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GENERAL v4 BETA RELEASE NEWS
Tim is now concentrating on getting the release version out, remaining features plus game balance tweaking and bug fixing.Third party race developement on hold.
are available as update files separately.
Special News
Special
Weapons and Hull Guide
Ship
Device List (Updated!)
Work in Progress
Latest updates, (courtesy of Tim Wisseman)
Host.exe v4.000.121 Changed: Resource points from
having 1 million colonists or more on a ship reduced from 50 to 20.
Dec 23rd, 2002 Host.exe v4.000.120 Fixed: Ships waypoints sometimes "getting stuck"
Dec 21st, 2002 Host.exe v4.000.119 Fixed: Ships repairing damage that does not exist
Dec 20th, 2002 Host.exe v4.000.118 Changed: Resource points awarded for colonists on ships reduced by half to 5 for each 100000 and 50 for a million or more on a ship Changed: Robot resource point adjustment increased by 4 times the level in host 117 to 40% normal New: Repair limit bonus factors: Weapons: 20% Normal max repair
rate
Shields: 20% Normal max repair
rate
Control Systems: 40% normal
repair rate
Hull: 20% max repair rate
Hyper Drive: 30% normal repair
rate
Life Support: 10% normal repair
rate
Dec 17th, 2002 Host.exe v4.000.117 Fixed: CRASH! Error: Contra Base ser num mismatch Fixed: Error in ground combat code dealing with assualt craft attacking assualt craft New: Repairs limited to Hyperdrive 30%, Hull 20%,
Systems 40%, Weapons 20%, Life support 10% per
turn
Oct 17th, 2002 Host.exe v4.000.116 Fixed: Fast Hyp ships not moving after jump (Rebel
Falcon, MCBR)
Oct 15th, 2002 Host.exe v4.000.115 New: Solar Federation immune to boarding actions unless their ship is badly damaged New: World crusher will not fire if the ship firing it has system or weapon damage New: Most ships hyper jump at movement phase 100 and come to a complete stop after the jump, they do their normal warp movement before the jump New: Meteor Class and Rebel Falcon Class ships jump before normal movement (phase 0) and have normal warp movement after the jump New: Crystal X-Field block all Cyborg starting chunnels at a range of 100 LY and non-Cyborgs at a range of 200 LY New: Crystal X-Field blocks all Cyborg ground chunnel jumps within 200 LY New: Ships exiting a warp chunnel enter combat with 50% normal shield power Changed: Cantina contraband output doubled Changed: Privateer boarding power increased, if they have the ship plans on the attacking ship when they try to board a ship they will kill 120 enemy for every 1 attacker they send over. Changed: Plan Naper device range increased to 150 LY Changed: When a Cyborg loads troops onto a ship they are no longer converted into colonists, they remain troops Fixed: Wing count in score file wrong Fixed: Money tap device not stealing from resupply pod Fixed: Nemesis torpedoes killing the wrong number of fighters Fixed: Lizard ground combat bug, half the time
the Lizards were not getting their special combat advantage
Sept 15th, 2002 Host.exe v4.000.114 New: Cantina does not produce an insane amount of contraband anymore Fixed: Host sometimes gets stuck in an endless
loop of combat if there are lots of ships with just a few fighting during
movement phase 199.
Aug 16th, 2002 Host.exe v4.000.113 New: Robots feed 10% of prisoners to the insectoids New: Base command code "USA" removes labor camps and labor mines from the base New: Robot Gun Zero can only fire at ships that the base or ships in the area have scanned New: If a player misses 10 turns in a row all races become an enemy and all data sharing is turned off New: Landng pods land on the nearest planet instead of any planet within 3 LY New: High guard ship boarding actions far more deadly for high guard on both ships New: Cloning device high guard production limited to just 100 High Guard per turn New: Ship command code "NOT" stops training of troops on Colonies of Man ships New: RST YIG and TRN data formats (support for new features in next planets4.exe added) Fixed: Bases with just High Guard vanish Fixed: Pirate's cove switch fails to work Fixed: Rebel Rxx code was allowing the other race to issue commands for the ship (which were ignored) Fixed: Wings and pods hide the ship they are docked with Fixed: Outfit pod sometimes fails to upgrade ships
July 15th, 2002 Host.exe v4.000.112 Changed: Rebel powers to detect natives decreased
to only planets within 300 LY of a Rebel base.
July 11th, 2002 Host.exe v4.000.111 Fixed: Fighters vanish from planets after a very
small fight that is so small that it does not even produce a VCR event
July 3rd, 2002 Host.exe v4.000.110 New: Laser drill can take more metals when there is just on type left in the planet New: Rebel Race command codes for ships. Any rebel owned ship can pretend to belong to another race by using the command code "R##" on the ship, where ## is any number from 01 to 30. A command code of "R01" will cause the ship to appear to belong to race 1 when seen on the map or in combat. However the true race 1 will see you as your real race. If you enter combat with ships of the race you are pretending to be your cover will be blown and all will see you as your true race. You are immune to damage from hitting Barbitic and Nova Barbitics of the race you are pretending to be. New: Rebel assault device destroys any shield on a base under the ship and can take out pod launchers, ion cannon and AA guns New: Virgo light speed turns off after it is used once, unless the command code "LSP" is used to override this auto turn off. New: Virgo light speed is turned off if the ship does not have enough fuel New: Rebel type 3 fighters have ion cannon beam weapons that disable an enemy ships systems when the enemy ship's shields are down. Weapon ignores all armor. New: Rebels can see any planet that has more than 100,000 natives on it (of one type) New: Rebels can tell who is allied with who New: Rebels make natives happy and natives on nearby non-rebel bases unhappy (they want to join the rebels) New: Rebel bases on ice planets ( climate under 30 ) are very hard to see New: Rebel bases on rain forest planets (climate 60 to 70) are very hard to see New: Wing limits removed New: Insectoid nest respect the base's tritanium reserve levels when building new robots New: Scripted wormholes work even when all worm hole settings are off New: New wings formed when a ship replenishes are given a high guard if the base has 5 or more of them Fixed: Bases sometimes avoiding combat Fixed: Small rounding error in movement with ships ending up 1 ly off of target waypoint Fixed: Minefield recovery math wrong, was using old math Fixed: Sand shields sometimes not working, sometimes an enemy that did not buy them has them Fixed: Lack of food causing Robots to become unhappy Fixed: Labor mines and labor camps are killing too many colonists Fixed: Virgo light speed burns fuel when the ship has no waypoint set Master New: If the no starting ships option is used the
Colonies of Man get a base.
