Download: Millennium Remake (complete)
It’s official. Our work on the Millennium Remake has come to an end. The contest deadline is just a day or so away and we decided to go ahead and submit our entry in its current state. The game is finished and we’ve ironed out all the bugs we know about. There were a few things we had hoped to add in (e.g. more animation, etc) but we didn’t have enough time.
Rick and I both have mixed feelings about the deadline. It would have been nice to have longer to work on the game (3 months isn’t very long!) but at the same time so much has been going on in the lives of our families that we’re glad the project is over so we can focus on other things. So now Rick can go back to his house repairs and I can get that bathtub caulked since my wife has been “reminding” me about it for the last 4 months now.
Overall I’ve had a lot of fun working on this game with Rick. It has been a long time since I did any game programming and it was nice to see the project through to completion.
We wish all of the other contest entries good luck and hope they enjoy our remake.
-Steve

October 26, 2006 at 3:50 pm
Any hope on a future Deuteros remake too?
October 26, 2006 at 8:53 pm
You have done a great job. I enjoyed every minute of the game.
A german translaten would be nice
Many greatings from the black forest.
November 8, 2006 at 9:52 pm
Hello,
After many year I found your remake and started to play and enjoy this beautiful old game. Now I found a bug and maybe you can help.
I made the first colony, but when I try to start the batteries the game stop for violation of memory… I tried to execute the v.1.2 update, but again have an error.
Thank you in advance for your help.
Best
Gerry
November 10, 2006 at 7:17 am
So nice to see that game awake in a fine grafic, but you have make a callculating failur, my base is attacked so quick in time ( in easy and in normal level ) that i have no chance to have fun in game.
i mean an attack with same ship like my fleet ok, but one day or two later ten ship or more, thats a little heavy, same i restart new game to make a little more defensiv, but look same shi… again, and the joke they blast my fleet complet, and the biggest joke i had only 35 fighters and they came with 35 also and shoot my fleet down.
i have to that time research 4 planets, all generators, all transporter ( expet fleet carrier ), and 10 of the new research points.
soi thnk there is no more fun with that game so and i need to play with dosbox the old one again
but the look and gameplay is intressting, but a little heavy when the martian are so grazy that you haven t time to rebuld lost items ( generators or no time to build a litle devense……
greets from germany
Jürgen
November 11, 2006 at 11:12 am
Hello again,
I tried to disassemble your program (Millennium.exe) and found a mistake on the instruction
100F6208 rep movsd ; Warning! Wrong OPCODE combination: REPNE(F2) OPCODE
(I’m using PE Explorer and HIEW) I’m trying to fix it but I’d like also to
understand more how this works.
What kind of program do you use to remake this game? I have BlitzMax
but I have no idea on how to load the source.
Any suggestions?
Thank you.
Gerry
November 28, 2006 at 4:04 pm
Anthony : For myself, no, I have no plans of doing up a duetros remake.
Robert : I’m glad you liked it
! But unfortunately the way we wrote the game would require some extensive changes and graphics changes to incorperate a german or any other language version. It would require more than simply changing the language because centering and page layout are based on how the characters were layed out.
Gerry : Im sorry, but I have no idea why the game would crash at that point. Can you describe the crash (the words used) a little more in detail?
Jurgen : It sounds like you are building up your forces to much. If you place too many units at a planet/moon (I think over 30?) then the Martians will feel like you are building up your forces for a pre-emptive strike against them so will retalliate very harshly to destroy your forces and will continue to do so until the average number of ships you have on all bases is less than 30.
Gerry : We used BlitzBasic3d to write the program.
January 5, 2007 at 3:56 pm
plz fix dl link
January 10, 2007 at 8:53 pm
Hi!
Just downloaded the millenium remake and, being a huge fan of the original, I was eager to play it… only, if I run the millenium.exe file, the screen goes black for a few seconds, then I get a “Memory acess violation” error”.
Do you have any insights on this?
Thanks!
(’cause I really would like to play the game, and the old DOS version is sooo crappy).
January 10, 2007 at 11:56 pm
Oops, forget my last post.
With the 1.2 patch everything is just fine.
January 11, 2007 at 1:40 pm
The download links have now been fixed. Sorry for the delay!
January 13, 2007 at 12:55 am
Just finished the game in “normal” mode… and really missed the old ending “sequence” image.
Oh well…
Excellent remake, though.
