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Universal Combat

Platform(s): PC
Genre: Action
Publisher: Dreamcatcher
Developer: 3000 AD

About Rainier

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'Universal Combat' - Update Patch Available NOW

by Rainier on March 5, 2004 @ 10:11 a.m. PST

Get the Universal Combat RC7 (v1.00.02) patch off Worthplaying (12mb)

1. Revisions to AI kernel

1. NPC troops can now more frequently self-heal (using medkits) and
self-repair (using repair kits). They can also do this while clearly close to
the point of death (Grey TTD). Previously they won't pause to do this during a
combat engagment or if badly injured.
Since there is no ability for you or an NPC to carry an injured comrade
to safety (wait for the next game), you have to ensure that you manually pull
your people out of a hostile zone if they are badly injured as they will NOT
abandon their order (and subsequently their comrades) without a direct order.
i.e. an Assault Force Marine, carrying the devastatingly powerful A9MAG will
never leave - even if he has a very low LF or very high FF. You have to find a
safe location and then give him the order to escort you (and subsequently to
that location) or another NPC (in a safe location). If you give the RTB, he
will bugger off home and be lost to you.
NPC marines have long term memory - so treat them nicely or they will
get you killed at the very first opportunity, by ignoring a direct order.
2. NPC troops can now use supply stations (like the player) - even ones
located in hostile bases.
o The supply station object is now a support platform so that NPCs
(and player) can get closer to it, since several NPCs may decide to use it all
at the same time.
o The supply station must must exist in the current 3D world to be
o A supply station is not usable if more than six people are already
using or i ntend to use it.
o A supply station is not usable if a hostile person is using or
intends to use the station.
o A supply station is not usable if more than 5km from the position
of the person trying to use it.
o Persons currenty do not go to a supply station of their own accord
because there are situations where they will bugger off in search of one - just
when you need them to be engaging enemy forces. They must be given an order
using the Proceed to Supply Station order in the Team Orders Menu. The order is
ignored if there is no suitable supply station nearby.
o Once a station is selected, the person will then proceed to the
supply station, stand at a vacant position, and orient towards it. The supply
operation takes 10 seconds to complete. On completion the person is rearmed,
healed, resupplied and the armor is restored. The person then resumes previous
o Supply station use is implemented as a gesture. The disarm/pose
change/rearm gesture sequence begins when the person arrives at a certain
distance from the TEAM tag position being used that is defined in the station
object. The person uses side steps to position accurately similar to when
escorting a person.
o The supply station use is cancelled if an order is issued that sets
the objective of the person e.g. "Attack My Target"
o The LAND waypoint order will now cause the craft to land and halt,
instead of taking off 10 seconds later. To have a craft take off after this
command, either change the waypoint command or create a new waypoint, then
issue the Resume Waypoints order to the craft.
3. NPC personnel troops can now RTB to a Mobile Forward Base
4. Sometimes when you (as the leader) of a marine team goes prone, some
members of the team do not follow suit. This is because members who do not have
direct orders from you, will take orders only from their leader. So, if you
have marine A escorting you and you go prone, only marine A will go prone, as
marine B (escorting marine A), will not. This has been addressed so that orders
are propagated based on the chain of command within the team.
5. Changes to NPC repair/healing
o Armor repair takes priority and has a higher "must repair"
threshold. Unit will now repair armour if it is less than 50%.
o After performing healing/maintenance the NPC will repeat until he
runs out of supplies or is repaired/healed. NOTE: that using a single MEDPAK,
NUTRIPAK, or TOOLKIT (as viewed in the CVD/SMD) will not immediately change the
stores manifest as they each have 2 and 4 uses respectively. The stores
manifest will change after the healing process is completed, not when it
o Disabled persons will not repair/heal themselves. They are
considered unconscious, it is up to something else to treat them.
o The pain timer is used to reduce the number of pain SFX. The pain
SFX will not be issued for 3 seconds. (this uses the pain timer).
6. Increased the spectrum coverage of planetary SAM/SAL threats so that
they acquire and fire on hostile targets more frequently. This was heavily
revised from previous BC games in order to make the game a bit more playable
without overwhelming the first time player with a barrage of hostile fire they
simply couldn't avoid. Now, their previous rules have been restored, but a
margin of error has now been introduced so that experienced players don't cry

