V4 BETA HISTORYJune 29th, 2001 Host.exe v4.000.084 Fixed: Intercepting ships burn too much
fuel
Host.exe v4.000.083 Fixed: Energy drain bug, all ships that are able to cloak have a 150 unit energy drain every charge cycle. (Some called this the Combat ORD Bug) Bug showed up with the release of the Aczanny. New: Crystal X field DOES NOT steal fuel anymore New: No ship with 100 or more points of
hull damage can have their hull repaired. (Over damaged parts can still
be repaired.)
June 28th, 2001 Host.exe v4.000.082 Fixed: Ships and wings burning the entire amount of fuel they would burn if they traveled their full speed even if they are just traveling to a waypoint that is much closer. Fixed: Ill Wind weapon large weapon charge bonus toned way down. Fixed: Cyborg crew levels reset to 10% on all bases even if Shukazul pulse is active Fixed: Wings unable to trigger a fight with another wing. Fixed: Wings not always entering combat New: A ship under tow can not scan New: Crystal X field steals 10 units of fuel from all ships within 50ly New: Crystals immune to enemy crystal X field device New: Crystals get a ship long message when they steal from and enemy ship with the X field device New: Crystal X field causes mobile ord factories to explode, if they are on New: Crystal X field causes mobile repair
plants to explode, if they are on
June 24th, 2001 Host.exe v4.000.081 Fixed: Nightmare! RST files that are 25meg
in size!
Fixed: Tiny little combat bug. Ships are locking onto shielded bases as their primary target by mistake, while they do not waste ord and energy on the base target and can still fire are secondary targets that come into range they make movement mistakes that can keep the ship from firing at secondary targets due to enemy targets being out of weapons range. New: The Stormer Ill Wind Class Battlecruiser been upgraded: Mark VII Negative
Improbability Targeting Computer (Hits the otherwise impossible to hit)
June 12th, 2001 V4HOSTX.DLL v4.000.080a Fixed: Load error during a ship to ship combat events using new high hull types ( types 501 to 2000 ) VCR.EXE v4.000.013 Fixed: Unable to display high hull types
( types 501 to 2000 ) (Aczanny, Centaur. . . )
June 8th, 2001 Massive change in data format the number of hulls that the programs will support has been upped from 500 different types to 2000 different hull types. Most 3rd party programs will need to be updated to use v4face2.dll before they can load the data from the Aczanny race packs. There are so many 3rd party race packs being worked on that I would have run out of hull numbers if I had not expanded to hulls number range to 2000 hulls. Host.exe v4.000.080 Fixed: Glory device using ship not immune to combat Fixed: Auto pilot fails to move money Fixed: Too many mine hit messages from a destroyed ship Fixed: Wings do not follow their escort target Fixed: Prisoners die when not in a labor mine or labor camp Fixed: False tow over power messages Fixed: Bad life pod to ship transfer messages Fixed: The Kill Target of captured ships are failing to clear Fixed: Hisser unit does not reduce the happiness of high happiness bases New: Jump gate builder turns off after making a gate New: Plasmatron units generate a log message New: Cyborg are no loose happiness when mining for metals New: Cyborg no longer get destress messages from natives New: Command code JOE ( Jump only escort ) ships will only jump with their escort target ship if it jump point jumps or chunnels New: Pods undock before hyperjumps New: Fuel refinery ships can use RFD RFT RFM RFS command codes to control what goods will be used to make fuel New: Aczanny ships have an extra evasive bonus of (Engine_Type * 5) / ((1 + Mass / 200) ^2) New: Aczanny Sparrow class (hull 600) is immune to grav mines, barbitic mines, and grav wells New: Aczanny ships and wings are resistant to nemesis torpedoes, light ships take only 5% damage. Wings loose only 30% to 70% of their numbers. New: Aczanny bonus: avian natives are 200% more likely to join them New: Aczanny ghipsoldals make transwarp engines New: Aczanny are not eaten by amorphous natives New: Amorphous natives leave Aczanny bases New: Aczanny ships have passive hyperscanners that detect the use of chunnel ships and hyperjumping ships, the device has a 500 LY range New: Aczanny security device uses 5kt of fuel, stops boarding lasers from killing crew members. Gives the Aczanny crew a 500% kill bonus. New: Aczanny cargo desk loads all metals on the ship into a pod and stores the pod in a cargo bay New: Aczanny ECM jammer device. Unit draws 150 power units a second and reduces the accuracy of enemy weapons by 30%, accuracy of enemy wings are reduced by 15%. A maximum of one can be active at a time. New: Aczanny mass driver weapon is enhanced with a 42% accuracy and a +10 armor drain New: Aczanny assault pods explode after a successful docking with an enemy ship.The pod has a 400 armor drain, 100 armor arc and does 500 blast damage. The pod explodes after the troops on the pod has boarded the enemy ship. New: Aczanny ground assault units take 1/2 damage from enemy laser cannons New: If the Aczanny have at least one working scout ground assault unit all enemy fighter craft do only 1/2 damage to all other Aczanny ground assault units New: Aczanny are attacked on sight by the
insectoids
June 8th, 2001 Planets4.exe v4.000.038 New: Support for hull numbers 501 to 2000 added. Before this release the program would only support hull types 1 to 500 Fixed: Quick build window is not showing ships that are able to build ships Fixed: When closing the program with the
[X] box in the upper right corner the close file code does not fire, all
new notes
Fixed: Ship data screen gets max crew confused with max guests Fixed: The hot keys V and M fail to work
when screens other than the ship and base overview screens have focus.
May 28th, 2001 Host.exe v4.000.079 Fixed: Fighters are not able to travel their rated travel distance New: Scavenger Crawlers now produces these
amounts per 100,000 natives. You need 1 crawler per 100,000 to gather your
maximum levels of goods. It works on all natives on the planet, on your
base, or on someone else's base.
New: Scavenger Q ships can order their ID number changed with the command code "NID" New: Scavenger ships are immune to Barbitic and Gravitonic mines. Gravitonic mines will still knock them out of hyperspace. New: Scavengers get 200% galactic bank income
from transfers from govenment centers as long as they keep their hull tech
at 6 or under, engine tech at 10 or under and large weapon tech at 6 or
under. As soon as they go over those techs their transfers drop to 50%.
Only half of what you transfer gets to the galactic bank.
May 21st, 2001 Host.exe v4.000.078 Fixed: Ship minefield movement vector error. You can only avoid hitting a mine at "safe" speed if you are going straight up and down, or , straight right and left. At 45 degrees "safe" speed is only 70% of the listed "safe" speed. Fixed: Exploding glory device ships take 500% damage and live! Fixed: Dustoff device not working Fixed: Ship to resupply pod fails to work, using the ship's transporter controls Fixed: Ships are fighting the same little
base over and over and over again. I just got a RST file with 50 VCR files
that were all the same! A few ships fighting the same ground base. The
RST file is a griant 3 meg file!
