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 by 1 climate point per stress unit. New: Infernerators heat planets by 20 points per stress unit used. If climate is above 90 the unit will heat the planet to 100 for free, no stress needed. New: Crystal homeworlds have a +5 HD stress delta New: The Crystal X field can steal a max of 500 repair units per enemy ship per turn New: The minefield destablizer can one destroy one mine per turn. Works 80% of the time. New: Host Configure Program ( HCONFIG ) added. It can be accessed from HOST.EXE. The FIG file that it produces is a plain text file. You can edit game settings ( FIG file ) with a text editor and host will be a able to read the updated values. New: Scoring System added. Scoring system produces a HTML score file as well as sending scoring messages to the players in game. Scoring system can be turned off. Score can be made non-public. You can pick the score needed to win Points you can score: -1 If you are at
war with anyone after turn 25
Any of the above can be turned off in hconfig. The king of the hill planet is any planet the host names. The number of king of hill victory points can be changed in hconfig. Master.exe v4.000.023 New: Planets have slightly more stress New: Crystals starting stockpiles of ord increased New: The University Alliance gets starting ships of 3 Watchman, 1 Pathfinder, and 1 XL-5 New: Starting Cyborg firestorm engines improved
Sept 22nd, 2000 Host.exe v4.000.050 Fixed: Ship plans at bases being deleted with the message that "Crystal ship plans vanished!" Fixed: Pods not landing when there are large
numbers of pods over the planet.
Crystal Highlights: Can not build:
Farms, scanners, repair plant, ord plant, or terraformer.
Help File Correction / Update: Web Mines: The web mines do not drain fuel. A ship hitting a web mine takes at least 20 of engine damage. A 100 kt mass hull can take between 20 and 40 points of engine damage. Any ship that is in a web minefield that explodes takes 10 points of engine damage and stops the ship. Use web mines to stop your enemy then fly in ships with a X Field device to within 50 LY of the victim to steal all the victim's repair units so that they can not repair their ship. You can drop and blow up web mines to take the victim's engine damage over 99% and the X Field device will capture the victim ship. Remember exploding web mines DO NOT destroy other minefields, so you can layer the web mines. Ten blowing web minefields will do 100% engine damage to all ships in the field.} Host.exe v4.000.049 New: Output of Crystal Hyper Lathe's molybdenum increased Each HD Stress point is turned into:
Master.exe v4.000.022 New: Home worlds get their starting 50 terraformers Host.exe v4.000.048 New: Stormer ships (any ship a stormer owns) have special shields that are highly resistant to photon torpedoes. A hit from a photon torpedo only drains 5 shield points from a stormer ship (normal drain is 90). All other weapons cause a normal shield drain. New: Crystals can not own ship plans from other races. New: Any Crystal ship plan that another race ends up with will vanish New: Boring fights have been replaced with a message. (Any fight that does not have at least one object blowing up) New: The message file (*.MSS) is repacked to save space once every 10 turns. New: Ships that enter combat are automatically detected and scanned by the other ships entering combat New: Traveling through a web minefield causes a ship to become more and more visible to enemy scanners. New: Any ship owned by a Crystal player can travel through a web minefield without any danger of hitting a web mine. New: Any ship built by a Crystal player can travel through a web minefield without any danger of hitting a web mine even if owned by a non-crystal race. New: Crystal shields take 3 times normal shield drain when hit by ord firing weapons (Any ship owned by a Crystal player) New: Crystal shields take half normal shield drain when hit by non-ord firing weapons (Any ship owned by a Crystal player) New: When a Crystal shield is hit by a non-ord weapon half the energy that it took to fire the weapon is absorbed into the Crystal ship's weapons. New: Crystals require a climate 100 planet for maximum growth rate. New: Crystals can not be assimilated by the Cyborg New: Crystal X Field ( planets4.exe sees
it as: Device 8 )
Fixed: Ion cannon range was set to 40 by mistake, it should he been range 200. Fixed: Cyborgs turn enemy ground units and fighters into their own Master.exe v4.000.020 New: Master knows about the Lizards and Crystals. Gives Crystals correct starting buildings at home base. New: Master defaults most building power
switches on
Sept 14th, 2000 Host.exe v4.000.047 New: Contraband market price system adjusted. Less downward pressure on prices. More upward pressure on prices by high colonist populations. New: Much harder to get spy mana points. (Feds produce a maximum of 12 spy mana points a turn.) New: If a ship has at least 1 high guard range onboard and an enemy trys to steal your ship plans there is a 75% chance the attempt will fail. New: Lizard boulder attack! During a ground attack Lizards kill enemy colonists, troops, and crew at a rate of 30 times normal. This DOES NOT apply to boarding actions in space. (No boulderssssssss in sssspacccce.) New: Lizard boulder defense. During a ground combat attack colonists, troops and crew kill Lizards at 1/2 the normal rate. (Lizards shield themselves behind boulders) Assault craft and fighters kill Lizards at the normal rate. New: Cyborg can now assimilate humanoid populations of less than 100,000 with their cyborg king in a single turn. Before they needed at least 100,000. Fixed: Pod docking problem. This bug causes pods to not dock with ships that fly by the pod. Because of this bug a ship must start movement next to the pod to be able to dock with it. Fixed: New ships getting repair units and ord out of thin air Checked: Only Cyborg can use an Assimilation
Beam: Yes, that is already the case.