June 21st, 2002 Master.exe v4.000.052 Fixed: Rebel ships assigned to the wrong race
June 20th, 2002 Master.exe v4.000.051 New: Supports rebels New: If the races are not given starting ships
the Colonies of Man get a ground base
May 14th, 2002 Host.exe v4.000.109 Fixed: Ground base combat surrender problems,
overpowering attacking forces not capturing the enemy
May 11th, 2002 Host.exe v4.000.108 Fixed: When tritanium is transfered from ship to ship there is no log message for the ship like ther is for the other metals Fixed: Armor is not looking onto outfit pods Fixed: Ships with damage not reducing speed Fixed: Transporters cause ships to burn the wrong amount of fuel any time a transfer is complete Fixed: Chupanoids only join bases when there are ghipsoldals on the planet (WRONG) Fixed: Detonating laser fields are not destroying undocked wings Fixed: Chapanoids not spreading to planets after the native pod they were in was destroyed Fixed: Max Siliconiod growth rate at climate 0 instead of climate 100 New: New contraband price model New: Chupanoids eat contraband New: When a Cyborg is attacked in ground combat 20% of the colonists are instantly converted it troops New: Cyborg change back into colonists at the rate of 5% per cycle Changed: Glory devices only kill 50,000 amorphous natives at a time and no more Changed: Colonists no longer can attack the enemy in a ground combat. Changed: Prisoner death rate of between 0% and
20% for all labor camps and labor mines. ( 2% with 100 camps) and 20% with
1000 camps.
April 8th, 2002 Host.exe v4.000.107 Fixed: Old problem that
has been around for a long time, I can see my allies' bases but not the
planets
New: Solorian collection arry does not recieve fuel from other ships using the transfer beam device April 8th, 2002 Host.exe v4.000.106 Fixed: Problem with the new "BUM" ( Beam up minerals ) ship command code not working correctly. April 5th, 2002 Host.exe v4.000.105 Fixed: Nasty bug that set all techs and gal credits to 0 Changed: Colonial starting
Virgo Armor reduced to 2000 units, starting food reduced to under 1000
New: Pyramid Lounge produces
a maximum of 10000mc per turn per ship. The sum of all the
New: A maximum of 1000
High Guard can be trained per base per turn, the base can train more High
April 4th, 2002 Host.exe 4.000.104 New: Pyramid Lounge produces a maximum of 10000mc per turn New: A maximum of 1000
High Guard can be trained per base per turn, the base can train more High
Guard if it has a food
April 4th, 2002 Host.exe v4.000.103 New: Pyramid Lounge produces a maximum of 1000mc per turn New: A maximum of 1000 High Guard can be trained per base per turn March 28th, 2002 Host.exe v4.000.102 Fixed: Negative armor after combat Fixed: Outfit pods allow oversized large weapons to be installed Fixed: Empire labor camps not making 400% extra money Fixed: Type 3 ground assault units suddenly change in number after ground combat Fixed: Disabled Nova Barbitic mines still block hyperjumps Fixed: Outfit pods can place any super weapon on any ship that can mount a super weapon Changed: Lizard armor now has a 25% resistance to drain, instead of 50% resistance New: A Crystal Light
Ship with its X Field on causes all Colonies Of Man fighters to loose 75%
New: Virgo Unicom system
causes all fighters belonging to the Virgo's race to have +20% beam
New: Virgo Light Speed device burns 1000kt of fuel and allows the ship to move at 400ly per turn New: A Virgo with a fighter wing docked to it is immune to hitting all enemy minefields New: Any Colonies Of
Man ship starting movement at a Virgo Class ship with fighters is immune
to
New: Colonies Of Man
Warrior Assault device destroys all enemy special race buildings on all
bases
New: Colonies Of Man fuel drill extracts 1000kt of fuel from a planet a turn New: All Colonies Of Man ships train troops from colonists on ships at a rate of 0.005 per turn New: All Colonies Of Man ships train crew at a rate of 10% of the ship's crew size per turn New: Colonists grow at a rate of 0.015 on all Colonies Of Man ships New: Colonists grow at a rate of 0.025 on a Gemini class ships owned by the Colonies of Man New: Colonists grow at a rate of 0.050 on Sagittarius class ships owned by the Colonies of Man New: The Virgo class trains High Guard from colonists at a rate of 5 guard per turn New: The Virgo class
gets a +5 armor drain bonus when it uses ord weapons (Large) against enemy
New: The Virgo class gets a 2X blast bonus when ord using large weapon hit inside of an enemy ship New: GalBank device places all the cash on a ship in the central galatic bank New: GalDraw takes 10000 units from the central galatic bank and places the money on the ship New: Special Ship devices GalDraw and GalBank only work for the Colonies Of Man New: Only assault pods docked with your ship and belonging to an ENEMY race are destroyed New: Ground assault units allowed to capture enemy bases New: Captured pods stop moving New: Solorian Fighter Type 1's have double missile range New: Solorian Fighter Type 2's immune to enemy fighter missile fire New: Ship command code BUF Beam up food New: Ship command code BUM Beam up Metal New: Mining efficiency for decreases as a square root for all mines over 100 on a base. March 16th, 2002 Host.exe v4.000.101d Debug code, crash fixes. Feb 15th, 2002 Host.exe v4.000.101 Fixed: Native dustoff pods produce extra natives out of no where Fixed: Smugglers Cantina causes a negative value for contraband on the planet Fixed: Launching resupply pods results in free repair units Fixed: Killing privateer colonists results in too much money. Fixed: Robot Nova Barbitic mines have an extra 500 LY anti hyper radius Fixed: Ship Ion weapons get stuck in "rapid fire mode" New: Ground assault units 500X stronger vs colonists (Except Lizard Colonists) New: Ground assault units 200X stronger vs crew (Except Lizard Crew) New: Lizard can take an enemy base without having to destroy the enemy assault units New: Lizard ship armor 50% resistant to enemy large weapon fire (armor drain) New: Lizard ship armor 50% resistant to enemy large weapon fire exotics bonus (armor drain) New: Lizard ship armor immune to small weapon exotic bonus (armor drain) New: Lizard ship large weapons do 50X damage to enemy bases Feb 8th, 2002 Host.exe v4.000.099 Fixed: Contraband dustoff fails if there is more than 1000kt on the planet Feb 7th, 2002 Host.exe v4.000.098 Fixed: Concussion rockets not shooting down sandcaster shots Fixed: Ship based mining devices taking climates above 100 Fixed: Robot gun zero fires on friends Fixed: Robots not taking 3% of colonists from other bases within 100 ly Fixed: Gravitonic Accelerator not working on Scanvenger ships Fixed: Ship to pod transfers allow pods to be overloaded Fixed: Ships with over 100 damage entering combat causing dull fights New: Base command code "EPA" causes the base to destroy all smelters and mines New: Enemy wings dumped from your ship's fighter bays New: If your base's happiness
gets below 20 the colonists will start closing down mines at a rate of
New: All ground assault
craft must be destroyed before a base will fall into enemy hands.
New: Cloaked ships immune to cargo grabbler New: Contraband dustoff device limited to 1000kt of contraband cargo per turn New: Native dustoff device limited to 400000 natives per turn Jan, 22nd, 2002 Host.exe v4.000.097 New: Robot R27 Raider has 100% perfect sand shield. Sand casters can not hurt it. Changed: Amount of metals require to build 2000kt large weapons reduced to a more sane level Fixed: Starting Troops on Robot starting ships reduced Jan, 18th 2002 Host.exe v4.000.096 Fixed: Host crash during movement phase 49 Fixed: Bases with Amorphous and no spice fail to produce more spice Fixed: Fighters on bases double after base is attacked New: Home Guard Fighters limited to a max of 20 wings of 1000 fighters New: All Robot powers added New: 1/2 UEA all contraband exotic tech costs half New: UEA cities make double money New: Fuel robber device does not work on cloaked ships New: Cities no longer eat supplies each turn Jan, 11th 2002 Host.exe v4.000.095 Fixed: Contraband math error Jan, 7th 2002 Host.exe v4.000.095 New: Lotus class gets starting med units for its bio computer New: "JOE" command code on a chunnel ship stops undocked pods from leaving with the ship New: New layer of contraband market price factors added New: Worm hole ring (HCONFIG OPTION) New: Limit on the number of allies you can have at once (HCONFIG OPTION) New: Food is eaten at a rate of 1 food per 100,000 colonists (HCONFIG OPTION) New: Must have 100 turns of food on a planet to have maximum growth rate (HCONFIG OPTION) New: Privateer Pirate's coves steal food from enemy bases New: Ground base laser cannons much more powerful (Kill 100 troop, 120 crew and 500 colonists) New: Base AA Guns increase in power (20% more ) and accuracy ( 25% more) New: Ship point defense systems increased in range (30%) and accuracy (20%) Fixed: Empire's special starting shuttle showing up at (x,x) instead of (x,y) Fixed: You get way too much booty sometimes when you kill a Privateer base Fixed: You sometimes get no booty at all when you kill a Privateer base Fixed: Scavenger's Forgotten Junk can't be used as a chunnel target Fixed: Contraband dust off pods sometime start with their sell target set Fixed: Reticulian beam not taking enemy colonists when there are less than 50,000 left Fixed: Fighters failing to launch from ships that have moved into combat Fixed: Coalition Plasma Enhansers Fixed: Lotus class using
last of med to grow armor
Nov , 2001 Host.exe v4.000.094a New: Lotus class gets starting med units for its bio computer New: "JOE" code on a chunnel ship stops
the pods from leveling with the ship
Nov 22th, 2001 Host.exe v4.000.094 New: Weighted resource math. Races with
low growth rates give a bonus in the resource point area.
Crystals get a 56.25% cut in resource points
It is uses a math system that gives the
race's growth rate a 75% weight factor
The above is not your number of resource points it is your score that is used when the total pot of resource points are divided up. New: Solorian Orbital Miner laser drill given extra drilling power of 10000 ore a turn New: Tech Instatute contraband production no longer stops when there are 1000 units of contraband on a base New: Large Weapon 500mm Gun has a 1000 point blast bonus against ground bases New: Large Weapon Antimatter Gun has a 700 point blast bonus against ground bases New: Large Weapon Blaster Cannon has a 3000 point plast bonus against ground bases New: Empire Slayer has a clone lab New:: Cyborg get 1/20 a mc per native they assimilate New: Cyborg base with King (High Guard) is immune to Privateer money tap Fixed: Empire not getting 400% bonus at its labor camps Fixed: Ships escorting other ships burn way too little fuel, at speed 50 they are burning only 25% of what they should be Fixed: Mobile ord factory producing ord at way too slow a rate. Fixed: Cyborg assimilation of native log messages restored Changed: Centaur markets now produce income based on population and not based on cities Changed: Smuggler's Cantina production tweeked
a bit. Contraband production increased slightly.
