Beta Status
As mentioned previously the beta is very playable now and can
be used for games.
Game Components
The latest versions of the invidual game components are available
from either the Version
4 homepage or the VGA planets ftp
site.
Latest Changes
planets4.exe (Version 4.000.033 - Not released
yet)
Fixed: Factory control slider
bars' arrow mouse clickable hot spots are not centered on the arrow
buttons
Fixed: Factory and Government
center's slider bar values way too big and coarse to be useful
Fixed: When typing in a new
friendly code or command code the hot keys are active on the last
letter
Fixed: Crash! Click outfit
pod -> template (Crash happens if there are more than 40 diferent
ship hull types in the game)
Fixed: Crash! Open data grid
maximize the data grid and close it with the x box (windows close
button)
Fixed: Crash! Launch a pod
and click the file button right away and the program crashes
Fixed: Farms on maximum climate
worlds not showing that they will be making food
Fixed: Display of resort and
palace sometimes mixed up
Fixed: When you are allows
to give orders for another race it the build ship screen shows your
own ship hull list instead of your allies' hull list.
Fixed: Overview screen's popup
slider window can crash if too high a value is typed in
Fixed: The quick pick object
targeting window is too narrow in size, it makes it hard to read
the near object list
Fixed: Climate 100 worlds are
reported as too cold
Fixed: Worlds with climates
that are right on the edge of what climate my race likes are reported
to be too cold
Fixed: Race ownership numbers
for object not appearing on space command screen sometimes there
is not enough room for them to show up
Fixed: Ship hull select screen
tells me that I do not have enough metals when really I just do
not have enough money
Fixed: Sometimes the tech increase
buttons do not save their settings and no tech upgrade happens
Fixed: A hyper engine can not
be placed in an outfit pod alone
Fixed: Crash! Unchecking enemy,
friendly and neutral on the data grid and clicking the sort method
drop down box causes a crash
Fixed: Income estimates are
wrong do to the changes in the tax rates made in host
Fixed: Terraformer usage numbers
are wrong in the base stat screen
Fixed: The build new ship screen
is not clearing when switching from player to player
Fixed: I build a new ship using
the quick build screen and no metals are removed from the base or
ship
Fixed: The resupply pod controls
fuel and ord are not labeled
Fixed: The molybdenum reserve
level is not being saved
New: Ship switch that allows
ships to repeat their mine laying turn after turn until they are
out of ord units
New: Planets4.exe now knows
that transporting stuff between a ship and any object that I own
makes no sensor image noise
New: Race map highlite if you
select any map object belonging to another race all other objects
belonging to that race are also highlited in orange to help you
see all other objects belonging to that race quickly
New: Ships have a switch that
allows them to auto intercept pods and wings
New: Ships have a switch that
allows them to auto intercept ships
New: Race stats screen lists
fighter craft stats and ground assault unit stats
New: Cancel ship build button
added to build ship screen
New: The reserve resource settings
for a base are only active when they are turned on. The switch to
turn on the reserve levels is on the reserve setting screen. Any
base that has that switch off will be ignored by auto pilot ships.
New: The reserve level settings
can be saved into and loaded from one of the 4 memory banks
New: The quick build screen
will not list alien plans, if you do not have a base or ship that
is able to build that alien hull
New: Star systems with detroyed
planets are plotted in blue on the star map
New: Data pads show a scanned
ship's speed and heading if it has a waypoint
New: ID numbers of scanned
systems (planet not yet seen) are displayed on the map
New: Ship data screen lists
ship stats like cloak fuel burn and combat bonus ratings of the
hull
New: Armor costs 1 mc each
and uses 0.01 Duranium each and has a mass of 0.01 kt
New: The transporter limits
can be turned off to allow a ship to be ordered to beam on or off
more stuff than it can currently hold or has
New: Spy screen displays the
estimated new spy mana that will be gained next turn
New: Tech upgrade screen displays
a total of all incoming government center transfers of cash
New: Data pad now shows the
number of enemy lifeforms on a base (colonists, troops, crew, and
high guard
New: Option: do not show movible
objects as map memory object (wings, ships, and pods)
New: Ships can fix their armor
with repair units ( 5 repair units fixes 1 armor unit )
New: Ships can replenish their
armor by ending movement over a base they own or a friends base
with a friendly code that matches the ship's friendly code. The
replenish switch must be on and the base must have armor plating
in stock
New: Hot key F7 Clear hammer
object
New: Hot key F8 Clear anvil
object
New: Hot key Delete remove
map memory object
New: Hot key Home next ship
of same hull type
New: Hot key Prev ship of same
hull type
New: Exotic tech. Costs a fixed
amount to get the tech and a maintance cost that must be paid every
turn to keep the tech.