Sept 7th, 2000 Host.exe v4.000.046 New: Another base structure building phase added before movement / auto pilot functions New: Fighter energy charging rate increased to twice what it was before. Fighters more active. New: Point defense power against fighters increased by 25% New: Fighter damage against large ship hulls improved. Fighters are always able to do some damage to enemy ship hulls. New: 40% of the time a high guard ranger can stop an enemy spy attack on a base that would have otherwise caused damage New: Cyborg get megacredits from the total assimilation of humanoids by the cyborg king New: If natives leave your base by way of the space port you will get a log message about it New: Reticulian Light Beam now makes free floating life pods, if the ship does not have a empty pod bay New: Pods made by the Reticulian Beam have thier orbital thrusters on. New: Wings can start fights. You can have fights with just wings against wings New: Any combat that takes place during turn 0 is now included with the first RST files New: All super weapons take out the shields of enemy ships New: New ships have orders to not attack disabled ships New: Auto intercept does not intercept enemy minefields New: Fighter wings can chunnel New: Ship attack bonus of more than 100 begins to overwhelm enemy point defense systems New: All new ships have all damage controls switches turned on New: Ships scanning of planets closer than 3 ly improved New: Labor mines and Labor camps produce 10 mc each New: Lizard PSI-Op Hissser has a 40 point happy boost and can only boost the happiness to a maximum of 100 New: Cyborg auto convert colonists to crew for new ships. Keeps the crew ratio limits from blocking large numbers of new quick builds New: Enemy can no longer see your ship's weapons on scanners New: Super weapons kill ground base shields New: All stormer large weapons get a +3 blast bonus New: All stormer large weapons get a 300 point shield arc bonus New: Ship command codes: BDF BDM BDA Transfer takes place after movement. The transfer is from a ship to a base that you own. The codes only works for a ship that ends its movement over a base. Fixed: My ship is firing large weapons into
an enemy ship and the shields are not falling!
Fixed: I see fighters blowing up in the VCR but the numbers in the wing are not going down Fixed: Lack of crew can sometimes prevent quick builds Fixed: Tech centers are turning into cyborg palaces! Fixed: New minefields do not show up right away on the map Fixed: Host interfaces crashes if it starts an auto host run with the players screen open Fixed: The climate of planets is always drifting to 1 or 100 Fixed: Horrible distance calculation error in combat system, short ranged weapons firing across the screen! Movement is confused. Fixed: My cloaked ships are ending up in fights Fixed: I have a ship with no pod bays, but it has a pod docked with it Fixed: Tech upgrade command does not switch off after the maximum level is reached Fixed: Tranfering ship plans from ship to another race's ship not working Fixed: Cyborg base chunnel allows too many farms and palaces on the merged base Fixed: Too great a number of farms allowed on bases that on a planet that had soil go bad Fixed: Hours till next run is sometimes
wrong on some German systems. It is a very large negative. It
Fixed: Host interface looks bad on systems running in large font mode Fixed: Tech centers are producing way too much contraband Fixed: A ship reached a waypoint, but the waypoint was not deleted Fixed: Super weapons always fire at the same time! Fixed: Boarding by just high guard fails to capture the enemy ship Fixed: Defending fighters at a ground base are not attacking incoming assault units Fixed: Attacking colonists not getting a chance to destroy laser cannons Question: Can I transfer cargo to another
race?
Unable to find: Supplies not being produced (Maybe planet had no megacredits) Unable to find: Jettisoning cargo causes planets in the area to vanish (Not very likely) Unabled to find: Landing pods cause the
amount of unmined Duranium to greatly increase!
Checked: The randomness of enemy ship plans that are stolen. (Good!) Checked: Ships that have not been ordered to attack enemy ships but attack enemy bases do not fire back when attacked by enemy ships. (Yes, those are the ship's orders. This is normal.) Checked: Players that dead ship messages go to. (All players that take part in the fight get the message) Note: Point defense systems do not work against small ship weapons fire Note: Decoys do not work agianst large ship
weapons
Sept 3rd, 2000 Planets4.exe v 4.000.032 Fixed : The quick ship build pops up when you select an object. Happens after the quick build screen has been opened and closed. Fixed : The quick ship build screen displays
super weapons on ships that have none when the ship in question has a shield
type 1, 2, 3, 4, or 5. (Harmless display error)
Sept 2nd, 2000 Planets4.exe v4.000.031 Note: This release is to fix one really big irritation. The vanishing planet problem. Planets4.exe has a few problems left to fix, but they are very minor compared to the vanishing planet problem. Fixed : The map memory error. When you scan a planet and it is loaded into map memory and then fly a ship with its scanners off within 25ly of the planet, the planet vanishes without a trace. Move the ship away and it comes back! New: When you delete a quick build ship
plan, it does not come back. You can import the plan of the currently selected
ship or all ships.
July 28th, 2000 Host.exe v4.000.045 Fixed : Host sometimes crashes during a
combat event if there are minefields in the area.
July 26th, 2000 Host.exe v4.000.044 Fixed (Again) : New bases visible to enemies.
