Instructions for MegaTraveller 1 (The Zhodani Conspiracy) patch files


Manifest – Files & Description


File

Description / Use

readme-MT1.htm

This file – instructions on how to use the other files for MegaTraveller 1

all files MT1.zip

Zip archive containing all files, for easier download


Main patch files. To use the following files, simply copy them to your MegaTraveller 1 folder:

TRAV.ITM

Replacement for the TRAV.ITM file in your MegaTraveller-1 folder. The TRAV.ITM file is a data file which describes most attributes of most of the personal weapons, equipment and objects in the game. This version of the TRAV.ITM file is my “preferred” patch – other patch versions are available below.

T.DAT

Replacement for the T.DAT file in your MegaTraveller-1 folder. The T.DAT file is, I suspect, a program file (an overlay or a called module). I believe the T.DAT program module governs all the planet-surface interactions. Certain weapon characteristics are hard-coded into this module, notably ammo costs. This version of the T.DAT file is my “preferred” patch – other patch versions are available below.


Alternate patch files. To use the following files, rename or copy them to overwrite the TRAV.ITM file in your MegaTraveller 1 folder:

TRAV.ITM.sr.sa

This is an alternative patch for the TRAV.ITM file. Like my “preferred” patch file, it makes a number of corrections of weight, ammo capacity, Law Level, etc to correct both errors and deviations from the canon. These corrections are described at more length in the document MT1 record structures.rtf.

However this file does not implement “burst fire” for the fully automatic weapons. Hence the suffix .sa, for “semi-automatic”. Like in the unmodified computer game, the law level of the automatic weapons is restricted, even though they lack any extra firepower.

TRAV.ITM.sr.fa

This is my “preferred” patch for the TRAV.ITM file. This file is identical to the TRAV.ITM file above. In addition to the corrections above, a kind of full-automatic or burst fire is implemented for those weapons which, in canonical Traveller, are fully automatic ( hence “.fa”).

NB: I have left Gauss Rifles as semi-automatic weapons, as the game groups them with semi-automatic weapons for Law Level purposes. I remember Gauss Rifles as being selective-fire but I will check my sources before I make this change.

TRAV.ITM.orig

This is the original file from MegaTraveller 1, version 1.04. Useful for switching back to the original game setup, or for comparing with the patched versions.
NB it is still very important you back up your own files before installing the patch, in case your version of the original files is different from mine.


To use the following files, rename or copy them to overwrite the T.DAT file in your MegaTraveller 1 folder:

T.DAT.sr.fixlr12

This is an alternative patch for the T.DAT file. It only fixes the most grievous equipment cost error, which is cost of ammo for the TL12 Laser Rifle (Cr20,000 for a reload, vs only Cr8,000 for a new, fully loaded weapon).

T.DAT.sr.fix5

This is my “preferred” patch. This file is identical to the T.DAT file above. It corrects or rationalises the ammo costs for a total of 5 weapons. Further explanations are in the notes to the “MT1 ammo cost table

T.DAT.orig

This is the original file from MegaTraveller 2, version 1.04. Useful for switching back to the original game setup, or for comparing with the patched versions.
NB it is still very important you back up your own files before installing the patch, in case your version of the original files is different from mine.


Explanatory documents (currently rather patchy). The following files are documents with explanatory notes; they are for interest only and are not required to patch the game:

MT1 record structures.rtf

This document describes the format of a number of different data and program files in the game, most notably the TRAV.ITM and T.DAT files. It explains parts of the structure in detail; however it is not a complete reverse-engineering of the game's data structures. The file is in Rich Text Format (RTF) which hopefully can be read by a wide variety of word processors.

MT1 sav format.rtf

This document describes the format of the game save file (*.SAV), which is also used for “character pool” files/disks. It describes how values such as skills, equipment carried, personal characteristics, and personal & party money are stored. This document file is also in RTF format.

To save the reader the necessity of getting in to dangerous waters with a hex editor in order to modify these files, I hope to also upload a standard “party disk” in which all the characters have more credits than they can possibly imagine.

complete arms table.rtf

Complete list of armour and weapon statistics, comparing between the MegaTraveller1 game software, its manual, and the Classic Traveller rulebooks.

MT1 ammo cost table.xls
MT1 ammo cost table.csv

This extracts the table of ammunition costs implicit in the original T.DAT file; the notes explain which corrections have been made, and why. There is an Excel version (.xls) and a text version (.csv) of the table. The Excel table is easier to read.


To use this file, copy it into your MegaTraveller 1 folder as UCHARS.DAT. Be sure to make a backup of your own UCHARS.DAT file first.

UCHARS.DAT.rich

This is a “cheat” file. It is a replacement for the user-created character pool file, UCHARS.DAT. It contains the standard characters – Jurgen, Magellan, Ripley, etc – but with Cr 5,000,000 of personal money each. You can start the game with one or more of these characters. Or if you get short of cash during a game, you can try to recruit one of them & put their money in your Party Account.



Automatic Weapons


While the original game describes certain of the weapons as automatic, and accordingly gives them a lower (more restrictive) Law Level, the game does not implement any kind of automatic fire rule that I was able to determine. Ammo consumption is strictly one round per attack. There is no discernible increase in rate of fire (RoF).


Within the limits of what I was able to manipulate (eg I have not tried to decompile the software and alter the program logic!), I tried to come up with an approach to restore some kind of automatic fire, as close as possible to the classic Traveller rules.


The approach I have implemented for automatic weapons works as follows:


Ammo capacity of each weapon is reduced to one third, rounded, to simulate firing 3-rd bursts. Damage for each of these “bursts” is 50% higher than the single-shot damage. In practice, given the range of weapons in the game, this means +2 damage. This is a rough approximation of the mechanism used in Classic Traveller (CT). Due to the effects of armour in the game, this damage bonus has quite a significant effect on the effectiveness of these weapons in the game. Of course, it is double sided, as NPCs use these weapons too.

The net effect on the automatic weapons is an increase in “shock” effect vs a decrease in ammunition efficiency & ammuntion capacity. It provides the automatic weapons with advantages to balance against their higher cost & lower Law Level. I think this solution is reasonably realistic while preserving game balance.


On character sheets, equipment lists, Gun Store menus, etc, the weapons with automatic fire capability are marked with an asterisk (*) at the end of their name. Happy shooting!



This material and the documents & modified files referred to are copyright 2002, Spike Robinson. Some materials are derived or adapted from works which are the property of other parties.