Fixed: I am escorting a ship, but I am ending many turns just a light year from my fleet leader. Fixed: I can not tow my friend's ship because I keep loosing scanner lock! Changed: The rate that you collect contraband from a planet has been increased. You will collect at maximum rate if you have 400,000 or more colonists on the base. The rate that you collect is 150% of what it used to be in older versions of host (before revision 4.000.074), but only if you have at least 400,000 colonists on the base. New: Base command code: "GBA" Give Base Away. Your base will be given to any other race with a base on the planet. It will go to any friends you have first, if you have no friends it will be given to your enemy. All your assault units, fighters, special race buildings and high guard will vanish. New: A pod docking event has been added that takes place before hyper jumps New: Dustoff device works before and after movement New: Dustoff device has the power to make super massive assault pods with masses far above 1000kt., this is by design. New: Ships, bases and wings send out one extra scanner pulse before movement starts New: Birdmen have highly stealth fighter wings New: Your shared data is sent to your friends before movement and well as after movement New: Birdmen highly resistant to Probe Launchers detecting their baes New: The order that ships take actions are based on the ship's skill, experience, and high guard on the ship. Ships with more skill, experience and high guard will take their actions last. They will sweep mines last, they will lay mines last. The order is no longer random. New: Boarding laser ships transport attempts
take place before ships that do not have boarding lasers if they both are
at transporter range at the same time.
May 8th, 2001 Host.exe v4.000.077 Fixed: New games have planets with no names (Master problem) Fixed: Cloaked Barbitic minefields are being swept by mine sweepers Fixed: I am able to transfer more ord and repart units from junk pods than my ship can hold New: A landing life pod forming a new base
gathers up 10% of any food on the planet's surface.
May 6th, 2001 Host.exe v4.000.076 Fixed: Fighters still firing on bases when ground attack is nt turned on! Fixed: Contraband buy message is sometimes wrong when there is a limited amount of contraband Fixed: Resource points messages is not ending up getting to the players New: The Birdmen Nanovirus weapon kills the Cyborg King New: The Evil Empire Crawler ground unit produces 15 battle bots each per turn. They can also sometimes produce a Battle Tank. A group of 100 or more Crawlers can produce a max of 10 new Battle Tanks in a turn. New: Hitting a grav mine during normal space movement damages the ship's hyperdrive. New: Empire ships have a +50% shield bonus incombat (Must be owned by the Evil Empire and be of Evil Empire Design) New: The Super Gorbi has a +100% shield bonus New: Ships of Evil Empire design in the hands of another race have a -75% shield weakness, have a 300% better chance of taking a critical hit from eemy fighter craft, and Heavy Laser weapons pass through both the shields and armor and can cause a critical hit. New: Evil Empire Sand Casters are very weak
against enemy fighter craft
New: Heavy Lasers can fire through Evil Empire shields and 10% of the damage passes through the ship's armor. If the ship is owned by the evil empire there is no danger of a critical hit. But you might take out important systems that will render the ship helpless. New: The power of exploding barbitic mines increased to double what it was before. (These are mines that have been ordered to explode by the wner) Normal barbitic mine hit power has not been changed. New: The Super Star Cruiser's Bullistic Targeting computer now active. This system gives and automatic +100 accuracy bonus to 500mm Guns and Antimatter Gns. It gives no bonus to any other weapon system. New: "BDP" Command code now moves troops, colonists, highguard and money to the planet's surface New: The H Ross Class Ship (Evil Empire) is highly resistant to minefield damage. The ship only takes around 10% normal damage for a ship of its size when hitting a mine. New: Scavenger ship designs, owned by a scavenger player are immune to barbitic and gravitonic minefields during normal movement. New: Damage to hyperdrives keeps them from working New: Cyborg troops on ships are converted back into colonists New: Master now gives the Evil Empire 4
Mig Shuttles as their starting ships.
April 30th, 2001 Planets4.exe v4.000.037 Fixed: Quick build window is not loading alien plans when I first open the window. I have the plans and metal to build the ships in question. Fixed: If I open the data grid and uncheck "enemy" the program crashes Fixed: Draconian government centers are listed as giving the wrong amounts of bonus income (Correct amount is 45mc) Fixed: If I have the command screen closed and I hit the "T" hot key the ship transport command screen opens, but the top command tab buttons are not updating. Fixed: Cyborg Palaces' income to the central bank is not being listed on the tech upgrade screen. Fixed: Base minister active light is showing minister active when they are off and off when they are active New: Hotkey "C" opens the command screen
of the currently selected object, if you have the power to command the
object.
April 29th, 2001 Host.exe v4.000.075 Fixed: A false message keeps being sent out saying empire 1 is using the Shokazal Pulse! Fixed: Prisoner death rate is all wrong! I am loosing 4 prisoners per camp per turn! It is not 2% like it should be Fixed: Super weapons not switching from old part to new part in outfit pods Changed: Ion Cannon (Ground base weapon) accuracy increased. The best odds of hitting is 30%, the worst possible odds is 9% (at max range, holodecoys active and a high evasive bonus ship) The weapon has a 12 point shield drain power. Changed: Glory device now destroys all space mines within 50 LY (was 100LY). It destroys both cloaked and non-active mines. It distroys all types, including web mines Removed: Ion Cannon generates an extra 30mc per cannon per turn in bonus income Removed: Population growth decreases by
up to 40% if more than 100 supplies are produced by the planet's factory
April 28th, 2001 Host.exe v4.000.074 Fixed: Ships with over 100% hull damage are ending up in combat Fixed: I am getting the logs from enemy fighter wings! Fixed: The game is at the object limit and I tried to build a jumpgate, no jump gate was built but all the metals and money were lost! Fixed: The game is at the object limit, but there are only 15000 objects in the game! Dead slots are not being used! Fixed: Transfers from construction pods to ships causes metals to be copied, not transfered. Fixed: I keep getting a hyperdrive repair messages and my hyperdrive never had any damage! Fixed: I am unable to board an enemy ship that has hull damage using a ship that does not have a boarding laser Fixed: High Guard are appearing from nowhere when a lifepod is launched Fixed: Recycling ships gives you double duranium and no molybdenum Fixed: Old parts are not switching to new parts on ship outfitting pods (hyperdrives and engines) New: Producing more than 100 supplies a turn using factories can reduce the colonist growth rate by as much as 40%. New: On bases with more than 1000000 colonists Ion Cannons produce a 30mc bonus per turn each. New: Cyborg prisoners refuse to work in labor camps and labor mines New: Using a labor camps causes 2% death rate prisoner death rate New: Using a labor mines causes 2% death rate prisoner death rate New: Contraband Blockade device, no contraband transactions within 200ly of the ship that has this device on New: Superlaser can not fire on a planet in combat until tick 4000 New: Superlaser can not fire on a planet after all movement unless the ATTACK switch is on New: Cloaked ships will attack the enemy from cloak if the ATTACK switch is on. If you wish to avoid combat you will have to turn off the ATTACK switch. New: If a ship is captured its ATTACK switch is turned off and its kill target is cleared New: Host log does not list old REG number of a player if they have switched to using the shareware version of the game New: Labor mines and Labor camps can cause problems for you 50% of the time New: Ship devices, wing device, base events all take place in random order. Things like minelaying and sweeping are now all in random order, not by ship id number New: Ship command code "BUS" Beam up supplies New: Ship command code "BDP" Bema down people and money (Requested by the Cyborg lobby) New: New wings have more random friendly codes New: If you have under 1,000,000 colonists on a planet the rate that you collect contraband from the planet's surface is reduced. New: If you have under 1,000,000 colonists on a planet the income from any natives on the planet will be limited. New: The Empire can see all the enemy ship's weapons and crew. (Dark Sense) New: Resource points. The more colonists you have the more resource points your empire will have, the more resource points you have the more bases, ships, pods, wings and minefields your race can build. You will get a message letting you know your current status. New: If a wing takes up 2 or more fighter bays on a ship and the wing is small enough to fit in a single bay then the extra bays are cleared New: The amount of megacredits the Enforcers get from training has been reduced. The money will decrease as a factor of (1/(100 + N^(1.3))) where N is the number of newly trained crew, troops and highguard. New: If the price of contraband is under 24mc the contraband traders will limit how much they sell to you. If the price of contraband has been under 5mc the last 5 turns they will sell you up to the limit of 10000 units. New: POW's have a stronger effect on your enemy's happiness levels New: Stormer Glory device destroys all mines in a 100LY radius New: Resupply pods can refuel fighters New: Antimatter Maul can destroy jump gates (Set it as your ship's kill target) The ship gets loaded up with the molybdenum from the gate. New: All central bank transfers are limited to 10000mc by host Unable To Find Error: Omega pulse fails to work Unable To Find Error: Jumppoint hitch hikers
ships travel full distance after the jumping ship was stopped by grav mines
or grav wells.