July 22nd, 2000 Planets4.exe v4.000.030 Host 4.000.043 or better required to read TRN files made by this version of planets4.exe, older versions of host will not understand the quick build commands. This version of planets4.exe can read RST files from older versions of host fine. New: Quick Ship Build Screen This screen lists all the different ship designs that you currently have in the game plus all the ship plans that are stored in the \plans\ sub directory as a 202 byte QSP file. The QSP files can be copied from computer to computer and can be renamed to any short file name ( *.qsp ). Every time you load the quick build screen all your currently existing ships are imported into this screen's list of ships. When you close this screen all the ship plans will be saved as qsp files in the \plans\ sub directory. No prebuilding required, no parts in storeage required. No parts in storeage are used. A quick build command turns metals and money directly into a ship. The quick ship build screen lists all the ships that you can have built now in green, ships that you can not build due to lack of metals or money will be listed in yellow text. Ships that you do not have the tech level or hull plans for are listed in red. On the right side of the screen is a list of the all the ground bases and ships that are able to build the ship. You can use the map button or hammer select button to see the builder's location on the map or access the builder's command screen. You can build 1, 5, 10, or 20 copies of the ship at once. You can delete the ship build order by accessing the builder's pending order screen. If the builder is a ground base and the ship being built has weapons the ground base must have a weapons plant to be able to build the ship. If the ground base has enough crew, the new ship will be fully staffed with a full crew. Ships building new ships can produce any part required on their own, including any weapon or engine required. Ground bases will do the same, but do require the proper buildings. (engine plant, weapons plant) New ships get a full load of repair units and combat ord. Ships building new ships will send 10 of their own crew over to the new ship to act as a skeleton crew. Improved: Map redraw rates Fixed: Hot keys that are active when you are trying to enter text Fixed: Fleet screen crashes when there is a Terra Class in the fleet Fixed: Base overview screen, prev and next arrows are switched. Fixed: Sell contraband, clear the sell and you end up with a large negative amount of money Tweeked: I changed some things having to do with outfit pod templates. This might fix the template crash problem. If the template button still causes a crash please email me at cocomax@sierratel.com and we will work on finding the exact cause of the error. It appears to be a very odd interaction problem between the run time files and the planets4.exe program. The goal will be to find what exactly the interaction is and work around it. Removed: Message transmitters and telling other players the X,Y of where the message came from New: Anonymous message switch. Note: When you send an anonymous message host will place them last in the list of messages to the target player with all the other anonymous messages. This makes it very hard to guess who sent the anonymous message. July 22nd, 2000 Host.exe v4.000.043 New: Messages from player to player no longer show the source of the message. New: Support for anonymous messages (Sent by planets4.exe 4.000.030) New: Support for quick build ship commands (Orders from planets4.exe 4.000.030) New: Updated version of v4face.dll included (Version 101) Fixed: Host interface now looks correct on systems running large fonts Fixed: The generation of contraband by Tech Centers have been toned down. Fixed: Cyborg get megacredits when assimulating
humanoids using the High Guard King.
June 29th, 2000 Planets4.exe v4.000.029 Fixed: Crash happens when you maximize the starmap, maximize the grid screen, select a grid item and click the map button on the grid screen New: The program now knows about destroyed planets. When you view a destroyed planet it will now show up as a destroyed planet in the space command screen and data pads. New: If you click on a ship's overview screen minimap to set a waypoint to a planet and the planet has objects in orbit, the minimap will display the planet as the waypoint instead of an orbiting object New: When you left click on the main star map to select a "hammer object" the space command list of objects will be cleared and filled with all object next to the new hammer object. This should be less confusing. New: Ships can now send ship plans to a
transfer target object or receive plans from the target using a set of
switches on the ship's building/plans screen.
June 28th, 2000 Host.exe v4.000.042 Fixed: When a minefield self-destructed taking an enemy object out a page fault will sometimes take place if there was more than 2 ships intercepting a target within the minefield. Fixed: Host interface preferance setting Auto Email RST files after host run is not being saved Fixed: Host interface preferance setting No Countdown is not being saved Fixed: Super weapon charging and firing Fixed: New bases visible to all other races! Fixed: Cloaked ships are being attacked! Fixed: Large weapons are "over charging" causing insane rates of fire for low power weapons (Photon Torps have an unfair bonus becuase of this. ) Fixed: Protomatter cannon not rebuilding planets. (Turn on the weapon and park over a dead planet.) Fixed: Laser weapon not killing planets. (Set planet as your KILL TARGET and turn on your super laser.) Fixed: Lifesupport fail message from a planet or other random object with an ID from 1 to 30 Fixed: Glory device not killing amorphous natives on bases Fixed: Mobile fighter factories sometimes builds ENEMY fighters or does not work at all! Fixed: Ships captured in combat vanish and sometimes reappear at random! New: Your ships will no longer auto intercept enemy bases or buoys New: Glory device also yeilds Lectin Spices when exploded over an amorphous planet New: Planets with amorphous natives yeild 1 spice unit per 600 amorphous natives New: Bases with amorphous natives yeild 1 spice unit per 100 amorphous natives New: Weapon charging system improved New: Second wave of ships now enter combat at tick 300 New: Second wave of fighters and all pods enter combat at tick 400 New:: Speed of fighters slowed down. New: Ship do not begin firing weapons until VCR tick 50 New: Ships start combat stopped at the edge
of the map.
June 22nd, 2000 Planets4.exe v4.000.028 New: Map memory. It stores all the data on object that you do not own in a *.mem file in the game slot directory. If you see the object again the data is overwritten. The data will continue to exist until you have a base, ship or wing within 25LY of the saved object. If you scan a planet and get full data on the planet it will replace any star only scans you get in future turns. In other words, a current star system only scan will be replaced with old full scan of planet data. The remembered data shows up on the map
in purple. The listings of old data objects in the space command screen
is also purple.
New: Ship and wing overview screens redesigned. New: Ship and wing overview screens have a small map. The ship / wing is always in the center. Waypoint 1 is displayed as a line. If the object at waypoint one is a pod, ship or planet a picture of the object will be displayed. If you are over a planet a picture of the planet will be displayed under you. Clicking on the map will set waypoint 1 for the ship or wing. The waypoint will lock onto the nearest object. Holding down the SHIFT key will allow you to set the waypoint anywhere you click. The Intercept, Escort, Tow, Kill, and Capture cursors all will work on the small map. A right click on an object on will bring up a data pad on the object. New: The damage controls have been removed from the shipoverview screen and replaced with a small damage bar graph in the lower right corner. New: The speed setting window has been removed. You can now change ship and wing speeds using a scroll control on the overview screen. New: Fleet command screen added. Fleet command lists all the ships that are marked as fleet leaders. Selecting a fleet leader brings up a list of all ships that are escorting it. Clicking on any of the displayed escort ships will make the escort ship the currently selected ship. Clicking on the large picture of the fleet leader will make it the currently selected ship. New: The map now only places blue boxes around object that have important log messaging. This option can be turned off using the options screen. Fixed: When you sell all contraband, maketurn, run host, unpack RST file and sell all contraband again the program crashes with a COPP BRANCH EMPTY error. Fixed: Buoy message screen has active hotkeys. Fixed: Ships display wrong waypoint lines. The map wrongly shows the waypoint one of the last selected ship to be waypoint 1 of the current ship. Fixed: Pressing the ESC key sometimes results
in a crash.
