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What is new in Host.exe Version 4.000.202 Fixed: New:: For every 10000 prisoners held by anyone anywhere all Evil Empire players get a 1% increase in resource points with a limit of 200% normal. April 29th, 2007 What is new in Host.exe Version 4.000.201 Fixed: Evil Empire Crawlers build up to a maximum of 50 million Fixed: Systems that don't exist in a ship cannot be damaged (engines,
New:
Feb 7th, 2007 What is new in Planets4.exe Version 4.000.062 New: Updated CVS output, more data included
Fixed: Start Planets --> Files --> Select Slot --> Rst Path --> Mouse-Wheel-Down --> "Run Time Error '68' Device unavailable --> Crash (Sometimes with Mouse-Wheel-Up, too) (C0003: Crash when using Mousewheel) Fixed: Help button links player to help web page ( C0035: Help Button )
Fixed: When you first open the Ship Groups screen, it doesn't activate the 1st ship group, so when you exit the ship group after adding ships to the 1st ship group, you lose your group. The code only saves ship groups that are active. ( C0036: Saving Ship Groups ) Nov 5th, 2006 What is new in Host.exe Version 4.000.200 What is new in Host.exe Version 4.000.199 Fixed: New: Wings that outnumber enemy wings by better than 2 to 1 are able to overwhim the smaller wings, the worse the outnumbeing the worst thing get for the smaller wing. New: Cyborg assimulate enemy mechs at a rate of 10% of the number of assimulator units owned. The newly assimulated units are transformed into assimulators What is new in Host.exe Version 4.000.198 Fixed: Fixed: Damaged small weapons still firing
Fixed: High Guard not getting any spacial powers in combat
Fixed: Alien hulls owned by the crystals incorrectly getting the zero ord bonus for the alien hull's super weapon
Fixed: Base ion cannons continue to fire after the ord has run out
Fixed: Anti matter mauls yielding fuel when used on solorian ships
Fixed: Anti matter maul overloading the cargo holds of the firing ship's holds and fuel tank
Fixed: Ord levels for wings during combat
Fixed: Glory devices on ships not owned by the stormers are able to avoid combat (Only the Stormers should be able to do that)
Fixed: Probe Launcher scanning your own bases
New: The IMT race can transfer money from their government centers to another player's central bank account using the desired race number as the base command code. For example 007 would transfer money to player 7.
New: Home guard fighter wings attack mode is automatically on
New: Wings are allowed to turn off combat settings and refuse to fight back when fired on
New: Captured Solorian ships have no fuel
New: Lowest odds of small weapons hitting its target limited to 1%
New: Lowest odds of a large weapons hitting its target limited to 1%
New: Combat code, check target order ramdized
New: Enemy assault units block the Cyborg from assimulating a base.
New: Sandcasters 3 times better at killing wings that consist of less than a total of 50 fighters (mixed)
New: Sandcasters 3 times worse at killing wings that consist of more then 100 fighters (mixed)
New: Groups of 200 or more fighters (of the same type) get a 20 point boost to the beam hit odds against ships
New: Groups of 400 or more fighters (of the same type) get a 30 point boost to the beam hit odds against ships
New: Groups of 500 or more fighters (of the same type) get a 35 point boost to the beam hit odds against ships
New: Groups of 200 or more fighters (of the same type) get a 30 point boost to the beam hit odds against enemy fighters
New: Groups of 400 or more fighters (of the same type) get a 50 point boost to the beam hit odds against enemy fighters
New: Groups of 500 or more fighters (of the same type) get a 65 point boost to the beam hit odds against enemy fighters
New: Ships with a hull mass of over 500kt can crash through web mines and only have a 10% chance that a web mine hit will stop the ship
New: Ships with a hull mass of over 400kt take less damage from Barbitic mine hits, maximum damage is now ((100 / Mass) * 80 * Rnd
Aug 19th, 2006 What is new in Host.exe Version 4.000.197 Fixed: May 21st, 2006 What is new in Host.exe Version
4.000.196 New: Ships that
enter a jump point may not hyper jump again in the same turn using its own
engines New: You must
reduce the colonist population to under 2000 before you can give the base
away. New: You can not
GBA to a friend ( Give base away ) if an enemy has a base on the same planet,
you can not New: Bases with a
Peaceful setting get a 50% troop attack bonus New: Bases with a
Roaming Defense setting get a 40% troop attack bonus New: Bases with a
Deep Ground Patrol setting get a 30% troop attack bonus New: Bases with
an Attack and Run setting get a 20% troop attack bonus New: Bases with a
Peaceful setting loose 25% more colonists than normal when attacked New: Bases with a
Roaming Defense setting loose 10% more colonists than normal when attacked Fixed: Math error
in VCR that caused ships to go ONE direction most of the time fixed Fixed: Math error in
PD weapons firing at fighters, the first PD fires can uncharged the higher
slotted PD weapons Update: Only Birds, Stormers, and Aczanny can use Transphased World Crusher
Exotic Tech New: Limit on how many engines Ghipsoldals can build you raised to 5000
(from 50) New: Limit on how many weapons Amphibians can build you raised to 5000
(from 50) New: Fighters only fire at one of three enemy fighters types, instead of
the old way where the fighters would fire at all three of the enemy fighters.