January 14, 2007 at 10:55 am
Just downloaded both zip files, the first one is empty, the second one contains an exe file and that’s it.
runing the exe I get a memory violation error.
I take it something’s missing
January 16, 2007 at 1:31 pm
I have a Sony Vaio Laptop and I get the same, (Black screen then error)
January 16, 2007 at 1:33 pm
Can’t wait to play it though, Loved the origional
January 17, 2007 at 10:01 pm
Thanks, thanks thanks!
Of all games i’ve ever seen, there were just 2 i hoped for a remake one day:
Krondor (Pc) and Millennium (Amiga/Atari).
Well, the last dream has come through, AND been done greatly.
good job!
Thank you again!
January 19, 2007 at 5:51 pm
I recieve a message that goes like this:
Error
Integer divide by zero
And that is it. Nothing more, and then the game shuts down. This happens when I try
to install the first power cell on a recently colonized planet/moon
January 19, 2007 at 5:53 pm
Oh, and I have tried this on both versions. Still the same sh1t.
January 22, 2007 at 5:09 am
It took a bit of getting used to, but I liked this remake. There seems to be one major problem: I was able to get a SIOS on Earth within three game-years! If I recall correctly, you’re not supposed to do that until you’ve defeated the Martians and recovered the Terramorpher, correct?
January 24, 2007 at 7:07 am
When you guys run the game, check in the credits section and see what version you have? It will be located in the bottom right of the credits window. No version number means the very first release with lots of bugs before we did any fixes.
I experienced some down time and data transfer on my host server so its possible the wrong files got put back up. I believe the latest version should be 1.21. The “colonize Earth” too early bug has been squashed (at least I thought it was) so double check the version number.
The link on this site downloads the latest version file (V1.21).
January 25, 2007 at 4:59 pm
This is awesome, guys. Great remake of one of my favourite games of all time.
Couple of questions – it seems like you can replicate just about all of the numerical data and mechanics of the game by observing the behaviour of the original version. But how did you go about creating the AI for the Martians and the spread of the flu? Were you trying to be true to the original or just creating something that you found was fun to play? I noticed Jurgen’s question above about the Martians attacking en force, and I don’t remember that behaviour from the original.
Also, any chance you will be distributing source code for this? I’m curious to go check it out.
January 26, 2007 at 7:19 am
Millennium Remake was our entry into a “Retro” competition with some requirements being taking an older “retro” game and bringing it up to modern day with graphics and sound enhancement. It was also requested that we add personal touches to the game so that it was not an exact clone of the original with the idea of improving upon game play.
We did not decompile or hack the orginal game at any level. We gathered all of our game data from repeated playings of the original version on Amiga Emulators. We tried very hard to ballance out a new game that utilized the majority of the original games but included some changes to enhance the game play. It was the original game formula that we liked so much so we did not want to change the experience too drastically.
We guessed at the method of viral spread and actually have the contamination spread by infected ships. Once a colony or ship was infected then if that colony or ship ever came in contact with a non infected ship or planet then they would become infected. I guess you could say the cure saved the people, but the trade off is that they are forever more carriers of the virus. This is why some people may *think* they’ve contained the plague only to see it pop up in previously unaffected colonies once their ships start moving around again.
I disliked the original games usage of fighter/satelites by player control. We only had 90 days to write and submit the game so working out a player controlled combat scene seemed like it would be too complicated. In hindsight and the problems we ran into with the AI controlled fighters it may have actually been easier to go with a player controlled military! One side effect of the lack of time was that the more ships/sats a player made the slower the game ran. This was an optimization problem that we didnt have time to fix properly so we set up the Martian raid to occcur to try and keep down the player’s ship/satelite count. Basically if your fleet averages larger than 30 units per colony then the Martians attack with a vengeance till those numbers get down. Add up all your fighter/sat units, divide that number by how many colonies you have and if its larger than 30 (i think) then expect a huge Martian Attack.
Of course we didn’t expect that so many players would actually try and colonize EVERY colonizeable planet! I wouldn’t suggest trying that unless you have a fast system!
Other changes included many more researchable items, the “pass time till next event” button, enhanced production screen, and the automatic mining pattern of the Grazers. We had plans to add much much more such as randomly generated star system, transfer of habitats and bunkers to other colonies, more indepth AI settings to program your fighters on attack strategies, more ship types, ability of player to play Lunar or Martian side of the game, etc. Unfortunatly we just never got to that stuff and once we finished up and entered the contest neither of us had a desire to work further on the program. We tried to correct some bad bugs that got through but for the time being neither of us is currently planning any further work on this project.