June 7th, 2000 Host.exe v4.000.041 Fixed: A very bad error found with the help of Don Friesen that can cause host to crash during the generation of VCR files. The error could also cause corruption of the data files without a crash. Planets4.exe v4.000.027 Fixed: Versioning problem that strikes when you switch the names of your race files, master a game, and then switch the race file names back to the old names. Fixed: Error that causes the newest ship device swicthes to not show up on the ship device screen Fixed: Error that caused the key board hot
keys to sometimes not work.
New: The debug startup message screen has been removed June 5th, 2000 Vcr.exe v4.000.011 New: Redesigned Interface New: Smoother animation method for large weapons fire. New: Look of photon torpedoes improved New: Program no longer requires directX sound to run New: wavmix32.dll is now being used for sound. The settings for wavmix32.dll can be tweeked by editing the wavmix32.ini file. New: Option of showing ship status bars above each ship. Green is shields, yellow armor and white is hull New: Option of showing the empire numbers of the ships on the battle screen New: Option of showing the ship names on the battle screen New: If a ship is captured in battle you will get a message New: XY of battle is shown on upper right drag bar New: The area around the buttons on the control panel can be used to drag the screen around New: Fast moves you forward 100 ticks New: Rewind button moved you backwards 100 ticks New: Time counter shows you current tick and total ticks New: Reports load much faster New: VCR.EXE no longer uses THREED20.OCX, COMDLG32.OCX, or COMCTL32.OCX. (These are in your windows system directory, do not delete them, many other programs use them.) New: VCR.EXE requires the VCRSUP.DLL file it belongs in the same directory as VCR.EXE. It gives VCR.EXE its extra speed loading data and does the work of rewinding and fast forwarding through the data. Fixed: Ending hull levels in report screen shows the wrong number Fixed: The about screen now shows you the wrong version number for VCR.EXE Fixed: Pause Button slows but does not stop the VCR Fixed: Point defense explosions of intercepted weapons are in the wrong spot Host.exe v4.000.040 Fixed: Problem with "Technology Institute" (University Race V102) that caused a massive over production of Stim Bright pills. Host.exe v4.000.039 Fixed: Major combat math defect (bad distance measurement), that caused ships to not correctly target the enemy or close to point blank. The error was the cause of most of the VCR problems, including long combats, drifting ships. . . New: Many combat tweeks, speed of ships and fighters improved. Combat logic tweeked and tuned. New: Support for ground building "Technology Institute" added. (University Race V102) New Support for ship device "Transport Inhibitor" added (Blocks boarding action of an enemy and costs 10kt of fuel a turn to use.) (University Race V102) Master.exe v4.000.019 Fixed: Versioning problem that caused master to load different race pack versions at the same time. (It should have only loaded the highest version number) New: 20% more likely to have natives New: 20% more likely to have contraband on a planet New: No planet will start with more than 500 HD Stress New: Cyborg start the game with a pair of Fire Storms Planets4.exe v4.000.026 Fixed: Race Pack Versioning problem that caused wrong race data to be loaded and displayed New: Planets4.exe logs start events to a p4boot.log file Fixed: Versioning problem that caused wrong ship and race packs to load when more than one version of a file exists. Fixed: Alchemy switches not saving setting Fixed: Super weapon switch broken Fixed: Program crashed if the HD stress of a planet is negitive (Base / Name screen) Fixed: Your TRN Upload path can no longer to set to your WAR sub directory New: Program is aware of all the newer ship devices New: Red colored text turned a shade of
Redish-Orange to help the red color blind players.
May 26th 2000 Host.exe v4.000.038 Fixed: Players are able to build ship parts that are beyond their current tech levels. New: If a base has a shield, the shield can absorb 90% of the blast from a super weapon as it is being destroyed. Checked: Make sure only cyborg players can use the assimilation beams (Yes that was the case.) New: Full support of the Scanvenger Tribes race added New: Ship device: Warp Bubble New: Ship device: Holojammer
May 20th 2000 Host.exe v4.000.037 Fixed: Fuel sharing not working, message is correct, but no fuel is being transfered. New: All special ship devices now work New: A ship with an active transporter target produces 25 units of extra sensor noise. New: Amorphous produce Lerchin Spices. Every 100 Amorphous natives produce 1 kt of Spice. New: More advanced auto pilot cargo assignment. It should stop sending more than one ship to pick up the same cargo. New: Ships that have a friendly code that matches an enemy's universal friendly code will not start a fight. However, if they are in an area that a fight breaks out in they will get drawn into the fight. New: Docked pods do not burn up their energy. New: A planet can now sometimes form around stars that have no planet on their own. Every dead star has a 0.1% chance per turn of forming a new planet. New: Planets with a high hyper-dimensional
stress and a positive hyper-dimensional base frequency produce new minerals.
New: If a fighter wing is in orbit over a ground base that has at least 5 high guard, one of the high guard will join the wing. New: All super weapons destroy ground base shields. New: Natives migrate to and from bases that
have a functioning public space port.
