Below is Siberian Snake's list of 'undocumented Host features'
Please Email Siberian Snake with any errors
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Please find below my updated 'list of undocumented Host
features'. I added some info on Fireclouds chunneling.
I'm 99% sure in the reliability of the information
presented, but if you noted some mistakes, or know other 'features'
unlisted below, please let me know, or post it here.
Naturally, most of the 'features' were found not by me, but by
other players, I just tested them and compiled them together. I can't
give the credit to everybody who contributed (since I don't remember
anymore the authorship of many items), but I do want to thank
Tony (Blackbeard), Steve Gedye (Sonic Hedgehog), B A N E, Tommy Liittokivi,
Jesper, Mark Beike (Beerbelly) for the info I got from them by e-mail or
through this newsgroup. If you do find some inaccuracy in this list,
I can always blame one of them.
Also, please feel free to use and distribute this 'list' as
you wish.
I. Combat 'features'.
1. Feds bonus.
a) plus 50 kt in ship mass,
b) plus 3 fighter bays for every carrier,
c) all weapons is operational, even if damage is close to
100%,
d) 25% shield restoration between battles, if damage allows.
2. Damage from fighters.
Every fighter makes 7 hits before it returns.
If ship's mass is more than 320 kt, the damage (and shield
drain) is 1 % per hit.
If mass is less than 320 kt, the damage/drain is 2%.
If mass is less than 106 kt, the damage/drain is 3%.
If mass is less than 63 kt, the damage/drain is 4%.
3. Battle order (BO).
Ships always fight before planets. BO doesn't depend
on ship's mission or Primary Enemy. PE or 'KILL' mission only
defines if the ship will fight at all. BO is determined by ship's
FCs. If the FC is not 3-digit (mkt, md2, 24t and so on), it is
equal to 1000. Lowest FCs fight first. If 2 or more ships have
the same FC (or non-digital FCs), the ship with lowest ID
fights first.
4. Left and right sides.
In the battle left and right sides are assigned according
to the position of the ships in the battle order list. Ship with
a lower battle order number (see above) gets a right side. So,
in a battle of two ships the one with FC='534' will get a right
side if the second ship has FC='mkt'.
In a battle between 2 big carriers left side is preferable.
If the carriers are identical, left side wins 60% of the battles.
If the ship on the right side fights against carrier and
it's mass (including ES Bonus) exceeds 140 kt, this ship has
60% chance to get extra 360 kt of mass for this battle. So,
in torp ship versus carrier battle right side is preferable,
unless the torp ship mass already exceeds 320 kt.
5. Planet with ATT or NUK FC attacks enemy ships. But
if the planet gets captured, and there are other former
owner ships orbiting the planet (they didn't fight first
because they didn't have PE set or "KILL"), planet will attack
them again the same turn (ATT and NUK still works) if their
battle order is higher than that of the attacking ships.
Generally speaking, planets with ATT/NUK attack all ships
excluding current owner according to their battle order.
6. Capital fuelless Birds ships are immune to NUK.
II. Tow and movement 'features'.
1. Tow conflict resolution.
Host works the following way:
If there are 2 or more ships at the same spot with TOW mission,
Host finds the ship with a lowest ID. Then it checks if the waypoint
of towee is more than 81 ly away. If it is - Hosts compares 'towing
strength' of the tower and towee (according to docs!). If tower is
stronger, it performs the mission, warp of towee gets reseted to 0.
If towee is stronger or equal, mission fails, tower's mission gets
reseted from 'TOW x' to 'TOW'.
If waypoint of towee is less than or equal to 81 ly, tower always
wins.
Then the next lowest ID ship with TOW mission is up. If it wasn't
succesfully towed (and warp reseted to 0), and it's target is still
here (didn't get towed away by the first ship), it tries to perform
the mission according to the same rules.
And so on.
2. Ship with less than 25 kt fuel aboard is unable to break tow.
3. Cobol scoops fuel even when it tows.
4. If the option 'ships without fuel can move' is on,
the ship can go the distance that reguires 0 fuel. So,
the distance is determined by ship total mass.
5. Minimal range of Firecloud chunneling is 10 ly, not 100 ly as
docs state.
6. Although Fireclouds under tow can't chunnel, if the tower runs
out of fuel, Fireclouds brakes free and becomes egligable for chunnel
(either way) this very turn.
III. Economy.
1. Information about 'climate death', colonists 'eat
supplies', ships queue can be found on Timo Kreike Home Page.
