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Evolution: The Game of Intelligent Life – Windows Readme – English

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Type
Readme
Platform
Windows
Language
English
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15.21 KB
Filename
evolution-the-game-of-intelligent-life_win_readme_en_es9.txt
Evolution ReadMe File

Version 1.0
11/26/97

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CONTENTS

I. Game Feature Updates and Corrections

II. Network Game Tips and Troubleshooting

III. Other Troubleshooting Additions
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I. Game Feature Updates and Corrections
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Historical Earth

The Historical Earth scenario is not available in the 
initial release of Evolution. An update patch will be 
available on the Evolution web site 
<http://evolution.discovery.com>.

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"Updating The World" Window

The complex calculations required to compute the movement 
and interaction of continents in the game result in the map 
being "locked" while this update occurs. This happens every 
several minutes in the game, at which time you will see the 
"Updating the World" progress bar.

During the update, you can still access most of the other 
functions in the game. This is an excellent time to check 
the evolution settings of your species in the Evolution 
Information window, review the progress of your opponents' 
clades in the Living World, look for new evolutionary paths 
in the Tree of Life, and so forth. Once the world update is 
complete you will see that continents have shifted and the 
terrain has changed.

Several times a minute we also update the terrain in all the 
locations on the map, adjusting for new rainfall patterns, 
temperature, etc. These updates occur in the background and 
do not interrupt play. You may, however, occasionally notice 
terrain changing on the map (mountains disappearing, swamp 
becoming forest, new vegetation appearing, etc.).

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MMX Graphics and Display Settings

When your display is set to 24-bit ("full") or 32-bit 
("true") color, Evolution uses Intel's MMX technology to 
provide alpha-blended terrain and feeding radii. The feeding 
radii are the most obvious to spot; rather than the dot 
pattern seen at 256 and 16-bit color, the radii are solid 
and semi-transparent.

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Adjusting the Difficulty of the Game

Evolution does not include a "difficulty" setting. Instead, 
you can make the game easier or harder by changing the 
number of opponents you face and the speed at which the game 
proceeds.

The game defaults to 2 opponents. You can reset this to as 
few as 0 and as many as 5 opponents on the New Game window. 
Playing against 5 opponents is the most challenging, 
especially in the Complete Game and the Paleozoic Scenario, 
where it is very easy to have your evolutionary paths 
blocked by opponents. Playing with 0 opponents allows you to 
explore the tree of life and try any evolutionary path you 
wish without computer opponents getting in the way. And with 
disasters, the inevitable changes in the world, and the 
precarious nature of life, playing without opponents is 
still challenging.

Game speed defaults to moderate, but can be changed during 
play from the Game menu. Try faster settings for a more 
challenging game, slower to make things a little easier.

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Scenario Durations

The manual incorrectly states that the Paleozoic scenario 
ends about 140 million years ago (MYA). This should read 
"about 250 MYA at the end of the Permian era."

The Mesozoic scenario begins at the start of the Early 
Mesozoic game era (250 MYA) and ends at the end of the 
Cretaceous game era (approximately 65 MYA).

The Cenozoic scenario begins at the start of the Cenozoic 
era (65 MYA) and ends 30 million years in the future.

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Speed of Early Mesozoic, Cretaceous, and Cenozoic Eras

The average speed of the Early Mesozoic and Cretaceous eras 
was increased during testing to 2 million years per minute 
(from 1 million years per minute) and the Cenozoic era was 
increased to 1 million years per minute (from 500,000 years 
per minute).

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Minimizing the Game

When you minimize the Evolution window, the game is paused. 
However, music and terrain sounds continue to play.

Minimizing the game during network play is not recommended, 
as this pauses the game for all players. If you minimize a 
network game and walk away from it, your fellow players 
probably won't want to play with you again.

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Overlapping Feeding Radii Colors

When "All Feeding Radii" is selected, areas in which the 
feeding radii of two creatures overlap appear in yellow 
(instead of blue) and areas where more than two radii 
overlap appear in red.

