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Armageddon Empires Update Instructions - Mac

8/03/2008 V 1.08b Update - Mac version

This update should be applied to earlier versions 1.01, 1.02, 1.02a, 1.07, 1.08 and 1.08a All previous save games are compatible.

Instructions: Unzip the files. A new folder will be created. Copy the two files in the folder and place them in your Armageddon Empires Folder where the game is currently located. Two files should be overwritten AIScripts.cxt and MainInterface.cxt.

UI Improvement
Special bonus damage including the combined arms bonus is now displayed in the battle results dialogue box for ground to ground combat. Damage modifications for armor special abilities are also displayed.

Bug Fixes
Fixed bug where the Triage special ability was not being used efficiently by the AI's when deciding on army builds

Fixed rare AI vs AI battle bug where one AI had not had its intel object updated to show the opposing AI as attacking him in the hex.

Fixed bug where Great Kabaagh would retaliate when any nuke exploded not just those target for him.

Fixed bug where Plague did not continue to spread between units and continue to weaken units once Plague Mother was terminated.

Fixed bug where espionage success could cause false indie resource collectors (which are really outposts) to be displayed.

Fixed bug where Attack card could use munition in Air to Air Challenge.

Fixed bug where munition card was not being cleared when choose next attack card for air to air intercept was occurring.

Fixed bug where Plague Mother could move her Plague Hut onto a independent minefield and take it over until she moved away.

Fixed bug where AI goal to try and capture out of supply hex could cause script error if army assigned to goal was destroyed.

Fixed bug where Tactical Genius special ability was not being applied for Retreat Challenges

Fixed bug where presence of an enemy hero could cause the AI to reject a deployment hex for an outpost even though it could control the hex and hunt the hero.

Fixed bug where capturing an enemy hero in an enemy minefield caused an error because of a fault in the hex control algorithm.

Fixed bug where siege status might not be correctly determined if undetected enemy stealthed army was still present after another army exited hex.

Fixed bug where destruction of ground based SAM by HARM could cause crash if it was last card in Army.

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07/21/2008 V 1.08 Update - MAC version

This update should be applied to earlier versions 1.01, 1.02 and 1.02a and 1.07 All previous save games are compatible.

Instructions: Unzip the files. A new folder will be created. Copy the two files in the folder and place them in your Armageddon Empires Folder where the game is currently located. Two files should be overwritten AIScripts.cxt and MainInterface.cxt.

Tip of the Spear Mini Expansion Pack

New Infantry-type Rules:

Note that Infantry Type refers to the following types of cards: Infantry, Robots, Mutants and Xenogytes. Elite Machine Infantry (Scourge, Revenant, and Lich Platoons) even though they are Robot subtypes DO NOT qualify for these bonuses because they are considered Powered Battle Armor (PBA) equivalent

1. Fire and Maneuver:
Infantry Type unit cards in the front row that initiate an attack against a Large type unit card (Large type is an Armor, Mecha, Automat, Automecha, Dragon, Giant, Biomecha, Xenomorph, Support or Artillery) in the opponent’s front row automatically apply a disable effect equal to the Terrain Movement Cost of the hex that they are fighting in minus 1. The disable effect lasts for a single turn.

For Example: An Imperial infantry card attacks a Machine Leviathan Automat card in a city hex and misses the attack roll. Despite missing the attack roll a -2 modifier is applied to the Leviathon’s Defense die for the remainder of the turn.

2. Combined Arms Bonus:
If an Armor, Mecha, Automat, Automech, Dragon, Giant, Biomecha or Xenomorph unit card makes an attack from the front row against a target card in the opponent’s front row and succeeds in the Attack Challenge then a damage bonus is applied if there are Infantry Type unit cards in the front row with the attacking card. For each Infantry Type unit in the front row a +1 damage modifier is applied.

New Advanced Training Enhancement Cards:
12 New special Advanced Training enhancement cards are available to buff up infantry type unit cards. In order to create an Advanced Training card you must have an Academy type facility card deployed to the game board as well as a hero with the “General” card subtype. A hero with the “General” subtype may attempt a Create Card Challenge if he or she is stationed at a hex with an academy and the hex is controlled by the player and not contested.