2. Revisions to Dynamics kernel:

1. Tweaked the CALS system (manual p59) a bit more in order to alleviate
twitching when landed on some terrain slopes. Also resolves some issues related
to landing profiles in some instances.
2. Tweaked the landing profile for NPC gunships in order that they can
better intercept landing waypoints especially when under fire.
3. You can now eject from a craft (while in VTOL mode) without having to
first land it. This allows you to do silly and crazy things like, oh, I dunno,
say (a) flying a fighter into another unit while ejecting at the last minute
(b) dropping in on a carrier deck and stealing a fully functional fighter from
its deck (c) ejecting from a craft that is sure to be destroyed in the coming
moments etc. Naturally, if you jump at a high altitude and end up on land
instead of water - without a jetpack - you're dead.
4. Significantly revised and tweaked the collision detect and avoidance so
that it is less likely to fail during low frame rate processing. NPC units will
now predict a collision more quickly and can avoid them where possible. This is
mostly beneficial on planetary scenes where there are a lot of buildings and
NPC (mostly troops) have too many buildings to process in order to eliminate
from their decision tree.
5. The orbital speed for stations has been increased to 100 m/s. And for
orbital defense systems, it has been increased to 750 m/s. The rotation speed
of the ODS has also been increased.
6. The orbits for stations and orbital defense systems have been moved out
from 800km to 8000km and 500km to 5000km from the center of the planet,
7. The egress altitude has been reduced to 14,000 feet because some playets
were unable to reach this altitude and breach some planets escape velocity in
order to return to space - because they're not reading the docs.
8. The sea to surface ascent rate of subs has been reduced to prevent them
overshooting the surface level and then having to drop back down again, as
observed in IA0111 scenario.

3. Revisions to interface:
1. Revisions to the Priority List Viewer (PLV)
o The PLV is now active in all craft views. Was previously only
available in the fp mode view. It was originally designed for ease of handling
combat troops in this mode.
o The image of a speaker is no longer displayed if the PLV is active
o Adding a target to the priority list (P) now plays a sound and
provides visual feedback (same as target designation using G)
2. Revisions to the Team Orders Menu (TOM)
o Now has three new orders :(REPAIR, DOCK WITH, PROCEED
o The 1-9 command keys have been remapped to F1-F12.
o Entries that have no effect are displayed in Red
o The "DOCK WITH" order tells a person to dock with a player asset.
When completed the person will disappear. This command will later be revised
for better support so that if an NPC docks with, e.g. a vehicle, it can later
exit when you do. Also, if you order your own CC team to dock with one of your
own assets (e.g. SC), they will appear in the cargo manifest.
o The "REPAIR" (NYI) command tells a person to repair either another
person using a Medkit for LF or Toolkit for armor. Since NPC do not currently
assist each other in this regard, you can order them to do it.
o The "PROCEED TO..." command takes either a (1) WDU (Waypoint
Designator Unit) which you can select from the list, if you have deployed any
or (2) a supply station (the NPC will seek out the nearest supply station in
the vicinity).
3. Completely revised the DJP menus. Are now cascade style menus; making
selection navigation easier
4. The gun hotspot in the HUD now works like the turret one, so that you
can toggle it ON/OFF. Previously since the gun was always on, there was no need
to turn it off.
5. The altitude digits and orbit marker have been relocated so they do not
visually intersect. The altitude digits have been shifted vertically to improve
registration with the overlay.
6. The Egress Altitude Indicator (EAI) now blinks when the required egress
altitude has been reached.
7. The WAYPOINT button in Tacops is now available in first person mode when
playing the commander career
8. The ASSET and GEAR buttons are no longer displayed in campaign mode,
since you can't alter the user details required by the campaign.