New: Messages from the host. Host now sends *.HMS files it finds in the same directory as the YIG file to all the players as a message from the host. Host will send each *.HMS file it finds as a separate message. The HMS file will be deleted as soon as it is sent. Only the first 800 bytes of the file will be sent any data in excess of 800 bytes will not be sent. The subject of the message will always be "Message from host" Optimized For Speed: VCR Combat functions in host Unable to find problem: Reserve level does
not work for player 1 (Need mor data on the problem)
May 12th 2000 What is new in Cyborg Race Pack Update "C" New: Iron slave has a guest size of 2000
instead of 200
May 5th Host.exe v4.000.036 (Also included Master 4.000.018) Fixed: HD Stress not working Fixed: Terraformers heating planet using -10 power units! Fixed: Fighters not loading ord units. Fixed: Tax report not sent unless turn is missed Fixed: Merging ground bases destroy shields, medlab, fighter plant, and other buildings. Fixed: Auto pilot setting speeds beyond what the ship hull can handle Fixed: Auto pilot over crewing ships Fixed: Cyborg ships not at normal 100% happy rating Fixed: Cyborg contraband orders not being cancled Fixed: Food to supply converter not working Fixed: Cyborg probe not making armor from duranium Fixed: Recycle not giving back the parts from the ship Fixed: Fighter wings undocking after battles and not redocking with their carrier. Fixed: Buoy not self destructing Fixed: Buoys keep being produced turn after turn New: Chupanoids no longer steal your money New: Wing combat (VCR) attack movement code turned on. (It was turned off by mistake!) New: If a ship to base transfer takes place the transfer command is cleared New: Ships with 0 crew are automatically captured during combat New: Alchemy controls now supported D T or M only, auto unload metals to base New: Presistent tech upgrade supported. If on and you upgrade a tech level the upgrade command WILL NOT be reset after a successful tech upgrade. New: Heat from HD Stress makes heat that can change a planet's climate New: Complex tax system supported New: Fighter wings can dock with a ground base and add its fighters to the ground base's fighters New: Ships stop firing on an enemy ship when it no longer has a crew. New: Ships with heavy system damage can not use their scanners New: Ship crew dies if life support is very damaged New: Ships with heavy system damage can not move New: Cyborg highguard (The King) can assimilate
an entire humanoid population in a single turn.
Question: Can wings dock before movement?
Unable to find error: Building too many
shields, build shield command stuck
March 22nd 2000 Master.exe v4.000.017a Special version of Master.exe with extra
debug code.
March 21st 2000 Vcr.exe v4.000.009 Fixed: Bug in vcr causes a crash (File not
found error) When viewing some VCR files.
March 20th 2000 Host.exe v4.000.035 Fixed: Warp chunnel not moving any ships with it. Planets.exe v4.000.023 Fixed: Bouys not forming Fixed: Mystery garbled messages Fixed: Invalid Picture error on startup after master has been run New: More debug code
March 19th 2000 The first third party race-pack "The Peoples Army" by Martin Pederson has been released, (race801) Help Files. Second Draft finished, only available on-line
at present at Tim's
help pages.
March 16th 2000 Host.exe v4.000.034 Fixed: A planet has a soil rating of 120 and I have 119 farms. I told it to build 5 more farms. . . and it did! Fixed: I have a global warmer ship over a planet with a climate of 49, it fails to raise the climate to 50. Fixed: I have a global icer ship over a planet with a climate of 51, it fails to lower the climate to 50. Fixed: My laser drill does not seem to be
working!
New: The glory device is now working A ship with its
glory device on can not be attacked.
New: You get to read messages from ENEMY ships and bases that have been destroyed! New: If a ship is fired on it has permission to go into ATTACK MODE! It was setting attackers as enemies, but up to now was failing to switch to attack mode when fired on. New: Test run button added to GUI New: Legend button added to GUI New: Preference NO COUNTDOWN (If checked there is no 20 second countdown) Adjusted: Ships RAMMING ships should be
a little easier. (Needs more testing)
March 11th, 2000 New Race: Stormers Released, (race104)
March 7th 2000 Host.exe v4.000.033 Fixed: Cyborg base happiness is falling to very low levels. Fixed: Ships that have a pod or wing docked
to it do not show up in fights.
New: New host interface, (see below). New Host Interface - release notes The new host interface was designed to look like the new master program interface and the planets4.exe's files interface. It also provides for easy hosting of games by any player. For people that want to host many games there is the third party PHCc interface which does a better job with hosting games on a much larger scale. The host interface as the option of using the v4mail.dll to send RST files to the players. The v4mail.dll sends mail using SMTP mail protocol. The host interface needs to know your email address and the SMTP mail server that you want to connect to. My email address is cocomax@sierratel.com and the mail server that I use to send mail is mail.sierratel.com. The interface DOES NOT receive incoming email, it can ONLY send mail. Mailgrab.exe
The reason the mailgrab.exe plugin exists is because popular mail clients like Microsoft Outlook 2000 store attached files in a database and not as files in a download directory like most mail readers have done in the past. I hope other programmers will write new mailgrab.exe plugins for other popular mail readers that also store attachments in a data base and as files in a download directory. If your mail reader has a download directory that it stores attachments in you can simple delete the mailgrab.exe program and set the path to the game's trinary TRN directory to the mail reader's download directory. mailgrab.exe does the following: Copies all TRN
files from the mail reader that are attached to incoming email from the
last seven days and stores them in the UNIV sub directory .