Most often needed:
At CDR=10% (default) maximum clans surviving on
Desert/Arctic planets:
T clans T clans
100 9
0 29 99 29
1 49 98 49
2 69 97 69
3 89 96 89
- -- -- --
14 309 85 309
Each degree adds 20 clans.
If 'colonists eat supplies'=YES, every 40 supplies on the
ground (after factory production!) add 10 more surviving clans.
2. Formula 'natives growth' in the famous Infolist is
correct only for population below 6.5 millions or so. If
population is higher, the growth is twice as slow.
3. (In the latest Hosts.) If colonists population on the
planet drops down suddenly (ground attack, or if the owner
beamed up clans), the decay may be very fast the first turn.
If the number of factories exceeds the maximum allowed by 101
or more, this number gets halved.
4. Desert and Arctic planets with low native population
have non-zero population growth. I can't provide correct
formulas.
5. Maximun Cyborgs native tax rate is 20%.
6. Merlins work without fuel.
IV. Web mines.
1. Web mines drain. The relevant order of missions:
Mine decay
Lay mines
Lay web mines
'mkt'
Mine sweep/scoop
Web drain
Movement
If the ship is in the webs during 'drain' phase, it loses
25 kt of fuel per web. (It means that the ship inside 3 overlapping
webs will lose 75 kt of fuel). If the ship hits the webmine, it loses
additionally 50 kt, or 1/6 of it's fuel, whatever is greater. May be
1/6 isn't absolutely exact number.
2. Non-Crystalline webs (produced by Crystals by miX FC) don't
drain fuel if the enemy ship just sits inside. Drain happens only
when ships hit mines.
3. If Crystals lay non-Crystalline web on the top of another
non-crystalline web (in yet another race identity), they don't get
double-density web. Two webs merge together into the web owned by
the owner of the latest web. The same happens if Crystals lay
Crystalline web on the top of non-Crystalline web; they end up with
a big Crystalline web field. And the same happens if Crystals lay
a non-Crystalline web on the top of Crystalline web.
* This has been fix in Host 3.22.021 *
4. Crystals are completely immune to non-Crystalline webs even
without any alliance setting.
V. RGA, Pillage, fighting.
1. RGA. Besides documented aspects (RGA destroys 30% of money,
40% of supplies, 20% of clans, 20% of DPs, 60% of mines and 30% of
factories), RGA reduces colonists happiness by 60 points, and
increases natives happiness by 30 points.
2. Pillage. Besides documented aspects (Pillage kills 20%
of colonists and natives) Pillage reduces happiness of both
colonists and natives by 10 points. Also 25 extra clans get killed
before 20% factor is applied.
3. Fighting begins when colonists or natives (or both) happiness
falls below 0. Fighting kills 30% of population and 100 clans more
after that (both natives and colonists, regardless of who was unhappy).
Newclans=Oldclans*.7-100
Summarizing action of all three factors for colonists,
If colonists are fighting, and RGA continues,
Newclans=Oldclans*.7*.8-100
If colonists are fighting, and Pillage continues,
Newclans=(Oldclans-25)*.7*.8-100
VI. Miscellaneous.
1. Fueless ships CAN gather fuel, including unowned
planets.
2. Only Winplan users are able to execute 340-360 ly
Hyperjumps. DOS users (regardless of the utilities they
are using) are limited to exactly 350 ly jumps. Plus
gravity wells, if possible. This 'feature was fixed in
Host 3.22.019, Now anybody can do precise HYP jumps.
3. In the older Hosts there use to be a Super Spy bug.
Super Spy is cumulative, and it takes 5 ships to garantee
the planetary FC change. Nevertheless, it was sufficient
to have only one ship on Super Spy, and 4 - just cloaking.
I don't know if this bug was fixed.
4. If the ship drops cargo on enemy/unowned planet (including
Ground Attack or Imperial Assault) and get robbed the same turn, the
attempt fails, because "Rob" happenes before "beam down", and fueless
ships are not allowed to "beam down". But if the ship beams down at
the same time at least 1 kt of fuel, the mission will be performed.
Apparently, Host doesn't allow to Rob this 1 kt that gets beamed down
(I call it 'Cargo in transfer is immune to Rob'), although Rob goes
before 'beam down', and in the 'beam down' phase Host believes that
this 1 kt is still aboard, and, therefore, ship is not fueless.
5. One could clone and build ships at the same base without any PBPs
before ship limit. One just has to tow the cloned ships away. Cloning
happens before movement; and in the second phase of ship building (after
movement) Host sees that there is a ship to build, no 'cln' ships
orbiting... and it builds a new ship as well!
This bug was fixed in Host 3.22.015.
Siberian Snake
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