March 21st 2000
What is new in vcr.exe Version 4.000.009
Fixed: Bug in vcr causes a crash (File not found error) When viewing some VCR files.
March 20th 2000
What is new in host.exe Version 4.000.035
Fixed: Warp chunnel not moving any ships with it.
March 20th 2000
What is new in planets.exe Version 4.000.023
Fixed: Bouys not forming
Fixed: Mystery garbled messages
Fixed: Invalid Picture error on startup after master has been run
New: More debug code
March 16th 2000
What is new in host.exe Version 4.000.034
Fixed: A planet has a soil rating of 120 and I have 119 farms. I told it to build 5 more farms. . . and it did!
Fixed: I have a global warmer ship over a planet with a climate of 49, it fails to raise the climate to 50.
Fixed: I have a global icer ship over a planet with a climate of 51, it fails to lower the climate to 50.
Fixed: My laser drill does not seem to be working!
New: The glory device is now working
New: You get to read messages from ENEMY ships and bases that have been destroyed!
New: If a ship is fired on it has permission to go into
ATTACK MODE! It was setting attackers as enemies, but up to
New: Test run button added to GUI
New: Legend button added to GUI
New: Preference NO COUNTDOWN (If checked there is no 20 second countdown)
Adjusted: Ships RAMMING ships should be a little easier. (Needs more testing)
March 7th 2000
What is new in host.exe Version 4.000.033
Fixed: Cyborg base happiness is falling to very low levels.
Fixed: Ships that have a pod or wing docked to it do not show
up in fights.
New: New host interface.
New Host Interface release notes
The new host interface was designed to look like the new master program interface and the planets4.exe's files interface. It also provides for easy hosting of games by any player. For people that want to host many games there is the third party PHCc interface which does a better job with hosting games on a much larger scale.
The host interface as the option of using the
v4mail.dll to send RST files to the players. The v4mail.dll sends mail using
SMTP mail protocol. The host interface needs to know your email address and
the SMTP mail server that you want to connect to.
The interface DOES NOT receive incoming email, it can ONLY send mail.
The reason the mailgrab.exe plugin exists is because popular mail clients
like Microsoft Outlook 2000 store attached files in
mailgrab.exe does the following:
The source code to mailgrab.exe is available: Download mailgrab.exe source code (Visual Basic 5)
The above interface shows that slot 12 is active
and locked onto the yig file d:\vbasic\version4\p4\univ\game12\g12.yig
The 4 red lights indicate that players 1, 2, 3 and 4 have all finished their turns and have turned in their TRN files. A copy of their TRN file is now sitting in the univ\game12\ directory.
The blue/green light marking player 5, 9, 10, 11 and 12 indicate that the players that the players have not yet turned in their TRN file yet. We also know that the host interface did not send these files out using its own email system. The RST files might be ones that are being played with locally on this machine or the RST files have been transfered to the players by some other method, such as another mail program or file transfer method. Host is waiting for these player to turn in their TRN files.
The small green light next to player 6 shows that the RST file has been Emailed by the host interface.
Players 7 and 8 have RST files that are suppose to be Emailed to them, the files have not yet been sent. When the send button is clicked the RST files will be sent to the email address set in the players screen. The email will be sent from my account at email@example.com using the mail.sierratel.com SMTP mail server. If the attempt to Email the RST files are successful the lights will turn to small green lights like the one that player 6 currently has.
Players 8 and 10 have had the BOZO Bypass switch turned on. These are players that have a nasty habit of not truning in their files in a timely manor or have to skip a few turns for some reason. When host is running in automatic timer mode it has permission to process the turn even if these two players have not turned in their TRN files yet.
The Buttons / Screens:
Players: This screen allows you to enter a short label for each player. If you will be emailing the RST file to the player you can set the player's email address and what the subject of the subject line will be. Checking the Email box activates the email address. The BOZO bypass checked and host is running in automatic timer mode it has permission to process the turn even if these two players have not turned in their TRN files yet.