This removed the DISADVATAGE of mixing fighters types in a wing. There is a 60% type-1, 25% type-2, and 15% type-3 will
be fired at. If there are no type 1’s left type 2’s will be fired
at. Changed: The power of bad contraband (the stuff the enemy sells your bases using
gold pods) to raise your crime rate has been reduced to a limit of around 10 crime
points a turn. Jan 4th, 2006 What is new in Planets4.exe Version 4.000.060 Fixed: File not found error 53 when VCR starts (due to a new way that windows is locking files) Dec 20th, 2005 What is new in Host.exe Version 4.000.195 New: When a planet explodes due to stress all natives die New: Only Birds can use Transphased World Crusher Exotic Tech New: Option to turn off Hacker Droids using HCONFIG New: Small weapon power against shields increased from 50% to 75% effective New: Heavy orbital bombardment will kill at least 1 crew on the base. New: Heavy orbital bombardment will kill at least 1 troop on the base. New: Bases with an attack mode of peaceful get a 20 point growth rate bonus, reduces crime by 1 and increases happiness by 1 point. New: Attack mode 4 ( Crush Kill Destroy ) and mode 5 (Capture ) case a 2 point drop in happiness New: New ships are loaded with ORD, if the base has enough ord to fill the ship, to stop the base from loading ord set the command code to NOO New: New ships are loaded with repair units, if the base has enough repair units to fill the ship, to stop the base from loading repair units ( and ord ) set the command code to NOO New: The amount of happiness lost due to an enemy holding prisoners is based on the percentage of population that the enemy is holding. If they are holding more than 20% of your population you can loose 50 happy points on 30% of your bases. New: If you send lots of unhappy colonists into space the happiness of landing colonists will over time decrease if you send lots of happy colonists into space the happiness of landing colonists will increase. New: If a base holding prisoners is the victim of an enemy blockade the prisoners will escape and form a new attack base on the planet. New: Ships start out with their sand casters, ion weapons and super weapons on by default New: You will no longer receive a message that tells you where your prisoners are being held Fixed: A.I. has the power to transfer too much money from a base to the central bank Fixed: A.I. overloading life pods with more than 400000 colonists Fixed: A.I. building mostly speed 13 ships Fixed: A.I. turning all the Duranium into repair units Fixed: A.I. setting the factory supply build orders to 100 when it has more than 100 factories. Fixed: A.I building a second repair plant Fixed: A.I. only increasing 1 tech level at a time when it has the money to do many at once Fixed: A.I. using worst parts first instead of best parts first Fixed: A.I. building training centers on home world and hurting growth rate. Fixed: A.I. only building 1 city per turn, even when the base has the supplies and money to build more Fixed: A.I. sending pods of colonists on very long and dangerous pod boost trips.
