STAR FLIGHT I UNIVERSE MOD FOR STAR FLIGHT II
A complete game reference table
"This mod is dedicated to the three groups who view this website: those who have never played Starflight and never will, the old men (and women) who would never play it again but like to reminisce, and the younger players who would never bother learning a game with such poor graphics and complex controls..."
Download this mod as part of the Win/DOS Starflight package. This is simply a modified version of the DOS based Star flight II with the changes listed below.
ARTIFACTS - RACES - LOCATIONS - TIPS - TRADE - SHIPS - COMBAT
Project started: 10/22/05 @ 2:00pm
Project alpha release: 10/23/05 @ 5:00am
Project beta release: 10/24/05 @ 11:30pm
Project final release: 11/04/06 @ 5:30pm
This is the final release unless major bugs are found during beta testing.
Here it is: A real Starflight mod based on the research done by JLHorner1974 "Jason" and myself. A good majority of the discoveries have been made by Jason in the forum, but on the other hand, 100% of the work needed to create this mod have been solely done by myself..
Standard disclaimers apply. Starflight II is believed to be abandonware as it's been discontinued by it's publishers. If you know otherwise, please contact me and I'll act accordingly. This is a very heavily modified copy of the game that has been significantly changed and not widely tested. Any crashes, subsequent loss of entertainment, time, money, life work, etc, are not my responsibility:
Features:
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Starflight I universe map overlaid on Starflight II
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All Starflight I fluxes exist and are VISIBLE.
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About 60% of the Starflight I star systems. (269 in Starflight I, 167 systems - Starflight II)
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About 40% of the Starflight I nebulas
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ALL homeworlds and races remapped.
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Uhlek have been moved to the present and have their own territory.
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UHL Influence completely removed, EXCEPT when attacking the UHL/Shyneum planet.
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All ship encounters have been beefed up.
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Hyperspace Encounters have all been moved
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A few extra challenges have been added.
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Modified trade: specialty item names, values, who buys/sells what.
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Modified artifacts available for trade - higher purchase prices, more "chained" together required trades before obtaining,
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Minerals actually having value (some, not all)
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Modified crew training values / it is now useful to obtain G'nunk/Dweenle crew.
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Population Density on all inhabited planets set to very dense to make finding trade centers easier.
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Ship Configuration & Fuel Prices
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Damage of "top" end missiles & lasers increased along with their price.
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Humna Humna trade maps actually useful - shows chain trades needed to obtain artifacts
Planned Features:
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Lifeform values/ danger/ speeds/ names.
What is not / will not be modified:
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Communication messages
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Graphics / Descriptions / Game or Combat Engine
For the other 90% of yet-to-be modified information, view the Starflight II page.
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CRITERIA FOR COLONIZATION | |
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Temperature |
Anywhere around Temperate & Tropical |
Gravity |
From .7 to 1.3 is optimal but anything up to 2.0 g's |
Atmosphere |
Must contain oxygen |
Water |
Must contain water |
Weather |
None, Calm or Moderate |
Bio/Min |
Higher Bio-density and Mineral density are also preferable |
TABLES | ||||
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Star Chart |
Planet Chart |
FUEL USAGE | ||
COLOR |
CLASS |
COLOR |
TYPE |
(cubit meters) |
Red |
M (coolest) |
Red |
Molten |
Hyperspace: 0.16 - 0.48 |
Orange |
K |
Brown |
Rock |
(per coordinate traveled) |
Yellow |
G |
Blue |
Ocean |
Laser: 0.01 |
White |
F |
White |
Frozen |
Missile: 0.05 |
Green |
A |
Violet |
Gas Giant |
Shields: 0.1 per hour |
Light Blue |
B |
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Launching or Landing: |
Dark Blue |
O (hottest) |
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0.25 per G of the planet |
All completely visible on the map |
CERTAINLY YOU MUST NO DOUBT BE AWARE THAT TRADE INFORMATION CONCERNING TRADE IS CERTAINLY SACRED AND, BY THE WAY, CONFIDENTIAL AT THIS TIME. |
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Possible Trade Values
When buying or selling a trade good, look at this chart to determine how far you can possibly haggle a price. As seen above, the condition of a planet's economy has absolutely no bearing on the price of specialty goods. To use this table, and if you are buying Amusoballs, the best possible price you can reach is 50% of 1000, or 500. When selling specialty goods, the best possible price would be 200% or 2000. Selling a desired specialty good will affect the starting offer for that particular good, but does not seem to modify the final price the alien is willing to sell it for. |
Damage Measurements Damage in the game is recorded by "Class". When scanning alien ships, one ship with "Class 5 Shields" may have quite a different level of protection as another ship. This is because alien ship armor is not measurable by sensors, and "Class 5 shielding" is an approximation. One ship may have slightly more or less shield strengths, but just happen to be close enough to still fall into the same category. Alien shielding absorbs exactly 350 damage per class. Alien Shields: (350 damage per class) Alien shields do NOT regenerate. Interstel Shields (500 damage per class) Missile vs. Shields/Armor 50 damage = 1 shield pixel damage Laser damage vs. Shields/Armor |