                     --------------------------------------
                     BATTLECRUISER:3000AD Release 3 C PATCH
                     --------------------------------------

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

         ************************* NOTE ****************************
         
          1.  THIS PATCH WILL DELETE ALL SAVED GAME AND PROFILES
              SINCE THEY ARE NOT COMPATIBLE WITH THE CURRENT VERSION.
              YOU CAN DELETE THESE FROM ROSTER IF THE PATCH MISSES
              ANY OF THEM.
         
          2.  THIS PATCH WILL ONLY WORK IF YOU HAVE DONE A FULL
              OR MEDIUM INSTALL. YOU ARE ADVISED TO APPLY THIS
              PATCH TO A FRESH INSTALL DUE TO NUMEROUS CHANGES.

              IF YOU DID A FULL INSTALL, YOU CAN SAVE 64MB OF
              DISK SPACE BY DELETING ALL THE FILES IN THE .\ANIM
              DIRECTORY. THE ANIMATIONS WILL THEN BE ACCESSED FROM
              THE CD-ROM. NOTE: FILE ACCESS WILL BE SLOWER FROM THE
              CD-ROM.

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

         BC1TO1C3.ZIP will patch the retail version of the game
                      from v1.00 v1.01c3.

         To apply the patch, unzip this file into your BC3K install
         directory and run the UPDATE.BAT file. This will patch
         your version to v1.01c3 (GA) 

-------------------------------------------------------------------------------

    AN EXTENSIVE FAQ HAS BEEN CREATED IN ADOBE ACROBAT AND MS WORD 7 FORMAT.
    PLEASE CHECK THE SITE WHERE YOU DOWNLOADED THIS PATCH FOR IT.

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
                          CHANGES IN RELEASE 3 C PATCH
-------------------------------------------------------------------------------

1.  Prisoners will no longer end up in medibay when they should be in detention
2.  People will no longer leave detention when they are tired or hungry. Food
    is now supplied directly to the detention hold.
3.  Speed at which personnel move about the ship increased.
4.  Marines will now follow 'searching' orders killing any detected intruders
    or escapees (based on ai and other factors)
5.  You can now assign anyone to the detention hold.
6.  The Fatigue Factor of people in detention hold will no longer increase.
7.  It is no longer possible to launch an interceptor if the pilots are not
    physically 'located' in it. An 'assignment' does NOT mean that the pilot
    in actually in the ship since he may be assigned to it but in transit.
8.  A shuttle now requires at least one person to be in it in order to launch
9.  Retrieving interceptors no longer causes a crash.
10. Changes (general)
       personnel eat 1 nutripak per day
       1 medpak increases a person's LF by 25%
       personnel will go off-station if LF >= 90 or FF >= 10
       personnel will go to medibay if LF <= 15
11. Changes (rank)
      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     
12. Changes (HUD)

     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
13. The BC will now be destroyed if hull integrity falls to 0
14. 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.
15. Palette problems in tacOPS and PTE surface fixed
16. Jump anomaly offset bug fixed
17. The game will end if the player's alter-ego ever dies, ie FF =< 0
18. 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.
19. Buildings and all objects can now be destroyed on the PTE surface
20. The Combat Kills attributes for pilots is now updated during combat
21. Alliances are now saved
22. The ship will no longer move backwards after jumping to a new region
23. 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.
24. Ships will no longer take damage when flying planetary waypoints since
    waypoints are now pegged above the surface.
25. Joystick calibration no longer has any effect if device is not a joystick
26. Weapon systems no longer disarmed during hyperjump, ie PTE remains active
27. The engine sound will no longer 'pulse' during hyperjump transitions
28. 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.
29. 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.
30. Ships emitting an SOS signal will no longer be attacked by alien nations
    who observe the rules of engagement.
31. 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.
32. The ACM mission status can now be accessed via the bridge menu
33. Pause <pause> command has been changed to <ctrl+p>
34. Debug <ctrl+alt+a> mission bypass had been disabled in distribution version
35. MTD bug which caused GPF crash in FATAL has been fixed
36. The altitude lines in tacOPS are no longer displayed if TTDs are off
37. 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.
38. Dead officers will no longer send messages
39. The Chief Engineer will now eject the reactor core during a severe breach
    regardless of his ai level
40. 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.
41. The battlecruiser 'destroyed' sequence will no longer loop
42. The cd-rom is now required to be in the drive during game execution
43. Several ACM scripts updated for playability
44. 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.
45. Several speed related enhancements and minor bug fixes.

-------------------------------------------------------------------------------
                          CHANGES IN RELEASE 2 C PATCH
-------------------------------------------------------------------------------

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 ground objects think they can fly.

2.  Orbital flight model still crashes making the o key obsolete

3.  The orbital flight model problem renders the probe ORBSCAN mode useless

4.  Noticed a screen corruption in the Roster savegame option.

5.  Because the game runs in real-time, this is confusing the trading module
    resulting in no price changes and repeated inflation calculations.

6.  On the surface, hitting water results in negative altitude since it is not
    considered ground.

7.  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.

8.  The ATV section and the SHUTTLE/ATV section are showing different, if not
    invalid status for the ATV especially when it is destroyed.

9.  MIDI music is NOT secure. In fact, toggling it on/off from the CONFIG
    screen during gameplay will eventually result in a GPF or loss of digitized
    sound. I advise that you play with MIDI music turned off.

10. Sometimes after some sounds are played, you will lose audio comms with
    all personnel including pilots. Access the CONFIG computer turn Master
    Soundfx OFF, exit, activate CONFIG again and turn Master Soundfx back on.
    This should reset the sound driver.

11. Sometimes quitting from ACM or Free Flight and entering Xtreme Carnage
    from main menu,  results in a lockup. However, XC works file when accessed
    from the main menu before entering ACM or Free Flight

-------------------------------------------------------------------------------
                        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!