Nov 10th, 2001 Host.exe v4.000.093b New: Empire Slayer can Laser Drill 10000 ore a turn New: Empire Slayer can Particle Fountain
20000 ore a turn
Nov 10th, 2001 Host.exe v4.000.093a Fixed: Dry docks on ships do not build new
ships (Very old bug)
Nov 9th, 2001 Host.exe v4.000.093 New: Three or more ships over an enemy base stops them from launching any pods (blockade) Having one friendly ship over the planet after movement breaks the blockade New: Command code "BDS" beam down supplies New: Solorian Homeworld starts with a Green Binary Star (Type 19) New: Solorians immune to fuel stealing, crew abduction and haarp devices New: Solorians can not use base shields New: Solorian bases with 10 million or more colonists get a free base shield New: Solorian 500,000 or more colonists cause the planet to heat up New: Solorian can not terraform New: Solorian get a log message about fuel gathered from the stars New: Coalition point defense systems can not shoot down energy mines New: Aczanny ground assault unit type 1 can kill 800 insectoids each New: Aczanny ground assault unit type 2 can kill 1250 insectoids each New: Unplayed empires die off slowly after 10 missed turns New: When a pod is captured it sets its dock target to the ship that captured it automatically New: Empire 400% labor camp income bonus New: The Meteor class takes 2X damage from detonating Barbitic minefields, (Normal damage if it hits one) New: When a Privateer base is destroyed in a ground combat action ALL the bases that belong to the Privateer's enemies within 400LY will have a little party (get a happiness bonus) This bonus can be as high as a +200 point bonus if you take out 200,000 or more at once. You get 1 point per 1000 you take out. New: Blasting a Privateer base from orbit will uncover their hidden cache of booty. Cash, fuel, ord and repair units. For every 300 privateer colonists you blast you get 6mc, 2fuel, 12ord, 3repair. New: Large populations of Privateers (Bases over 1 million) make 3x sensor noise. New: Any alien pod docked with a ship is captured automatcally (Except assault pods, which can never be captured) New: Docked enemy assault pods in the pod bays are destroyed New: Base sensor image bases on population Factor = Colonists / 5000000 With a maximum of 2.2 and minimum of 0.3 New: High Guard better able to survive when a ship is destroyed New: Privateer Gondolas report success in the base logs New: Max factory supply output equals SQR ( Colonists X 2 ) New: Enforcer Tazer (Super Laser) does 200% system damage to target ship New: Mivorari ships get almost free hyper jumping ( only 10% normal fuel burn ) New: Mivorari ships get 150% normal generator popwer New: Mivorari immume to worm attacks New: Mivorari grav well defuser disables grav well generators and grav mines in the area New: Minefield destablizer report includes (x,y) and radius of destroyed field New: Host makes sure TRN files are not set to be read only, if they are host reset them to not be read only. New: AA Guns make it harder for enemy fighters to attack a base from space, makes it harder to fire through shields Protection maxes out at 500 AA Guns with a 5X protection factor Fixed: Fuel being robbed from cloaked ships by Privateers Fixed: Money tap working on cloaked ships Fixed: Aczanny Hyperscan not working Fixed: Ships with its friendy code set to an enemy's universal friendly code failing to avoid their minefields Fixed: Coalition not all organic armor ships are growing armor Fixed: Coalition normal armor repair operations interfer with orginic armor growing Fixed: Ships with no weapons taking weapon's damage Fixed: If two ship's friendly codes match a crewless ship can not be captured using transporters Fixed: Unowned objects (like planets) are not being shared with allies when the share contact data switch is on Fixed: Hyper bug after a hyper jump ships move at MAX HULL speed no matter what the speed setting of the ship is. Fixed: Contraband dust off pods sometimes had free alien plans on board Fixed: Capturing a ship can sometimes trigger friendly fire Fixed: Ships knocked out of hyper space by grav mines and grav wells continue to move at high speeds Fixed: Wreckage of ships had the wrong engine types some of the time Fixed: Bases no longer have to have crew to fire their AA guns Fixed: Pods changing ownership when ordered to dock with an allied base from too far away Fixed: Holodecoys effect own fighters Fixed: Gravity Rift Device causes a load hull error when turned on Fixed: Holodecoys effect own AA guns and Ion cannons Fixed: When there are more than 256 object in a fight and object number 256 is a fighter wing the host produces bad data that causes the VCR program to crash with a subscript out of range error. Fixed: Auto intercept not accounting for engine damage when setting intercept speed Fixed: Enemy can see fighter wing data that it is not suppose to see. Fixed: Crash! caused by money tap device
Changed: Minefield radius = Ord ^ (0.40) Changed: Web Minefield radius = Ord ^ (0.45) Changed: Bases on astroids have a scanner image of 50 (Was just 3) Changed: Tow speed limit removed Changed: Coalition Aurora Exotic Hull Tech now 5000 gc. Changed: Coalition Lotus Exotic Hull Tech now 500 gc Changed: Coalition Maelstorm Exotic Hull Tech now 250 gc Changed: Solorian Stellar matter launcher only uses 40,000 ord units Changed: Privateer River Royale:
Changed: Privateer fuel stealling device can only take 50kt from any one enemy ship per turn (Was 150kt) Ship can steal 50 KT from many ships at once. Changed: Privateer ships can steal up to 200kt of fuel from an ship enemy using transporters (Was only 50 kt) Changed: Ord cost 1/10 mc and 1/100 supply per ord unit produced Changed: Mobile ord factories produce ord at a cost of 1/10 a supply unit (no megacredits). Changed: Laser drill can only drill for 1000kt of ore per turn Changed: Particle fountain can only drill for 2000kt of ore per turn Changed: Bases can take 10 times more damage than before and survive Changed: The range of the world crusher missile has been reduced to 100 LY (This was done to offset the smaller sizes of minefields) Changed: Minefield sensor image decreased to 150 + (Radius / 2). It used to be 350 + (Radius / 2) Tested: Plasma Stream Enhancer (Okay, range and power) Tested: Cyborg king causing 300% increase
in income (Okay)
Nov 9th, 2001 Master.exe v4.000.043 New: Bases get less food, supplies, and med units New: Planets get less food, supplies, and med units New: Bases get 110 AA Guns and 170 fighters New: Objects can have X,Y locations above 10000 (Was limited to a max of 10000) New: Freighters have faster engines New: Solorians get better ships and no freighters New: Solorians do not start with terraformers New: Coalition gets 3 starting ships New: Exotic tech scripting added: Fixed: Scripted planets not getting the
correct starheat settings
Aug 29th, 2001 Host.exe v4.000.092 Fixed: Gravitonic mines failing to stop passing hyper jumping ships Fixed: Gravity sensor scan data being sent to wrong empire, data for player 8 is going to player 7. Fixed: New Aurora class ships get full armor
by mistake
Aug 20th, 2001 Host.exe v4.000.091 Fixed: CRASH!! during combat, caused by gamma ray device Fixed: A ship with a super weapon and ground attack turned on will fire at a friends base if the empire is at war with the player just above them. If you are friends with empire 8, but at war with empire 9 the ship will mistakeningly fire on a friendly base belonging to empire 8. Fixed: Coalition active armor not growing on the Evergreen and Aurora Fixed: Coalition rescue ground unit makes colonists and troops from thin air New: Solorian growth rate reduced to 70 + Heat / 3 New: Solorian stellar matter ball power increased from 79 to 90 New: Solorian fuel recharge rate increased
from 1/100 to 1/90
July 31th, 2001 Host.exe v4.000.090 Fixed: Host tends to go to sleep for 30
to 40 seconds after reading every new TRN file.. . and then starts up again.