April 23rd, 2001 Planets4.exe v4.000.036 Fixed: Quick build new plans button replaces and existing plan Fixed: I try to make a new quick build plan and it is sometimes not added to the list of plans! Fixed: When I edit a quick build plan the armor number is always 0 Fixed: The Quick build armor level for ships plans is not being saved Fixed: The Quick build energy drain number is incorrect Fixed: On space command screen a 0 LY can be seen overlaping the words NEAR Fixed: Ministers building farms over shoot the maximum farms that the planet can support by the planet Fixed: Lifepod launch keeps turning off carbon freeze Fixed: Base industry screen reports too many supplies being made by hyperlathe Fixed: The blue box that shows a TRN file has been emailed does not clear from turn to turn Fixed: Hyperjump travel time estimates are wrong Fixed: Base switch screen fails to save switch and slider setting for ord plants Fixed: Outfit pod command buttons not working Fixed: Program fails to open RST file New: The hot key numpad "0" bulls eye size increased to 1200 LY of map rings around the current hammer object New: Parts pick screen will allow you to select up to 40 engines New: Base reserve screen now has UNIV buttons, if you press the button the reserve levels of all bases will be set to the current setting of the one item to the left. New: Build structure screen lists the climate and soil of the planet when the farm structure is selected New: Program is aware of Crystal hyperlathes making food New: Minister can turn off all super weapons New: Unknown contacts will NOT replace a old copy of ship data that is in the map memory data base Remember: The ministers only work on ships or bases that that have a "M" indicator lite up in green. Ministers ignore any ships or bases that have the "M" greyed out. New: Ship overview and Base overview screen has a view indicator, it will show up as a "V" in a box. You can click on it or use the "V" hot key. When the "V" is on the ship or base will act normal, but when it is turned off the ship or base will not show up when you use the up and down arror button or pageup or pagedown buttons to switch to the next base or ship. New: Fuel burn estimates are aware of exotic techs that save fuel New: Program is aware of Draconian government centers getting and extra 50mc a turn New: Minefields list density level on minefield display. A minesweeper can only remove one density level a turn. A density 2 minefield acts like two overlapping minefield. Removed: The MSFLXGRD.OCX control. The control was used to display a grid of data on the data grid screen. It has been replaced with a pure source code grid display. Failed to reproduce / find error: Alien plans on a base are NOT listed in the parts list for gold pod launches Failed to reproduce / find error: False red bars on ship overview fuel gauge Failed to reproduce / find error: Find switches: my stuff, friend, and enemy objects not working for bases Failed to reproduce / find error: Notepad
key input really slow
April 10th, 2001 Planets4.exe v4.000.035 Fixed: Base overview income wrong by income from cities when HQ screen is up Fixed: Hyperdrives launched on pods not subtracted from the base storeage Fixed: Wreckage data sometimes crashes the program Fixed: Error 75 path error when you start the program and exit right away Fixed: Pod launches crash when there is negative fuel on the base Fixed: ETA of 0 for a ship that is 1 LY from its goal Fixed: Reply to messages from others fails to send messages Fixed: Pod controls, cloak, transfer, on gold and assault pods not saving their settings. No commands passed to host. Fixed: Can't scroll to next ship or base if the space command screen is closed Fixed: Hyp jump ETA not taking into account the max hull jump speed Fixed: If you build a new ship with a hyperdrive and go back and view the parts loadout again the hyperdrive vanishes Fixed: Quick build ship metal and cost estimates wrong Fixed: Help! I hit the delete key and deleted my ship! Fixed: Datapads are showing metals instead of ore numbers under the ore listings for bases Fixed: When changing a ships speed on the overview screen I sometimes slip my mouse out onto the mini nav map and set a new waypoint by mistake Fixed: My notes get garbled or lost Fixed: Fleet command not updating when a fleet leader switch is switched Fixed: Fleet command screen will not show fleet number 6 Fixed: Quick build screen loads all the plans for all existing ships every time I open the screen Fixed: Quick build screen sometimes fails to show ships that can build ships as builders Fixed: Changing the scanner power of a Ranger Class ship causes a overflow crash New: Jumpgate.bmp file (place in your BMP directory) New: Your friends can no longer give build ship orders to your bases and ships New: You can make new Quick Build plans using the quick build screen New: You can edit Quick Build plans from the quick build screen New: Sensor image reflects the fact that mine sweepers make 50 points of noise New: Outfit pods can hold up to 50 engines New: Outfit pods can now push parts onto ships, adding parts, but removing nothing New: Planets4.exe ignores half downloaded RST files New: Base metals screen shows the planet's core metals New: Ministers will only launch a maximum of 5 pods of colonists per base when you launch populations on planets of more than X million New: Base overview screen estimates reflect goods and income from hyperlathes New: Scan ranges reflect that the exotic tech scan range boosts are only good for ships that have their active scanners on New: Sensor images reflect new birdmen sensor image updates, half engine noise and double scanner noise New: File / game slots screen shows a blue ring around the empire number when the TRN file has been emailed New: Race's music played when the gane file is opened New: Map option, no hammer anvil line New: New minister powers New: Base overview: Agros food production reflected in the new food estimate New: Base overview: Labor camps and mines money production reflected in the new cash estimate New: Fleet screen has a fleet whole order pop up command screen that allows you to give orders to the whol fleet at the same time, including matching of the leader's vector and attack orders. New: Gold pod, cloak battery display removed New: Overview, forbidden buildings are marked as forbidden New: Space command list, a right click on the list loads the item as an anvil object New: Pod launch screen shows the exotic tech speed boost bonus New: Ship sensor image displayed on HUD New: New ship device names added New: Cargo transfers can use use arrow keys New: Ord units loaded into pods in 100X units New: Sensor image on nav and mission screens New: Wing patrol range renamed to auto intercept range New: Base overview screen displays (COLD) and (HOT) if the climate of the planet is below or above your race's favorite climate. New: Base overview displays star heat next to star type as a white number New: Filtering out minefields also causes them to not be shown on the ship overview mini nav map New: Ships and bases have a minister ignore switch, if it is checked the ministers will IGNORE this object. It is a small white box with an "M" inside it. New: Reserve levels on bases have an active switch, reserve levels only work if active is switched on. New: Base overview screen displays "Reserve" in green if reserve is active, grey if not active. Clicking on reserve box will bring up the reserve screen. Clicking on the little box left of the reserve box turns the reserve levels on and off from the overview screen. New: Ship overview: The fuel gauge displays how much fuel the ship is going to have after it transfers fuel as a red outline box. New: Datapads: The whole datapad form can be dragged, not just the title bar New: Ship command screen also show ship name under the picture and id number New: Many new minefield map filters, type, clocked, active, other races, my mines. . . New: Space command object list is sorted by type or name New: Minefields of friendly empires shown in blue New: Minister pod launch metals within X ly of anvil to the anvil New: Minister pod launchs respect reserve levels New: Ministers activate all minefields New: Ministers cloak all minefields New: Ministers disable all minefields New: Ministers disable all gravitonic minefields New: Ministers activate all gravitonic minefields New: Option to not show minefield icons on map, just minefield circles New: Fighter switch: Do not fire on disabled ships New: Pod launch, carbon freeze is on by
default
March 27th, 2001 Host.exe v4.000.073 Fixed: Fighter type 1's can only fire at enemy fighter type 1 Fixed: Super weapons ignoring base shields during combat Fixed: Junk pods from dead ships have bad shield types, it causes a crash in planets4.exe New: All ships can move through minefields safely at speed 13 or less (Laser, Barbitic and Gravitonic) New: All ships can move through web minefields at speed 6 or less New: Ships with a speed of 25 or less have 1/3 the normal chance of hitting a minefield (Except web) New: Darkwing G's weapons have a double armor drain bonus on all targets New: Darwing G's have a 1000 armor arc bonus against all enemy birdmen owned targets New: All Lizard design ships have a plus 100 parts (hull) damage mod when not owned by a Lizard player New: Minefield destablizer no longer works on web mines or cloaked barbitic mines. New: Minefield destablizer reports ID number of minefield destroyed New: Minesweepers do not work on cloaked barbitic mines New: The power of sandcasters to counter
holodecoys increased by 50%. A shot from a sandcaster will destory 15 decoys.