New: When viewing logs that
belong to another race the texted of the log will be dispalyed as
blue text
New: Base overview screen,
the build new building boxes are color coded grey when you do not
have enough tech to
build the structure
New: Program does a better
job of clearing map memory data from dead object
New: Minister AI helper screen
(Under the HQ screen)
Unable To Find: Canceling a
construction pod launch from pending orders is not returning to
me my molybdenum and tritanium
Looked At: Notepad can be drag
to the side of the screen and lost.
(Problem was caused by the data grid screen, when the data grid
is maximized the main screen of planets4.exe looses
its child window scroll bars and windows outside the visible area
are lost. The problem appears to be a windows
/ grid control related problem. The only fix I can find is to not
allow the data grid to maximize. )
planets4.exe (Version 4.000.032 - September
3 2000)
Fixed: The quick ship build
pops up when you select an object. Happens after the quick build
screen has been opened and closed.
Fixed: The quick ship build
screen displays super weapons on ships that have none when the ship
in question has a shield type 1, 2, 3, 4, or 5. (Harmless display
error)
planets4.exe (Version 4.000.031 - September 2 2000)
Note: This release is to fix one really a big irritation. The vanishing planet problem. Planets4.exe has a few problems left to fix, but they are very minor compared to the vanishing planet problem.
Fixed: The map memory error. When you scan a planet and it is loaded into map memory and then fly a ship with its scanners off within 25ly of the planet, the planet vanishes without a trace. Move the ship away and it comes back!
New: When you delete a quick
build ship plan, it does not come back. You can import the plan
of the currently selected ship or all ships.
host.exe (Version 4.00.063 - January 1 2001)
Fixed: Jump point device ships
not taking nearby ships with it when it hyper jumps
Fixed: Weak spy not working,
it does not seem to do anything at all
Fixed: Bases sometimes end
up with negative amounts of fuel after transfers
Fixed: New ships are getting
30 fuel units out of thin air
Fixed: Unable to exchange hull
plans between two ships that each have a plan loaded in memory
New: Any time you form a new
base on a planet by beaming down race members from your ship the
new base will have the attack mode KILL KILL KILL
New: Any time a new base is
formed with an assault pod the base will have the attack mode KILL
KILL KILL
Same: Any time a new base is
formed with a life pod the new base will have the attack mode PEACEFUL
New: Fighter weapons are a
little more powerful when used against ships
New: Fighters can fire through
base shields
New: All fighters have a chance
of taking out the base shield generator. Per shot there is a 1 in
100 chance for missiles and a 1 in 1000 chance for a beam weapon
to take it out. The Enforcers have better odds of taking out the
base shield. They have a have a 3 in 100 chance for missiles and
a 5 in 1000 chance for beams.
New: If a base is lost due
to Amorphous Worms you get a message
New: If a base is lost due
to an attack from space you get a message
New: Having your mine sweeper
device turned on makes 50 units of sensor image noise and reduces
your scan range by 50%
New: All homeworld planets
have a minimum soil rating of 100
New: Command code "NCH":
Any ship with this code will not enter a warp chunnel or jump point
New: If a ship's intercept
target is lost the ship will switch to following the escort target
New: If a ship's escort target
is lost the ship will switch to moving to its waypoint
New: The jumpgate builder can
see the new jump gate as soon as it is made
Unable to find: If you fire
a super weapon in battle all battles from then on send a super weapon
was fired message
even if there was no super weapon in the fight.
Unable to find: Soil sterilizer
kills bases
Unable to find: New ships autoload
fuel leaving the base with negative fuel levels
host.exe (Version 4.00.062 - December 15
2000)
Fixed: Host sometimes slows
down and makes almost no progress when a combat event takes place
with a cloaked ship in the area. . .
Fixed: The 3 Birdmen masters
are sending confusing messages when they did nothing at all
Fixed: Small weapons mistakenly
have the shield and armor drain ratings of large weapons
(This caused ships with many small weapons to be way too powerful)
New: Full support of exotic
tech added (Requires planets4.exe version 4.000.033 to use)
New: Transporter commands commands
canceled after a boarding attempt.