The source code to mailgrab.exe is available:
Download mailgrab.exe source code (Visual Basic 5)
Feb 24th 2000 Host.exe v4.000.032 Fixed: Agrovators not working. Fixed: When gathering my own mines I get the full amount back and not the reduced amount based of the percentage of remaining energy. Fixed: Auto pilot not moving colonists Fixed: Contraband buy function is not working. Fixed: Armor making DOES NOT use any duranium at all. Fixed: Orbital thrusters of pods are not always turning off and on as they should. Fixed: I dropped my pod off at a planet at my waypoint one, but the ship still thinks the pod is docked with it even through the ship is now 200 ly from the pod now. New: The fleet leader also has fleet membership status. It now shares fuel and ord with the fleet. New: Improved contraband black market math model. New: Alchemey ships now gather supplies from the base last. The planet and pod supplies are taken first. New: Order of events changed.
New: Mines are active when dropped, unless you use the cloak option. New: Command line switch /f
New: Tax report message. New: Cyborg ships automatically convert 1 kt of duranium into 100 units of ship armor New: Armor now has a mass of 0.01 kt per unit. New: Armor now takes 1 kt of Duranium to make 100 units of armor. New: Ore pods will land directly on a planet without a base. (New base will not be formed) New: Native pods will land directly on a planet without a base. (New base will not be formed) New: Debug code added (log messages) to help pinpoint the line of code that causes host to sometimes crash on Windows NT 4.0 machines at the point that RST files are being made. Found: The source of the garbled messages, they are new buoys. Planets4.exe is sending the command to make a new buoy with a incorrect command that the buoy data is really a player to player messaage. The buoy does not get made and a garbled message is sent instead. The fix for all this will be released in the next planets4.exe. Unable To Find Any Problem: Mine drop amounts all wrong. Unable To Find Any Problem: Pods will not dock with ships. Unable To Find Any Problem: Global icer
ship device does not work if there are more than one icer in orbit.
Feb 21st 2000 Master.exe v4.000.015 Fixed: RST name must be 6 letters or less, but the text input accepts longer names Fixed: There are natives on EVERY PLANET! Fixed: There is way too much contraband in the game! (The sub that randomly generating planet
starting levels had a flaw that what not clearing the last rolled
Feb 14th 2000 Host.exe v4.000.031 Not all the problems have been fixed yet, but the most important ones have been. Fixed: Overflow errors in the ground combat sub causing huge increases in population numbers. Fixed: Base merge failure causing very strange things to happen when an enemy base is captured. Fixed: A ship with no crew keeps moving (wrong!) Fixed: Host crash if there are more than 100 *.VCR files while trying to delete them. New: Cyborg Assimilators (Ground Assault Craft) now work. They will assimilate 1000 enemy colonists or natives per turn, each. New: Cyborg get extra money for assimilating prisoners ( 1 / 10 ) mc per personer and ( 1 / 20 ) mc for assimilating natives. Tested: Ship device Assimilation Beam: It worked. An annihilation class was parked over an enemy base. The beam was turned on, the next turn the base was captured and the enemy colonisted were all on the ship. Tested: Ore pods landing on a base. An ore
pod over a base landed when the orbital thrusters were turned off. Most
likely the reported problem was an ore pod over a planet without a base,
ore pods do not currenly land on planets that do not have a base. A change
will be made shortly to allow ore pods to land on a planet without a base.
Master.exe v4.000.014 New: Total rework of the interface New: Super easy to use "Wizard" interface. New: Support for Zeta Galaxy map and all custom maps New: Support for 12 host games in the univ sub directory New: Auto links the games in the the hosting
slots to the player slots in the war sub directory
New Map Completed. The Zeta
Galaxy is 6000 light years in diameter and has around 1400 planets.
The center of the Zeta Galaxy is located at space coordinate (5000 , 5000).
New v4mail.dll
(Email DLL for Planets4.exe)
vcr.exe v4.000.008 Fixed: Bug
in vcr causes a crash if you try to view some fighter wings. Error is an
INVALID IMAGE.
vcr.exe v4.000.007 Fixed: Bug in vcr causes a crash if there are more than 40 ships in a fight and one of the ships above 20 on the list fires the first shot. The crash is a GPF error. Fixed: Blaster and some other weapons not displayed correctly. Black dot shown instead of energy ball. New: Odd ball floating drag bar thing removed.
Master.exe V4.000.013 Fixed: Problem with scripts not correctly
assigning races.
Host.exe v4.000.030 Fixed: Ground combat errors, the numbers are all wrong! I am getting negative numbers! Fixed: Attack craft not attacking or getting killed in ground combat. Fixed: I attacked an enemy base and it says that they surrendered, but they are STILL THERE! Fixed: I win a ground war but half my guys are missing and it looks like the enemy has them! Fixed: The ground combat prisoner numbers are all wrong, they seem to be mixed up with other numbers. Fixed: I ordered 10 type two fighters and I ended up with 65,000 type one fighters! Fixed: I ordered 10 type two ground attack units and I ended up with 65,000 type one units! Fixed: Assimilation of natives by my base is not working. Fixed: Assimilation of enemy base members by my base is not working. Fixed: Assimilation of prisoners by my base is not working. Fixed: Ship device: Food to supply converter not working. Fixed: Report on all bases that the Cyborg king is increasing taxes by 300% when he is NOT there. Fixed: Hyper jump ship log is reporting the ship's max jump distance instead of the actual distance jumped. Fixed: Pods with a boost target that loose track of the boost target take a wildly random course. Fixed: Attack vectors are always on the right side of the VCR no matter what my vector setting is. Fixed: I can not see the enemy base that is on the same planet that I am on. New: Autopilot will move a ship's speed up to max speed, if it is not too big of a differance between cruise speed and max speed. New: The Cyborg King has a new power. If he is on a base that has 5000 or more megacredits and no King's palace he will build a King's palace regardless of what your current planet tech level is. It will still cost 5000 megacredits. New: Ships VCR battle tactics improved. Ships are less likely to pile up over a planet. Unable to find any problem: Can not go from
tech 11 to tech 12 in planet tech.
