This archive contains the entire Hyperion V1.2 patch:

For more information, review the documentation included in this archive or for the most
up-to-date information, follow the following link:

http://www.doitnow.com/~casperm/efs/hyperion/hyperion.html

Be sure to make a backup of your current DAT directory and extract these files over the
original EFS 1.3 DAT files.

Changes to the Hyperion Patch from V1.1 to V1.2:

EFS V1.3 Bugs fixed by this patch

Through some clever suggestions (thanks to Eric Moon), I've eliminated the Disbanding Aircraft Bug
and the loaded Freighter / Bulk Hauler bug. The Disbanding Aircraft bug could be encountered when
you disbanded an aircraft outside of a city. As long as you didn't leave the Stack Screen, you could
generate unlimited resources. This bug has been fixed by requiring every aircraft to use the Aircraft
Pilot foot unit as a prerequisite. Now if you disband an aircraft, it will give you the Aircraft Pilot
back instead of unlimited resources.

There was also a bug with Jump and Space units that had cargo slots. If either a Jump or Space movement 
type unit with cargo slots had at least one unit loaded on the ground, it could not be attacked by ground 
forces. If it was located in a Shield city, it could not be attacked by Ranged Space or ground forces; making 
it *completely* invulnerable to any of these attacks. So now, even though I still have them listed under Jump 
units, every cargo-carrying Jump unit is now classified as Lander movement type.