July 30th, 2001 Host.exe v4.000.089 Fixed: Solorian Stellar Matter Cannon does not work! Fixed: The winner of a boarding action captures the losting race's high guard Fixed: HD stress produces molybdenum, but no neutronium ore in the planet's core Fixed: Coalition: Xeloxi Palace cared ore inside planet to be mined into negative numbers Fixed: Privateers: Stealing money from self Fixed: Privateers: Stealing plans from self Fixed: Ships captured in combat give their colonists, troops and high guard to the enemy Tested: A test fire of the Solorian Matter Cannon has been done and it has been confirmed to be working perfectly New: Privateers: 4X weapons bonus when the ships attacking have the target's hull plans only is given to PRIVATEER hulls. All captured alien hulls fight as normal ships. New: Privateers: Starting Meteor class ship gets a hyper drive. New: Ships only get experiance points if they are in a major fight against other ships New: Score file *.SCO file. Plain text format. Numbers on lines 1 to 30 and line 31 has all the labels for the items New: All detonating minefield explode before movement. This is a pretty big change. If you lay a cloaked barbitic minefield the next turn you can detonate it an clear the area of all minefields and not have to worry about hitting a mine during movement. This makes it much easier to blast through enemy minefields. However, this also means that if you are in a minefield the owner of the minefield has the power to detonate the minfield before you can sweep it. Mines are a little more deadly and blasting through them is a little easier. This slightly weakens the Crystals defenses, but now that the Crystals are 100% immune to damage from detonating web fields they still have a very good fighting chance.. New: Solorian Stellar Matter Cannon blast radius increased to 20 LY (Ships take 1/20 damage at range 20) New: Solorian Maelstrom assault unit reduces
the HD stress of a planet by 1 point each when the Solorian Stellar Matter
Cannon is fired. The Stellar matter cannon produces 300 points of HD stress
so 300 Maelstrom units are required to completely counter act the stress
of firing the weapon. If the base has more than 300 Maelstroms the HD stress
of the planet will actually be reduiced during the firing of the weapon.
Maelstroms do not has any effect on HD stress when the weapon is not being
fired.
July 28th, 2001 Planets4.exe v4.000.039 New: Able to read names of special hull devices encoded into ship data packs New: Knows names of all special ship devices New: The interface knows all about gravitonic accelerators New: When you click on an object that you do not own, the name of the owner (player handle) is shown in the tool bar message box Fixed: When changing a ships name sometimes hotkeys go active, some how windows that do not have focus are getting key press events Fixed: Money estimates are wrong when labor camps and labor mines are off Fixed: Ship data screen lists wrong number for the maximum number of ship guests Fixed: Ship data screen lists wrong critical hit number Fixed: Command screen (buoy command) for points in space not coming up Fixed: If you add a super weapon to a quick build ship all quick build ship plans that you make after that will also have super weapons by mistake Fixed: Quick build ship tech levels are getting mixed up Fixed: Crash error code 70, bad path or file name (Fixed one cause of this, there may be others). Fixed: When a ship build of a ship with
a hyper drive is canceled the hyper drive is not returned
July 25th, 2001 (11am) Host.exe v4.000.088a Fixed: A debug function is triggering the
activation of Privateers spies and giving away the starting positions of
other players in spy messages.