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Maximum Combat Multiplier

When optimizing for combat versus another species, the 
maximum combat multiplier that can be achieved is 2.00. This 
number is displayed in the Combat panel of the Species 
Information window.

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Selecting Critters in the Same Location

If two or more creatures are on top of each other on the 
map, continuing to left-click will select each of the 
creatures in that location in turn.

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Living World Keyboard Shortcut

You can open the Living World window from the keyboard by 
pressing the F4 key.

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Population Graphs Keyboard Shortcut

You can turn Population Graphs on and off for the active Map 
View window by pressing CTRL-P.

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Disaster Locations

When a Comet Impact, Asteroid Impact, Traps Volcanism, or 
Pyroclastic Volcanism disaster occurs, the game determines 
where the disaster occurs at random. If the disaster occurs 
on land (e.g., a comet hits in the middle of a continent), a 
map view will center on this location to show the disaster 
graphic (crater, volcanoes, etc.). If a disaster hits in the 
ocean, no graphic is displayed. Some disasters have no 
specific location or graphic (e.g., Nearby Supernova, Ice 
Age) and are also not displayed.

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Disaster Extinction Alerts

A disaster can often cause many extinctions. However, after 
a disaster strikes, only one alert appears warning you of 
species extinctions--the last species of any player which 
went extinct. You will want to check the Living World and 
your Creature List to get a better sense of the condition of 
both your and your opponents' creatures.

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Disaster Options

The "Disaster Options" choice on the World menu (described on 
page 35 of the manual) was removed from the final version
of the game. We felt that disasters were more interesting if 
they were surprising. 

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Ichthyostega vs. Ichthyornis

In the Bestiary book which accompanies Evolution, the 
Carboniferous era amphibian Ichthyostega was accidentally 
illustrated by the Cretaceous era bird Ichthyornis. The on-
line Bestiary (F7) has the correct illustration.

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II. Network Game Tips and Troubleshooting
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Latency, Game Speed, and Faster Processors

Evolution is extremely sensitive to network latency, the 
time it takes for a message to be transmitted from one 
machine in a network game to another. Some games get around 
network latency by ignoring the accuracy of the 
"unimportant" stuff that happens in between gun fire and 
grenade explosions, like moving from point A to point B. 
Unfortunately, in Evolution, moving a creature from point A 
to point B and making sure that that move is reflected 
accurately on every machine in the game is essential. 

The reason why this is so is fairly obvious once you think 
about how Evolution works. Every creature is constantly 
feeding. How well it is feeding is based on where it is AND 
which other creature are feeding from the same locations. 
Add to this the complication of the  continents sliding 
around and it's clear that the precise position of every 
creature at any given time is essential to assuring that the 
results of the game remain synchronized.

To assure that everyone stays in synch, Evolution 
automatically slows down machines which have gotten too far 
ahead, allowing the other players' machines to catch up. As 
a result, the slowest machine in a game determines the speed 
of the game. Accordingly, it's best to play with machines of 
roughly equal power (processor speed, total memory, CD-ROM 
speed if reading files from the CD, and hard drive speed). 
If you are playing in a game with unevenly matched machines 
there are a few things you can do to speed play and prevent 
momentary stalls as one or more machines catch up:

	1) The faster machines should run at higher screen 
resolutions, with map views set to 50% and as many windows 
open as possible. This will prevent them from getting too 
far ahead and causing the game to stall.

	2) The slower machines should run at lower screen 
resolutions, with smaller map views and as few windows open 
as possible. This will prevent them from falling behind and 
keep the game moving apace.

If you are still experiencing pauses or an uneven frame 
rate, try setting the Game Speed lower. Network games 
automatically switch to the lowest speed set by any player. 
The slower setting can actually result in a more even frame 
rate. (Similarly, if you are playing a network game with 
several powerful machines, you can set all of the speeds to 
"fast" or "fastest" and the game will zoom along.)