UNIT.DAT

// Changes from 1.1 to 1.2
//
// New Units:
// To solve the disbanding aircraft bug, there is now an Aircraft Pilot (built in Factories and uses the Scientist icon) unit that is a prerequisite for the first unit in all aircraft classes. After you upgrade the Aircraft Pilot to an aircraft, then succeeding upgrades will require the specific aircraft as a unit requirement - thanks to Eric Moon for his suggestions on this!
// Added the Morph Gunship, Stealth Gunship, Power Divebomber, and Meson (Naval) Carrier units.
// The Warlock can now be built in a Church, added the Cyber Mage unit (uses the Spy icon so it can attack on Byzantium II) as an upgrade to the Warlock that can also be built in a Church - Thanks to Bob Wahl for his comments to add more Psychic Attack units.
// Added the Colony Ship unit as an upgrade to an Engineer. Uses the Engineer icon, has 4 cargo slots, and so can be used to colonize distant worlds and bring along some defensive (or aggressive!) units.
// I had moved the Saboteur to the Spy class, but this eliminated his ability to Build/Raze cities. So I added the Demolition Team as an upgrade to an Engineer that effectively has the old Saboteur's statistics. The new Saboteur now requires Assassins and Demolition Team and is now a new unit under the Spy Unit Class and is still a Spy upgrade.
//
// Spotting and Camouflage changes:
// Stealthy Space Ships could be spotted by loading a high spotting unit onto a loadable space unit. This has been rectified by adding 10 to the base spotting formula of each Jump and Space unit's spotting and camouflage. This way, each Jump or Space unit's spotting is higher than any ground unit's so that you cannot take advantage of their high spotting abilities. Thanks to Eric Moon for his suggestions on this one.
// So that I did not have to increase the spotting of Jump and Space units more, Stealth Spy Planes have 13 spotting, but regular Spy Planes still have 12 spotting. The appropriate changes to the Stealth Spy Plane's resources have been made.
// Assault Landers and Stealth Assault Landers have also had their spotting and camo increased by 10.
// Note: the above changes only effect the use of ground units as a strategy for increasing the spotting of your cargo carrying space units. You can still load space units (space fighters, torpedo bombers, and space marines) onto transports to increase their spotting, which I think is okay.
// To keep pace with the increased spotting of space units, all stealth ground units have had their camouflage increased slightly.
//
// Unit Alterations
// Militia Legions can be built in every city again. Making them only buildable in Forts effectively eliminated them from the game, but it also means that the computer players will start cranking out lots of them. But it makes multi-player games better, so this shouldn't be a problem.
// Modified the movement of some of the Naval and Naval Crawler units, so that Naval Transports can no longer outrun Battleships and Carriers. I've adjusted the resources for each unit I modified.
// Seraphim Space Fighters and Prophet Space Torpedo Bombers required Ceramsteel technology, yet they did not require any Ceramsteel resources to build. I've adjusted this oversight, which ends up giving both units 5 more armor.
// Marauder Legions were meant to require a Shock Legion as the required unit. I didn't have a unit requirement, so now they require Shock Legions to build.
// Mech Warrior units are no longer loadable since it seems like jump or lander units cannot be unloaded in space. I have gotten it to work a few times, but I can't figure out how to get them to unload all the time. It seems like there is some sort of bug here that allows you to do it, because I've also been able to unload a spy in space.
// Engineers now cost 500 Metal to build.
// All former Wheel Movement Class units are now Tread Movement Class. The Wheel Movement Class is now being used by Non-PTS Naval Units so that they don't give away their position when you land within 5 hexes of them.
// Fanatics now have 4/15 Close and 8/25 Psychic attack abilities.
// All Vau units are now very powerful and at least have a Psychic Attack ability.
// All Symbiot Space units are now much more powerful.
// Seraphim Space Fighter and Space Torpedo Bomber now have 1 more agility.
// Long-Range Bomber units now have more movement than all other air units, and I changed the base movement of air units to 4 less movement points. Thanks to Dexter (dextert@earthlink.net) for his comments on this!
// PTS Weapons now have higher Ranged Space accuracy and power.
// Cargo pods are now 0 movement. This is to prevent the use of using them as cheap scouting/capturing/blocking units. They can still be used to block aircraft, but now you need some sort of transport to spread them around.
// Naval Carrier units no longer have 4 cargo slots since they really couldn't be used anyway.
// Engineers now require 500 Metal to build.
// To solve an EFS bug involving cargo-carrying Jump and Space units, Jump units with cargo slots are now Lander movement and Space units with cargo slots have had them removed. Thanks to Eric Moon and Richard Wein for their input in helping make this decision.
// With the above change, I've given Freighters and Bulk Haulers a small, inaccurate close attack. Also, I needed to differentiate the 3 Cargo Haulers, so Freighters have much higher Agility, while the Assault Lander has 4 movement and higher agility as well.
// All Symbiot and Vau space ships are now Lander movement class so that they are harder to capture if they are on the ground.
//
// Firebird Issues:
// In trying to deal with the ease at which you can generate Firebirds, each unit now costs 10X its upkeep to build, except for special units which are 100X. Special units are Spies, Blademasters, Assassins, Dopplegangers, Saboteurs, Officers, Cyber Mages.
// The cost formula for Space Units, Space Fighters, Space Torpedo Bombers, Space Marines, Mech Warriors, Air units, and Naval units has now changed.
// Where a unit is an upgrade, the initial cost of the unit is as above, less the requisite unit's cost.
// If an Assault Legion's upkeep is 21, its initial Firebird cost is 210 - 170 (the Power Armor Legion's cost) = 40 Firebirds to build.
//

PROD.DAT

// Changes from V1.0 to V1.2
//
// From the Upkeep / Turn formula:
// Ch = 2 (Requires En = 1, Trace (Tr) = 1)
// El = 2 (Requires En = 1, Tr = 1)
// Bi = 4 (Requires En = 1, Exotica (Ex) = 1, Ch = 2)
// Ce = 4 (Requires En = 1, Ch = 2, Tr = 1)
// We = 9 (Requires En = 1, Ce = 4, Bi = 4)
// Mo = 3 (Requires En = 1, El = 2)
// Si = 5 (Requires En = 1, Gems (Ge) = 1, Mo = 3)
//
// This means that the total number of resources needed
// to produce it are 10X its score for instance:
// Chemicals needs a total of 20 resources.
//
// The number of resources is limited by its maximum
// requirement number:
// For Chemicals, it requires 15 Energy, so it produces
// 15 Chemicals
// Exceptions to this are Wetware which is 1/4 or 15
// and Singularities which is 1/25 so 1
//