Unable to find any problem: Can not go from
tech 11 to tech 12 in large weapon tech.
Unable to find any problem: Assault pod
will not undock.
Unable to find any problem: Wing will not
dock.
Host.exe v4.000.029 Fixed: Host
crashes with a GPF error while making new RST files if ship to ship combat
takes place.
Host.exe v4.000.028 New: The HOST.EXE interface program was made larger. New: During combat phases the host interface now has a phase counter to let you know host is still running New: Huge rewrite of source code to avoid a major bug in the compiler program involving arrays. Fixed: A poor piece of source code found in base jobs / ground combat sub that was causing a huge slow down of host. Fixed: Recycling a ship causes all higher
ID ships to vanish.
Host.exe V4.000.027 New: A ship in orbit around a planet and not moving is 5 times harder to detect on enemy scanners New: A ship in orbit around a planet has 50% normal scanner power New: A ground base's sensor image has been reduced from 1600 down to 800. New: Cyborg can have only one high guard unit. (The Cyborg king) New: The Cyborg king at a base will give the base a 300% increase in income New: The Cyborg king at a base will give the base a 400% increase in population growth New: When a ship reaches a waypoint and the waypoint was over a planet the name of the planet will appear in the ship log New: Agrovator doubles food production New: 100 Cyborg colonists can assimilate 5 enemy and 5 natives per turn New: If a base has more highguard than the Cyborg can assimilate in a turn the highguard will NOT be assimilated and the base will NOT be taken. New: Assimilation beam now works. New: Speed of host program improved slightly during the movement phase of the host run. New: 20 or more high guard on a ship will block a spy attack on the ship New: If (Random number from 1 to 200) < your race's Force Good rating and you have one high guard on a ship the spy attack on the ship is blocked. New: If (Random number from 1 to 600) is less that your ship's happyness rating the spy attack is blocked. New: There is a 5% chance that a spy attack on a ship will get around all the above listed blocks New: Mines now produce 75% metals and 25% ore. (No longer 100% ore) New: Public Spaceports attract more existing natives and improves native happiness New: Native pods can land on a target planet without forming a base. New: All ships must stay in the combat for at least 1500 ticks before running New: Ships that are set to run away will try to excape combat as soon as possible New: If pod boost target X,Y is the same as the base launching the base the orbital thrusters are turned on New: When colonists are beamed up onto a
Cyborg ship they will be automatically converted to crew,
New: Cyborg maintain a 10% crew population on every ground base New: Ships can be recycled New: 100% hull damage destroys ships New: Contraband price math all changed, should end contraband price explosion New: Cyborg can not buy or sell contraband New: Ore processing ship device places extra metal on ground base if one exists New: You can only chunnel to ships belonging to your own race New: Firestorm Ground chunnel now works Fixed: Chunnel and HYP ships with no waypoint end up at 0,0 Fixed: Tritanium and Neutronium not being processed by ship ore processing device Fixed: You can only minesweep your friends minefields Fixed: Wings with zero fighters Fixed: Wings not undocking from ships Fixed: Garbled pod names when a player changes a pod' s name. Fixed: Hyper drive ships jumping to waypoint 1 Y,Y instead of waypoint 1 X,Y Fixed: Tow mass limit not working Fixed: Tow not working Fixed: Minefields that are turned off are still damaging enemy ships Fixed: Soft destruct of minefields do not work Fixed: Repair of ships do not use repair units Fixed: Auto pilot ships dropping all fuel onto planets instead of picking up fuel. Fixed: Beaming down one troop causes a huge colonist population to appear out of thin air Unable to find error: Player one can not get messages from other players Unable to find error: Combat messages are garbled Unable to find error: Building a ship in a ship's dry dock causes a host crash Unable to find error: YIG's made with scripts cause host to crash Unable to find error: Outfit pod not working on Nocturnes. Unable to find error: Building two or more wings causes a crash of host and/or bad data Unable to find error: Minefields not damaging ships Unable to find error: Building large weapons causes a crash of host Unable to find error: Lifepods end up with
negative crew and negative troops
Host.exe V4.000.026 Fixed: Transporter failures
Fixed: Ship that were NOT moving were hitting mines. New: Ships with more than 99% hull damage are converted to wreckage New:: Population limit of 500,000,000 at all bases. Checked: Wreckage capturing works. If you end your movement next to it and have it set as a capture target. Checked: Mine sweeping of enemy mines work.
You can only sweep the mines belonging to enemies that you are set to attack.
Host.exe V4.000.025 Fixed: Disappearing YIG files after a host
run.
Host.exe V4.000.024 Fixed: Can not build new fighter wings
Host.exe V 4.000.023 Fixed: Ships never hit minefields! New: RST bytes 272-275 hold a long integer
that indicates which race pack ID number this player is using (101 = feds)
Host.exe V4.000.022 Fixed: Ship load error.
Host.exe V4.000.021 Fixed: No population growth
Host.exe V4.000.020 Fixed: V4HOST caused an invalid page fault
in module V4HOST.EXE
Host.exe V4.000.019 Fixed: Error in ship towing causes a SHIP
LOAD ERROR that stops host from finishing its run.
Host.exe V4.000.018 Fixed: Building laser cannons causes host
to not be able to complete its run. Exit with unknown opp 248.
Host.exe V4.000.017 More changes made to shop and help track
down GPF errors or Forbidden Permission (Germany).
Host.exe V4.000.016 More changes made to shop and help track
down GPF errors or Forbidden Permission (Germany).
Host.exe V4.000.015 Changes made to shop and help track down
GPF errors or Forbidden Permission (Germany).
