Explore the alien planet that is your new home and uncover its myriad mysteries. Discover over 75 extraordinary technologies. Build over 60 base upgrades and large-scale secret projects for your empire. Conquer your enemies with a war machine that you design, using over 32,000 possible units.
This is the latest official patch for Sid Meier's Alien Crossfire. It appears to include patch v4.0 for vanilla Alpha Centauri, so use this patch first before updating the base game to v5.0.
SID MEIER'S ALIEN CROSSFIRE V2.0
README.TXT 12/13/99
CHANGES IN ALIEN CROSSFIRE VERSION 2.0
FIXES
· You can now airdrop units into your own bases.
· The correct voiceovers for Alien Crossfire base facilities now play the first time you build them.
· Pirates can no longer capture units that are defending a base.
· Alien probe teams now use the correct art.
· The Cyborg faction now correctly has the Technology Steal ability.
· It is now possible to rescue a captured faction leader.
· Base facilities no longer cost less than they should at Thinker and Transcend difficulty levels.
· In some instances a Golden Age would not produce a population boom. It now does.
· AXStart.exe will now switch to a resolution it supports.
· The Sid and Brian factions can now be loaded in the Faction Editor.
· Occasionally refugees from a captured base would appear at coordinates 0,0. This is fixed.
· The Maritime Control Center now grants a defensive bonus against naval units for player controlled factions.
· Psi Artillery combat strength is now calculated correctly.
· Some special abilities were not reflected correctly in automatically designed units.
· The Right-click menu's version of airdrop now correctly uses movement points.
· You can no longer have a pact brother support one of your factions units.
· The 'Aliens capture your base' interlude now correctly displays, even if the base captured was obliterated.
· All satellites can now be added to the build queue, even if currently in production.
· Miscellaneous text fixes.
· Base population no longer 'rolls over' when it reaches 127.
· Native artillery units no longer get a 'hasty' penalty when attacking.
· Drone revolts no longer can select aliens as new masters.
· The Faction Editor now correctly updates bonuses on the Faction page.
· The Faction Editor now correctly loads free units and free abilities.
· The Faction Editor now correctly saves bonus technologies.
· The Drone faction now correctly includes the Base Revolt ability of 75%
· During a random game, if an Alien faction is selected, and there is another random slot, there will be two Alien factions in the game.
The additional text of the new patch version 01.11.2000:
This is the list of bug fixes for Alien Crossfire Patch, which updates the game to Alien Crossfire v2.0.
· Pirates can capture enemy transports in an enemy base. Any cargo on these ships is also captured. In a base however, if the transport happens to be designated as defender, the entire garrison is converted.
· The probe teams are for the aliens are wrong. It's a human with alien armor.
· The cyborg faction file is incorrect. Needs "TECHSTEAL". They also don't seem to get the free tech when capturing alien cities.
· The first of these bugs is that all base facilities only cost 1/3 of their normal maintenance on transcend level of difficulty (they cost 2/3 on thinker level). not only do they cost only one third but the F3 screen is incorrect also because it displays that they cost the normal amount. In the save game it is showing a deficit but because of the bug, no money is lost. When the golden age goes into effect the energy reserves actually increase.
· The facedit crashes when you try to access the datalinks for Sid and Brian.
· It appears that, should the human player get the Maritime Control Center, that the free naval yards do not grant any defensive bonus against ships, whereas AI-controlled actual non-free yards do.
· Incorrect strength in Psi Artillery combat. Most obvious when having a Spore Launcher attack or be attacked by a non-psi artillery unit. The non-psi artillery's strength will be based, not the psi rating, but on its weapon strength. Attacks against regular units result in the unit's strength based on the armor rating.
· Using the right click menu there is a bug where units equipped with drop pods can make multiple airdrops in one turn.
· When you move a unit into a pact brother's base, you can select support from here, and then that unit is supported for free, because it doesn't count against your or your pact brother's support cost.
· I lost a base to the Aliens. The first base lost to aliens. My single population escaped in a colony pod. The base no longer exists. The Interlude begins... All references to the base were left blank.
· It's reported that skyfarms aren't available to be added to the build queue if they're currently being produced. The same occurs for other satellite facilities.
· In the data links entry for Battle Ogre MK1,"Resonance Laser" is misspelled "Resonace Laser".
· In the datalinks entry for Energy Grid, part of one sentence reads, "Every two generate five energy..."
· Arguably, base size should be capped at 127. It's possible in a drawn-out but legal game to have enough crawlers and satellites to exceed that, and then the unsigned octet rolls over to negative 128.
· When I used one of my mind worm spore artilleries to attack another mind worm spore artillery I got a -33%hasty penalty. This may be intended, but none of the other Planet units had this problem.
· Facedit faction page doesn't update bonuses
· The facedit wouldn't load free units or free abilities correctly.
· Facedit when you give a faction a bonus of free tech, it adds social, #, instead of tech, #.
· The drones faction file doesn't include the revolt, 75 bonus.
· Incorrect strength in Psi Artillery combat. Most obvious when having a Spore Launcher attack or be attacked by a non-psi artillery unit. The non-psi artillery's strength will be based, not the psi rating, but on its weapon strength. Attacks against regular units result in the unit's strength based on the armor rating.
· If you have two units - 4/3/2 and 4/3r/2, one will be called Impact Speeder and the other Impact Rover. On the build list, it doesn't display special attributes such as Police, and now Resonance. So both units will be listed on the build list as 4/3/2. The only way to find out which is the resonant one is to go to the workshop.
*So long as there is an open slot, both aliens should appear in the game or not at all. The only time this won't happen is if the player specifies an alien faction and six other human factions in the faction picker.
Suspected Fixed... We have not seen these bugs in the patch, but they are difficult to reproduce.
· It's been reported that refugees will sometimes appear at coordinate 0,0 instead of next to the captured base.
· A drone revolt joined the Usurpers. And lost no population. And was reduced to pop 1 when I recaptured it. Human revolts should not go to the aliens.