Sept 5th, 2005 What is new in Host.exe Version 4.000.194 New: Cyborg can not assimilate Cyborg New: An enemy base on a planet can block a native dust off New: Undercities protect colonists in bases that get hit with an orbital bombardment New: Docking pods get one extra chance to dock before Quick Hyp Jump ships leave or any ships move, this should fix the problem with ships leaving without their pods. New: Emotion chips stored on a robot base will cause Robot happiness to improve and crime to drop. Fifty units if Emotion chips per 100,000 colonists will cause a 1 unit drop in crime and a 1 unit increase in happiness. New: Solorians can not turn on Tank-O-Tronic cloning exotic tech New: When two bases merge, the new base will have the command code and the friendly code of the base that had the most colonists at the time of the merge. New: Ships are not loaded up with ord or repair units when they are first built, you will have to load those items yourself. Fixed: Holo decoys interfering with your own Torpedoes Fixed: Dark wing G not getting bonus for attacking birdmen hulls owned by another player Fixed: Robot data leak that causes ships to show up as unknown contacts Fixed: Fighter wings hitting targeting bonus when the target has high guard aboard (WRONG!) Fixed: Your own holo decoys cause your weapons to mess their targets. Fixed: Wings with low combat quickness not moving! Changed: Bad blood removed from Gold pods selling contraband to
enemy bases, you are allowed Changed: Erase plans function moved to the beginning of the host run, it should work better Changed: Bad Blood factor removed from the game Changed: Labor mine and labor camp math changed, (Reduced to make up for the removal of bad blood and riots)
April 15th, 2005 What is new in Host.exe Version 4.000.193 Fixed: Bug in ground combat that was causing less colonists, crew and troops to be lost then should be. Fixed: Bad transporter bug that produced large numbers of high guard. New: Robot Q Tanker can mask the sensor image of Robot ships within 100 LY, giving them a sensor image of only 5 New: Robots can cloak mines New: Colonists on Colony of Man ships produce an income of 200mc per 100000 colonists. New: All races can sweep cloaked mines with a 25% success rate New: Base ION Cannons only work when the shield is turned off New: Ships with a hull mass over 690 have improved PD systems, ships with a hull mass over 1200 have an improved PD system and ships with a hull mass over 1800 have an even better PD system New: Fighter and ship combat logic improved. Changed: Base ION Cannons use 10 ord per shot Changed: Minefield power increased, they do more damage when you hit them. Changed: Glory device will only kill 15,000 worms per blast Changed: Spice production reduced Changed: Robot mine sweeping of cloaked mines only works 25% of the time instead of 100% of the time. Changed: Energized sand toned down. it does not work 100% of the time anymore
March 1st, 2005 What is new in Host.exe Version 4.000.189 Fixed: Labor camps over producing credits Fixed: Labor mines over producing credits Changed: Colonists in pods have more importance when calculating
your number of resource points. They are now worth about Feb 16th, 2005 What is new in Host.exe Version 4.000.188 New: If warp chunnel fails do to lack of fuel you get a log message New: Gathering stuff from a planet rate now limited bay number of colonists New: Only COM owned Virgos give fighters and ships minefield immunity Changed: You no longer get hit with crime for selling contraband Changed: The crime effects of selling contraband using a gold pod scaled back Fixed: Boarding laser causing boarding to fail do to a negative number error. Fixed: QTanker not refueling fighters Fixed: Having less than 100 Labor Mines on a planet caused 100% death rates among crew, troops and high guard prisoners. Feb 16th, 2005 What is new in Planets4.exe Version 4.000.059 Fixed: Minister enable and planet AVOID using the same data bit, you switch one your end up switching the other. Jan 29th, 2005 What is new in Host.exe Version 4.000.187 Fixed: Host crashes when wing tries to dock with itself New: RST file size should be much smaller now Jan 22nd, 2005 What is new in Planets4.exe Version 4.000.057 New: Ship have a new combat setting that allows them to AVOID combat with an enemy base they are over, when this attack setting is one the ship CAN NOT use its large weapons to damage the enemy base. New: Ground bases have a highly experimental attack option CAPTURE. Your troops kill far less enemy colonists and take 3 times normal losses. This attack is very useful when attacking enemy bases that are almost all colonists. Jan 22nd, 2005 What is new in Host.exe Version 4.000.186 Fixed: Weird things happen when Cyborg capture a ship that has high guard aboard. New: Ground base capture setting added New: Fighter wings that are NOT set to attack ground targets will STAY AWAY from the base to avoid AAA fire. New: Ships can avoid attacking the base under the ship, when the ship is set to avoid the base the large weapons can NOT be used to fire at the base. New: Robot nest powers increased to taking 3% (was a random