RES.DAT

// Changes from V1.0 to V1.2
//
// Changed the description to match how I used it in the game
//
// Apply the following formulas when determining price:
// If resource requires no technology to build it has a base of 100
// If the resource is used to create other resources then its cost
// is 100 for each resource it is used to create that does not require
// a tech and the research point cost for each tech it is used to create that
// requires a tech.
// If the resource requires a technology before it can be created or
// it is a produced resource, then its cost is the technology Research
// Point cost + the research cost of each resource it is used to create
// + the cost of all requisite resources + 500 base.
// All totals are then divided by the number of units it creates
// If the resource is harvested, then it is divided by its rareness factor
//
// Rareness Factors:
// Food = 100
// Energy = 150
// Metal = 50
// Trace = 25
// Exotica = 5
// Gems = 5
//
// Food - harvested, requires no technologies, and not required for any other resource: 100 / 100 = 1
// Energy - harvested, requires no technologies, and used to generate Chemicals, Electronics,
//          Biochems, Ceramsteel, Wetware, Monopoles, and Singularities; so its cost is:
//          [ 100 + 5700 + 100 ] / 150 = 39
// Metal - harvested, requires no technologies, and not required for any other resource = 100 / 50 = 2
// Trace - harvested, requires no technologies, and used to generate Chemicals, Electronics,
//         and Ceramsteel; so its cost is: [ 100 + 1100 + 100 ] / 25 = 52
// Exotica - harvested, requires no technologies, and used to generate
//           Biochems; so its cost is: [ 100 + 250 ] / 5 = 70
// Chemicals - produces 15, requires no technologies, used to generate
//             Biochems and Ceramsteel, and requires Energy and Trace;
//             so its cost is: [ 500 + 1100 + 100 + 39 + 48 ] / 15 = 119
// Biochems - produces 25, requires Pharmaceuticals (250), used to generate
//            Wetware, and requires Energy, Exotica, and Chemicals; so its cost is:
//            [ 500 + 2750 + 100 + 39 + 70 + 119 ] / 25 = 143
// Electronics - produces 15, requires Energy Physics (250), used to generate
//               Monopoles, and requires Energy and Trace; so its cost is:
//               [ 500 + 900 + 39 + 48 ] / 15 = 99
// Ceramsteel - produces 20, requires Ceramsteel (850), used to generate
//              Wetware, and requires Energy, Chemicals, and Trace; so its cost is:
//              [ 500 + 3350 + 100 + 39 + 119 + 48 ] / 20 = 208
// Wetware - produces 15, requires Wetware (2500), used to generate nothing
//           and requires Energy, Ceramsteel, and Biochems; so its cost is:
//           [ 500 + 3600 + 39 + 208 + 143 ] / 15 = 299
// Monopols - produces 20, requires Monopols (650), used to generate
//            singularities, and requires Energy and Electronics; so its cost is:
//            [ 500 + 1800 + 39 + 99 ] / 20 = 122
// Gems - harvested, requires no technologies, and used to generate singularities; so its cost is:
//        [ 100 + 900 ] / 5 = 200
// Singularities - produces 1, requires Cyclotron (900), not used to generate
//                 anything, and requires Energy, Gems, and Monopols; so its cost is:
//                 [ 500 + 1550 + 39 + 200 + 122] / 1 = 2411
//

TECH.DAT

// Changes from V1.1 to V1.2
//
// The formulas for Tech Research Point cost have been modified so that techs now
// require much more Research Points to get. This puts more emphasis on the protection
// of Labs in multi-player games, because the upkeep cost for each tech is 1/100 of its
// Research Point Cost and so you will have to find better ways of keeping your labs safe
// from your enemies.
// 

TARGET.DAT

// Changes from V1.1 to V1.2
//
// Now that Non-PTS Naval units are Wheel Movement Type, they have the same immunities as Crawlers.
//

TERRCOST.DAT

// Changes from V1.1 to V1.2
//
// Wheel Units are now just like Crawlers and can only move on water.
// This is so that Non-PTS Naval units will not give away their location
// when enemy ships land within 5 hexes of them.
//