I doubt if we release the code. Since it is a remake we can never profit from this game so the only real consolation is that we keep the code for ourselves. After a sometimes grueling 90 days of hardcore, long hours, abandon our families, coding we feel we should keep at least that for ourselves.
January 27, 2007 at 5:07 pm
Downloaded this a while ago (just after you fixed the link) and I wanted to say what an excellent job you’ve done of remaking this, one of my favourite games (although I was an ST man rather than an Amiga one).
Personally, I feel you’ve caputred the essence of the game perfectly and the enhancements are an asset rather than a detraction.
This must be something that you’re proud of and justifably so. Well done.
January 31, 2007 at 7:26 am
Millennium 2.2 and Deuteros (I buy when they was in shops in 90’s) are bouth good and almost best games in world. I have Amiga versions about thiese games and also pleyed emulator versions. Remaken I downloaded yesterday and tryed… I also have doing ‘remake’ about Deuteros
But it only had mokup about things wat can be in there. I did get screenshots about Amiga emulator version and ripping graphichs from there.
February 3, 2007 at 12:11 am
I’m also getting an Integer divide by zero error when I turn on a colonies generator.
I had shipped out some additional generators from the moon before trying to turn one on at the new colony. I’m not sure but i think the colonies equipment inventory messed up when i unloaded the new generators from the transport ship.
I can’t test that theory because I overwrote the saved game and will need to start a new game to find out.
Would you like me to Email you a copy of the saved game that DOES crash out when a generator is switched on.
Otherwise a truly excellent remake of a truly excellent game
February 8, 2007 at 10:26 pm
Great! I used to love this game I played it round on my Amiga a zillion times.
What a shame I can’t be enjoying this remake as much as you all because i can’t seem to launch ships or start production on anything. But anyway I love it that there is more people out there that still remember this game.
March 30, 2007 at 7:51 pm
You are great, guys! Millennium 2.2 is one of my two favourite games (second is Deuteros). You have done perfect work. Now, I’m waiting for Millennium Online Mod or Remake of Deuteros, or maybe Deuteros Online
March 30, 2007 at 7:59 pm
And one more thing: Maybe you can prepare also Millennium Ramake for Mac/Linux??
Dave
May 3, 2007 at 8:11 am
Great remake, but I’m getting a weird bug. Things I put into the bunker tend to disappear – for example I put a power generator into the bunker, check it later and it’s gone. I haven’t play long enough to know when exactly. I have a feeling that it happens when the bunker gets upgraded. Also power generators (the ones that are not in use) disappear randomly, without suffering any attack.
Other that that. Great game.
Mike5
May 22, 2007 at 3:18 am
nice remake,
http://img410.imageshack.us/img410/2691/83659978cw6.png
May 23, 2007 at 2:14 pm
Great remake! Great job!
Again, I am spending all of my free time in front of PC.
Hope you’ll do the same good job with Deuteros!
June 4, 2007 at 3:24 am
i love this game still have the original disk for atari st 550 and i compleat it 100% every time, shame my atari dont work anymore. first off you did a great job on this remake, i like were you took it for game play and development. one thing tho ….. . . . i have played easy and normal and now i have compleated hard but i havent been attacked by the martian armada at the end after i have built the terraformer and am half way thro the building of my juggernaught. 10 days into building it is when they attack and nothing has happend yet. i always build up my forces for that attack, did you take it out? (can you tell i played this game way too much??)
June 4, 2007 at 6:02 am
I recall how odd it was when one of the colony commanders says they saw some Martian ships and no attack came after that in the emulated Amiga version we went by. I don’t think either of us experienced an attack during the end game (of the emulation) so we didn’t catch that during the deadline crunch.
Because of the nature of the programming (3 month cram) we just didn’t catch that. Because we did rush to get things done I, for one, have trouble following the code we did now. I just no longer have that feel for it to make changes and track down problems like I had when we were fresh into it.
Steve and I have discussed it and we both agree that we aren’t going to be doing Deutros. Neither of us played that game before so it doesn’t have the allure that Millennium had.