March 18th, 2001 Host.exe v4.000.072 Fixed: Large weapons in slots 11 to 20 never fire in ship to ship combat. Fixed: Ships intercepting or escorting another ship never hit mines Fixed: Hull plan exchanges fail when there are 3 or more ships exchanging ship plans in the same area of space Fixed: When a ship is captured the enemy
can read my ship's private log!
Fixed: Hyperjumping ships have a log message claiming that they hitting grav minefields that they will not reach until next turn. The ship jumps its full jump distance anyway. New: Birdmen assault pods now have a sensor image of 100, instead of 250. New: When a base is sabotaged the ID number of the damaged base is included in the message New: The exotic tech that boost scanner
range only works when a ship's active scanners are turned on.
Checked: When an enemy base surrenders POWs
are never captured!
March 8th, 2001 Host.exe v4.000.071 Fixed: Ship that have a waypoint set and an intercept target set can take off and travel a great distance using very little fuel if the intercept target is destoyed in combat. Ships have been observed traveling thousands of light years in a single turn. Fixed: Scavenger bases and ships failing to gather junk pods after a combat event. Fixed: Combat events failing to produce junk pods. Fixed: Pods and wings docked to a ship failing to show up on the other side of a jump gate until one turn after the jump. Fixed: Command codes 2 and 3 failing to activate jump gates. Only command code 1 works New: A check added for pods. If a pod claims to be docked with a ship, but the ship does not have a record of the the pod being docked the pod's docking lock is cleared. Changed: The exotic tech Bribe Natives now
does the following:
March 7th, 2001 Host.exe v4.000.070 Fixed: Fighters docked with carriers are
not fighting.
Fixed: Horrible energy sucking combat bug.
When a combat takes place next to an enemy shielded base the ship will
target the enemy base (incase the shield fails). The ship tries to fire
at the base, but just before the shot leaves the ship the shot is aborted
because it will not do anything. The ord and energy that was used to charge
the weapon is lost and the ship does not bother to target any other enemies
in the area. The result is the ship just floats around wasting energy and
ord not firing at anything while enemy ships peck it to death. Large, small
and super weapons are all hit with this problem.
March 4th, 2001 Host.exe v4.000.069 New: Contraband market price changes made much more complex New: A ship leaving a jump point will travel to it's waypoint 1 and not just travel in the pre-jump waypoint 1 vector New: Gambling Deck has a 1000mc normal income maximum New: Gambling Deck makes 300mc per million colonists on a base under the ship if it is the only gambling deck ship around. A ship can make up to 15,000mc a turn. A gambling deck ship will make this income over bases that do not belong to you as well as all your base are belong to us. You can park a gambling deck ship over a friend's homeworld and rake in the megacredits. Having more than 1 gambling ship near a planet will greatly reduce the ship's production. It is best to have no more than 1 per planet. New: Show Lounge makes 100mc per million colonists on a base under the ship if it is the only show lounge ship around. Ship can make up to 5,000mc a turn. Ship will make this income over bases that do not belong to you! New: Large weapon mass damper. Large weapons with a mass greater than 200kt have a mass damper that reduces the mass of the ship to just 200kt in order to save fuel. New: Mine hit messages report the ship damage of the victim ship New: The Hissssser device on a Lizard design ship will not work if another race tries to use them on a captured Lizard ship. New: Allies are no longer allowed to upload plans to a friend's ship memory bank New: Allies are no longer allowed to give
commands to a friends ground base to build a ship.
Fixed: The Cyborg can warp chunnel JUMPGATES!!! Whoa momma! Fixed: Quick build allows tech 10 ships to be built when my race only has tech 7 hull tech. . . Fixed: Beaming crew from a ground base allows the over crewing of a ship. Up to double crew can be placed on a ship. Fixed: Life Pods docked with ships that are ordered to dock with a friend's base art very odd. They seem to vanish and leave a ghost pod docked to the ship. Fixed: Ship building on a ship can send
the host program into an endless loop, if the ship being built is an alien
planet that has been deleted.
Feb 25th, 2001 Host.exe v4.000.068 Fixed: Pods not staying docked with ships Fixed: Crystal X Field device fails to captures enemy ships with high engine damage if the Crystal ship has a 100% full repair hold Fixed: If a ship tries to board an enemy ship with high guard and fails to win the fight the high guard vanish after NOT being killed. (They now return to their own ship.) New: Cyborg colonists are transformed into troops when sent over to an enemy ship for a boarding action. Restored: Ships are again allowed to move after exiting a hyper jump point or warp chunnel Unable to find problem: Fighters do not
destroy enemy fighters.