STRBUILD.DAT

// Changes from V1.0 to V1.2
//
// The following changes have been made to help with reducing the ease at which
// you can make Firebirds:
//
// Harvest Structures are 5 for each resource they can collect (a mine harvests Metal,
// Trace, and Gems so it has an upkeep of 15).
// Structures that require technology to build cost 1/10 of their Research Point cost
// The intitial Build Cost is 10X the Upkeep Cost (or the Research Point cost)
//

UNITSPOT.DAT

// Changes from 1.0 to 1.2
//
// Now that I had to increase the spotting of space units,
// I've had to increase the camo modifier so that stealthy
// ground troops would remain hidden.
//

EFS.INI

Cities heal at 6 hp / turn instead of 8 - this increases the number of turns that
it takes for a city to achieve full production
The range for the League declaring the 3rd Republic is now 100k-200k Firebirds

See each file for a complete revision history.

Changes to Hyperion Patch from V1.01 to V1.1:

UNIT.DAT

// Changes from 1.01 to 1.1
//
// New Mech Units! - Thanks to Ray Grant (rjgrant@kern.com) for all his suggestions!
// I've added
//   Scout Mech, Light, Medium, Heavy, and Assault versions of Mechs, Anti-Air Mechs, and Grappler Mechs, and a Stealth Scout Mech - a total of 14 new units.
//   To make them look somewhat like mechs, Scout Mechs are in the Covert Legion class, Light Mechs are in the Power Armor Legion class, Medium Mechs are in the Chem Shock Legion class, Heavy Mechs are in the Shock Legion class, and Assault Mechs are in the Marauder Legion class.
//   Mech Units are Lander Units giving them the unique ability to jump from system to system and engage ground units.
// Security Specialist now has MR:2, Sp:9, D:2/20, C:2/20. Before, the Security Specialist seemed redundant with the Sniper somewhat, now his role is to sit in the farm and use his illegally acquired electronics to detect enemies sneaking up on the farm.
// Armored Freighter's Rank is now 7 and Freighter's Rank is now 6. This is so that the Bulk Hauler is further back in combat than the Freighter.
// Symbiot Warbeasts can now only be built (grown) in Arboriums.
// Grim Reaper Field Tanks now have 90 armor, Stealth Grim Reaper Field Tanks now have 100 armor. The appropriate changes in resources have been made. It looks like I didn't increase their armor like I should have.
// Naval Destroyers are now x / 75 Indirect and x / 100 Air, Naval Battleships are now x / 150 Indirect and x / 50 Air.  Naval Destroyers lacked the punched needed to do serious damage to other high armored units so now they should be better, and the Naval Battleship was increased to keep it ahead of the Naval Destroyer. The appropriate changes in resources have been made.
// Advanced (Naval) Destroyers are now x / 100 Indirect and x / 125 Air, Advanced (Naval) Battleships are now x / 175, x / 75. These keep up with the changes to the Naval Destroyer, etc. The appropriate changes to resources have been made.
// Meson (Naval) Destroyer's and Meson (Naval) Battleship's Indirect and Air attack capabilities are the same as the Advanced (Naval) Destroyers and Battleships. This is to keep up with the changes to the previous units. They retain the same Ranged Space capability. The appropriate adjustments to resources have been made.
// Clergy are now move 2 and 0 armor. Had overlooked them before, this oversight has been rectified.
// Militia Legions can now only be built in Forts. This is to help out the computer AI.
// 
// Changes from 1.0 to 1.01
//
// PTS Missile Launcher now has 7 / 100 Ranged Space and the appropriate changes in its resource requirements. This makes them do more damage, where before they hardly did any.
// PTS Laser Cannon now has 10 / 125 Ranged Space and the appropriate changes in its resource requirements. They did okay damage before, but since the PTS Missile Launcher changed to 100 attack strength I needed to bump theirs up a little more.
// Ballistic Missile Submarines are now 6 / 50 Underwater and 8 / 100 Ranged Space. Like PTS Missile Launchers, they hardly did any damage, now they are more effective.