June 4, 2007 at 12:57 pm
Dan … after a little memory jogging I now recall why there are no attacks at the end. Though it seems he must have forgotten, Rick and I did have a number of discussions on this topic while coding that portion of the game. The emulator version we were using to play the game wasn’t attacking and Rick thought that was strange… I thought that the message saying there were ships sighted (I don’t recall the exact wording for that message) may have been alluding to the fact that some colonies were beginning to declare independence and leaving their posts… I saw that as an early sign of this taking place and I must have convinced Rick of this idea or I’m sure we would have coded the end attacks! So it wasn’t really a bug, per se… I’m glad you like our remake despite this overlook
-Steve
June 5, 2007 at 10:17 pm
its ashame that final armada attack wasent in there but i will thank you for making the fighters computer controlled, you wont belive how many fighters i lost when i played this at the age of 7
have you played the st emulation ?? if not give it a go that final attack will suprise you
….this remake will keep me going for a long time cos i cant get 100% anymore :O
June 21, 2007 at 9:57 am
Spent ages trying to get the “interger” problem when starting the first colony’s power up . Cannot do it. Anyone else solved it?
June 22, 2007 at 9:10 am
Still wholly enamoured with this game – although I do miss the end scene/music. However after completing it once I had another go and was unable to get the martian “you had been warned not to leave the moon – now we are at war,” message to proc. Despite all atempts at sending out probes/grazers. It simply moves on to the ” we left it too late message” around Feb 2201 and I get waves and waves of fighters attack the moon.
June 26, 2007 at 8:15 pm
Hey, never knew a remake has been done, Deuteros is being in remake right now
Where? Have a look on me link
If you guys don’t mind, il host it on my site
(curent in transfur of forum)
July 2, 2007 at 6:39 pm
[...] For all the ones who have played the original, either on PC, Amiga or Atari, there is a remake. [...]
September 8, 2007 at 5:35 pm
Awesome remake! I am only saddened by one serious bug. After playing a bit, I will always come to a point where I can no longer name ships. In fact all the buttons on that screen (name ship, transfer cargo, scrap ship, etc) stop working. Interestingly this breaks both the game install and the save game. In other words, I have to unzip the game from fresh files again, and if I use the same save game file, the bug will simply also break the new install. In other words, I have to start all over again.
Problem is, this bug always shows up. I started 4 games so far and all come to this sooner or later. It’s a real shame, cause otherwise this is a perfect remake! Slightly improved without but still basicall true to the original.
Is it just me or have other people witnessed this bug as well? This is on Windows XP.
PS.I too have witnessed that things disappear form the bunker over time.
September 9, 2007 at 3:37 am
Grue:
This is the first time I have heard about the ship naming bug. How many ships do you have when the bug shows up? We haven’t been fixing any bugs for some time now but I have been trying to keep track of the ones being posted. Any chance you could email a saved game (with the bug you’re talking about) to our email accounts listed in the readme.txt file of the game?
That bunker bug is rather irritating because we knew about it and thought we had it fixed prior to releasing the game. (sigh)
Otherwise I’m glad to hear that you like the remake!
-Steve
September 9, 2007 at 8:56 am
Typical me to run into the one bug that no one else has ever seen!
In all four games the bug has shown up after an hour or two of play. Usually around the time I have made my first colony. I never had many ships, maybe 10-20 fighters and 10 or so probes/carracks/etc when this shows up.
I’m emailing you the save game now. Thanks for looking at it.
September 21, 2007 at 8:15 pm
I just ran across the remake and it is awesome I used to play it on the atari. I just completed a game myself on normal mode and I did also notice the problems Grue mentioned with the naming of the ships and the items disappearing from the bunker over time. I would add that only one other thing occurred to me while playing and that was some informational dialogs would come up usually after loading a save game and they were blank, so I am not sure what information I missed. It didn’t seem to impact my ability to continue to play the game but I do have a save of the game that has a dialog popup right after loading.
Other than that its an awesome remake, and was really great to be able to play it again.
September 23, 2007 at 12:59 pm
Thank you very much for this excellent remake! I’ve really enjoyed playing but like some others I’m getting the following error:
Integer divide by zero, and then the game shuts down.
It also happens when I try to install the first power cell on a recently colonized planet/moon. I have the latest version 1.21 as downloaded from the link above. I’ve tried several times with different size power cells to no avail.