Feb 24th, 2001 Host.exe v4.000.067 Fixed: Ship log for hyper jumping ships lists the waypoint distance instead of the jumped distance Fixed: Enemy races could read a wing's log and even give the wing orders Fixed: Darkwing G failing to fire through Cyborg shields! Fixed: Small programming error that may
have stopped many race based traits from working, it is likely
Fixed: Ship nav targeting defect causing warning messages to pop up in the host log. Fixed: Pods docked with two DIFFERENT ships at the same time. Fixed: Incarceration beam failure (v4host was trying to place new pods in the FIGHTER bays. . . DUH!) Fixed: Ship firing on SELF! Fixed: Assault pods not capturing ships in combat. (This has been fixed, tested and tuned) Fixed: Newly captured ship (in combat) continues
to fire on old targets. If one of the old targets is one of
Fixed: Crash! V4HOSTX.DLL movsx eax, word ptr [eax + 42] ( During a combat event ) Fixed: Destroyed ship message lists the wrong ship owner race! Fixed: Pods not hyperjumping with the ship they are docked to! Fixed: Negative repair unit on a ship. Fixed: I am excorting a ship I am towing. Fixed: I am intercepting a ship I am towing Fixed: Pods are not staying at the same point in space as their mother ship that they are docked to. Fixed: I boarded an enemy ship and ended
up capturing it and the ship had more guests
Fixed: Cyborg King failing to assimilate groups of natives in the 1 to 99999 population range. Fixed: I have attack ground targets off, but my ship is still firing on the ground base! Fixed: Host allows me to make free clones of hyperdrives using pods Fixed: Even though I am fobidden from building farms, I am building them! New: Host uses c:\temp\ or c:\windows\temp\ or c:\winnt\temp\ directories for a temp directory instead of c:\ New: Ship command codes "ORD" or "BUO" orders
the ship to beam up ord units from any base under
New: Metal levels on newly made planets
(protomatter cannon) have less metals than before
New: New ships start with attack ground targets turned on. New: A ship that enters a warp chunnel or
jump point comes to a full stop at the exit point.
New: A boarded and captured ship stops moving. New: Energy Mines (Large Weapon) that hit the inside of an enemy ship destroy 100 to 200 repair units New: Force Beams (Large Weapon) that hit the inside of an enemy ship destroy 200 to 400 ord units New: The 35mm Vucan, Auto Blaster, and Flake Cannon point defense systems can all fire at incoming small weapons fire New: 35mm Vulcan point defense is good at stopping Streak Missiles New: The Auto Blaster point defense has 3X the fire rate against small weapons. The Auto Blaster gets a +20% chance of intercepting incoming Ord firing weapon shots. New: The Quad Laser gets a +40% chance of intercepting incoming Ord firing weapon shots. New: The Turbo Laser can kill up to 3 fighters in a single shot. New: Mine hit odds increased. Stealth is less of a factor in avoiding mine hits. Ship speed is more of a factor. The odds of hitting a mine increase as a power of 3 instead of a power of 2. New: Assault pods are armored and are much harder to destroy New: Assault pods colonists attack enemy ships with 0.1X normal attack power New: Assault pods high guard attack enemy ships with 20X normal attack power New: High blast weapons do a better job of destroying assault pods New: The Phaser (small weapon) is extra good at destroying assault pods New: The only point defense weapon that can shoot down a Sandcaster shot is a Concussion Rocket New: A ship with no system or hull damage can only be boarded by: An enemy ship with
a Boarding laser
New: If more than 100 shots are fired in
combat the VCR file is displayed, even if no
New: Holding enemy prisoners causes riots and unrest on enemy planets. New: UEA (Enforcers) get 2.5X more income then normal from natives New: UEA (Enforcers) get income from training centers (Reported in the base log) New: Fighters firing on an Evil Empire ship
fire through the shields of the ship! 10% of the fighter fire gets
New: Sandcasters on Evil Empire ships are very poor against enemy fighters. New: Evil Empire ships have shields protect at 150% of the normal level. New: The heavy laser can fire through Evil
Empire shields, 10% of the damage gets through the armor.
New: Boarding lasers do not work on Crystal owned ships New: Boarding lasers only kill a max of 10% of the enemy crew and troops. For every 10 enemy killed at least 1 attacker must be transported to the target ship. New: Only the Privateers may build a base on a exploded planet (Asteroid field) New: Boarding laser does not work if the attacker has over 50% system damage New: Transport to enemy ship does not work if system damage is over 90% New: When you begin towing a ship that you are intercepting the intercept target is cleared New: Ship log lists the use of repair units to repair damage New: Larger mass ships move slower in combat New: Birdman ship engines make half normal scanner noise New: Birdman ship scanners make double normal scanner noise New: Birdman minesweeper device makes no scanner noise at all New: All fighters in a defeated ground base are destroyed New: Tachyon scanner (The Loki device) no longer lights up planets or bases. New: UEA Building: Material Redistribution Center turns contraband into: 1 mc, 1 supply, 3 food and 100 ord New: Fighters on ground bases will form
"home guard" fighter wings automatically and defend the planet
New: Sandcaster (large ship weapon) 50% weaker against fighters New: Fighters have 30% more firepower New: Fighters move faster (In combat) New: Fighers generator problem fixed, fighters should fire more in combat. New: Chupanoids eat your food! The more unhappy they are the more they eat! New: If a native pod full of Chupanoids
is destroyed the Chupanoids will fly through space
New: Ship crew defending a ship from a boarding
action get a 10X kill bonus and 10X defense bonus.
New: Colonists attacking an enemy ship by boarding it have 0.1X attack power. (WEAK!) New: Wings start with "attack enemy" on as a default New: Top ten score list shows the change in score from last turn New: HTML score board shows the change in score from last turn Little known fact Any object in an exploding
Laser minefield has a sensor image of around 100000, making it visible
to everyone
Feb 3rd, 2001 Host.exe v4.000.066 Changed: The power of mines increased. A Barbitic mine will destroy a ship with a hull mass of under 100kt. Changed: Boarding laser damage changed to (100 / ( hull_mass + 1 ) ) * 30 + Rnd * 4 Changed: Victory point message also lists -1 point for being at war and bonus points for having friends to avoid confusion. Changed: The power of colonist to destroy enemy ground units, fighter craft and laser cannons massively reduced. It now takes 10000 colonists to destroy a ground unit or fighter. The power of crew and troops to destroy ground units and fighters reduced by 50%. New: If a pod is set to dock with another empire's ground base the pod will change ownership to the base's empire and turn off its orbital thrusters (land). Note: The assault pod will NOT dock with another empire's base, all other pods will. New: If a ship is towed its movement is turned off. (Before this a ship could tow a ship to a new waypoint and if movement was not yet finished the towed ship would take off moving again.) Fixed: Web mines not stopping ships Fixed: (Half fixed) Gold pod cloak and other
pod secondary commands not latching.
Fixed: Hyperjump space ships not resetting its waypoint movement orders to its new waypoints after a jump Fixed: Mobile ord factory makes more ord than the ship can hold Fixed: Hull plans on a ship "Deleted by order of the leader" on all ships that have an ID number greater than a Crystal ground base, but less then the ID of a base belonging to a non-Crystal player Fixed: Anti matter maul failing to gather metals from victim ships Fixed: Ships with over 100% system damage are allowed to fire weapons Fixed: Attacking ships wrongly mistake ships with just 10% system damage as being disabled and stop firing on them. Fixed: Holo Jammer (scanner confuser) confuses my own scanners Fixed: My ships are set to RAM! but they
are not ramming the enemy during combat.