New: Transporters only make
extra sensor noise when transporting cargo to another race's base
or ship
host.exe (Version 4.00.061 (Epsilon) - November
19 2000)
New: Master 4.000.029 uses
the new Epsilon Galaxy
New: The Epsilon Galaxy has
688 planets and is 3000 lightyears across, just slightly bigger
than the echo cluster. The Zeta Galaxy was just too big.
host.exe (Version 4.00.061 - November 18
2000)
Fixed: Crash in v4hosty.dll
Fixed: Crash in v4host.exe
while making new RST files when there are more than 100 VCR files
for a single player
Fixed: Buoys starting dull
combat events!
Fixed: Ships towing other ships
sometime drop ship being towed near waypoint course changes
Fixed: Ships firing large and
small weapons at ground base shields
Fixed: Outfit pods launched
into orbit around the base's planet did not have its thrusters on,
they just fall back down onto the base the same turn they are launched.
Fixed: Default Minefield maximum
radius changed from is only 20 (Changed to 55)
Fixed: Default Minefield lifetime
is 50 (set back to 20)
Fixed: If a fighter wing's
mother ship is killed in combat the wing sometimes ends up at (0
, 0)
Fixed: Second combat wave not
working
Fixed: I get a log messages
saying natives have joined the base by way of the space port, but
they never show up
Fixed: If a ship that has docked
pods is destroyed in combat the pods do not seem to undock with
the dead ship
Fixed: Persistent tech upgrades
cuts off when a turn is missed
Fixed: The Dust off device
and Incarceration beam were making pods and placing them in the
ship's FIGHTER BAYS , (it is unknow what effect that was having)
Fixed: Unable to undock one
wing and dock another wing in the same turn
New: Minimium fighter wing
limit upped to 100 wings per player (was 20). If you have a total
of 200000 crew in your whole empire you can have up to a 300 fighter
wings. (One extra wing per 1000 crew)
New: When a fighter factory
on a ship fails to make a new wing due to the wing limit you get
a log message telling you why the device failed to work
New: You can no longer see
pods and wings that are docked to a ship, including cloaked ships
New: Ship: Cargo can be transfered
to and from a ground base belonging to another player if their friendly
codes match.
New: Ship: Cargo can be transfered
to and from a ship belonging to another race if their friendly codes
match
New: Ship: Cargo can be transfered
from base or other ship if the ships doing the transfer has a friendly
code that matches the target's universal friendly code
New: After laying one minefield
the minefield layer device cuts off
host.exe (Version 4.00.060 - November 4
2000)
V4host.exe rewritten to bypass a compiler defeat that can cause
a random page fault in kernal32.dll. Ground combat code was moved
from v4host.exe to v4hostx.dll.
host.exe (Version 4.00.059 - November 2
2000)
New: More complex contraband
pricing system
New: Command code BDA no longer
beams down ord units
New: Gold pods are launched
with cloak switch on
New: Ghipsodals take contraband
when they are attacted to a base (1000 Ghipsoldals take 1 kt Kerria
Crystal Contraband)
Fixed: A ship laying a minefield
uses too much ord when laying a minefield that is bigger than the
max minefield radius
Fixed: Base shields still being
shot at by ships that can not do any damage to them
Fixed: All natives vanishing
from planet when a base is destroyed by amorphous natives
Fixed: Ships ending up with
negative crew after a boarding action
Fixed: Ship ending up with
negative damage after combat
Fixed: Ground bases ending
up with more troops after combat (Neg units killed)
host.exe (Version 4.00.058 - October 27
2000)
Fixed: All Cyborg ships and
bases capturing nearby enemy Cyborg ships! (All ships and bases
acting like they had a king!) Some players are losing contact with
up to 20 ships a turn!
Fixed: Warp chunnel ships loosing
their chunnel device after using it (If you lost the device host
will restore it)
Fixed: Fleet fuel sharing reset
to max setting every turn
Fixed: Fleet ord sharing reset
to max setting every turn
Fixed: Bases with no colonists
sending the no food log message
Fixed: Non-moving ships hitting
mines (Ships have an escort or intercept target)
Tested: Cyborg Cube ships assimilating
enemy bases with the assimilation beam
Results: Works great, as long
as "Attack Ground Targets" is off. Otherwise the base gets blown
up in combat.