I perfectly understand if you no longer have the time/inclination to look at this project but sadly the bug prevents me from playing the game any further.
Thank you in any case for a brief glimpse into nostalgia.
Mike
September 24, 2007 at 6:20 am
I have recently hit that Integer divide by zero error also Mike, and I think I know when and why it happens.
I just started to play some in expert mode and found that in expert mode you can potentially colonize venus and or mercury. But if you do and activate the power cell there you immediately get the error. I believe it has to do with the fact that in the other tow modes you can never colonize venus or mercury and the power cells are solar based. So the calculations are all based off the assumption that you are beyond earths moon. When you are closer to the sun it can’t take it into account that the distance from the sun is less than the moon and therefore negative. So it just blows up. I don’t think it would be a hard fix to correct. Perhaps if you get some time it could be fixed.
But either way Thanks again for a great remake.
-Tony
October 6, 2007 at 1:45 am
Thank you for this remake one of my all time faves, over the years I would still drag this one from time to time for a few hours of play. I’ve also encounter the bugs mentioned (the divide by zero only happens if you colonize mercury or venus. With the bunker bug I’ve noticed that I can also put an active (running) power generator inside it. the Gen dissappears from the power management screen, but I still get full power from it.
Cheers
October 6, 2007 at 10:42 pm
bring back deutros now that was a good game bring it back…….. just download millenium cant wait to play it its like going back to my childhood
October 17, 2007 at 2:37 pm
Sweet, you guys rock, I played this for an hour before going to work this morning, it brought back so many good memories of playing it on the ST
February 20, 2008 at 3:58 pm
I was so happy when I found your remake of my favorite amiga-game and I played it without a break from the beginning to the end. Grandious work!
There are 2 small things I’d like to tell:
1. The intro/beginning-music and the end on amiga was the real stunning Adagietto from Mahler’s fifth symphony and it fitted perfectly to the contents of the game in its sad but hopefull mood. If you could reuse this!…
2. I waited for the Mars-armada a very long time, but it did’nt show up… good luck!
February 21, 2008 at 10:36 pm
wr,
We’re glad you enjoyed the remake!
I did find a copy of the original music when we were working on this remake but I no longer remember why I chose not to use it.. either it was in a format I coudln’t easily work with/convert or I just liked the track we used better.. I don’t recall the reasoning.
As for the Mars-armada.. well, it seems that was a mistake on our part
I think this may have been discussed here already but during development of this game we used an Amiga emulator to play-test the original game and see how everything worked. For whatever reason the Mars Armana never appeared while Rick was play-testing the original. We had many talks about about this and Rick couldn’t remember for sure if there was actually an Armana when he played it back on an actual Amiga or not.. I theorized that possibly what Moon control *thought* was a Mars Armana was actually all the colonies liberating themselves into space or something. When playing it on the emulator it went right from the mars armana warning to the colonies liberating themselves, so this seemed to make sense. Must have been a bug in the emulator or something!
-Steve
February 24, 2008 at 11:06 am
I is a great remake that allows me to experience the full nostalgia of playing the original years ago. Thanks for making it.
One thing, though. When the game begins, it randomizes which planets can be colonized. In itself this adds greater variety to the game. A good idea in my book.
But I just found glitch – in a recent game I could colonize Mercury, only when I try to activate a SolaGen cell there, the game crashes returning a error message saying “Integer division by zero”, which to me suggests a routine in the code that divides by zero which was unexpected and so not accounted for.
Is there a way to fix this?
Oh, and does anyone know a website, where we can see the original ending?
February 25, 2008 at 10:39 am
Hi guys,
thanks for the astonishing work…I am a fan of both deuteros and millenium 2.2 and this remake is a dream come true!
I would be appreciate ti have a solution for the mercury/venus integer problem otherwise no prob, we’ll colonize other planets
As for the non-functioning buttons in the ship-bay preventing the new ship naming, try to dock/take off with another ship and then access back to th bay via colony map or via ship list directly…I manage to override the problem this way
My next dream is nother chapter of the saga…
March 12, 2008 at 4:48 am
Never played Amiga, but fell in love with your remake… great job guys!!!
I have some game play questions, since I never played the original. In the defense screen, what do those two side bars control for fighters and orbital lasers?
How do I build on other colonies. I thought it couldn’t be done, but then suddenly, one of my habitats got built on Oberon, I think. I tried building 100 more, but never got anything but moon habitats.