How To Create Advanced Training Cards:
Right click on the hero to bring up the Create Advanced Training option on the pop up menu. Click on the Create Advanced Training text and the Select Advanced Training Options Dialogue Box will appear. This dialogue is just like a Create a Technology or Tactics card dialogue box with the addition of a “Next” button on the left hand side of the dialogue that lets you toggle between the two pages of possible Advanced Training Cards that you can create.

You get 1 die for each level of the Academy card’s level and one die for every two points of Command Rating that the “General” possesses. You must then roll equal to the target threshold for the particular Advanced Training Card that you are trying to create. The Target Threshold ranges from 2 to 7.

For Example: Vladimir Kost is at an Imperial Outpost that also contains an Imperial War College that has been upgraded to level 3. When Vlad goes to attempt to create an Advanced Training Card he will receive (8 / 2) + 3 = 7 die.

Creating Advanced Training Cards only costs Action Points ranging from 2 to 7 which must be paid when the challenge is initiated.

If a Hero General succeeds in the Create Card Challenge then an Advanced Training Enhancement card is created and it can be added to the player’s hand. To enhance an infantry type card open the Army Viewer for the army containing the card then drag and drop the enhancement card onto the target infantry type card. The target infantry card must be at a controlled outpost or stronghold location that is not contested or besieged.
Each Infantry Type card can only ever receive 1 Advanced Training Enhancement. Once the enhancement has been applied by dragging and dropping the enhancement card onto the target infantry type card, then a special Chevron icon will appear in the top left corner of the card.

Advanced Training Cards Available:
Toughness Training - adds + 2 HP, +3 Resist
Defense Training - adds + 1 Defense
Firepower Training - adds + 1 Attack
Tactical Training - adds Flanking 2 Special Ability
Maneuver Warfare - adds +1 to unit card movement rate
Anti-Armor Warfare - adds Hyperkinetic +2 Special Ability
Deep Strike Training - adds +1 Attack and Breakthrough* Special Ability
NBC Training - adds Neuro Toxin 4 Special Ability and + 3 Resist
Medical Training - adds Triage** Special Ability
Assault Training - adds Assault +5 Special Ability
Advanced Sniper Training - adds Sniper 7 Special Ability
Commando School - adds + 1 Attack, +1 Defense and the Commando Special Ability

*Breakthrough cannot be added to a card that already possesses the Assault Special Ability.

**Triage is a new Special Ability. Each Infantry Type card in an army that has a card with the Triage Special Ability has a 50% chance each turn of healing a single hit point of damage regardless of where the army is located. This also applies to the card with the Special Ability. This special ability can stack.

New Assassination And Sabotage Action Point Costs:
The AP cost for Assassination and Sabotage Challenge Attempts increases by 1 point for each additional respective assassination or sabotage challenge performed by any given hero or unit card during a single turn.

For Example:
Mata Boyd stumbles upon the enemy’s Stronghold and attempts to destroy it through sabotage. The first Sabotage Challenge costs 4 Action Points to initiate. The Challenge is unsuccessful. The next challenge will cost 5 Action Points to initiate. At the start of the next turn the first sabotage challenge will cost 4 Action Points and then ramp up by one for each additional challenge attempt.

Optional Fuel Cost Rule:
This rule can be toggled on via the Options menu and is available at any point within a game. It ONLY AFFECTS YOU and NOT YOUR AI OPPONENTS. In order to move an army containing an Armor, Mecha, Automat, Automecha or Biomecha type unit card, you must pay one unit of the Energy resource for each such card.

For Example: You have an Imperial Recon Army with a single Leopard Armor card. In order to move this army you will have to pay 1 unit of the energy resource.NOTE: If at any point you toggle off the Optional Fuel Rule then all games will have this rule disabled. The rule is global and not specific to any particular game.


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03/20/2008 V 1.07 Update - MAC version

This update should be applied to earlier versions 1.01, 1.02 and 1.02a and brings the version directly to 1.07. All previous save games are compatible.

Instructions: Unzip the files. A new folder will be created. Copy the two files in the folder and place them in your Armageddon Empires Folder where the game is currently located. Two files should be overwritten AIScripts.cxt and MainInterface.cxt.

Cults of the Wastelands Mini Expansion Pack

A new toggle exists on the options/create game screens that activates or deactivates the new Cults of the Wastelands content.

The first five new games started when the Cults of the Wasteland toggle is selected will offer a unique cult that attempts to accomplish a special cult agenda while active on the map.

After the first five games the option to selecte a specific or random cult is presented..