Unable to find an error: Anti matter maul fails to fire (Tested it and it does work) Unable to find an error: Amorphous natives
not leaving dead bases
Jan 11th, 2001 Host.exe v4.000.065 Fixed: Bug in host that can allow cheating. . . Player could turn off the transporter limits produce colonists by beaming down to a planet non existant colonists. Fixed: Fighter wings not being refueled
by nearby ships
Release Notes: Ministers: All actions that ministers take are instant and universal. A actions take place player side the instant the player clicks the minister button. Actions:
Build Mines: Mines are built on bases that have enough colonists (100 per mine). This function will not use your last remaining 10 supply units Build Smelters: Builds smelters on every planet that it is possible to do so Pods Send Metal to Yards: A ship yard planet is any planet that has a ship yard (Military Space Port) . The base sending the pod must have over 100mc cash can over 300kt of metals before a pod will be launched. The maximum distance that a pod will be launched to is 300ly. Pods Send Ore to Yards: A ship yard planet is any planet that has a ship yard (Military Space Port) . The base sending the pod must have over 100mc cash can over 300kt of metal ore before a pod will be launched. The maximum distance that a pod will be launched to is 300ly. Launch Pods From Planets With More Than 1 Million Colonists: Any base with at least 1010000 colonists and over 100mc will send colonists to the closest bases within 300ly that have under 1000000 colonists. Dock Wings With Carriers: Any fighter wing
that is currently not docked with a ship will set its intercept and dock
target to the nearest carrier ship within 10ly that has room for it
Exotic Techs: All Exotics are additive. You can turn on a plus 10, and a plus 20, and a plus 30 bonus, and get a plus 60 total bonus. If you can not pay the maintance cost for an exotic tech you will have to pay the full starting value all over again to get that tech bonus again. The exotic tech that causes the growth rate of all colonists and natives to be zero (Shokazul Pulse) overides the growth rate bonus. Money is first spent on maintaining exotic techs that you already have. Any left over money in the central bank will be used to buy new exotics. The exotic tech spending is after all taxes
are collected and before money is spent on normal ship and planet techs.
Exotic tech speding takes place before money is transfered from government
centers to the central bank.
Jan 7th, 2001 Planets4.exe v4.000.034 Fixed: Crash! Base overview screen, when you right click on Government center and you have more than 10000 mc cash on the base. Fixed: Government Center transfer amount resets to 10 after using the base overview right click popup slider to set a transfer amount for the base Fixed: Power switches for special race buildings
not remembering their on/off setting when turned off and on from the base
overview screen with a left click
Jan 5th, 2001 Planets4.exe v4.000.033 Fixed: Factory control slider bars' arrow mouse clickable hot spots are not centered on the arrow buttons Fixed: Factory and Government center's slider bar values way too big and coarse to be useful Fixed: When typing in a new friendly code or command code the hot keys are active on the last letter Fixed: Crash! Click outfit pod -> template (Crash happens if there are more than 40 diferent ship hull types in the game) Fixed: Crash! Open data grid maximize the data grid and close it with the x box (windows close button) Fixed: Crash! Launch a pod and click the file button right away and the program crashes Fixed: Farms on maximum climate worlds not showing that they will be making food Fixed: Display of resort and palace sometimes mixed up Fixed: When you are allows to give orders for another race it the build ship screen shows your own ship hull list instead of your allies' hull list. Fixed: Overview screen's popup slider window can crash if too high a value is typed in Fixed: The quick pick object targeting window is too narrow in size, it makes it hard to read the near object list Fixed: Climate 100 worlds are reported as too cold Fixed: Worlds with climates that are right on the edge of what climate my race likes are reported to be too cold Fixed: Race ownership numbers for object not appearing on space command screen sometimes there is not enough room for them to show up Fixed: Ship hull select screen tells me that I do not have enough metals when really I just do not have enough money Fixed: Sometimes the tech increase buttons do not save their settings and no tech upgrade happens Fixed: A hyper engine can not be placed in an outfit pod alone Fixed: Crash! Unchecking enemy, friendly and neutral on the data grid and clicking the sort method drop down box causes a crash Fixed: Income estimates are wrong do to the changes in the tax rates made in host Fixed: Terraformer usage numbers are wrong in the base stat screen Fixed: The build new ship screen is not clearing when switching from player to player Fixed: I build a new ship using the quick build screen and no metals are removed from the base or ship Fixed: The resupply pod controls fuel and ord are not labeled Fixed: The molybdenum reserve level is not being saved Fixed: Quick build ship screen lists PD tech level instead of small weapon tech Fixed: Quick build ship screen does not list the correct generators that are in the plans Fixed: Pod launch pad does not display the correct pod power level New: Ship switch that allows ships to repeat their mine laying turn after turn until they are out of ord units New: Planets4.exe now knows that transporting stuff between a ship and any object that I own makes no sensor image noise New: Race map highlite if you select any map object belonging to another race all other objects belonging to that race are also highlited in orange to help you see all other objects belonging to that race quickly New: Ships have a switch that allows them to auto intercept pods and wings New: Ships have a switch that allows them to auto intercept ships New: Race stats screen lists fighter craft stats and ground assault unit stats New: Cancel ship build button added to build ship screen New: The reserve resource settings for a base are only active when they are turned on. The switch to turn on the reserve levels is on the reserve setting screen. Any base that has that switch off will be ignored by auto pilot ships. New: The reserve level settings can be saved into and loaded from one of the 4 memory banks New: The quick build screen will not list alien plans, if you do not have a base or ship that is able to build that alien hull New: Star systems with detroyed planets are plotted in blue on the star map New: Data pads show a scanned ship's speed and heading if it has a waypoint New: ID numbers of scanned systems (planet not yet seen) are displayed on the map New: Ship data screen lists ship stats like cloak fuel burn and combat bonus ratings of the hull New: Armor costs 1 mc each and uses 0.01 Duranium each and has a mass of 0.01 kt New: The transporter limits can be turned off to allow a ship to be ordered to beam on or off more stuff than it can currently hold or has New: Spy screen displays the estimated new spy mana that will be gained next turn New: Tech upgrade screen displays a total of all incoming government center transfers of cash New: Data pad now shows the number of enemy lifeforms on a base (colonists, troops, crew, and high guard New: Option: do not show movible objects as map memory object (wings, ships, and pods) New: Ships can fix their armor with repair units ( 5 repair units fixes 1 armor unit ) New: Ships can replenish their armor by ending movement over a base they own or a friends base with a friendly code that matches the ship's friendly code. The replenish switch must be on and the base must have armor plating in stock New: Hot key F7 Clear hammer object New: Hot key F8 Clear anvil object New: Hot key Delete remove map memory object New: Hot key Home next ship of same hull type New: Hot key Prev ship of same hull type New: Exotic tech. Costs a fixed amount to get the tech and a maintance cost that must be paid every turn to keep the tech. New: When viewing logs that belong to another race the texted of the log will be dispalyed as blue text New: Base overview screen, the build new building boxes are color coded grey when you do not have enough tech to build the structure New: Program does a better job of clearing map memory data from dead object New: Minister AI helper screen (Under the HQ screen) Unable To Find: Canceling a construction pod launch from pending orders is not returning to me my molybdenum and tritanium Looked At: Notepad can be drag to the side
of the screen and lost.