New: Super Laser safety, When
the super laser is used outside of combat to destory a planet, the
planet MUST be the ship's kill target and the laser must be turned
on.
New: Tax rate bonus and penalities
based on racial traits removed from host. (Colonist tax rate happy
bonus and penalities based on racial traits still in place. The
tax rates have been changed
Income Rates:
40% Ultra Conservative
45% Conservative
50% Liberal
65% Enslavement
55% Complex
Happiness Effects:
Ultra Conservative
Colonists +1 to 10 Happy
All Natives +1 to 5 Happy
|
Conservative
Colonists +1 to 4 Happy
All Natives +1 to 2 Happy
|
Liberal
Light Powers > 80
Colonists -1 To -20 Happy
Humanoids -1 To -15 Happy
Amphibian -1 To -10 Happy
Law < 50
Colonists -1 To -20 Happy
Humanoids -1 To -15 Happy
PC Factor > 90
Colonists +1 To +20 Happy
|
Enslavement
Light Powers > 80
Colonists -1 To -40 Happy
Humanoids -1 To -40 Happy
Amphibian -1 To -30 Happy
Law < 60
Colonists -1 To -30 Happy
Humanoids -1 To -25 Happy
PC Factor > 90 And Happiness_Of_Colonists_At_The_Base > 20
Colonists +1 To +40 Happy
|
Complex
Happiness tends to move to 90 points For Colonies and all natives except the Chupanoids and Amorphous
Income 0.5X Normal on happiness 100 worlds
Income 2.5X Normal on happiness 300 worlds
|
Income From Natives:
Humanoid
|
1X |
Bovinoid
|
2X |
Reptilian
|
0.25X |
Avian
|
2X |
Amorphous
|
0X |
Insectoid
|
3X |
Amphibian
|
1X |
Ghipsoldal
|
0.1X |
Siliconoid
|
0.08X |
Chupanoid
|
0X |
Natives Joining Bases:
Humanoid
Join Rate = ((PR / 200) * 100)%
Chance they will join 20%
|
Bovinoid
Join Rate = 0 To 100%
Chance they will join ((((Light_Powers) - (Dark_Powers)) /
200) * 100)%
(With a special minimum odds of 5%)
|
Reptilian
Join Rate = 0 to 30%
Chance they will join (((Leadership / 300) + .05) * 100)%
Lizards Chance they will join ((Leadership / 150) * 100)%
|
Avian
Join Rate = 100%
Chance they will join (((Spy_Powers / 400 + .05)) * 100)%
Birdmen Chance they will join ((Spy_Powers / 300) * 100)%
|
Amorphous
Join Rate = 10% + 300
Chance they will join ((Spice / 1000) * 100)%
|
Insectoid
Join Rate 0 to 100%
Chance they will join ((((300 - PC - PR - Leadership - Law)
/ 400) + .05) * 100)%
|
Amphibian
Join Rate 0 to 100%
Chance they will join (((Dark_Powers + PSI ) / 400 + .05)
* 100)%
|
Ghipsoldal
Join Rate 0 to 50%
Chance they will join (((Kerria_Crystals) / 1000) * 100)%
|
Siliconoid
Join Rate 0 to 20%
Chance they will join ((((PSI) / 500 + .05)) * 100)%
Crystals: Chance they will join (((PSI * 3) / 500) * 100)%
|
Chupanoid
Join Rate 0 To 20%
Chance they will join 30%
|
host.exe (Version 4.00.057 - October 26
2000)
Fixed: Web mines not doing
10% engine damage to ships parked in a minefield
Fixed: Cyborg King not assimilating
any native race other than the humanoids
New: New bases have their new
scanner and factories on by default
New: When a native amorphous
worm attack kills a base all the amorphous natives are placed on
the planet instead of being destroyed
New: The Birdmen plasmatron
assault craft acts like a mine and smelter and have no negative
side effects on colonists and natives
New: The Birdmen plasmatron
decreases the enemies ground assault attack powers against Birdmen
assault craft by 0.5% each with a limit of 50%. They only effect
enemy assault mechs and fighters.