July 25th, 2001 Host.exe v4.000.088 Fixed: Only ships with fighter bays can use the Dust Off device. Mig dust off NOT working! Fixed: Pods continue to move after docking and undocking in the same turn Fixed: If one ship uses comand code JOE ( Jump Only Escorts ) then all ships must be escorts to jump (Wrong!) New: Coalition: Organic armor gets destroyed by large weapons fire at a rate of (ArmorDrain / 5) + (Kill / 8) New: Coalition: Homeworld does not start with a med lab New: Stress +1000 planets now explode if they have a base or do not have a base. Before only strass +1000 planets exploded if they had a base. New: Empire: Can see docked pods and wings, if they are able to see the ship. New: Master no longer adds races and ships packs to the YIG file that were not selected. New: All ship packs and race packs have a revision number starting now, it will be printed out in the host log file New: When a captured ship is captured and destroyed by the damaged caused by a boarding laser the race that captured and destroyed the ship gets a message about the ship breaking up New: Privateers: Have only 1/8 normal odds of scanning a minefield (What minefield?) New: Privateers: All weapons have a 400% kill bonus New: Privateers: Ships get a 400% shield drain bonus and a 400% armor drain bonus if they have the plans of the target ship on one of their own ships taking part in a battle New: Privateers: Pirate's cove ground structure steals contraband from enemy bases, causes unhappiness and has a 200ly range. New: Privateers: Native dust off device. Removes all natives from a PLANET and places them in a native pod on the ship. Works AFTER movement and does not work on bases. New: Privateers: Contraband dust off device. Removes all contraband from a PLANET and places them in a gold pod on the ship. Works AFTER movement and does not work on bases. New: Privateers: Hull plan naper, steals and deletes one enemy ship plan. Has a range of 50. Works after movement. Works on bases, ships and pods. Causes bases to become unhappy about the thief of the plans. New: Privateers: Party Skiff. Produces 1 mc income each. Requires 1 kt of contraband and 100 colonists each to work. (Contraband is not used up.) New: Privateers: River Royale: Produces 100mc for every 1,000,000 colonists belonging to another empire within 200 LY. Causes a 5 point happiness drop in the victim race's colonists. Cyborg immune. New: Privateers: Assault Gondala. 200ly range. Kills enemy colonists (10 each). Raid shelter protects 1000000 colonists and undercities protect 100000 colonists. (Yes, those numbers are correct.) Cyborg immune. New: Privateers: The colonists of most races and natives detest Privateer scum and grow unhappy if the Privateers build a base within 200 LY of them. They loose 10 happy points per base in the area. New: Privateers: Colonists on Privateers ships are trained to be crew. New: Privateers: Ships with 50 or more experiance
points can train colonists to be troops (You get 10 experiance points per
New: Privateers: Ships with 100 or more experiance points can train troops to be high guard (You get 10 experiance points per battle) New: Privateers: Ships that are captured with plans have their plans deleted 95% of the time New: Privateers: Advanced boarding laser: Kills up to 15% crew, 50% colonists, 20% troops New: Privateers: If a Privateers ship has the plans of the ship it is using a boarding laser on it can kill up to 20% crew, 60% colonists and 40% troops New: Privateers: If you share ANY data with a Privateer scum his spies will know your universal friendly code New: Privateers: Can transfer any standard cargo from any ship without having to match friendly codes. They can only take 50 kt of fuel max using starndard transporters. Yes, these scum can steal ALL your ord. New: Privateers: Cargo Grappler has a 50LY range and can steal Metals, Food, Med and Supplies from any ship. New: Privateers: Fuel robber has a 50LY range and can steal up to 150kt of fuel. The device will not take Solorian fuel. New: Privateers: Money Tap has a 50LY range, steals all money from ships and pods. Will steal all money a base has over 10000mc. ( The first 10000mc is protected ) New: Privateers: If a BR4, BR5, Meteor, Dwarfstar, or Bloodfang is owned by a non-privateer race any Privateers can set that ship as a capture target and have the enemy crew instantly spaced and take control of the ship, from any range. New: Command code: BDO Beam down ord (all but 500) New: Command code: BUR Beam up repair units
July 18th, 2001 Host.exe v4.000.087 New: Coalition: Rift generator disables gravitonic accelerator drives New: Coalition: Aurora class given organic armor (3500 points) This is equal to 17,500 to 25,000 points of normal armor depending on enemy weapon loadouts. Any weapon that does less than 5 points of armor drain does no damage at all to organic armor. Small weapons will not harm this ship's armor at all. New: Coalition: Aurora class given plasma stream enhancer (Plasma bolt cannon charges 4 times faster than normal (5 ticks to recharge) , has a range of 750, hit odds of 90, the hit odds are 150 when you add the ship attack bonus and target enhancer device.) This makes the plasma bolt weapon far more deadly than the even the gatling phaser. The target enhancer also gives the ships PD systems a plus 30 odds of hitting incoming weapons fire.) This ship also jams all enemy super weapons so you can never fire at this ship with a super weapon. New: Coalition: Every 40 Type 2 fighters drop a holodecoy during combat New: Coalition: Aurora class costs 500gc to maintain per turn each. New: Exotic tech Nem shields only protect 50% of your fighters from being destroyed New: Evil Empire: Exotic tech Nem shields
only protects 80% of your fighters from being destroyed
July 16th, 2001 Host.exe v4.000.086 New: Command code for bases resets to "AAA" after the base is captured New: "TNT" base code requires that a ship be in orbit and no colonists on the base for the base to be destroyed New: Crystal X device does not take repair units from races the ship is not at war with New: Crystal X device does not damage mobile repair plants of races it is not at war with New: Crystal X device does not damage mobile ord plants of races it is not at war with New: Crystal X field will try to take repair units from ships before bases. New: Enforcers: Type 2 ground assault unit can kill 1250 insectoids each New: Enforcers: Type 1 fighter craft can kill 800 insectoids New: Enforcers: Sergent At Arms has a contraband lockdown device that is always on and has a range of only 100 ly New: Federation: High Guard can only repair a damaged ship during combat if the hull and system damage is less than 90%. New: Solorian: Native happiness limited to 100 points and no more Changed: Solorian: They can be assimilated by the Cyborg, but they die instantly. Fixed: Solorian: Base chunnel fails to work Fixed: Solorian: I am able to tow the Solar Collection Array (wrong!) Fixed: The Evil Empire's sand casters are able to kill fighters when the enemy has sand shield exotic tech (wrong!) (The sand shield makes your fighters 100% immune to all enemy sand casters now.) Fixed: Some players not getting super laser firing messages Fixed: Solorian growth rate 100 times too fast. Unable to find: Minefield destablizer destroys web mines by mistake Unable to find: Outfit pods unable to upgrade more than 1 generator at a time Unable to find: Shokazul pulse not working