Jan 4th, 2001 Host.exe v4.000.064 Fixed: Ships with super lasers that are turned on kill any base under the ship, including your own base. No message is sent when the bases are killed. The ship does not even have a log message about the event. ( Now bases are only killed when the planet is the kill target and the planet is destroyed by the super laser.) Confirmed To Not Be A Bug: Soil sterilizer
kills bases (The soil sterilizer does not kill bases)
Jan 1st, 2001 Host.exe v4.000.063 Fixed: Jump point device ships not taking nearby ships with it when it hyper jumps Fixed: Weak spy not working, it does not seem to do anything at all Fixed: Bases sometimes end up with negative amounts of fuel after transfers Fixed: New ships are getting 30 fuel units out of thin air Fixed: Unable to exchange hull plans between two ships that each have a plan loaded in memory New: Any time you form a new base on a planet by beaming down race members from your ship the new base will have the attack mode KILL KILL KILL New: Any time a new base is formed with an assault pod the base will have the attack mode KILL KILL KILL Same: Any time a new base is formed with a life pod the new base will have the attack mode PEACEFUL New: Fighter weapons are a little more powerful when used against ships New: Fighters can fire through base shields New: All fighters have a chance of taking out the base shield generator. Per shot there is a 1 in 100 chance for missiles and a 1 in 1000 chance for a beam weapon to take it out. The Enforcers have better odds of taking out the base shield. They have a have a 3 in 100 chance for missiles and a 5 in 1000 chance for beams. New: If a base is lost due to Amorphous Worms you get a message New: If a base is lost due to an attack from space you get a message New: Having your mine sweeper device turned on makes 50 units of sensor image noise and reduces your scan range by 50% New: All homeworld planets have a minimum soil rating of 100 New: Command code "NCH": Any ship with this code will not enter a warp chunnel or jump point New: If a ship's intercept target is lost the ship will switch to following the escort target New: If a ship's escort target is lost the ship will switch to moving to its waypoint New: The jumpgate builder can see the new jump gate as soon as it is made Unable to find: If you fire a super weapon in battle all battles from then on send a super weapon was fired message even if there was no super weapon in the fight. Unable to find: Soil sterilizer kills bases Unable to find: New ships autoload fuel
leaving the base with negative fuel levels
Dec 15th, 2000 Host.exe v4.000.062 Fixed: Host sometimes slows down and makes almost no progress when a combat event takes place with a cloaked ship in the area. . . Fixed: The 3 Birdmen masters are sending confusing messages when they did nothing at all Fixed: Small weapons mistakenly have the
shield and armor drain ratings of large weapons
New: Full support of exotic tech added (Requires planets4.exe version 4.000.033 to use) New: Transporter commands commands canceled after a boarding attempt. New: Transporters only make extra sensor
noise when transporting cargo to another race's base or ship
Nov 19th, 2000 Host.exe v4.000.061 (Epsilon) No Changes to Host New: Master 4.000.029 uses the new Epsilon Galaxy New: The Epsilon Galaxy has 688 planets
and is 3000 light years across, just slightly bigger than the echo cluster.
The Zeta Galaxy was just too big.
Nov 18th, 2000 Host.exe v4.000.061 Fixed: Crash in v4hosty.dll
Fixed: Crash in v4host.exe while making new RST files when there are more than 100 VCR files for a single player Fixed: Buoys starting dull combat events! Fixed: Ships towing other ships sometime drop ship being towed near waypoint course changes Fixed: Ships firing large and small weapons at ground base shields Fixed: Outfit pods launched into orbit around the base's planet did not have its thrusters on, they just fall back down onto the base the same turn they are launched. Fixed: Default Minefield maximum radius changed from is only 20 (Changed to 55) Fixed: Default Minefield lifetime is 50 (set back to 20) Fixed: If a fighter wing's mother ship is killed in combat the wing sometimes ends up at (0 , 0) Fixed: Second combat wave not working Fixed: I get a log messages saying natives have joined the base by way of the space port, but they never show up Fixed: If a ship that has docked pods is destroyed in combat the pods do not seem to undock with the dead ship Fixed: Persistent tech upgrades cuts off when a turn is missed Fixed: The Dust off device and Incarceration beam were making pods and placing them in the ship's FIGHTER BAYS , (it is unknow what effect that was having) Fixed: Unable to undock one wing and dock another wing in the same turn New: Minimium fighter wing limit upped to 100 wings per player (was 20). If you have a total of 200000 crew in your whole empire you can have up to a 300 fighter wings. (One extra wing per 1000 crew) New: When a fighter factory on a ship fails to make a new wing due to the wing limit you get a log message telling you why the device failed to work New: You can no longer see pods and wings that are docked to a ship, including cloaked ships New: Ship: Cargo can be transfered to and from a ground base belonging to another player if their friendly codes match. New: Ship: Cargo can be transfered to and from a ship belonging to another race if their friendly codes match New: Ship: Cargo can be transfered from base or other ship if the ships doing the transfer has a friendly code that matches the target's universal friendly code New: After laying one minefield the minefield
layer device cuts off
Nov 4th, 2000 Host.exe v4.000.060 V4host.exe rewritten to bypass a compiler
defeat that can cause a random page fault in kernal32.dll. Ground combat
code was moved from v4host.exe to v4hostx.dll.
Nov 2nd, 2000 Host.exe v4.000.059 New: More complex contraband pricing system New: Command code BDA no longer beams down ord units New: Gold pods are launched with cloak switch on New: Ghipsodals take contraband when they are attacted to a base (1000 Ghipsoldals take 1 kt Kerria Crystal Contraband) Fixed: A ship laying a minefield uses too much ord when laying a minefield that is bigger than the max minefield radius Fixed: Base shields still being shot at by ships that can not do any damage to them Fixed: All natives vanishing from planet when a base is destroyed by amorphous natives Fixed: Ships ending up with negative crew after a boarding action Fixed: Ship ending up with negative damage after combat Fixed: Ground bases ending up with more
troops after combat (Neg units killed)
Oct 27th, 2000 Host.exe v4.000.058 Fixed: All Cyborg ships and bases capturing nearby enemy Cyborg ships! (All ships and bases acting like they had a king!) Some players are losing contact with up to 20 ships a turn! Fixed: Warp chunnel ships loosing their chunnel device after using it (If you lost the device host will restore it) Fixed: Fleet fuel sharing reset to max setting every turn Fixed: Fleet ord sharing reset to max setting every turn Fixed: Bases with no colonists sending the no food log message Fixed: Non-moving ships hitting mines (Ships have an escort or intercept target) Tested: Cyborg Cube ships assimilating enemy
bases with the assimilation beam
New: Super Laser safety, When the super laser is used outside of combat to destory a planet, the planet MUST be the ship's kill target and the laser must be turned on. New: Tax rate bonus and penalities based on racial traits removed from host. (Colonist tax rate happy bonus and penalities based on racial traits still in place. The tax rates have been changed Income Rates 40% Ultra Conservative
Happiness Effects
Income From Natives:
Natives Joining Bases
If anyone is wondering what the format of
the QSP file is, here it is:
