Author Topic: Starfire Assistant Full Install  (Read 3475 times)

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Offline Steve Walmsley

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Starfire Assistant Full Install
« on: September 11, 2007, 10:37:25 AM »
Installation Instructions

Download the v6.00 full install
Unzip SA6.zip into a temporary directory
Run Setup.exe and follow the instructions.

Download the v7.00 patch file
Unzip all the files (except the .gif files) contained in the patch700.zip file into the SA installation directory, overwriting any existing files of the same name
If you are upgrading from v6.10 or 6.00, unzip the .gif files into the Ships sub-directory.

Download the v7.02 patch file v7.02 patch file
Unzip the Starfire.exe file into the SA installation directory, overwriting the existing file of the same name.

Important Information
This upgrade will overwrite any existing games. If you do not want to lose your existing game(s), do not upgrade to v7.00. Do not try using the database from any earlier version with v7.00 as this will cause a large number of errors 91s and you will need to reboot.

If you are currently using a starfire.mdb file in a sub-directory, change to the starfire.mdb in the install directory before applying this patch. If you applied the patch without reading this (and SA exploded), drop me a mail and I will desperately try to remember how to fix this :)

Version 7.00 Release Notes (v7.02 only contains bug fixes)

Added Supply Networks. This is large but optional set of changes and is covered by a separate post.

Added a Supply View to the Galactic Map which shows the Supply Status of every system.

Added a Fleet Supply View to the Galactic Map. This places two columns next to each fleet icon. A blue column showing the system Supply Status and a red column showing the maintenance cost for all fleets in the system. Whichever is greater has a column equal in height to the fleet icon. The height of the other column is proportionate to the difference in value.

Added a Supply sidebar view to the Galactic Map. This shows a list of supply depots in the selected system, plus the Supply Status, Supply Used and Fleet Maintenance.

Added an Allow Supply checkbox to the Racial Relations window. If you check this box, you allow the currently selected race to trace supply though your territory. In game terms, this means that systems in your territory will gain a supply status based on their proximity to populated systems and supplies depots of the selected race.

Added automated maintenance failure checks. If a ship receives insufficient maintenance, there is a chance it will suffer the loss of one or more systems. The details of this process are in the Supply Rules.

If the new optional supply rules are in effect, the OB Maint field on the Fleet Window is replaced by a Supply Status field that shows the supply status of the system in which the fleet is located. If the supply status is too low for the fleet, the label of the field and the surrounding frame both turn red. Suggested by Matthew Wadwell.

Added a button to the Galactic Map which cycles through systems with insufficient maintenance.

Ship classes can now be designated as Supply Ships. A supply ship can carry additional maintenance for ships in the same system. if a fleet cannot obtain sufficient supply from the supply network, it will use any supply available from Supply Ships in the same system. See the Supply Rules.

Added optional Shipyard Supply Rules. The Shipyard window now shows two new fields, Supply Status and Available Supply. Supply Status shows the current Supply Status for the system. The value in the Available Supply field is equal to the Supply Status minus any Supply used during the previous End Turn Sequence for maintenance. The Available Supply is therefore the amount that can be used for construction in the current turn by the selected shipyard (or by a combination of shipyards in the same system). As new Shipyard tasks are added, the Available Supply is reduced accordingly. No construction is allowed in the system during the current turn once the Available Supply has been exhausted.

Added a basic fighter combat window. This allows you to select groups of fighters, or ship-based anti-fighter weapons, and resolve fire between the two sides. The window is stand-alone and not integrated with any other window but does make fighter combat resolution considerably faster.

Ship classes can now be designated as colliers on the Ship Class window.
« Last Edit: March 04, 2011, 12:06:23 PM by Erik Luken »
 
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Offline kdstubbs

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SA Install.
« Reply #1 on: September 11, 2007, 06:29:55 PM »
Steve,
     Thank you

Kevin
« Last Edit: December 31, 1969, 06:00:00 PM by kdstubbs »
Kevin Stubbs
 

Offline Feralkoala

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« Reply #2 on: February 14, 2008, 11:12:20 AM »
Hmm, links are broken  :(
« Last Edit: December 31, 1969, 06:00:00 PM by Feralkoala »
 

Offline MWadwell

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« Reply #3 on: February 14, 2008, 01:18:42 PM »
Quote from: "Feralkoala"
Hmm, links are broken  :(


As with the Rigellian Diary, the links point to the old(er) Aurora board.

Try these links instead:
http://aurora.pentarch.org/aurorafiles/SAFiles/SA6.zip
http://aurora.pentarch.org/aurorafiles/ ... tch700.zip
http://aurora.pentarch.org/aurorafiles/ ... tch702.zip

(If you find broken links like these in the future, replace the "www" in the URL with "aurora", and you'll find that the links work.)
« Last Edit: December 31, 1969, 06:00:00 PM by MWadwell »
Later,
Matt
 

Offline Erik Luken

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« Reply #4 on: February 14, 2008, 03:01:05 PM »
fixed the original post :)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 
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Offline Feralkoala

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« Reply #5 on: February 15, 2008, 09:01:01 AM »
Thanks again!  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Feralkoala »
 

 

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