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Multiplayer Sector Assault Script for SFC:OP
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Author: MagnumMan-iCoP <MagnumMan@icop-sfc.org>
Release: 1.0 Beta 1

The host controls most game settings through the Sector Assault Configuration
program.  When the game is over, a set of results is written to a file on
the top level of the C drive called "SectorAssaultResults.TXT".  The game ends
automatically when all ships (bases, planets, etc) are captured, destroyed,
or disengage.

New in release 1.0 - Orion Pirates port, startup damage implemented, complete
base loadouts implemented including shuttles, fighters, drones.

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Configuration
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You will find a new program group called "MagnumMan's Sector Assault"
in your Start->Programs menu.  Inside there is a program called the
Sector Assault Configuration for OP.  

Advanced
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A section in scripts.ini (located in the Assets\Scripts directory)
controls the Sector Assault script.  These settings are all configured
by the Sector Assault Configuration for OP program:

[Mul_HumanSectorAssault]
DefSats=6
FRDs=2
PlanetType=0
BaseDamage=25
PlanetDamage=50

DefSats = the number of defense sattelites to create
FRDs    = the number of FRDs to create

PlanetType - 0 = none, 1 = light, 2 = heavy (ph4)
BaseDamage and PlanetDamage are startup damage percentages for the
starbase and planet.


Startup Damage
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Add a section to scripts.ini that looks like this:

[StartupDamagePct]
USS Yamato=75
MiddleKling=50

This only needs to be done on the host computer.

In this example, any ship named "USS Yamato" will take 75% startup damage.
Any ship named MiddleKling will take 50% startup damage.

You can review the communications log to see all ships and startup damages
assigned.

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Updates
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Go to the Orion Script Library web site; http://www.orionscripts.com/


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History
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1.0 Beta 1
  Aug 4 2001
  Orion Pirates Release
    + Implemented Shuttle, Fighter, and Drone loadouts for base.
    + Implemented startup damage.
    + Enhanced messaging of destroyed/disengaged/captured ships.

0.9 Apr 14 2001 Final Testing Release
    + FIXED incorrect team assignments
    + Fixed ring planets destroying all defending ships
      at startup (ring planets 2,6 no longer used)
    + Added more detail to result file including captures
    + Added on-screen messages of ships destroyed /
      disengaged / captured.
  Known Issues:
    - Sometimes all DefSats do not appear (no, I don't know why)
    - Starbase missile loadout not properly implemented
      (game design deficiency)
    - Starbase shuttle & fighter loadout not implemented
      (game design deficiency)

0.6 Apr 09 2001 Second Testing Release
    + Added details on disengaged and destroyed ships to the
      result file; added ship names to result file.
    + Starbase marine/mine/repair loadout implemented
    + Fixed planet too close to FRDs causing explosions
  Known Issues:
    - Sometimes all DefSats do not appear
    - Starbase missile loadout not properly implemented
    - Disengaging causes game to end in single machine /
      enemy controlled by AI tests

0.5 Apr 05 2001 First Testing Release
  Known Issues:
    - Sometimes all DefSats do not appear
    - No multiple player tests have been conducted

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Reporting Bugs
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Report all bugs to MagnumMan@icop-sfc.org