Also, does anyone know what triggers the ability to make bunkers? I’ve researched everything, explored everything, and taken Mars, but I still can’t make a bunker… I did last game, but can’t remember when.
Speaking of remakes, has anyone heard of Alien Legacy, an old PC/DOS game. Loved it, but the games controls were processor based instead of clock based, I think. On faster machines, the interface became unusable. I was so sad because my old PC died before I could finish it, and I couldn’t find another computer ‘crappy’ enough to run the game.
March 13, 2008 at 12:34 am
Hi,
It’s nice to see again such a great game !
I wonder if you ask something to Activision or Ian bird before doing this remake, or if you have to do it ?!
Of course, it’s an old game but the license may (must ?) be valid.
I want to code a remake of an other 20 years old game and I wonder about that.
If you have any answer, it will be great !
March 24, 2008 at 4:30 pm
The contest that we entered was for a Retro site which involved games of a retro nature – older games for systems that are no longer in active distribution or being supported. We were also not seeking to make any profits from the game nor try to sell it in any manner. Since you can’t purchase games like this or even get support for them from websites then you can pretty much figure they are dead.
The main thing would be that there is no intent to profit from their game. If you are looking to sell something that you remake then you will definitely want to contact the original creators and hammer out any legal details.
April 26, 2008 at 3:53 am
Loved the original, love the remake. The original did have an armada battle but only if you beefed up every colony and then built your forces way up after attacking them with the fleet carrier. I’ve noticed some of the minor glitches mentioned but the most annoying is the integer division by zero glitch. Are you guys still patching the game or is that phase of the game project over? Either way, great job on what you’ve done. Remake plays alot smoother with the new interface design. Love this game.
April 27, 2008 at 5:01 am
Sorry Leo, we’re pretty much done with the game. I don’t think either of us could easily go back into the code and even understand how we got it to work.
April 28, 2008 at 11:28 pm
Shame you’re done. I was about to comment that it’s really cool to see a remake of this game and then ask if you knew why in WINE all I get is a big purple box where I assume pretty is supposed to display. Kind of annoying as the whole intro sequence works just fine.
Either way, well done, keep it up and so on
May 13, 2008 at 4:49 pm
Just a quick note to anyone who is still monitoring these comments…
Rick and I have dusted off the source code and started to look over it again with hopes of fixing the known bugs in the game. One major ‘divided by zero’ bug has already been fixed and we’re working on others.
I will post a notice to this site once a new version is ready for download.
-Steve
May 15, 2008 at 10:22 am
Greetings and congrats on your remake!
I couldn’t run it on my WinXP x64 system though… It crashed horribly (BSOD).
Any chance for a x64 build, or at least a version that runs on it even under WoW64?
May 15, 2008 at 12:31 pm
MiDWaN,
Niether Rick nor I have access to a 64 bit system. A build to run on such a system will not happen until one of us upgrades to 64 bit.
-Steve
May 15, 2008 at 7:25 pm
OK, fair enough.
I would be happy to help with any testing if you’d like.
May 16, 2008 at 7:28 am
Hi,
great game but filled of bugs but managed to finish it.
Some bugs
- bunker item leak
- sometime martians keep attacking you even if you have less then 30 fighter/orb
- mark n disapear even if no attacks
- I managed to build an unnamed SIOS
- I have the attack report displayed all the time
- …
Code release please! Many people would be glad to fix those little trouble and make this game even better !
May 16, 2008 at 8:34 am
Bunker Item Leak – Assuming you mean things in bunker sometimes disappear? Aware of this one and looking into it.
Martians keep attacking – Assuming you mean that after the Martians accuse you of stockpiling, they continue to attack with huge forces even after yours are gone? Need more description on this if you can please
mark n disappears – We are searching for this bug. Something is resetting the players generator counts. Need to catch it in action.
Unnamed SIOS – Can you explain how you did it. SIOS should be named after the planet/moon they are going to automatically.
Attack report all the time – That is intentional. When you enter the combat screen the last battle you had will be displayed for a few seconds and then vanish.
I’ve added your bugs to our to-do list and we’ll hopefully have them figured out for the next update.
May 31, 2008 at 4:41 pm
I assume the Mark n comment refered to the Mark iii – iv etc, generators which disappear (which is slightly irritating if you’ve been stockpiling them in preperation for a big thrust of colonisation).