On a LAN, latency is generally low and you can play 
successfully with disparate machines. On the Internet, 
however, long latencies--sometimes a second or more--can 
seriously disrupt an Evolution game. For this reason, we 
recommend against Internet games with large numbers of 
players; someone is bound to have a bad connection. Also, 
cross-country play where the number of router hops between 
you and your opponents is high is typically more problematic 
than a game against local players who all use the same 
Internet Service Provider.

On a related note, because of the high processor overhead 
associated with IPX networking, we do not recommend 
attempting to play with more than four human players over an 
IPX network. For large games, we recommend using TCP/IP 
networking exclusively.

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Evolution and Firewalls

Like most games which use Microsoft DirectPlay, Evolution 
will not work through most Internet firewalls. Check the 
Evolution web site <http://evolution.discovery.com> for 
updated information on using Evolution through a firewall.

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No Disaster Movies in Network Games

At era changes in network play, the game pauses as it does 
in solitaire play. The game will not resume while any player 
has the "Disaster Strikes" window open. Play resumes after 
all players press "Resume." You cannot play disaster movies 
in network games.

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III. Other Troubleshooting Additions
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Virtual Memory Requirements

Evolution uses a lot of memory to store terrain graphics, 
creature animations, and sounds. This need for memory is 
especially great late in an era, when both the diversity and 
population of creatures in the world is greatest.

As a result, we recommend a minimum of 50 MB of free space 
on your hard drive for Windows 95 to use for virtual memory.  
If you run low on memory, map views may not draw and window 
graphics may not appear. As a stopgap, running without sound 
will alleviate minor memory shortages. Under no 
circumstances should you try running Evolution without 
virtual memory turned on, even if you have 64 MB of RAM 
installed.

You can check your virtual memory settings by opening the 
System Settings control panel, selecting the Performance 
tab, and pressing the Virtual Memory button.

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Windows 95 Large Fonts Setting

Most of the windows in Evolution will not draw properly if 
your display is set to Large Fonts in the Settings panel of 
the Display control panel. This is because Evolution uses 
graphic backgrounds of fixed size on most windows and the 
Large Fonts setting increases the sizes of windows and 
controls like pop-down lists. Setting your display settings 
to Small Fonts will correct this problem.

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DirectX 5.0

Evolution requires DirectX 5.0. You should install DirectX 
when you install Evolution even if you believe you already 
have DirectX installed. This will assure that you have the 
most recent DirectX drivers--if you have more up-to-date 
DirectX drivers, Evolution will not overwrite your files.

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DirectSound Conflicts

Evolution makes use of Microsoft's DirectSound technology. 
If you play Evolution while running other applications which 
use DirectSound (such as RealAudio), the programs will 
conflict with unpredictable results. Evolution will refuse 
to launch if another DirectSound application is running, but 
attempting to launch another DirectSound application while 
Evolution is running could lead to conflicts. Please close 
all applications, but especially those that use DirectSound, 
before launching Evolution.
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Screen Resolution Support

Evolution supports all standard Windows 95 screen 
resolutions from 640x480 to 1600x1200. However, 1600x1200 
does not work properly on all video cards. In testing, the 
only card which failed to display Evolution in 1600x1200 
mode was the Diamond FireGL 1000, which does run the game 
successfully in 1280x1024 mode. Evolution does not support 
640x400 or lower resolution modes.

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Feeding Radii, Map View Size, and Population Graph Effects 
on Performance

Evolution's performance is directly related to the number of 
creatures in all visible map views. On slower machines, 
performance can be improved by using smaller map views at 
higher zoom settings (100% rather than 75% or 50%). Also, 
drawing feeding radii and population graphs further affects 
performance. Turning these off will speed up the game.
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Copyright © 1997, Discovery Communications, Inc.

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