New: If the Birdmen have over
10 million colonists, total, in their empire, they have a chance
of stealing enemy universal friendly codes
New: The Birdmen are not hindered
by enemy high guard on enemy ships when attempting to steal ship
plans
New: Birdmen bases have a stealth
rating of 20, normally bases have a stealth rating of 800
New: Birdmen Anti-Cyborg nanovirus
device New: Mind crusher device makes scanner noise
New: World crusher makes scanner
noise New: Darkwings and Resolute Class ships are immune to tachyon
scanners
New: The Super Laser can destroy
any planet just by setting the planet as the kill target and parking
over it, other empires will detect the weapon being fired
New: Cyborg assimilators collect
0.1 mc per enemy colonist taken (Except: Birdmen)
New: Ships with a super weapon
will not target a shielded ground base with anything except its
super weapon and will only do so if the base is a kill target or
the attack ground target switch is on
host.exe (Version 4.00.056 - October 20 2000)
Fixed: CRASH! V4HOST caused
an invalid page fault in module V4HOSTY.DLL
Fixed: Crystals not getting
their +5 HD Stress delta on their homeworld
Fixed: Siliconoids not making
ord for Crystals (1 ord per 100 natives)
host.exe (Version 4.00.055 - October 18 2000)
Changed: Combat power boost
at battle tick 141 removed.
Changed: The combat power boost
that cloaker ships get at tick 26 does not pump power into the super
weapon
Changed: The Cyborg assimilation
beam now works through base shields again.
Changed: Gimpsoldal engine
production changed. They will make one of each engine type if happiness
is over 75 and there are more than 50000 of them. Engine production
maxes out at 16 of each engine type with a population of more than
2 million and a happiness of over 110. If Gimpsoldal happiness if
over 110 and you have 200000 Ghipsoldals you get 16 type 1 and 16
type 2 engines and 1 of everything else. At 300000 Ghipsoldals you
will get 16 of type 1, 2, and 3 and one of every other type.
Changed: Cyborg assimilation
powers increased. 1 to 20000 cyborg colonists can assimilate one
native each. The number that they can assimilate each decreases
at a constant rate from 1 to 0.2 as the Cyborg population inceases
from 20000 to 100000.
Changed: The Cyborg King increases
the cash on a planet by 8% (Was 5%)
New: Enforcers are not attacked
by Insectoids untill after turn 6. No Insectoids will be on their
homeworld
Removed: If a player misses
15 turns the race is given to another player. (Overwhelmingly unpopular)
host.exe (Version 4.00.054 - October 17 2000)
Fixed: World crusher not working
when kill target is a base and not a planet. No log message telling
the shooter what happened.
Fixed: Fire at ground targets
off, but the ship still fires at ground targets
Changed: Cyborg get NO money
from assimilation
Changed: The Cyborg King causes
a 800% increase in colonist growth rate on the planet he is on.
(Was 400%)
Changed: The Cyborg King increases
the cash on a planet by 5% (Was 10%)
Changed: If a ship is captured
in battle it is no longer considered a minor conflict
Changed: Combat randomize movement
code removed
Changed: Combat vectors more
important, ship starts in a path along the attack vector
Changed: Amorphous produce
less spice and have a cap of 5000 per turn max
Changed: To produce spice the
Amorpous must be well feed (Colonists)
Changed: Cyborg Assimilation
Beam can take a max of 250000 enemy colonists a turn
Changed: Cyborg Assimilation
Beam will NOT work through a base shield
Changed: Chupanoids and Amorphous
natives are NOT allowed on your homeworld for the first 4 turns
New: Enforcer Hawking retraining
centers convert up to 300 enemy prisoners into troops a turn, when
working they use 5 food 1 supply and 1 med each. They use nothing
if on and there are no prisoners.
New: The Enforcer Bomber can
target one building type using the base command code "b01" to "b30"
The codes corraspond with the order of the buildings listed on the
base overview screen. Each bomber destroys 1 building. Thirdy bombers
destroy 30 cities or 30 farms. Bombing happens when the base is
in attack mode deep ground patrols or better.
New: Enforcer small and large
ship weapons do 4X system damage and kill only half the normal number
of crew members.
New: Enforcer super weapon
"Laser - Taser" does NO hull damage to target ship.
New: Enforcers can NOT sell
contraband, they can buy it, but not sell it.
New: Enforcer arrester unit
captures 500 colonists, 350 crew and 5 troops a turn, each.
New: Victims of a Enforcer
ground war attack are 3 times more likely to surrender. Normally
surrender takes place if the victim is outnumbered 3 to 1 after
first phase of fighting. All races surrender if they are simply
out numbered by the Enforcers.