// Mini Missile Submarines are now 9 / 100 Ranged Space. Again, like PTS Missile Launchers, they hardly did any damage and are now more effective.
// Morph Missile Subs are now 10 / 100 Underwater and 12 / 125 Ranged Space. This is to keep up with the changes made to Ballistic Missile and Mini Missile Submarines.
// Snipers now have 8 / 45 Close and no Indirect or Air capability, no change in resource requirements. This now makes Snipers only effective against foot units.
// Fertilzer Specialists now have 8 / 50 Indirect and no Direct capability, no change in resource requirements. This now makes Fertilizer Specialists much more effective against ground units.
// Frigates now have less armor at 100 and I've adjusted their Direct Space and Close Space they are now 4 / 40 and 6 / 60 the appropriate changes in its resource requirements have also been made. Frigates were a little bit too powerful, now hopefully they're not as powerful.
// Fusion Frigates and Cloaking Frigates are now X / 65 and X / 85 on the Direct and Close Space combat abilities. Their accuracy has not changed and there is no change in the resource requirements. This is just to go along with the changes made to Frigate's combat strengths.
// Doomstars now have more armor at 400, I've adjusted an error in their agility it should have been 4, and now their attack statistics are Ranged Space: 24 / 400, Direct Space: 18 / 150. The appropriate changes in resources have been made. Doomstars were more like Dudstars, so now they should be more powerful.
// Likewise, Starbase's Direct Space attack strengths have gone up: Starbases are now Direct Space 5 / 125 and Close Space 5 / 75, Fusion Starbases are now 8 / 200 and 6 / 75, Meson Starbases are now 12 / 275 and 10 / 100, and Phasing Starbases are now 22 / 350 and 20 / 100.
// Hover Destroyers are now tougher, they have 250 armor and 10 / 125 Indirect and 5 / 100 Air. The appropriate changes in resource requirements have been made. Hover Destroyers did not take damage as well as they needed, now it's better. They also do more damage now, too.
// Hover Battleships are now tougher, they have 300 armor and 15 / 200 Indirect and 10 / 150 Direct. Hover Battleships, like Hover Destroyers were not taking damage as well as I expected, so now they are better. They also do more damage now, too.
// All Naval units are now Crawler units except Naval and Armored Transports. This is to deal with the bug of having a Naval unit and a Crawler unit in the same stack and the Crawler not being able to use its Ranged Space weapons against bombarding space ships.
// Hover Trucks were Wheel units but are supposed to be Hover units so that error has been corrected. Oops! My fault on this one!
// Assault Landers had 5 camouflage but did not have the appropriate resources allocated in Electronics for this to be. They now require 18 electronics. This was a bookkeeping error on my part.
// Cadiz Dreadnoughts now have more Ranged Space they are 13 / 200. The appropriate changes to its resource requirements have been made. Cloaking Dreadnoughts are now 23 / 225 to keep up with the changes to Cadiz Dreadnoughts. Dreadnoughts now have more punch and should do better now especially against smaller capital ships.

TARGET.DAT

// Changes from V1.0 to V1.1
//
// Discovered that Landers are vulnerable to Indirect and Close while on the ground. However, if I
// make an entry of 1 in Indirect or Close, they will be vulnerable to Indirect and Close Combat in
// Space. If I have a 0 in Indirect or Close, they cannot be hit with Indirect and Close weapons in
// space. Lander units with Indirect and Close cannot hit other Lander units in space this way.
// Naval units cannot be hit with Ranged Space Weapons no matter what the entry

DAMAGE.DAT

// Changes V1.0 to V1.1
//
// Increased the resolution of the attack tables, not as many redundant numbers.

TECH.DAT

// Changes from V1.0 V1.1
//
// Added Mechanized Warrior to the Applied Technology section

TERRCOST.DAT

// Changes from V1.0 to V1.1
//
// Landers can now move on the ground similar to foot units

That's all the changes for now!