Preferences: This screen displays the directory paths that host will look into to find the incoming TRN files from the players. The primary is the directory with your universe file (YIG file). This is the directory that planets4.exe normally places its TRN files after it is produced. The secondary directory is the univ sub directory. This is the directory that mailgrab program drops incoming TRN files. The Trinary TRN directory can be any directory on your system. This might be a special download directory that that TRN files are being placed in by other programs.
The screen lists how many hours it has been since the last host run. You can set the desired number of hours between host runs. When the hours since last run becomes greater than the hours between host runs host is allowed to go into automatic mode You have 5 different check boxes that controls the automatic timer functions. If one or more of the first 3 check boxes are checked host will attempt to run in automatic mode. (See automatic mode below)
Last Log: Loads and shows you the log file from the last host run.
Planets 4: Starts Planets4.exe
Master: Starts the Master.exe program, so that new games universes can be made.
Mail Grab: Runs the Mailgrab.exe program that searches for incoming TRN files. The one that comes with host works only with Microsoft Outlook 2000. (See above)
Host EMail: Allows you to tell host what your email address and SMTP mail server are. This address and server will be used for sending RST files to the players. It will not be used to receive email.
Scan TRN: Searches the trinary directories for incoming TRN files and sorts them into the correct game directories. HOST is always checking the primary and secondary for new incoming TRN files every few seconds. The trianry is ONLY checked before a host run, when this button is clicked or when an automatic event is triggered.
Send: Sends out RST files by email if any are pending to be sent.
YIG Scan: Searches the univ\game?\ directory for any YIG file If one is found the host program will lock onto the YIG file and make it the actve universe file (YIG File).
To import a YIG file from an already running game place the YIG file and all other files that goes with it in one of the empty univ\game??\ directories and use the yig scan button on it. For example: if you want to place an existing YIG file into slot 3; place the yig file into the univ\game3\ directory; select slot 3 on the host interface and then click the scan button.
Run Host: Starts a 20 second countdown and runs host. It does not matter if all the TRN files have been turned in or not. Host will run no matter what. Host will run the Scan TRN fuction just before the host run starts. After the host run an attempt to send the RST files out by email will be made if the check box to do so is checked on the preference screen.
Automatic Mode Rules:
If the host.exe interface is running all 12 game
slots will be checked every 20 seconds if any of the automatic timer check
If the automatically run host after set number of hours no matter what check box is checked and the proper number of hours has passed the host will go into prestart mode.
If the automatically run host after set number of hours if all TRN files are in check box is checked and the proper number of hours has passed and all the TRN files have been turned in the host will go into prestart mode.
If the automatically run host as soon as all TRN files are in check box is checked and all the TRN files have been turned in the host will go into prestart mode.
When host is in prestart mode it will check if the automatically run mail grab before running host check box is checked. If it is and mailgrab.exe has not been run in the last 5 minutes mailgrab.exe will start and host will wait 20 seconds for mailgrab.exe to finish.
When host is in prestart mode and the mailgrab.exe check has been completed host will:
The files screen can keep track of up to 12 different games at once. To have planets4 lock onto the RST files just drag the RST file from Windows to the planets4.exe screen. Planets4.exe will automatically place the data in the first free game slot. It will remember the path to the file that you dragged the file from. If a new RST appears in that directory in the furture planets4.exe will detect it.
You can also use the RST path and TRN path buttons to set new paths for the slot.
When a slot has an active RST path the path will be watched for new RST files at that location on the hard drive. If a new RST file is found planets4.exe will make a copy of the RST file and place it in the WAR\SLOT? subdirectory. The RST files at the target RST path will not be deleted. The copy of the RST file in the WAR\SLOT? will be renamed ETA?.RST.
The green boxes in the above display shows that RST files have been found for players 1, 2, 3 and 4 on the hard drive at the RST path. These files are current and copies have been made of the RST files and placed in the WAR\SLOT1\ sub directory.