4. Revisions to content:
1. Revised the numbering scheme of the IA scenarios to go from IA0101 to
IA0115 for those non-programmers who don't understand that numbering starts at
zero. Not one. And thus wondering what IA0100 to IA0114 is all about.
2. Revised the APR_GPR rocket (fired by some weapons e.g. the KLMP
launcher) attributes and added a shockwave explosion for better effect and
3. The intensity in the textures for artic (White) animals has been reduced
in order to prevent shimmering.
4. The pilot's texture has been revised so that it looks better when his
hand (holding a pistol) is visible in the front view.
5. The ASSETS.INI had incorrect entries for a reactor and shield upgrade
6. The class for the Medical Officer was missing, so sending her on away
missions was not possible.
7. Added a second ROAM scenario to the CMDR career for training purposes.

5. Revisions to gameplay:
1. All capital naval (sub, carrier, cruiser) units can now be used by any
career if the EP is 500 or higher.Previously (see the manual addendum) for game
balancing reasons, only some careers could use them, regardless of EP.
2. Revised the damage factor for some missiles (ATS/APM/APR)
3. Due to their vulnerability and need for precision strikes, gunships no
longer use conventional ATA/ATS missiles. They now all (those with weapons) use
the more powerful and accurate all purpose RALIX and RALAR missiles.
4. Implemented turret target prediction, mostly to prevent friendly fire
within planetary scenes
5. Enabled gesture animations in single-player mode and taught NPC marines
how to use/respond to them. This allows NPC personnel to (a) use them (b) react
to them based on your use. e.g. if you salute and a bunch of NPC marines are
around (and friendly to you), they will also salute. If you wave, they will
wave back. If you tell them to hold position or follow you, they will comply.
As long as they see you do the gesture. Refer to the keyboard commands sheet
for a list of gestures. WARNING: Go saluting your troops in the middle of a hot
zone and they'll all get shot in the head (since they have to drop their
weapons in order to return the gesture).
6. When starting the Elite Force Pilot career in ROAM mode, a wing of four
fighter escorts is also launched. This is only for aggressive castes (Military,
Insurgent etc) and not harmless ones (Trader, etc). Since these are escorts,
they will respond to team order commands (see Team Orders Menu info for
7. Threat generation has been activated for the Elite Force Pilot career in
ROAM mode.
8. The fighter loadouts in LOADOUTS.INI have been revised so that fighters
going on planetary sorties, no longer have STS missiles. To see what missiles
are loaded for an assignment (TACTICAL/LOADOUT), see the updated appendix
9. In IA0111 and IA0112 scenarios, the fighters now have only ATA (loadout
profile 7) missile loadouts

6. Revisions to graphics kernel:
1. You can now toggle OFF planetary clouds in Config

7. Revisions to multiplayer kernel:
1. Developed an all new console based server. To use it, add /console to
the "Start MP Server" shortcut. This console server requires logging and will
use /l1 by default. If it does not start without this parameter, then try
adding this to the shortcut e.g. /s /console /l3 You can administer this server
using third-party tools such as UltraVNC. See the FAQ for more info.
2. Significant improvements to packet sizes, rates, transmissions etc etc
resulting in a marked improvement in multiplayer games.
3. Enabled client side gestures (wave, salute etc). This no longer needs to
be configured on the server.
4. If you joined a server using the server browser, using ALT+Q to quit the
game will now return you to Start New Game (SNG) screen. If you want to quit
the game, just use the CANCEL button. If you joined a server using the +connect
command line option, you will quit the game entirely. If you are killed in the
game, you still spawn (as normal) instead of returning to the SNG screen.
5. The multiplayer executable is no longer SafeDisc copy protected. This
allows you to host a dedicated server by installing a copy of the game on
another machine and not required the game CDROM in the drive.
6. The multiplayer console server no longer does the vertex shader check,
so you can now host a console server on a spare machine with a video card that
does not have a shader engine.
7. The GEAR, ASSET and CAREER buttons are now enabled in the SNG screen
8. FIXED: In some cases a dropped client object remained on the server
indefinitely, though the client had physically disconnected.
9. FIXED: Starting as Terran Insurgent at the Farpoint station located in
the MP_TAPESTRAN region would cause the game to exit due to an incorrect INI
file setting.
10. FIXED: Dragging the server window or exiting it, would sometimes cause a
11. FIXED: Minimizing the console server or covering it with another window
will no longer cause display corruption on some cards.