New: Cyborg King can take over
ONE enemy Cyborg ship that is within 10LY of the base he is at or
25LY of the ship he is in, if the enemy's King is more than 300
LY away.
New: Enforcers are eaten alive
by Insectoid natives. One Insectoid will kill 100 colonists before
being killed. One Insectoid will kill 50 crew before being killed.
One Insectoid will kill One trooper before being killed
New: When a super weapon is
fired in battle all empires will detect it and the know location
of the blast
New: New natives can appear
at public space ports where there are zero of their type on the
base or planet
New: Cyborg get +1 engine tech
if their king assimilates a population of 100000 Ghipsoldals (Or
more)
New: If a Humanoid or Ghipsoldal
see any ship of Cyborg design, belonging to any race, there is a
50% chance they will send a distress call to all empires requesting
help.
New: In a ground war between
the Cyborg and any other race besides the Lizards, Crystals or another
Cyborg; 30% of the defeated Cyborg colonists will be reclaimed as
colonists. The Birdmen can reclaim 50%.. Cyborg killed by Assault
units or fighters will NOT be recovered.
New: If you have more than
50000 Ghipsoldals that have a happy rating of at least 75 they will
make 4 of each type of ship engine. If you have over 150000 with
a happiness rating of over 110 they will make 16 of each type of
engine (the maximum).
New: If a player misses 15
or more turns their ships, wings, and bases will be given to another
race. The race with the with the highest happy index gets the bases,
wings, and ships. Happy Index = a sum of the happiness of all colonists
on all worlds with a population of more than 100000. You get 4X
happy index if your race is of the same type as the one that is
surrendering.
New: ASCII score file, keeps
a running total of points for all 30 players. Not sorted. ( nameofyig.asc
)
New: Grouping code added to
combat movement, ships on the same attack vector tend to group if
they have simular stand off ranged, will tend to attack same target
New: Ships start moving in
a straight line to the center of the combat map, will decide on
the best target and do a quick break to leap at the target at around
tick 140. Ships start with a slower rate of movement.
New: Cloaking ships get to
fire first (Only if in range) Get power bank energy at tick 25,
141, 310 and 4000
New: Power banks dump energy
into all the weapons at tick 141, 310 and 4000. Before the extra
power was only being dump injected at 310 and 4000
Unable To Find Problem: Hyperlathes
not turning off
host.exe (Version 4.00.053 - October 01 2000)
Fixed: Native scoring error,
native votes going to the wrong empire
Fixed: Default max size of
minefields is only 20LY radius! (Changed back to 50LY)
New: Ship Device: Draconian
Solar Gamma Ray: The device kills half of all Carbon based and Robotic
life on all bases under the ship including natives. Device works
through base shields. Gamma rays destory all food, farms and medical
units on the bases. (Planets4.exe release 32 will list it as Device
9)
host.exe (Version 4.00.052 - September 29 2000)
Fixed: Host crash!
Cause: When a player used the Reticulian Light
Beam with no empty pod bays the host could sometimes crash, found
by: Don Friesen, Robo's faithful human
host.exe (Version 4.00.051 - September 28 2000)
New: Siliconoids produce ord
for crystal players. 100 Natives produce 1 Ord per turn. Max of
10000 Ord per planet.
New: Hyper Lathe heats planets
by 1 climate point per stress unit.
New: Infernerators heat planets
by 20 points per stress unit used. If climate is above 90 the unit
will heat the planet to 100 for free, no stress needed. New: Crystal
homeworlds have a +5 HD stress delta
New: The Crystal X field can
steal a max of 500 repair units per enemy ship per turn
New: The minefield destablizer
can one destroy one mine per turn. Works 80% of the time.
New: Host Configure Program
( HCONFIG ) added. It can be accessed from HOST.EXE. The FIG file
that it produces is a plain text file. You can edit game settings
( FIG file ) with a text editor and host will be a able to read
the updated values.
New: Scoring System added.
Scoring system produces a HTML score file as well as sending scoring
messages to the players in game. Scoring system can be turned off.
