P R E P A R E T O B E U N L E A S H E D ! !
Sword of the Stars v1.2.1 UPDATE CRACKED (c) Lighthouse Interactive
Release Date : 01-10-2007 Protection : ActiveMARK
Release Type : CRACK Game Genre : Strategy
Scene notice:
We have seen our previous cracked update, being nuked on some sites with
some very non intelligent nuke reasons. First let us state that, we didn't
try to hide, that the crack is an ActiveMARK crack, something other groups
has/do. Like the previous crack update, then this one is also a ActiveMARK
crack. Furthermore if the nukers/siteops on those sites, really did test
our work, then they would realize that our cracks also works on multiple
types of os, other than just Windows XP.
Secondly nukeing our Act of War High Treason update crack, minutes after
it was pre'ed is another sigh of non intelligent actions, meaning that you
didn't test the crack at all. Another reason to prove that, is that, even
if you had the game + expansion installed on your pc, then the time needed
for the game to load all the precalculated data into the memory, actually
takes quite some time. Another clear proof that you didn't test our crack
before nuking.
Why do the scene gets flooded with such totally ignorant individuals? You
might wonder?, we guess we never would get an answer to that question. If
you let someone or some, who pretend to know better, have a huge influence
on various nukers/siteops, to get them to follow their commands, then who
are the dumbass now? Seems like there are someone out there who have their
own set of rules.
Let us point out that our cracks and future cracks will all be tested with
scene releases, not just the cracked iso, but also the clone, to avoid any
stupid nuke reason, that you actually can blame us for. All this of course
counts for both ActiveMARK or any other type of cracks, that you will see
in the future from us.
You simply have to live with, that we're not "only" a "lame" clone group,
like so many high ranked groups or wanna be elite groups think, just
because they have been around for some years. Maybe there is a reason,
that you haven't achived that much of an improvement during those years.
Face it, being in a clone group does not make you lame and thinking every
dumbass can dump/make a clone is probably right, but there is more to it
than just that. Does it requiere much braincells to do mp3, dvdr, console
release etc? Nah it does not, but if you haven't realized, then it's
about doing it first. It has always been about speed, no matter what part
of the scene you're active in. We guess you haven't realized that, even
after all those years in the scene, maybe you have been to busy bitching,
rather than using a few braincells on how much fun you can have. People
like you ruin the scene!
Anyway, face it, most often the ActiveMARK protected exes are the same
exes as the retail isos/patches, it's just that the retail isos/patches
nearly always uses a media pretection, like Securom, Tages, StarForce,
SafeDisc and so on. It does not mean that the game code is any different
to the retail protections. Sometimes having these non retail protections
actually makes the games less error free, because of often used triggers
in retail protected isos/patches.
Release Note:
What's updated in v1.2.1:
Content Additions
- Added new badges, including winners from the badge contest!
- Added new player color options.
- Added new system encounter
- Added sensor shadows to combat surrounding large asteroids and moons.
- Added "tournament" scenario, with special "equalizer" modifications to
gameplay and star map.
- Players can now flag fleets as "Guard" fleets for organization.
- Added news events for new incoming enemy fleets spotted on sensors.
- Team play for any custom map
- Added new information about game settings to game browser.
- Players may now opt to be peaceful for an encounter using the combat
card options. This is the same as auto-resolving a battle, except in the
case of a mutual desire for peace, a temporary non-aggression pact is
put in place for that single encounter.
- Added new "out-of-character" channel to in-game chat to facilitate
communication in regards to game organization.
- Added particle system view distance slider to graphics options.
- Added new "I will fight realtime if you do" option to the combat card
options.
- Dead slaver cruisers now pay a bounty of 100K per cruiser destroyed
GUI Additions
- Enemy colony list now shows ownership.
- The default fleet at a star system is now marked with an asterisk
This is the fleet that newly built ships will be placed into.
- Reserves can now be sorted in the fleet management screen.
- Build queue can now be reordered with drag and drop.
- Info button added to research screen to toggle permanent tech names.
- Lobby now shows estimated turn time remaining for players joining a
game in progress.
- The squad assignment buttons in the fleet manager screen can now be
selected with the 1-5 keys.
- Some changes made to reduce redundant news events.
- Unlaunched battle riders are now skipped by enemy focus cycling.
- Camera zoom can now be cycled through preset distances with the V key.