0.00% to 3%) of all enemy colonists in range and has the side effect of
killing an extra 4.5%. New: The range of the robot nest is based on turn number and
number of insects and colonists on the base. The nest range has a minimum
range of 30LY and a maximum range of 400 LY. At the beginning of the game the
range will be about 100LY around the home world at turn 60 the range will be
about 400 LY around all high population planets. B = 100 + Turn_Number * 5 If A
< B then nest range is A. The base will get a log message telling you the current nest range. New: Warrior Shuttle resistant to barbitic minefield detonations. New: The Robot Q Tanker is very hard to see, it has a sensor profile of only 5 at all times. New: The Robot Q Tanker refuels fighter wings out to a range of 100 LY Jan 6th, 2005 What is new in Planets4.exe Version 4.000.056 New: Crime shown on contraband sell/buy page New: Ministers avoid letting your crime level get above 100 when they are selling all your contraband New: Contraband page will show you how much crime will increase if you sale an item of contraband New: Ship and Base overview screens stay open when switching between enemy ships and bases New: Crime level shown on main overview screen New: When view destroyed planets using the data pads all data screens and buttons are now active New: The find object screen now has a clear boxes button. New: Resource ring display shows crime levels (Under misc) New: Ship and Base screen have red outlines when viewing enemy objects Jan 4th, 2005 What is new in Host.exe Version 4.000.185 Fixed: Transporter bug that causes ships without boarding lasers to fail to transfer cargo to and from a planet that they are leaving. New: Robot insect nest range reduced to 200 ly Jan 3rd, 2005 What is new in Host.exe Version 4.000.184 New: Gambling deck ships generate 2 points of crime on bases they are over. New: The power of weapons to push back an enemy ships decreased by 50% and ship with a mass over 900 are immune. New: Show lounge ships generate 2 points of crime on bases they are over. New: Crime rate no longer effects the amount you get from selling contraband New: Criminals steal contraband from bases with high crime. (50% chance that 5% will be taken if there is over100 crime) New: If you have a crime level above 100 contraband will be stolen when you launch a pod of contraband. New: High Guard are much better at fighting crime, the more
you have the better they get. The more crime you have the better they get. New: Troops are much better at fighting crime. New: Privateers move crime around. . . if they have a base within 200LY they might take 10% of your crime away from you and give it out to another base in the area. New: If a ship has less than 50% crew its weapons will begin to malfunction during combat. The percentage crew that you have is the percentage chance that a weapon system will work. New: Robots have a new method of fighting crime New: Cyborg have a new method of fighting crime New: Robot insect nests kill more enemy colonists. Three times what they did before. Income and insect production remains the same. New: No more free lunch ( 5kt of food ) when beaming colonists down to a new world. You have to bring food with you now. If you beam down colonists and suddenly next turn they are all gone, it might be because you forgot to bring food. Fixed: People can beam fuel from friendly Solorian ships! Fixed: Some really pycho-wierd bonehead logic flaw in transporter attemps is causing transporting and boarding to fail most of the time. Master: Robot starting insectoid population changed to 50000 + 10% starting colonist population. Dec 25th, 2004 What is new in Host.exe Version 4.000.183 New:When a base is captured by ground combat the crime from the base is spread about to all bases belonging to the victim race with in 800 LY. (Not enemy bases.) Dec 25th, 2004 What is new in Host.exe Version 4.000.182
New: Cantinas can be removed from a base using the base command code "ATF" New: Crime rate increase by cantinas reduced. New: Selling contraband generates 5 points of crime per type of contraband sold