8. Miscellaneous Revisions:
1. Updated several appendix files, as well as the CONFIG OPTIONS.PDF and
2. In first person mode, the step L/R keys have been changed from from
END/PGDOWN to HOME/PGUP. This is so that stepping left and right works when
using a weapon with a zoom scope. Previously you could not use END to step
left with such a weapon because that key would effect zoom in instead. Using
HOME/PGUP avoids this problem because the zoom out function provided by HOME
has no effect when zoomed out (off) so the key can function as step left.
Stepping left right is disabled when zoomed in.
3. The numeric arrow keys are no longer effected by the state of NUMLOCK
4. ALT-J max toggle rate has been reduced to 0.25 seconds so that it does
not switch rapidly
5. The 0-9 keys can now be used to set the thrust of crafts and vehicles to
preset values. You can still use the W and S keys, which effectively act like
afterburner and retros. e.g. if you set your max speed to 5, the craft will
slowly ramp up to thrust factor 5. However, if you then press and hold the W
key, you can exceed this thrust setting and go up to the max speed of the
craft. When you let go of the W key, the craft will slowly reduce it's thrust
back to factor 5. A thrust factor of 9 sets the max thrust of the craft, while
0 brings it to a halt.
If you are using a joystick the speed value is modified by the joystick
throttle if enabled. This means that if you have thrust factor 9 set, then
setting the throttle to min level will effectively bring the craft to a halt.
While setting it to the max level (pushing it all the way forward), will take
the craft up to the max thrust speed set by the 1-9 thrust settings. e.g. if
you have thrust factor 9 set, then moving the throttle all the way forward will
ramp the craft all the way up to its max speed. In the CC, this is dependent on
the Logistix engine power setting. See below.
In the case of the CC, this is also dependent on the Logistix engine
power settings. By default this is set to 5 (which keeps the engines on) which
means that the thrust value of 9 will take the craft up to near cruise speed.
e.g. if the craft's max speed is 400 m/s, a thrust factor of 9 with a power
setting of 5, will take the craft up to around 300 m/s. At higher engine power
settings (6-10), the craft will ramp up accordingly and use more fuel. e.g. at
engine power 10, the craft can go up to 400 m/s.
6. Revisions to Logistix power setting as related to CC thrust controls
o Reducing the Logistix power level now causes the craft speed to
drop if higher than the limit set by the new power level. e.g. if Logistix
power level 10 and thrust level 9 are set (causing the craft to attain its max
speed) and Logistix power level is later reduced to level 5, the craft's thrust
level will also start to drop.
o Logistix power level greater than level 5 no longer increases the
craft's max speed beyond the craft's defined limit
o The default power setting of level 5 now sets the craft's max speed
to half the limit and level 10 gives the maximum speed.
7. Implemented quick save (CTRL+Q). This will save the current game state
and which allows it to be resumed via the Main Menu. ALT+Q no longer auto-saves
the game on exit; so if you use this to quit the game and you don't have a
quick saved version of the game, you won't be able to resume the game. If you
are killed in a game or just wish to revert to a previous quick save point,
simply use ALT+Q to quit the game, then resume via the Main Menu. In order to
do a full tracked save, you must use ALT+G or the Command Menu; both of which
will take you to the Roster save screen.
8. Changed the Designate Target from G to CTRL+P in craft and also now
implemented in fp mode when the DIE is active. NOTE: CTRL+P no longer activates
the PTA system (the menu must be used instead) and G is now undefined for
9. Updated EP.HTML appendix file

