The Starfleet Command demo includes a limited number of Federation and Klingon ships, just a few single player and multiplayer scenarios, and a starter set of Federation tutorials - just enough to give you a taste of what the game's got in store for you!
To install the missions at right, download and unzip the files; copy the .SCR files from the zip into your game assets/scripts directory.
A ReadMe file is included in the zip archive. NEW FEDERATION CAMPAIGN!What happened to the Organians? Find out in three special missions!
NEW KLINGON CAMPAIGN!In this new campaign the Klingons find the WYN to be unwelcome neighbors. NEW ROMULAN CAMPAIGN!Experience Romulan retribution on a sinister Orion Pirate cartel. The Gorn and Hydran special mission packs at right include an installation program. Also:GORN SPECIAL MISSIONS!HYDRAN SPECIAL MISSIONS! SFC MISSION APIThese are the Visual C++ libraries and headers necessary to program your own Starfleet Command missions.This requires the Visual C++ 6.0 compiler and beginning to moderate programming skills. Sample source code is included.Chris Taylor - Senior Game DesignerInterplay ProductionsDownload - ALT 3.65MB MANUALThis is an Adobe Acrobat file that contains more detailed information about some of the systems and rules in the game.It also contains changes made to the game with the 1.02 patch.SFC-SUPMAN.PDF 487K This .pdf version of the manual requires that you have installed the Adobe Acrobat reader, available here.Follow the installation instructions for the Acrobat Reader as posted at the Adobe site.PATCHESThis is the official version of the North American 1.02 SFC patch. There are two versions of this patch file:sfc100-102.zip This file will patch version 1.00.01 to 1.02.sfc101-102.zip This file will patch version 1.01.00 to 1.02.PATCH NOTES:You can see the current version number of the game on the race selection screen.Multiplayer Note: This version of SFC is incompatible with any previous version for multiplayer games. All players must be using the 1.02 version. Mplayer Note: If you log into the main SFC lobby on Mplayer, it will patch your version of SFC to the most recent version. If you have played a game on Mplayer recently, and it patched your copy of SFC, there is no need to apply this patch. The Mplayer patch and this patch are identical. Localized versions: See www.interplay.com/sfcommand for localized 1.02 patches. Installation InstructionsYou will need around 90 megs of free hard drive space for the temporary swap files used by the patch program. 1. Unzip the contents of this file in your Starfleet Command folder.2. Double-click on the RunMe.bat file.3. Run the game. The version number should read: 1.02 If you have problems installing the patch, make sure you unzipped the entire contents of the patch zip file into your Starfleet Command folder. Open a DOS window. Change directory to your SFC folder using: cd "\Program Files\14 East\Starfleet Command" and type: patchsfc The patch contains the following files:patchsfc.exepatch.rtppatch.rtdpatchw32.dllrunme.bat After the patch is successfully installed, you may delete these files.The PATCH.RTD file is a text file containing a list of the files that have been modified, deleted or added.If you continue to have problems, uninstall SFC completely and reinstall from the game disc, then install the release version patch. Savegames are compatible between versions. The savegame files are found in the root of the SFC folder, and are start with SAVE*.* Thanks To... The SFC team would like to give a special thanks to our beta testers: Fahrenheit (Richard K. Glover), Jim, Goff, Catnip Inc., MahaROGa, LORD-ORION, Bradley B Upson II, Elfi Wolfe, TrollStomper, Ed Mergele, Fletch, Greyhawke, Madoc Owain, Nightmare, Stalkie, moyzan, Modavian, Scott Allen Abfalter, Commodore Rook, RCJ, Bhaal, SFCSpoonman, David Finan, Knobula, Jim Pierce, Ron Humphrey, Scott Abfalter, Stonehouse, styopa, ..Merlin, Bill Moore, CJLewis, Don Purdy, Andrew, Brian Downer, Capt Kaless, Christopher Blough, Ed Kaplan, Jamie Smith, Kana, Lothar, Oystein, Pat R., Phil Billington, Platapus, & Tim Callahan. Known Issues 1. Depending on internet lag, shield status may not be properly reflected in combat. You may see your opponent do something requiring his shields to be lowered without the shield graphic changing. This happens with t-bombs and hit & run raids. The shield is actually lowering, so if you fire -- you will still probably hit through a lowered shield.2. SoundBlaster Live: Try lowering the hardware acceleration slider by one or two notches if you are having stability problems. 3. Freezing at the end of a multiplayer session: If a player is disconnected from a multiplayer game, there is a chance that the host will suffer a one minute pause at the end of the session. This is DirectPlay-related and will be fixed in DirectX 8.Version History1.02 BPV values are based on the base value of the ship and no longer include the cost of basic supply items. Basic supply items can no longer be sold back for extra prestige. This operates much more like the release version without the ability to "strip" a ship. * Fixed automatic disengagement after capturing. Bases now rotate. They are more challenging to attack now. Seeking weapons cannot fire at a ship without a lock-on. This is especially beneficial for cloaking ships. Seeking weapons fired at a ship that cloaks will lose tracking over time. Seeking weapon speeds have been altered: Slow missiles are speed 12. Medium missiles are speed 22. Fast missiles are still speed 32. Plasma Torpedoes are speed 36. The cost of Scatterpacks, Wild Weasels and missile reloads have been reduced. Decelerate hotkey slows you down by one instead of two. Multiplayer scripts now initialize properly. In multiplayer games, you cannot target or be targeted for a short period after respawning. Tractor defense is properly disabled after being destroyed. The AI fires less scatterpacks. The AI will no longer fire weapons at downed shields while in capture mode. Shuttles no longer return instantly to the ship. At the end of a mission, shuttles and fighters outside the ship are no longer lost. Your defensive phaser setting is not lost when the weapon is set to offline. When attempting to join