and I have the money to pay for it
July 13th, 2001 Host.exe v4.000.085 Disabled: Autopilot disabled, is not working well enough to be useful Fixed: Fuel burn error, ships with short waypoints and a high speed set the ship burns as much fuel as a ship traveling at full speed and full distance. Fixed: Host not using fuel burn mod number all ships have. Was using 100 for all ships. Fixed: When an enemy ship fires on ship that is not its enemy an error can sometimes cause two friendly races to begin firing on one another. Fixed: Crystal X device error is causing a crash of host during space maintain 2 Fixed: Tow error can cause a crash of host during "Cleaning move data" Fixed: Races have buildings over the building limit Fixed: Spy funding causes negative credits Fixed: A salvaged junk pod produces an outfit pod with a garbled name Fixed: Junk pod self destruct does not work Fixed: I am getting an undocking from ship log message from my minefields! Fixed: Scavenger gravitonic accelerator not working Fixed: Scavenger tachyon scanner not working Fixed: Scavenger chunnel device not working Fixed: A plan in a Gold Pod turns into a plan of a different type when it docks with a base. In most cases the plans turn into a Fed plan. New: Agrodome can produce a maximum of 200 food units a turn. New: You can destroy a base by setting the command code of the base to "TNT" if you have no colonists on the base. New: The Universal Friendly Code does not allow transfers if the two races are at war with one another. New: If an enemy has prisoners from your race there is a 30% chance per enemy person camp that your colonists will become upset and protest. There is a 100% chance of protest of your PC Factor is greater than 40. The Cyborg are immune. New: Wings made with mobile fighter factories get fuel and ord New: Races can capture special races building of other bases, if the two are of the same race type ( A Cyborg can capture enemy King's Palaces. ) New: Power of HD Stress damper limited when planet HD stress level is negative New: HD Stress model made more complex for negative stress planets New: Undocked wings can use jump points New: If a jumping jump point ship has the command code "JOE" only escorting ships and wings will jump with the ship New: Federation: If a Fed ship has a High
Guard on board the ship gets a combat repair bonus:
New: Federation: The Loki can detect ships that can not normally be detected with the tachyon scanner (Like the Darkwing). A new Loki can place 5 points of noise on the enemy ship. A Loki with skill above 100 can put 20 points of noise on the enemy and a Loki with a High Guard on board can put 80 points of noise on the enemy ships. New: Empire: The Royal Shuttle "Omega" hyps in on turn 7, with the Empiror and 10,000 mega credits. New: Empire: They can have double the normal number of fighter wings New: Lizards: Hisser device is now able to increase happiness over 100 points at a reduced rate. (Was limited to no more than 100 points.) New: Lizards: Sauran class gets a enhanced bridge that should keep it small crew alive during combat. New: Crystals: Diamond Flame Battleship has special plasma armor that is highly resistant to ord weapons New: Crystals: Immune to damage from detonating web minefields New: Crystal X Field causes ord plants and ship repair plants to explode if they are turned on while within 50 LY. Ships will take heavy damage. New: Enforcers: Can not give contraband to other races using a Gold Pod New: Enforcers: Can not give contraband to other races by giving bases away New: Enforcers: Get a contraband recycle center on their homeworld New: Solorian: Stellar Matter Launcher building fires a blast of energy at space craft at a long distance. The device requires 500,000 ord units to fire. The planet must have a ship in orbit over the base with a Stellar Targeter turned on and a kill target set. The blast will be fired at the kill target object if it is in range. Firing the weapon causes 300 points of HD Stress in the planet under the base. The weapon fires after all movement is done and only can damage things in space, it does not damage to ground bases. The device has a blast power of (5000 + 79 * ( StarHeat * 6 - DistanceToTarget))/HullMass - GravMineFactorX. The more Grav mines in the area of the planet firing the weapon or over the target planet the less damage the blast will do. The Launcher has a maximum range of Heat * 6 and has a blast radius of 10 LY. The power of the blast decreases by 10% every LY out from the blast center. Solorian craft are not immune from the blast. New: Solorian Ragnarock device (Wildcard 3) causes 1070 stress points in all planets within 200 LY of the ship and destroys the ship. New: Solorian: Ragnarock ship can not use jumpgates, jumppoints, or warp chunnels New: Solorian: Solar Collection Array has a Gravity Stablizer. It can not be towed, warp chunneled, jump gated, jump pointed or moved in any way. New: Solorian: Solar Collection Array collects fuel from stars at a rate 10 times the normal Solorian fuel collection rate. New: Solorian: Ships collect fuel from stars at a rate of 1/100 * mass * StarHeat New: Solorian: Energy transfer beam (Wildcard 2) when on fuel is transfered to all other Solorian ships in the area (same owner only) New: Solorian: Growth rate is 70 + StarHeat / 5 New: Solorian: Pod speed is always 0, exotic tech will not increase pod speed New: Solorian: Can not own plans to other race's ships New: Solorian: Can not own other race's ships New: Solorian: Other races can not own Solorian ships New: Solorian: Other races can not own Solorian ship plans New: Solorian: Solorian ships take double shield drain from beam weapons New: Solorian: Solorian ship take half shield drain from ord weapons New: Solorian: Can not transfer fuel using transporters or pods to any other ship or race New: Solorian: Natives have a +15% chance of joining Solorian bases New: Solorian: Fuel can not be stolen New: Solorian: Solar Gamma Ray does not hurt Solorian New: Solorian: Can not be assimilated by the Cyborg New: Solorian: HD Stress damper device has only half the normal power New: Scavengers start with