New: Crime rates of over 100 effects your income from cities (Undercities immune) Dec 18th, 2004 What is new in Host.exe Version 4.000.181 Fixed: Figher combat logic messed up. Fixed: Ship combat logic messed up. Fixed: Ship stand off range not working Fixed: Ships hitting two web mines in a single turn Fixed: Ships intercepting ships and object that they can not see Fixed: Cantinas produce the insane amounts of contraband and crime is a joke New: Wings only auto intercept pods when target soft is on New: Wings only auto intecept wings when target fighters is on New: Wreckage is no longer auto intercepted New: Mass effects how fast ship can change speed during combat New: High Guard (10 or more) decrease crime rate New: Troops (10000 or more) decrease crime rate. Nov 28th, 2004 What is new in Host.exe Version 4.000.180 Fixed: Captured ships end up at (0,0) Nov 28th, 2004 What is new in Host.exe Version 4.000.179 New: Ships and wings escorting ships with engines set at very high speed, but traveling a very short distance will us a special fuel saver mode to conserve fuel. Fixed: Reticulian med lab producing more cargo than the ship can hold Fixed: High guard blocking ground attacks when they should not be. Fixed: Ships with no fuel and no crew are able to over power tractor beams. Fixed: Host crashing due to "fuel from no where bug" being exploited. Fixed: Fuel robber producing fuel from nowhere Oct 23rd, 2004 What is new in Host.exe Version 4.000.178 New: Ship command code "REC" cause the ship to recharge a minefield within 200LY with fresh ord instead of dropping a new field. The type of minefield will be the type the ship is set to drop. New: Outfit pod launching moved to before ship building to prevent quick build ships from using the parts that were suppose to be on outfit pods causing all sorts of strangeness, like pods not launching and then launching a few turns later after the required parts are built. New: If a ship with a cloaking device makes over 400 point of sensor noise or gets tagged by a detonating laser mine gun zeros can target it. New: Ship making less than 400 points of sensor noise and not lit up by detonating laser mines can not be targeted by the Solorian Stellar matter launcher. Fixed: Prisoners not returning home after you took them back and prisoners not returning to your allies bases as they should. I keep getting a log message but nothing happens. Fixed: If a ship is blasted with a laser mine detontation and made visible, it is immune to combat. (It should NOT be immune!) Fixed: The Glory Device hull types 42 and 43 are not combat immune (as they SHOULD be) when the second wave switch is on. Oct 21th, 2004 What is new in Host.exe Version 4.000.177 Fixed: The Cyborg king keeps disappearing and moving around and doing weird things when I put him on a ship. Oct 20th, 2004 What is new in Host.exe Version 4.000.176 New: Virgo command code "LSD". If you have a waypoint that is less than 50 LY light speed cuts off to save fuel. The command code "LSD" (LIGHT SPEED DAG-NABIT!!!!) overrides lightspeed auto cut off so you can burn lots of fuel and go very short distances or no where at all. It also allows you to intercept or escort at light speed ships that begin the turn right next to you. If you do not use the LSD code your light speed will cut off if your waypoint is set to a distance less than 50 LY, because your ship thinks it is silly to burn all that fuel just to move 50 LY. New: Aczanny ground combat units and troops now protect colonists from insectoid attacks. New: Gun Zero and other special race buildings can be destroyed by blasting them from space. Fixed: Minefield recharge function turning on by mistake. Oct 11th, 2004 What is new in Host.exe Version 4.000.175 Fixed: Minefield load data error. Oct 11th, 2004 What is new in Host.exe Version 4.000.174 New: Command code WPP (Waypoint Priority) causes ships to go to their waypoint before going to their intercept target or escort target. The ship will switch to the intercept or escort target as soon as waypoint is reached. A ship can move to a waypoint and then move in an intercept course during the same turn. New: You can only launch a pod at an object that you can see. If you launch to an object that you can not see the pod will just go into orbit around the base that lauched it. Fixed: Chupanoid natives are showing up on my home world planet! Fixed: Robot ships taking too much damage from chain reaction nova barb mines. Fixed: Solorian green home star heat level corrected. They where getting a green star with the wrong heat.
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