a password protected game, it now gives the appropriate error message. Can now play a single-player game followed by a multiplayer game. Host can now adjust the individual player's BPV limit. Mission script loader is now filename case insensitive. Scatterpacks are now Type-IS missiles. Missiles in Multiplayer default to Type-IS. Taking an AI ship to Spacedock in multiplayer works properly. Shotgun torpedoes have been fixed. Modified AI target preferences in some missions. Numerous problems with repairing a weapon have been fixed. Erratic Manuevers and HETs cost energy. You can HET at speeds greater than 26 - this is intentional. Dual Fusions work properly in Suicide Overload mode. Point Defense phasers cost their proper amount of energy. A Nuclear Space Mine has a blue ring and prints a message when detonated. They also drop properly now. Only the dropping player can see the blue ring, but all players get the detonation message. Black Holes give a warning when you approach them from off-screen. Target Enemy and Target Ally hotkeys have been fixed. Ships with turning mode E & F (Battlships) now turn properly. Suns no longer damage the map itself. This was causing some missions to crash. Cloaking Devices cloak/uncloak slightly faster. Missiles in multiplayer are handled in a different manner that reduces the effect of "ghosting". Spec file changes: Some ship costs have changed. The R-SPZ, L-EGO and F-CFS ships have been slightly modified in particular. The official Tournament ships have been added. Minor UI fixes for Romulan and Lyran tactical interfaces. Fed CC+ refit text is fixed on the Choose Variant screen. Supply lines in enemy territory have been fixed in the Shipyard. Fixed a problem with some Orions not powering their weapons properly. You can use ECM while cloaked. If you attempt to Wild Weasel while tractored, the WW no longer launches when the tractor is dropped. Repairing sensors takes less time. Federation medals have been properly ordered. Dynaverse campaigns have improved mission selection logic. Single-player campaigns are longer. Rank lifetime prestige requirements have been slightly increased. Black Holes affect missiles. You cannot fire seeking weapons while erratic maneuvering. A big memory leak was fixed. Mission API: Orions have access to kClassFreighters. Phasers do half damage against plasma torpedoes. When your ship is destroyed, you will no longer appear in a captured ship. ESGs damage enemy fighters and all shuttle types. The Electronic Warfare (EW) shift is shown on the tactical screen. The higher this number, the worse your EW position is on the target unit. A bug in determining the EW Shift of ECM and ECCM was fixed. Shield repair rate has been changed to a minimum of 1 point per damaged shield per turn. +1 if you have a Legendary Science Officer, +1 if you have more than 4 undestroyed labs. Mines will only detonate if you are moving faster than speed 4. Cloaked ships will only detonate mines at speeds greater than 6. When dropping a t-bomb, the proper shield will stay down for the appropriate amount of time. Note that due to Internet lag, this may not be as noticeable in online games. You can set the speed of multiplayer games over Mplayer. Legendary Weapons Officer now gives the proper damage modifier. Erratic Maneuvering gives the proper ECM bonus. ECM is fixed. A 4 ECM will give a +2 shift now. Starbases will no longer take control of a player's ship in multiplayer games. The Gorn DN is available in middle-era games. Fast-loaded type-F plasma torpedoes do their proper damage. You can launch shuttles & fighters while tractoring, but not while you are tractored. Suicide shuttles cause only 36 points of damage and no longer multiply that damage times the number of players. HUD information, like shield strength, is now always visible. Fixes to the sound code that reduce stuttering. 1.01.00 ------- The cost of ships now includes all supplies, so selling supplies back will not reduce the cost of the ship under its starting value. Hydrans can now select ECCM 4. Cloaking Device costs energy to operate. The enemies in your mission are now directly tied to your location. Ships will continue to move after attempting to use non-existant Wild Weasel shuttle. Hydran fighters are no longer useable in Nebulas. Cloaked ships cannot be the target of hit and run raids without a lock-on. Scatterpacks have been increased in cost. Some mission changes. Legendary officers are slightly harder to find. Ships attempting to disengage in the upper left hand corner of the map will actually do so now. Weapons and systems should work properly when repaired. Point defense no longer occasionally fires while cloaked. Change Course button in the Galactic News/Map screen works after you load a game. Sound related issues have been dealt with. ESG should affect enemy shuttles and fighters. Non-Rookie officers now start with their proper experience. Officers in multiplayer are always Senior. Respawning in Battlefest with black holes no longer causes you to appear _in_ a black hole occasionally. Freighter speeds have been adjusted in various missions. Transporting through minimal shields no longer works. The Hydran DWH has found the dual hellbore icons it was missing. An AI crash bug (AI attempts to capture while cloaked) was fixed. Gorn debriefing text now scrolls. Heavy Weapons no longer have wear and tear. 1.00.01b - Beta PatchCampaign Save Games - fixed file size problem that caused corrupted saves. Saved games that were previously corrupted cannot be loaded, but un-corrupted savegames are compatible. Mod Detection - multiplayer mod detection doesn't "spam" messages and only reports actual differences. It also now only checks when player clicks READY button. Spacedock Missiles - fixed problem with purchasing large number of missiles for some ships. Lyran Medals - a minor bug with the Lyran medals screen was fixed. Specs File - fixed several minor errors (cloaking cost for Klingon D5Y, shield strength for listening posts and other units). Capturing Listening Posts - no longer causes a crash due to spec file change. Units that had no starting shields would crash when captured. Hotkey Bindings - The bindings.ini file was un-write protected.1.00.01 - Initial Release