- Weapon panel feedback improvements in combat.
- Player ranks are now displayed on player slots.
Enhancements
- Partial save game file transfers are now deleted.
- Default Extended Range and Defence Platform design names are now
abbreviated.
- Bolt payloads can now be freely configured for the following options
in weapon files:
emptime
empradius
gravtime
gravradius
gravforce
dam_radius
area_impact_effect
- Increased upper limits on intial colonies and technologies in intial
game setup.
- Enhanced FX
- Display options can now be altered during gameplay.
- It is now possible to select which command fleet to use before
entering combat.
- The old empire fleet summary screen has been replaced with a new
screen that includes new filtering and sorting options.
- Added an advanced hack to force single CPU affinity by setting
ForceSingleCore=<CPU-#> in the [CPU] section of sots.ini. This is for
the convenience of players with certain dual-core PC configurations that
exhibit Windows timing bugs.
- Combat AI changes.
- Strat AI changes.
- Major AI turn time optimization.
- Improved ship avoidance to reduce instances of unnecessary cruiser
collisions.
- Modified Liir close-to-attack behavior.
- Tightened up star map generation for rift and hourglass.
- Some combat load time optimizations.
- Increased exclusion area around ships in the on the fleet layout
screen.
- more consistent auto-resolution for combat.
- Unused research points are now refunded.
- Host can now adjust time limits for a game in progress.
- Fleet hold fire now affects planet missile launching.
Gameplay Changes
- Special project research efficiency increased.
- Double-right-click to place a waypoint now tells ships to break
formation in Normal stance amd go FULL speed.
- Biomissile collision damage reduced.
- Increased possible severity of research accidents.
- Terraforming technologies now yield greater benefits.
- Scrapping now comes before movement in turn execution.
- Tarka tech tree now better reflects their backstory.
- ER sections now have doubled range bonuses.
- Overall increase in weapon range to better reflect
diffences/advantages in weapons systems
Fixes
- Fixed bug where ships might auto-target their own colony if a firing
solution was available.
- Sol Force is no longer allowed to enter into NAP or alliance
agreements in A New Hope.
- Allied ships lost in battle are no longer registered as "enemy ships
destroyed" in the TAR.
- Fixed bug where dreadnoughts in fleet lists would sometimes display
0/0 range.
- Ramscoop fleets now correctly display a green move line regardless of
distance.
- Fixed a known issue where setting the fleet stance to break off would
permanently remove all ships from the field.
- Fixed situation where it was possible to break ships off in combat
without having a command ship present.
- Fixed known issues where AI ships might sometimes start on top of each
other in combat.
- Fixed potential crash that could occur when intercepting a fleet that
goes out of sensor range on the star map.
- Fixed known issues where tac AI was assigning ships in combat to the
wrong squads.
- Fixed error in Tech Boost system, now functions as designed.
- Fixed known issues where specific ship designs would not move/rotate.
- Fixed rare collision bug where solid objects would pass through each
other in combat.
- Fleets now follow their intercept targets all the way into systems.
- Fixed known cases where fleet interception did not work as intended.
- Fixed known potential crashes that might have occurred when a colony
with a build queue was destroyed.
- Player eliminated status is now correctly displayed for those
rejoining a game in process.
- Fixed known issue with player profiles that sometimes caused special
victory badges not to appear when they should.
- Addressed a rare problem where human pathfinding would take a longer
FTL route than it should.
- Targets can be specified for node missiles once again.
- Fixed a known issue where rejoining a game in progress might cause a
sync error.
Install Notes:
1. Install full gameiso or buy the game at a software store.
2 Download and update to v1.1.1 or use v1.1.1 update by RELOADED
3. Run the included update.
4. Copy crack over and overwrite.
5. Play
Note: This crack has of course been tested with both the clone by NO GRP,
as well as the RELOADED iso and cracked v1.1.1 update by RELOADED!
You can now enjoy, this game fully updated to v1.2.1.
Note to all those lame webpages which benefit from the scene, at least
you can respect our work and offer this file as it is. Do not alter
anything at all, nor don't remove the nfo or other files included.
We do this for fun and definitely not to help webpages, who get over
100.000 of visitors a day, so they can make huge profit!
Peace!!
Unleashed salutes all friends of the family, contacts and competition!
" Bigger, Longer, Thicker! "