1. FIXED: Naval units could sometimes not be moved if they were too close
to land e.g. there is a naval base on Earth and even when you switch to the
carrier (assuming you have the required EPs and rank), you couldn't move it.
Same thing applies to subs, LCACs etc. This bug actually crept in as a result
of a recent seabed detection routine revision and nobody noticed it (since
naval units aren't that sexy to play with).
2. FIXED: The PL12 sniper rifle and FG45 combat rifle had incorrect export
values. This resulted in them being incorrectly attached to a jetpack or
backpack when holstered. They attach just fine to the characters back holster,
as long as there is no jetpack or backpack.
3. FIXED: Grenades are no longer removed from list of inventory ammo when
running an IA scenario. This also fixes an issue whereby NPC troops are created
without grenades (for manual throwing) if they don't have a weapon (ZS10 rifle
or GLE22 launcher) that uses them.
4. FIXED: A crash related to escort NPC troops trying to copy the pose of a
target that has not yet selected one.
5. FIXED: Escort troops remain in prone state and move at running speed
when leader decides to up and run
6. FIXED: Excessively injured characters no longer instantly vanish instead
of being correctly killed and thus causing the death animation to be played. If
you ever see a marine killed and he instantly disappears with no death
animation, thats what this fix corrects.
7. FIXED: commlink personnel image sometimes not being displayed in FP
front view e.g. in some IA scenarios the image of the speaker (e.g. NPC
marines) is only displayed in other views
8. FIXED: Player gun no longer fires (left-click) after using the DJP menu
to make a destination selection
9. FIXED: Turning some planetary terrain options off in CONFIG, had no
10. FIXED: Some collision detect issues with units (especially on the deck
of carriers). e.g. if you walked up to an Intruder gunship from certain angles
(e.g. near its ramp and tail fin section), you could walk through the model
because the support structure (which allows you to get that close, since you
can climb on its ramp) and precise collision detect (which allow you to pass
under its tail fin etc without triggering a false collision) flags were being
11. FIXED: Game was attempting to auto-save (when player killed) in INSTANT
ACTION mode. This could cause acrash in some instances.
12. FIXED: The person would not re-arm or resume action after maintenance if
the gesture time was decreased to exactly zero.
13. FIXED: The invert Y axis toggle in CONFIG did not work in first person
mode or when in turrets. Now operates in the first person view and mouselook.
It now also effects the turret pitch when controlling a turret in a vehicle
14. FIXED: Switching to some assets (e.g. AX25 SAM) would sometimes cause a
crash due to incorrect missile loadouts defined in the DATAASSETS.INI
15. FIXED: The environment weather was not being overwritten via a script
command if not running in debug or cheat mode. e.g. IA0115 should take place
in stormy weather.
16. FIXED: Crash in some Frontend modules (e.g. Logistix, Tradcom) due to
inventory not being initialized
17. FIXED: Crash resulting from items inventory not being initialized. This
resulted in weapon modes containing incorrect clips counts for weapons with
more than one mode (e.g. ZS10)
18. FIXED: In first person the view position would drift due to precision
19. FIXED: The NAVCHART.INI file was missing some military base entries.
This would result in a crash if you tried to start on EARTH08_MB01 using a
marine career.
20. FIXED: A crash would occur if you tried to select an asset for the Space
Force Marine career. At one time this career could not use assets, but in UC it
has access to shuttles.
21. FIXED: When attempting to repair a reactor, the ship's alert condition
is set to Red. This in turn sends all personnel to on station and ready for
evac. A crash would occur when station engineers were sent to on station,
though you were'nt actually docked.
22. FIXED: A 90 degree orientation/direction snap in first person mode. This
was caused by fix #18 above.
23. FIXED: When NUMLOCK is on, keys in the control cluster (between the
numeric pad and main keyboard) were innefective.
24. FIXED: The NUMLOCK key (which has the same scan code as the PAUSE key)
no longer pauses the game.
25. FIXED: The GAME PAUSED message was sometimes not displayed (it was
behind by a frame)
26. FIXED: The player image in Start New Game didn't change when the sex of
the Commander was changed
27. FIXED: The commander's Wristlaser was not firing
28. FIXED: At resolutions higher than 1024x768, the menus would sometimes be
incorrectly positioned at the left or right
edges of the display.
29. FIXED: If you changed the default commander gear profile and then tried
to exit the craft while in space, the game will no longer crash due to missing
SFM profiles. The number of CMDR profiles in FPGEAR.INI has to match the number
of SFM profiles!
30. FIXED: The status of destroyed mining drones was not being updated in
some cases. This causes the drone to not be located on the planet (since it is
destroyed), but the CC still thinks it exists and thus continues to track its
location, status, contents etc in the Tactical computer.
31. FIXED: when an object moves off the boundary of a support structure
while over water, the object is no longer relocated onto the seabed. This used
to happen in instances where you had landed on a naval carrier (e.g. IA0111
32. FIXED: Repair levels should no longer exceed 100 units

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