Score can be made non-public. You can pick the score needed to win
Points you can score: -1 If you are at war with anyone after turn
25 +1 For every active empire that you are not at war with after
turn 25 +1 For each planet with a population of more than 1 million
+1 For each planet with a population of more than 5 million +1 For
each planet with a population of more than 10 million +1 For each
native that votes for you +? For special race based bonus points
(None active at this time) +7 For being the "King Of The Hill" You
must have the only ship at a special planet after turn 25 Any of
the above can be turned off in hconfig. The king of the hill planet
is any planet the host names. The number of king of hill victory
points can be changed in hconfig.
host.exe (Version 4.000.050 - September 22 2000)
Fixed: Ship plans at bases
being deleted with the message that "Crystal ship plans vanished!"
Fixed: Pods not landing when
there are large numbers of pods over the planet. (Note: This fix
should also fix odd intermittent failures of minefields, ship devices,
towing, transfers, race traits that interact with nearby objects,
and only some ships ending up in a fight when there is a large number
of ships that want to fight. The error was in some very important
code that allowed objects to find nearby objects for interaction.)
host.exe (Version 4.000.049 - September 20 2000)
New: Output of Crystal Hyper
Lathe's molybdenum increased Each HD Stress point is turned into:
200 Ord 10 Food 3 Megacredits 1 Supply 8 Duranium 2 Tritanium 5
Molybdenum 3 Neutronium
host.exe (Version 4.000.048 - September 19 2000)
New: Stormer ships (any ship
a stormer owns) have special shields that are highly resistant to
photon torpedoes. A hit from a photon torpedo only drains 5 shield
points from a stormer ship (normal drain is 90). All other weapons
cause a normal shield drain.
New: Crystals can not own ship
plans from other races. New: Boring fights have been replaced with
a message. (Any fight that does not have at least one object blowing
up)
New: The message file (*.MSS)
is repacked to save space once every 10 turns.
New: Ships that enter combat
are automatically detected and scanned by the other ships entering
combat
New: Traveling through a web
minefield causes a ship to become more and more visible to enemy
scanners.
New: Any ship owned by a Crystal
player can travel through a web minefield without any danger of
hitting a web mine.
New: Any ship built by a Crystal
player can travel through a web minefield without any danger of
hitting a web mine even if owned by a non-crystal race.
New: Crystal shields take 3
times normal shield drain when hit by ord firing weapons (Any ship
owned by a Crystal player)
New: Crystal shields take half
normal shield drain when hit by non-ord firing weapons (Any ship
owned by a Crystal player)
New: When a Crystal shield
is hit by a non-ord weapon half the energy that it took to fire
the weapon is absorbed into the Crystal ship's weapons.
New: Crystals require a climate
100 planet for maximum growth rate.
New: Crystals can not be assimilated
by the Cyborg
New: Crystal X Field ( planets4.exe
sees it as: Device 8 ) Steals repair units from all ships, bases
and pods within 50 LY. Can steal a maxium of what the ship's repair
hold size is. If the repair hold is full it will still take a full
measure of enemy repair units and destroy them. It will take from
all other empires, including ones that you are not at war with.
The device will capture any enemy ship within 50 LY that has more
than 99% engine damage. Device will erase all ship plans in ships,
pods, and bases within 150 LY.
Fixed: Ion cannon range was
set to 40 by mistake, it should he been range 200.
Fixed: Cyborgs turn enemy ground
units and fighters into their own host.exe (Version 4.000.047 -
September 14 2000)
New: Contraband market price
system adjusted. Less downward pressure on prices. More upward pressure
on prices by high colonist populations. New: Much harder to get
spy mana points. ( It takes 300 points to try to steal an enemy
ship plan, A fed player can only produce 12 spy mana points a turn
max, so they can try to still plans once every 25 turns if they
save all their spy mana points. )
New: If a ship has at least
1 high guard range onboard and an enemy trys to steal your ship
plans there is a 75% chance the attempt will fail. New: During a
ground attack Lizards kill enemy colonists, troops, and crew at
a rate of 30 times normal. This DOES NOT apply to boarding actions
in space.
New: During a ground combat
attack colonists, troops and crew kill Lizards at 1/2 the normal
rate. Assault craft and fighters kill Lizards at the normal rate.
New: Cyborg can now assimilate
humanoid populations of between 0 and 99,999 with their cyborg king
in a single turn. (They used to require a minimium of 100,000)
Fixed: Pod docking problem.
Pods are not docking with ships that fly by the pod. The ship must
start movement next to the pod to be able to dock with it
Fixed: New ships getting repair
units and ord out of thin air
Checked: Only Cyborg can use
an Assimilation Beam: Yes, that is already the case.
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