Q ships New: Coalition can only have 1 of 3 special race buildings per base, each has special powers and each allows you to build two special ship types. New: Coalition: Arerran Capital: 200% farming, 12.5% mining, farms produce med units New: Coalition: Xelovi Hive: 300% mining, free smelting, 12.5% galatic income, 150% base income New: Nawole Garden: 200% galatic income, 12.5% farming New: Coalition: These ships can only be built on bases with an Arerran Capital: Interstellar, Odin New: Coalition: These ships can only be built on bases with a Xelovi Hive: 240 Comb, 1260 Royal New: Coalition: These ships can only be built on bases with Nawole Garden: Willow, Evergreen New: Coalition: Energy Mines fire through Coalition shields New: Coalition: Double unhappy if taxed at liberal rate and four times more unhappy then normal if taxed at enslavement rate. New: Coalition: Superlaser has half shield drain and half armor drain and can not destroy planets New: Coalition: These ships can only be built in space: Maelstorm, Lotus, and Aurora New: Coalition: Organic armor ships. Armor drain is 1/5 normal, weapons with less than 5 armor drain do NO damage to the ship's armor. Requires 1 med unit to grow a point of organic armor. Organic armor ships start with no armor and must grow all their armor using med units. The Solor Gamma Ray device destroys 1 point of organic armor every combat tick. Evergreen and Lotus class ships have organic armor. Organic armor ships can not be refitted or repaired with normal armor units. New: Coalition: Plasma stream enhancer: All plasma bolt weapon has 3X range, 3X accuracy, charges 4 times faster than normal and uses 3X ord. New: Coalition: Bio computer +50 evasive bonus, +100 attack bonus, requires a High Guard Ranger on board to work and requires 4 med units a turn. Always on. Only works if Coalition race owns. Ship takes damage if ship runs out of med units. Always on. Lotus Class is the only ship that has it. New: Coalition: Target Enhancer +30 Point Defense accuracy on enemy fighters, +30 Point defense intercepting incoming enemy weapon's fire, +25 attack bonus. 5X better odds of hitting the enemy softspot. Always on. Uses 30kt of fuel when used in combat (each battle). Device is on the Willow, Evergreen, Lotus, and Maelstorm class ships. New: Coalition: Gravity Sensor detects ships with hyperdrives, grav mine droppers, warp chunnel, gravity well generator, or gravitonic accelerator within a 400ly range. All Coalition ships have this power. New: Coalition: Gravity Rift Generator disables all grav mines and gravity wells from stopping hyper jumps within a 100 LY range. Uses 25 fuel per turn when on. The Odin Class has the device. (Wildcard 2) New: Coalition: Hive mine device, only works
for races with +35 PSI rating. Each hive mind ship in combat adds a +2
evasive bonus and a +3 attack bonus to any ship in a fight that belongs
to a race that has +35 PSI, including your enemies!
New: Coalition: Lotus Class is an exotic hull that costs 25 gc a turn each to own. You automatically spend 25 galatic credits a turn. If you run out of central bank galatic credits the exotic ships will take damage. New: Coalition: Aurora Class is an exotic hull that costs 50 gc a turn each to own. You automatically spend 50 galatic credits a turn. If you run out of central bank galatic credits the exotic ships will take damage. New: Coalition: SDI device. Has a 25 LY range and shoots down incoming scan probes. Always on. Willow class is the only class that has this device. New: Coalition: Others may live rescue team. Each unit can save up to 50,000 colonists, troops and crew that would have otherwise died in a ground war. They can save 80% of the troops, colonists, and crew that are attacked by enemy troops, crew and colonists. They can not save anyone that has been blasted by fighters and assult units. The survivors are loaded up onto life pods and launched to a nearby base. New: Coalition: Super Jammer on Aurora Class ship. Always on. It stops all super weapons other than the super weapon on an Aurora class from firing during combat. New: Coalition: Can not lay Barbitic or Gravitonic mines, ever. New: Centaurs: Start with a Shahmia and 2 Shantah class ships New: Centaurs: Ships are able to escape combat at combat tick 500 (All other races can not escape until tick 1500) New: Centaurs: Race track makes 15mc a turn, gives a +5 native happiness bonus and a +5 native attraction. New: Centaurs: Market makes 15mc per city on the planet and 22mc per undercity on the planet. It does not matter who owns the cities you will still earn the money. New: Centaurs: PSI Warrior (ground assault unit 3) +2% attack ground bonus for all other units with a limit of 30% bonus. New: Centaurs: 1 Free type 1 fighter per 200,000 colonists per turn New: Centaurs: 1 Free type 1 ground assult unit per 100,000 colonists per turn New: Centaurs: Free plasma manifold A exotic tech New: Aczanny Cargo Desk make an asssult pod using 1000 Ord and 10 troops. It will make pods of Metals if the command code "MET" is used by the ship. It will only make one new assault pod a turn. Tested (Passed): Birdman Nanovirus making new natives from Cyborg colonists. Tested (Passed): Replenish fighters making new wings and filling up old wings Tested (Passed): Fighter beams damage ship armor (Fed shuttles kill Lizard T-Rex, no problem) Tested (Passed): Hyperlathe making supplies Tested (Passed): Enforcer bomber able to travel 360 LY Tested (Passed): Scanenger hulls (hull types
442 to 460) are immune to hitting Barbitic mines
I will keep this page updated as often as possible.
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UTILITIESOrchestrator, a script generator by Martin Pederson(Rather out dated, possible new version???) VGA Planets 4 Tables by Sandy Schoen is now available at Sidewinders site. A starmap generator by Bill Rosgen A replacement mailgrab.exe
has been written.
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LINKSThe latest beta test news is available from Tim's V4 beta page. A buglist is available from Xentropy but due to a computer crash, this link may be broken. There's also an updated bug-list being maintained by Sidewinder (several months out of date) A very good tutorial site that I've come across is Paul Honigmann An F.A.Q. is available from Paul Honigmann V4 Beta games are being run at RobomasterSpaceport Hamburg and Planetmaster Greg Bahr
has a Race Development
Page with a complete list of links to 3rd party races.
A new Playing
and Strategy Guide from Doug
& Marie Bittinger is now open, and a VGA Planets v4 resource centre
is opening soon, (check their homepage for latest news on this).
If you find any good sites that I haven't listed
here, or I've missed your site out,
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