Host.exe V4.000.014 Every known bug reported to me so far has been fixed. Every known problem has been worked on. All devices should be working now. Fixed: Any fighter or ground unit sent to
another planet in a pod is lost
Changed: Planets show up a little better
on planet and ship scanners
New: Completed transfer orders are deleted
Unable to find error: Base reverts back
to peaceful every turn
Master.exe V4.000.012 New: When making a new univserse in "use map" mode all the players are placed in a 700 LY circle centered around X,Y 2000, 2000. Each race's homeworld will be an adverage of 12 degrees apart in the circle. The order that the races are placed in the circle is random. If there are less than 30 players random gaps in the circle will be intermixed with the race homeworlds. New: You now have an option of setting the amounts of contraband that will be found on planets. New: You have the option of giving the players
a set of starting ships.
Master.exe V4.000.011 New: Command
line options added
This was added to support 3rd party programs that write scripts and want to auto generate a yig file.
Planets.exe v4.000.021 Fixed: Opening a saved game opens the wrong war file Fixed: When the space command is in "hammer select mode" and one of the anvil buttons on the grid, hot sheet, or read message screen is clicked the select object is made the anvil object, but then the space command screen switches to "anvil select mode" and stays there. It should stay in "hammer select mode". Fixed: Building power switches on the base overview screen are not working Fixed: Dragging and dropping on the map from a ship icon to a waypoint icon causes a crash. Fixed: The waypoint icons are still on the starmap when the control key is held down Fixed: When the starmap is in "maximum size mode" and planets4.exe is minimized the program crashes Change: WAR and TRK files in the main WAR directory will no longer be deleted. New: Disabled buttons on the files windows are now displayed as grey outlines. New: V4mail.dll has added error messages, in the event of an error, you will get an exact error message as to why sending the TRN by email failed. Note: If you have a War file or Trn file
in one of the slots from a game with the same game ID number with a higher
turn number they will NOT be deleted. They will hang around and confuse
you. It is very bad to have two different games using the same game ID
number.
Planets.exe v4.000.020 New: gug32.dll rewritten to avoid the compiler bug. This may solve starup problems. New: v4email.dll Handles the converting of TRN files to base 64 mime and emailing to TRN to your game host. Fixed: The bug that was keeping the Cyborg from placing hyperdrives on new ships fixed. Changed: File menu removed, open war screen removed, unpack RST screen removed, maketurn screen removed. Fixed: Changing wing speed from overview speed slider not working (Data not saved) New: Advanced File screen added.
Planets4.exe V4.000.019 New: More debug code added help track down startup errors on NT machines. New: Tabs control removed from the options
screen, some machines were unable to correctly display
Fixed: A display size errors on space command,
data pad and overview command screens that only
Planets4.exe V4.000.018 Fixed: Pressing ESC many times causes a crash Fixed: Close space command with the ESC key causes a crash Fixed: Ship repair shop can not be turned off from the base command screen Fixed: Program ERROR! Base not on a known planet, happens when an enemy base is on a grey planet Fixed: Grid screen does not show correct delta stress value Fixed: Resort screen does not round adverage native happiness correctly Fixed: Ground base overview screen's slider for government money transfer does not remember its settings Fixed: Pending order ship parts graphics are not based on the hall's max Fixed: Parts pick screen is off by one when picking from a list of large weapons with weapons that are over the max size Fixed: Shield power level listed in ship data screen is always 0 Fixed: Ground base reserve levels, MAX and MINIMUM levels not saved Fixed: Ground base reserve Fuel and Molybdenum levels are getting mixed up Fixed: Ground base attack settings not saved Fixed: Explain screen always claims that the ground base attack setting is "PEACEFUL" Fixed: Notepad and Log screens are not closed by ESC Fixed: Hot sheet and send message screens do not surface when their tool bar icon is clicked Fixed: Grid screen is 20 pixels too wide for a 800 X 600 screen setting Fixed: Using the F3 key to open the minimap can sometimes cause a crash Fixed: The minimap jumps around when the main starmap is used Fixed: Main starmap disappears when set to "always at max" Fixed: Data pad base picture was the old style and not the new planet plus base square Fixed: Ship parts order screen's active order indicators have a 1 pixel overlap Fixed: Pageup and Pagedown not working for the minefield command screen Fixed: Hotkey "." active when renaming an object Fixed: Population overflow error when there are more than 2,100,000,000 colonists New: Hotkey F9: Hammer Datapad New: Hotkey F10: Anvil Datapad New: Soil (Horticultural) rating on the ground base overview screen next to climate New: Ground base overview screen's stucture buttons now have button frames, to help show that they are buttons. New: All the ship command screens have next and previous buttons and have a picture of the ship and id number. New: The space command screen con now be drag around using any part that is not a button New: Space command screen has a new button that removes the anvil object displays the whole interface, including the space command screen. New: Ship mission screen now has a recycle (at base) switch. This is new function has not yet programmed into host. This was added because the Cyborg will need it, due to their lack of ship outfitting pods. New: Race pick screen's grey buttons follow the clicking of the race select buttons New: Startup Debug window added to find the point in the program that planets4.exe crashes during startup on a few NT computers. If your system crashes during the startup of planets4.exe please send me the message in the debug window. Unable To Find: Armor not always shown on
pending ship order screen
Planets.exe V4.000.015 Only minor changes to the TRN generator
so that all command codes are sent to the host.
Planets.exe V4.000.012 Fixed: Open RST file screen position opens
off screen
New: Hot keys: Esc, d and g now close the
current window
The Fed race pack has been updated with new buldings, and a new script file. I will try to keep this page as updated as often as possible, which is usually every 2 weeks.
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