Page last updated 13 Feb  2003

 
 
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GENERAL v4 BETA RELEASE NEWS


Beta 18 is now available, (32 meg), consisting of the following files;
 

  •  Planets.exe Version 4.000.039
  •  V4host.exe Version 4.000.121
  •  Master.exe Version 4.000.051
  •  VCR.exe    Version 4.000.015
  •  Federation race pack, version 101c
  •  Lizard race pack, version 101b
  •  The Birds race pack  version 101a
  •  Stormer race pack, version 101c
  •  Privateer race pack version 101
  •  Cyborg  race pack, version 101d
  •  Crystal race pack, version 101a
  •  Empire race pack, version 101a
  •  Robots race pack, version 101
  •  Rebels race pack, version 101
  •  Colonies race pack, version 101
  •  People's Army race pack, version 101
  •  University Alliance race pack, version 102e
  •  Scavenger Tribes race pack, version 101c
  •  Draconian race pack, version 101
  •  The UEA race pack, version 101c
  •  Coalition race pack, version 101c
  •  Aczanny race pack, version 101
  •  Centaurs race pack, version 101c
  •  Solorian race pack, version 101a 
  •  Mail-grab program for Outlook 2000

  •  

     
     
     
     
     

    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


    Basic Rules Of The Universe            New Players read this first
     

    Special Weapons and Hull Guide
     

    Ship Device List   (Updated!)
     
     


    Work in Progress


    Working mainly on client program, documention and computer player.
     
     


    Latest updates, (courtesy of Tim Wisseman)


        Dec 29th, 2002

        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"
    (A waypoint check was added at movement phase 2, just before hyperjumps and at phase 195)
    A bug was fixed that caused ships to get stuck if the X part of the course is zero
     

    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
        If your PC Factor is less than 80 max weapon repair is 40% 
        If your PC Factor is less than 40 max weapon repair rate is 60%

        Shields: 20% Normal max repair rate
        If your race's addiction to Grecken Blood Wine is less than 20 repair rate is 40%

        Control Systems: 40% normal repair rate
        If leadership greater than 90 repair rate is 80%

        Hull: 20% max repair rate
        If PR and Law are both greater than 80 max repair rate is 50%

        Hyper Drive: 30% normal repair rate
        If Force Good is greater than 20 max repair rate is 60%

        Life Support: 10% normal repair rate
        If PC Factor greater than 80 repair rate is 40%
     

    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 
         under them this error can sometimes cause a bad record number error in planets4.exe and a crash 
         when I try to view a friend's base.

         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 
         units and all starting wings reduced to 50 fighters each.

         New: Pyramid Lounge produces a maximum of 10000mc per turn per ship. The sum of all the 
         Pyramid Lounge ships can not exceed the races resource points times 100mc. Every 100 resource 
         points allows one ship to produce a full 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 stock pile in excess of 1000 units. It can train 1 extra High Guard for every food 
         unit over 1000 units it has. For example, if you have 20000 food units you can train 20000 High 
         Guard a turn.

         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
         stock pile in excess of 1000 units. It can train 1 extra High Guard for every food unit over 1000 units it has. For example, if
         you have 20000 food units you can train 20000 High Guard a turn.

         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% 
         accuracy during combat

         New: Virgo Unicom system causes all fighters belonging to the Virgo's race to have +20% beam 
         accuracy and +30% missile accuracy

         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 
         hitting all enemy minefields

         New: Colonies Of Man Warrior Assault device destroys all enemy special race buildings on all bases
         within 10LY, this action happens after movement

         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 
         ships and +10 armor drain against Lizard and Robot Targets

         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 
        10 a turn

         New: All ground assault craft must be destroyed before a base will fall into enemy hands.
         You can now land and attack with just ground assault units.

         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.
     Draconians get a 26.25% bonus
     Evil empire gets a +18.75% bonus
     Enforcers get a +11.25% bonus
     Cyborg get a +10% bonus (Special case)

     Crystals get a 56.25% cut in resource points
     Scavengers get a 45% cut
     Privateers get a 33.75% cut
     Birds get a 21% cut
     Feds get a 15% cut
     University gets a 15% cut
     Stormers get a 11.25% cut
     Lizards get a 7.5% cut

     It is uses a math system that gives the race's growth rate a 75% weight factor 
     Resource score = (Res * 0.25) + (Res * (200 - Race_GrowthRate) / 100 * 0.75)

     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
     0056d390 call 0056d3bb
     0056d395 pop ecx
     0056d396 test byte ptr [ebx],al <---- CRASH!!!!
     0056d398 mov eax,00000001
     0056d39d jnz 0056d3a0
     0056d39f dec eax
     (Found in game data submited by the Drewhead hosting site)

     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:
     Income = (Colonists / 1000000) * RiverRoyale * 100 * (ColonistHappy / 300)
     Happiness drop = 5 + RiverRoyales

     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
     battle)

     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: 
     Every combat tick there is a 1% chance that there will be a complete fix of all system damage. There is a 3% chance of a fix of 10% of the hull damage. There is a 5% chance of 20 points of shield power being restored. There is a 2% chance of a complete repair of anyweapon damage.

     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!
     The 240 Comb and the 1260 Royal class have the hive mind device. It is always on and can only give a max bonus of +20 evasive and a +30 attack bonus.

     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.

     

    UTILITIES

    Diplomat is a script generator from Paul Honigman

    Orchestrator, 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. 
     

    LINKS

    The latest information about v4 is available at Tim's v4 site.

    The 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.
    Also a Graphics Artist Registry for people willing to render ships and such for race creators.

    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, 
    please email me, and I'll add it to the list here.

     

    HELP FILES

    Help files are available in second draft form, from the v4 site in varying formats.
     
  • V4-help file, (6 Meg), (This one is needed for the in-game online help)
  • as a downloadable ZIP file, (containing the HTML files), without graphics, (135k)
  • or graphics only, (6 Meg).

  •  

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