Oct 26th, 2000 Host.exe v4.000.057 Fixed: Web mines not doing 10% engine damage to ships parked in a minefield Fixed: Cyborg King not assimilating any native race other than the humanoids New: New bases have their new scanner and factories on by default New: When a native amorphous worm attack kills a base all the amorphous natives are placed on the planet instead of being destroyed New: The Birdmen plasmatron assault craft acts like a mine and smelter and have no negative side effects on colonists and natives New: The Birdmen plasmatron decreases the enemies ground assault attack powers against Birdmen assault craft by 0.5% each with a limit of 50%. They only effect enemy assault mechs and fighters. New: If the Birdmen have over 10 million colonists, total, in their empire, they have a chance of stealing enemy universal friendly codes New: The Birdmen are not hindered by enemy high guard on enemy ships when attempting to steal ship plans New: Birdmen bases have a stealth rating of 20, normally bases have a stealth rating of 800 New: Birdmen Anti-Cyborg nanovirus device New: Mind crusher device makes scanner noise New: World crusher makes scanner noise New: Darkwings and Resolute Class ships are immune to tachyon scanners New: The Super Laser can destroy any planet just by setting the planet as the kill target and parking over it, other empires will detect the weapon being fired New: Cyborg assimilators collect 0.1 mc per enemy colonist taken (Except: Birdmen) New: Ships with a super weapon will not target a shielded ground base with anything except its super weapon and will only do so if the base is a kill target or the attack ground target switch is on Master.exe v4.000.027 New: Birdmen starting ships ( 3 Transwarp
Skyfires )
Oct 20th, 2000 Host.exe v4.000.056 Fixed: CRASH! V4HOST caused an invalid page fault in module V4HOSTY.DLL Fixed: Crystals not getting their +5 HD Stress delta on their homeworld Fixed: Silicoids not making ord for Crystals
(1 ord per 100 natives)
Oct 18th, 2000 What is new in Stormer Update: Changed: Victorious Battleship Shield limit increased to 1000 Changed: Stormer income rating increased to 130 Changed: Stormer growth rate increased to 115 Host.exe v4.000.055 Changed: Combat power boost at battle tick 141 removed. Changed: The combat power boost that cloaker ships get at tick 26 does not pump power into the super weapon Changed: The Cyborg assimilation beam now works through base shields again. Changed: Gimpsoldal engine production changed. They will make one of each engine type if happiness is over 75 and there are more than 50000 of them. Engine production maxes out at 16 of each engine type with a population of more than 2 million and a happiness of over 110. If Gimpsoldal happiness if over 110 and you have 200000 Ghipsoldals you get 16 type 1 and 16 type 2 engines and 1 of everything else. At 300000 Ghipsoldals you will get 16 of type 1, 2, and 3 and one of every other type. Changed: Cyborg assimilation powers increased. 1 to 20000 cyborg colonists can assimilate one native each. The number that they can assimilate each decreases at a constant rate from 1 to 0.2 as the Cyborg population inceases from 20000 to 100000. Changed: The Cyborg King increases the cash on a planet by 8% (Was 5%) New: Enforcers are not attacked by Insectoids untill after turn 6. No Insectoids will be on their homeworld Removed: If a player misses 15 turns the
race is given to another player. (Overwhimingly unpopular)
Oct 17th, 2000 What is new in Cyborg Update: Changed: Cyborg growth rate dropped to 15 Changed: Cyborg Cube ships costs raised to 6800 mc (Carrier) and 7500 mc (Battleship) each. Changed: Cyborg Firestorm ship cost raised to 4250 mc What is new in Federation Update: Changed: Race leader picture updated Host.exe v4.000.054 Fixed: World crusher not working when kill target is a base and not a planet. No log message telling the shooter what happened. Fixed: Fire at ground targets off, but the ship still fires at ground targets Changed: Cyborg get NO money from assimilation Changed: The Cyborg King causes a 800% increase in colonist growth rate on the planet he is on. (Was 400%) Changed: The Cyborg King increases the cash on a planet by 5% (Was 10%) Changed: If a ship is captured in battle it is no longer considered a minor conflict Changed: Combat randomize movement code removed Changed: Combat vectors more important, ship starts in a path along the attack vector Changed: Amorphous produce less spice and have a cap of 5000 per turn max Changed: To produce spice the Amorpous must be well feed (Colonists) Changed: Cyborg Assimilation Beam can take a max of 250000 enemy colonists a turn Changed: Cyborg Assimilation Beam will NOT work through a base shield Changed: Chupanoids and Amorphous natives are NOT allowed on your homeworld for the first 4 turns New: Enforcer Hawking retraining centers convert up to 300 enemy prisoners into troops a turn, when working they use 5 food 1 supply and 1 med each. They use nothing if on and there are no prisoners. New: The Enforcer Bomber can target one building type using the base command code "b01" to "b30" The codes corraspond with the order of the buildings listed on the base overview screen. Each bomber destroys 1 building. Thirdy bombers destroy 30 cities or 30 farms. Bombing happens when the base is in attack mode deep ground patrols or better. New: Enforcer small and large ship weapons do 4X system damage and kill only half the normal number of crew members. New: Enforcer super weapon "Laser - Taser" does NO hull damage to target ship. New: Enforcers can NOT sell contraband, they can buy it, but not sell it. New: Enforcer arrester unit captures 500 colonists, 350 crew and 5 troops a turn, each. New: Victims of a Enforcer ground war attack are 3 times more likely to surrender. Normally surrender takes place if the victim is outnumbered 3 to 1 after first phase of fighting. All races surrender if they are simply out numbered by the Enforcers. New: Cyborg King can take over ONE enemy Cyborg ship that is within 10LY of the base he is at or 25LY of the ship he is in, if the enemy's King is more than 300 LY away. New: Enforcers are eaten alive by Insectoid natives. One Insectoid will kill 100 colonists before being killed. One Insectoid will kill 50 crew before being killed. One Insectoid will kill One trooper before being killed New: When a super weapon is fired in battle all empires will detect it and the know location of the blast New: New natives can appear at public space ports where there are zero of their type on the base or planet New: Cyborg get +1 engine tech if their king assimilates a population of 100000 Ghipsoldals (Or more) New: If a Humanoid or Ghipsoldal see any ship of Cyborg design, belonging to any race, there is a 50% chance they will send a distress call to all empires requesting help. New: In a ground war between the Cyborg and any other race besides the Lizards, Crystals or another Cyborg; 30% of the defeated Cyborg colonists will be reclaimed as colonists. The Birdmen can reclaim 50%.. Cyborg killed by Assault units or fighters will NOT be recovered. New: If you have more than 50000 Ghipsoldals that have a happy rating of at least 75 they will make 4 of each type of ship engine. If you have over 150000 with a happiness rating of over 110 they will make 16 of each type of engine (the maximum). New: If a player misses 15 or more turns their ships, wings, and bases will be given to another race. The race with the with the highest happy index gets the bases, wings, and ships. Happy Index = a sum of the happiness of all colonists on all worlds with a population of more than 100000. You get 4X happy index if your race is of the same type as the one that is surrendering. New: ASCII score file, keeps a running total of points for all 30 players. Not sorted. ( nameofyig.asc ) New: Grouping code added to combat movement,
ships on the same attack vector tend to group if they
New: Ships start moving in a straight line to the center of the combat map, will decide on the best target and do a quick break to leap at the target at around tick 140. Ships start with a slower rate of movement. New: Cloaking ships get to fire first (Only if in range) Get power bank energy at tick 25, 141, 310 and 4000 New: Power banks dump energy into all the weapons at tick 141, 310 and 4000. Before the extra power was only being dump injected at 310 and 4000 Unable To Find Problem: Hyperlathes not turning off Master.exe v4.000.026 New: Starting Enforcer Ships Changed: Starting amounts of food and med
units on planet surfaces greatly reduced.
Oct 1st, 2000 Host.exe v4.000.053 Fixed: Native scoring error, native votes going to the wrong empire Fixed: Default max size of minefields is
only 20LY radius!
New: Ship Device: Draconian Solar Gamma
Ray: The device kills half of all Carbon based and Robotic life on all
bases under the ship including natives. Device works through base shields.
Gamma rays destory
Master.exe v4.000.025 New: Starting Draconian Ships
Sept 29th, 2000 Host.exe v4.000.052 Fixed: Host crash!
Sept 28th, 2000 Host.exe v4.000.051 New: Siliconoids produce ord for crystal players. 100 Natives produce 1 Ord per turn. Max of 10000 Ord per planet. New: Hyper Lathe heats planets b | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||