The player must eliminate the cult as well as the other AI players to win the game. Eliminating the cult results in a 100 point bonus to the player's score. If the all the AI players are eliminated and only the Cult remains, then each turn you will receive a base of 14 Action Points plus any modifiers you are currently owed. If you initiate a battle but do not delay the resolution until the end of the turn, the turn will finish and you will continue on to the next turn with a fresh 14 Action Point base plus modifiers.

Update Notes 1.07 Cults PC Version

Fixed bug where subgoal request for top goal's target hex coordinate could return a void instead of a point.

Fixed bug where Xenopods were trying to deploy egg from eggchamber and test for garrison already being full was not correctly implemented.

Fixed Minefield bug where de-stealthing in minefield could cause error.

Fixed bug where desperate measures goals to retake stronghold were not using correct siege or attack decision function.

Fixed bug where desperate measures goals were not rating hero led armies high enough because the input factor of the combat power vs. AP cost ratio was being dragged down slightly by the hero.

Fixed bug where AI cycled between goals to deploy a collector to a hex and probe a hex for enemy activity in preparation to deploy a collector because the same army was being chosen for both goals.

Fixed bug where stealthed hero controlled by human player could use AI facilities to create tactics cardsFixed bug where Garrison could be destroyed even though defender kept control of hex after battle was finished.

Fixed bug where Garrison was destroyed but goal did not fail when trying to move unit card from destroyed Garrison.

Fixed bug where when AI had zero of all resources in stockpiles a divide by zero error could occur for certain heuristic algorithms.

Fixed bug where multiple infantry supports on same infantry card would cause error when transitioning to next battle.

Fixed bug where canceling Air Assault could returned more Action Points than had been expended.

Fixed bug where +4 Espionage Bonus from Viral Homonculi was not being applied correctly.

Fixed hotkey bug where using hotkey on AI responding dialogue could fail to clear modal lock and cause buttons to be disabled.

Fixed hotkey bug where multiple capture kill attempts after a battle could occur on same hero.

Fixed bug where unit cards with the steadfast special ability could be targeted by confusion attacks.

Fixed bug where changing map size during the start game phase did not disable the start game button when no opponents were selected.

Fixed bug where deploy costs for created or discovered cards did not match the printed cost.

Fixed bug where facility could be destroyed by HARM attack and aircraft would proceed to attack it without recognizing that it had already been destroyed.

Fixed bug where AI could try and move back row unit forward even when no space was available.

Fixed bug where if both sides had all units committed because of assaults, the program flow resulted in an error instead of just proceeding to a new round.

Fixed very hard to find bug where during AI vs. AI battles the wrong army could be retreated during multi army battles causing an error

Fixed bug where AI would not rate God Soldier or EVO unit high enough for Tactical Nuke use.

UI Additions and Changes:

New toggle on options screen gives AI players starting resource cache to expedite early game growth strategies.

Implemented hex coordinate identification pop up when player left clicks on hex on map when no interface menus are visible>

All tile resource locations are now displayed when inspecting a map at the end of a game.

Added AP cost to deploy card to card description info in Deck Builder.

Rules Changes

Armies besieged and acting as the defender in a battle get an additional defense die (+1) to each unit card in the army.

Armies that are attempting to lay siege to an outpost/stronghold hex but are attacked by the defending armies in a breakout/lift siege attack DO NOT get the terrain bonus for the hex in which they are located.


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V 1.02 Update - MAC version 11/18/2007

This update should be applied to earlier Mac version 1.01 and is cumulative.

Instructions: Unzip the files. A new folder will be created. Copy the two files in the folder and place them in your Armageddon Empires Folder where the game is currently located. Two files should be overwritten AIScripts.cxt and MainInterface.cxt.

Update Notes 1.02 Mac Version

Fixed bug where Mutant hero Kinase was not receiving full tactical genius special ability bonus.

UI Additions and Changes:

Canceling a movement order before the army has actually moved no longer results in the expenditure of action points and the army being marked as having already moved.

The Cards in Hand Display has now been redesigned to show 7 cards in the hand instead of the previous 5.

Rollover information now includes an Already Moved Icon for friendly units that have already moved during the turn and are no longer eligible to do so.

A timer for the message that the AI concedes the challenge has been created and can be adjusted in the options section. Setting the timer to 0 completely removes the message. i.e. the results dialogue display appears immediately after the AI concedes the challenge even if the dice have just finished rolling.  

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