S   K   i   D   R   O   W

->  T H E   L E A D i N G   F O R C E   <-

RELEASE DATE : 27-02-2010              PROTECTION : Serial + Auth
GAME TYPE    : Strategy                DISKS      : CRACKED UPDATE

Release Notes:

The Skid Rowdies are looking new blood to fill up the ranks.
We're a professional team of dedicated sceners with big mark
under sceners. We believe on the ground idealism of the root
of the real old school scene. We do all this for fun and
nothing else. We don't earn anything on our hobby, as we do
this for the competition and the heart of what got the scene
started in the mid eighties.

If you think you got something to offer, then don't hold back
on contacting us as soon as possible.

twice the fun   \/ double the trouble

On with the update release information:

Armada 2526 v1.024 Update

New Features:

Automatic Population Transport

This feature has been added to reduce the micromanagement
involved transporting population around the galaxy

- Transports can be placed on automatic control. They will
then automatically shuttle population between your colonies
to maximize growth.

- A button has been added on the fleet review tab to allocate
ships to automatic control.

- They can be placed under manual control either from the
fleet review tab, or by explicitly given them an order to go
somewhere.

- For each colony, you can set whether the automated ships can
import or export population. There are separate settings for
your own, and alien races.

- The automatically controlled ships attempt to maximize
population growth. You may want to move population around
manually to build up colonies quickly for strategic reasons.

Research And Bureaucracy Scaled To Game Size

These changes are primarily to support players who like to
play large games

- Bureaucracy has been reduced, capped and related to map
size.

- A game option has been added to further reduce or eliminate
bureaucracy.

- By default the rate of technology research is scaled to map
size and number of players

- The technology research rate can be set manually for custom
games, and can be specified in scenario files.

Mod Support

These changes make it easy to apply mods to the game without
changing the original files. You can have multiple different
mods installed together, and even apply multiple mods together
(for instance a mod that changes the UI appearance, with a mod
that changes game play balance). You can make shortcuts to
play the game with different mods applied.

- Mods can completely replace game files, or merely add new
items. See the forums for more details on modding.

- Militia remove population if modded to have a population
cost.

- A new capability “Initial Population” allows Ark Ships to
found colonies that start with more than one population.

- The root of the save game name, can be set from the command
line using the –sr option

- Fixed bug that prevented buildings that only produce ground
units.

Balance Changes

The main thrust of these changes is to promote bigger, more
interesting battles, greater use of ground units, and more
research specialization.

- Adjusted Victory Conditions. Most notably for Walden and
Hoon Yon.
- Low tax popularity bonus increased to 3

- Tech research time increased 50%

- Specialized labs level increased research level by 50% to
cancel the above change. General labs are now less useful.

- Defense units defense value doubled.

- Ground unit strength increased 40%, both attack and defense.

- Ship upkeep costs reduced 30%. Some other ship factor
modifications

- Reduced upkeep costs for Security Centers, Entertainment
Centers, and Decontamination plants

- AI Expands less aggressively on easy level.

Minor Improvements

- Increased max map size to 300 x 300. Added a setting to
allow advanced players to override this and play on bigger

- AI offers of support no longer require anything in return.

- Custom game settings now saved

- Bureaucracy level game option

- Special screen capture mode enabled for release builds.

- Improved AI for population management

- Improved AI for transport and assault ship construction

- AI now concentrates ground units at strategic points. Keeps
assault ships with them to facilitate ground assaults.

- Fixed a problem that often caused the AI to abandon large
attacks. Combined with the above changes, this makes the AI
a more interesting opponent.

- Expanded range of techs that AI will not trade with players
it dislikes, mistrusts, or is planning to attack.

- AI calls ships back from hovering over neutral colonies

- AI remembers tech and trade missions it has asked for or
offered, and doesn’t keep repeating the same offers or
demands.

- AI likes to make peace in inactive wars.

- Auto resolve improved for case of Corvettes vs Militia and
other turkey shoot scenarios

- New Version of Slim DX.

- Use of precompiled shaders.

- Error logging for rendering errors, and more resistance to
rendering errors.

- Higher right drag initiation threshold

- Battles don't end immediately after last ship dies

- Missile Cruisers stand off and fire. Shots more distributed

- Ship to ship engagement range depends on weapon range.

- Minimap visible area color improved.

- Greatly improved AI turn time on large maps.

- Added improved tooltips for fleets and buildings

- Colonies are named after stars when all colony names have
been exhausted.

- Races that are more than the first level of Xenophobic won’t
make defensive alliances with players of other races.

- Improved the default system for naming saved game files.
Files sorted by date as default.

Bug Fixes

- Fixed crash if you double click on the ship list on battle,
on an area of blank space that's not part of a group.

- Fixed Crash with auto controlled transports when you only
have one colony.

- Fixed crash loading a battle scenario

- Fixed problems with some files not checking the mod path

- Fixed a problem with the AI not clearing out its
intelligence observations. Reduces file sizes of long
running games, and should help with problems saving large
games

- Fixed crash deleting selected player in custom game creation
screen

- Fixed an issue that could switch races in saved games

- Fixed bug preventing counter offers to peace or non
aggression proposals with altered terms.

- Fixed various memory leaks

- Fixed bug when loading a game from within a game.

- Fixed a bug that meant sometimes ships would not stop in
range once in range of their target.

- Improved pathing so that the system will find paths
involving moving to a normal teleport, jumping to an open
teleport, and thence to the destination.

- Fixed bug that caused invisible fleets to sometimes be shown
during animation.

- Fixed bugs with detecting fleets of enemies with no stealth.

- Fixed bugs with hypersense.

- Fixed rounding bug with speed 6 ships

- Fixed bug that sometimes caused AI to massively overbuild
assault ships.

- Fixed bug where “no workers” icon was not displayed on
damaged buildings.

- Fixed bug where AI would persist in an attack, even though
it had no ground attack ships. Fixed some rare internal AI
bugs.

- Defensive alliances expire properly when non aggression
pacts expire.

- Fixed typos and minor stat errors

- Custom game map sizes limited to 250 x 250 to prevent
creation of large games that run out of memory.

- Fixed bug with movement areas.

- Set sensible default for length of non aggression pact

Install Notes:

1. Unpack the included rar files.
2. Run InstallUpdate1024.exe and install (type anything you
at the serial screen or just press next)
3. Copy the cracked content from SKIDROW directory to your
main installation directory and overwrite.
4. Play the game

Greetings:

Salutes to our old Amiga friends from:

FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX
DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY
THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX - CLASSIC

Salutes to our new friends in:

UNLEASHED - TiNYiSO - BReWErS - RADIKAL - POSTMORTEM - SHOCK
FAIRLIGHT - CRUDE - VACE - ReUnion - OUTLAWS - GENESIS

Logo and layout by: Eboy/SAE
Last updated 21/07/2007 by [XXX]