I found all mine on Leda (my 1st colony) miraculously transplanted by the magic of the pixies presumably as I certainly didn’t take them there
July 13, 2008 at 4:28 pm
hi,
any chance of a Mac version?
July 17, 2008 at 6:09 pm
Hi,
i just finished the game, and I loved every second. Yeah, there are a few bugs, and it gave the odd Memory Access Violation, but on the whole it was more stable than the original (on the ST), I found. The graphics were a nice mix of old and new! I loved seeing the old mutants again, and the moon graphic in the background. The gameplay balance was good, and I thought some of the extra additions you made (upgrades etc) were very in keeping with the feel of the original: Not too much and not too little. I missed the orbital screen though. Not having that made some ship maintenance in the middle section of the game a bit painful, but it wasn’t a deal-breaker. Having the animated planets, the twinkly stars, the corona in the sun, the changing colour of the earth.. All absolutely awesome!
Well done on this remake, as an avid player of the original (finished over 25 times!), I thought your remake was great. I really hope you get a chance to enhance it a little someday, and perhaps squish a few of the bugs. (I’ve put a few that I found below).
: Occasionally two ships will ‘become entangled’ i.e. operations on ship 1 affect ship 2 and vice-versa. The only resolution would be to scrap one before the game crashed.
: Right-clicking sometimes went straight back to the ship loadout, instead of the bays screen.
: Energy meters on new colonies read the value from the moon base energy meter until a day passes or so.
: Fighter AI doesn’t seem to do much. ‘protect satellites’ still lets the fighters head off into the distance, leaving the satellites vulnerable.
August 2, 2008 at 4:12 pm
Thanks very much for this remake. I had the original in Amiga but never found the time to finish it. Stopped when I left the solar system. Now I will continue
August 6, 2008 at 10:19 am
Hi!
This is an awesome remake and I have recently played it to the end. I also have the PC version of the original.
I also found some minor bugs:
- if you load your carrack with minerals, the free space in it can turn into negative.
Some other differences:
- only FIVE extra habitats (on Moon, six with your original one) were allowed in the original version, which resulted in the max population of 600 on your moon base.
- in your (non-lunar) colonies, no extra habitats could be built but the max pop of them was always 2000 (!) regardless of the actual habitat capacity of 100. This could happen because ALL of these were mutant colonies – so in the remake, if the planet’s athmosphere is vacuous, its max pop should remain 100.
- the actual max pop of the planet is 101, 201 etc. instead of 100, 200 etc.
- the power plant counters of the colonies do NOT seem to actually reset but the power generators sometimes get TELEPORTED into one of your colonies.
… but the animation displayed when you attack the Martians is AWESOME!!!
September 9, 2008 at 9:36 am
Awesome, I found out of your great piece work while searching for the original from the net! After installation played 8 hours straight! Thank You for this remake!
December 9, 2008 at 12:34 am
[...] Posted by Hueristic Where’s the link! I wanna try it! Oh, sorry. Here’s a link to the Millennium remake. I’m pretty sure it’s Freeware, but if for some reason it’s not, let me know and I’ll take it down. [...]
January 1, 2009 at 10:51 am
Hi,
FInally found this after year of looking, I played the Atari ST version several times I’m looking forward to get the time to play!
Will you be doing a Deuteros: The Next Millennium remake? I’d love to see that, only got to finish that once!
Many thanks and happy new year!
January 4, 2009 at 4:51 pm
Hi,
So I’m stuck. I need chromium to build by terraformer, but the only place it exists is on Venus, and even though I can colonize it, I can’t mine the chromium because of the nasty divide by zero bug, which wont let me put install a solagen to power up the mining operation
(
Sigh, really wanted to finish it today, it was a fantastic remake!
Can provide save game file if required (maybe possible to hex-edit the Venus base power??)
Richard
January 4, 2009 at 4:52 pm
Hi,
So I’m stuck. I need chromium to build my terraformer, but the only place it exists is on Venus, and even though I can colonize it, I can’t mine the chromium because of the nasty divide by zero bug, which wont let me put install a solagen to power up the mining operation
(
Sigh, really wanted to finish it today, it was a fantastic remake!
Can provide save game file if required (maybe possible to hex-edit the Venus base power??)
