250     250       237      25000    10000     1000
 Shuttle  2000     -       -       -         20        -         -         -
 ATV       500     -       10      -          4        -         -         -
 Drone    1000     -       -       -         -         -         -         -

 The drone and ATV each take up 750 units of cargo space which will reduce the
 cargo capacity of the shuttle they are loaded in.

224* An atv and drone are now loaded into all shuttles at startup

225* Personnel Scan, PerSCAN, computer implemented for tracking ship's
     personnel

226* Support for 70 video card chipsets. Use bc3000ad /v? command to see options

227* Probes can now be detached causing them to be destroyed and a slot made
     available for a replacement. Select the desired probe and send it the
     'DETACH' command.

228* Multi-Lingual support. This is NOT included in this patch and can only
     be obtained from the publisher. Supported languages are French, German,
     Italian & Spanish.

229* Extensive speed optimizations and improvements in all renderers

230* The planetary object is now rendered using triangles and supports high
     res or high definition textures. In order to keep the patch file down, only
     the Sol system has high res map support. You can download high-res map
     support file (BC3KMAPS.ZIP) when it becomes available. This will provide
     high-res map support for all planets and removes the cloud cover from
     planets which do not require them.

231* Since all the rendering modes are now perspective correct, the CTRL+t
     command is now obsolete. These have also been removed from CONFIG

232* Rendering options have been revised in CONFIG. Refer to manual for
     an explanation of the new options. The patch file will delete this file
     and allow BC3K to create a new one on startup. Go to CONFIG and change
     your settings as desired.

233* Cloud layers implemented with view fogging at cloud layer. Further
     optimization is required to reduce speed drop when banking at certain
     angles

234* You can now turn shadowing on/off for the planet's external view

235* Revised ship cloaking effect. It is now transparent. Try it against the
     backdrop of a planet or from any turret view.

236* Implemented lens flare effect complete with solar white-out. Watch for
    spectacular effects during flybys, view controls and in tacOPS view modes.

237* The planet surfaces are now segmented into friendly, neutral and hostile
     regions based on alien nation and castes.

238* Keyboard commands modified. Please refer to new BCKEYS.TXT or Appendix A
     of the manual for new commands.

239* Intruders will no longer beam onto the ship if it is FULLY cloaked

240* Revised object explosions. Still needs some synchronization

241* Revised jump gate object

242* Tilt control added to external views and tacOPS, tilt adjusted by INS
     and DEL on the numeric keypad.

243* External F8 & F10 view keys now toggle between LOCKED/FLOATING camera modes

244* As of v1.01D.0, save game files are now backward compatible

245* MIDI music not looping when done due to problem in the sound files

246* Docking is possible with stations that are under repair

247* You should not be able to modify a DEPLOYED probe's slot in TACTICAL

248* Using the a/p to make jumps causes the ship to oscillate between the last
     and current jump points.

249* Games cannot be saved/restored from the SAVE RESTORE screen

250* A NO PROBE (empty slot) can be reprogrammed to a NAV target with Alt-L
     (sound message also played)

251* Detaching a probe from the NID bridge menu (TacOps is fine) puts you in
     an outside view of the BC. (Same effect as bug #020)

252* TacOPS CP missing if setting waypoints in previous game that was restored

253* In tacOPS CP, the SH1,3,4, teams are not highlighted as they are in SH-2

254* Marines are going directly to their locations without being prepped

255* Rebuilding actors (ODS/SS) show a frozen RADAR scanning circle when they
     are destroyed shortly before emitting a Radar scan. 100% reproducable.

256* Launching IC1-4 in tacOPS, you are dumped to the BC bridge though the
     shuttles, SH1-5 are fine.

257* Trying to launch an IC using tacOPS from an IC, puts you in an outside
     view of the IC

258* The alter-ego does not have a name when deployed as a 3D object

259* Alter-ego stats not being updated. Killing the alter-ego on a planet
     destroys the 3D object does not end the game like it should.

260* You should not be able to tractor personnel. This causes a GPF

261* You should not be able to reload the game using 'continue' if the alter-ego 
     dies during an EVAC.

262* You should not be able to load a saved game if the alter-ego is dead

263* You should not be able to dock while in hyperspace

264* Ships which crash into the ground are unable to take off due to
     inability to achieve enough thrust to breach gravity model

265* Starstations not launching missiles due to aspect ratio restrictions
     which makes it difficult for them to get a lock solution

266* Ships in waypoint follow mode colliding with surface, taking damage
     and being destroyed. This also affects ATVs and drones deployed at
     high altitude from shuttles. They take serious damage when dropped.
     Surface flight model requires 'terrain following' model and relaxed
     rules for ATV/drone deployment from shuttles at high altitude.

267* Missiles and OTS weapons unable to catch up with high turn rate targets.
     Note: The damage a missile inflicts on a target is determined by the
     damage factor of the missile and it's length of time in flight. The
     longer it remains in flight, the less the damage inflicted. If it stays
     in flight too long, it will self destruct and no damage will be done.
     This is being changed.

268* Stations are not restored (rebuilt) when the timer expires.

269* Carriers and stations launching infinite ships

270* OTS-Tanix not showing up on loadout screen and therefore cannot be put
     into weapons bay from cargo bay

271* Recalling a ship from the planet is docking it with the BC immediately

272* Fixed a bug which caused the Glide display to not switch back to 2D when
     joystick calibration was completed from CONFIG via the Main Menu

273* "Out of bounds index (num,num,num) error sometimes occur when you try to
     CONTINUE a game.

274* Having clouds on when running software version causes a crash

275* Missile contrails in software version rendered incorrectly