Richard
January 19, 2009 at 11:46 am
I would buy it again, this was one of my favorite game ever. Played enough on my Atari to wear down the mouse, then I could not buy a mouse as they were discontinued in Canada. Frustration…mostly for my family. Not young as you can see, but thanks again for sharing this with us, truly appreciate it. If you market this, I am a taker…
April 16, 2009 at 11:11 pm
Excellent remake!!
Though i’ve noticed something unusual, despite all crash here crash there posts, it looks like it is running perfectly on Vista x64 (which i’ve installed recently) and if i remember correctly it didn’t quite work on Vista x86.
Probably x64 difference, as game was already 1.21 by feb 2008, when i’ve tried it first.
Of all i’ve seen wrong power output on colonies,
battles without firing a single laser shot (35 attackers).
On the other thought, i wonder why nobody did remeake with licence and sold it, not for M2.2, not for Deuteros.
But game end should reallly be along the lines of original game end.
One more music sequence and one more picture.
Many thanks for the game, it is as good as had ever been…
Cheers,
Matija
April 25, 2009 at 10:47 pm
Un jeu qui m’a appris le systeme solaire l’organisation et fait tourner mon atari 520 pendant quelques longues soirées, j’ai pu y rejouer grace a vous merci !!.. Very nice remake nice job, I can play now without my atari !!
Thanks
May 22, 2009 at 1:00 am
Problems and issues:
1. Why do I have to name probes before I can launch them? Why don’t they have a default name, such as oh I don’t know… “PROBE”. Since that’s what I end up calling all of them anyway. Why don’t all craft have default names, perhaps even — if you’re feeling frisky — with an incremental number at the end?
2. I’m happy to report that the “bunker bug” that you knew about and didn’t fix also applies to anything in dock. If I put cargo in a carrack and leave it docked, the cargo magically vanishes to the land of wind and ghosts. In fact, I believe your “bunker bug” and your “disappearing power plant bug” are the same as this bug.
3. Why do I have to launch craft before I can set a course and let autopilot take over? Why can’t I do that straight from dock? It would save a click. Are the crew horribly claustrophobic and unable to function until they’re in open space?
4. Why are the grazers limited to 5 passes before they have to be manually reset? Do they get confused on the 6th attempt? Why do they require any input at all from me after I launch them? To kill the suspense, I’m only going to end up sending them back for another go anyway. If I want them back I can always manually recall them, though I honestly can’t think of a reason why I’d want to do that.
“I just no longer have that feel for it to make changes and track down problems like I had when we were fresh into it.”
“I don’t think either of us could easily go back into the code and even understand how we got it to work.”
The First Immutable Law of Coding is, Thou Shalt Always Always Always Comment Thine Code.
May 24, 2009 at 4:39 pm
Of course you get full support of game bugs to equal the amount of money you payed to play.
June 30, 2009 at 12:59 am
Bugs(BUG) and their Workarounds(WA, if possible):
1. BUG: Venus and Mercury – “integer divide by zero”-Error:
This happens when in an expert game you try to setup Energy-generators on those 2 inner planets. It *always* crashes! So if you want to play it make sure that either
WA(well, not really):
a) make sure that Venus and Mercury aren’t colonisable (probe early to find out!), good if you want a maximum-percentage-win.
or
b) make sure that Chromium isn’t located on one of ‘em so you can simply ignore em.
2. BUG: vanishing generators(after attacks (and after applying vaccine, see #3(!))
They don’t vanish per se, it’s just that on martian attacks they sometimes get destroyed(without extra-statement that it happened!), even if ‘outsourced’ into a docked carrack.
WA:
a) Outsource on carrack and start it into orbit before the attack
and/or
b) check your generators after *every* attack!! ( OUTSOURCE the moon-generator temporarily before applying the vaccine(into carrier, eventually->orbit)
4. BUG: Juggernaut-related game-crash (”memory access violation”) when trying to switch to dock-view in late-game.
This happens when your dock-view used to show the contents of the fleet-carrier, it like being ‘internally selected’.
So when you build the Juggernaut and the try to put the terraformer into it the game will crash, as it by default tries to show the content of the fleet-carrier..which no longer exists!
WA:
Simply make sure that, before building the Juggernaut, the dock-view is not set to fleet-carrier, but rather just the bay-overview (or some other ship).
Final Note:
If you keep those things in mind it is a really wondeful and nicely playable adaptation of the original!
Very well done guys, ‘two thumbs up’! ^^