The yellow boxes in the above display indicates that player 2, 3 and 4 have already been unpacked. When the RST files were unpacked the WAR files were left in the WAR\SLOT1\ directory.
When you play the game any move you make will be saved into the WAR file automatically. You can exit the program and restart it later and none of your moves will be lost. If you wish to add more moves you can use the Play Saved File to reload the WAR file and continue playing.
Pushing the Make TRN File button will make a TRN file. This is the file that is returned to host with all your new moves. A copy of the TRN file will be placed in the WAR\SLOT1\ directory. If there is an active TRN path a copy of the TRN file will also be placed at the path location. The red boxes indicate that TRN files have been made for player 2 and player 3. A TRN file has not yet been made for player 1 or 4.
The host properties button lets you set a host email address and subject line. This is the address that you would like your outgoing TRN files sent. The subject line is the subject line that the host will see when he recieves your message with an attached TRN file. You can set a different host address and subject for each game slot.
Use the EMail Account button to set your own email address and SMTP mail server. My email address is firstname.lastname@example.org and my mail server is mail.sierratel.com Your SMTP mail server should be something simular.
If you have a valid email address and server and a valid host address you can use the EMail TRN button to email the TRN file to the host of the game, if you are playing by EMail. This should work for most people. If your SMTP server refuses to send the EMail from planets4.exe you can always use your email client to send the file from the \WAR\SLOT directory. The above display will tell you the name and path to the TRN file that you will need to send in.
If you are hosting the game on your own machine all that you have to do is set the RST and TRN paths to the directory with the game's YIG file. From then on planets4.exe will watch for and import new RST files and export TRN files to the correct directory.
PLANETS4.EXE can be left open and running while host is running. The two programs will not interfer with each other.
If the RST path is a Download Directory you should make sure the FILES window is closed until after the download of new RST file(s) is complete. Otherwise planets4.exe will try to read a half downloaded RST file.
Feb 24th 2000
What is new in host.exe Version 4.000.032
Fixed: Agrovators not working.
Fixed: When gathering my own mines I get the full amount back
and not the reduced amount
Fixed: Auto pilot not moving colonists
Fixed: Contraband buy function is not working.
Fixed: Armor making DOES NOT use any duranium at all.
Fixed: Orbital thrusters of pods are not always turning off and on as they should.
Fixed: I dropped my pod off at a planet at my waypoint one, but
the ship still thinks the pod is docked with it
New: The fleet leader also has fleet membership status. It now shares fuel and ord with the fleet.
New: Improved contraband black market math model.
New: Alchemey ships now gather supplies from the base last. The planet and pod supplies are taken first.
New: Order of events changed.
New: Mines are active when dropped, unless you use the cloak option.
New: Command line switch /f
New: Tax report message.
New: Cyborg ships automatically convert 1 kt of duranium into 100 units of ship armor
New: Armor now has a mass of 0.01 kt per unit.
New: Armor now takes 1 kt of Duranium to make 100 units of armor.
New: Ore pods will land directly on a planet without a base. (New base will not be formed)
New: Native pods will land directly on a planet without a base. (New base will not be formed)
New: Debug code added (log messages) to help pinpoint the
line of code that causes host to sometimes crash
Found: The source of the garbled messages, they are new buoys.
Planets4.exe is sending the
Unable To Find Any Problem: Mine drop amounts all wrong.
Unable To Find Any Problem: Pods will not dock with ships.
Unable To Find Any Problem: Global icer ship device does
not work if there are more than one icer in orbit.
Feb 21st 2000
What is new in master.exe Version 4.000.015
Fixed: RST name must be 6 letters or less, but the text input accepts longer names
Fixed: There are natives on EVERY PLANET!
Fixed: There is way too much contraband in the game!
(The sub that randomly generating planet
starting levels had a flaw that what not clearing the last rolled
Feb 14th 2000
What is new in host.exe Version 4.000.031
Not all the problems have been fixed yet, but the most important ones have been.
Fixed: Overflow errors in the ground combat sub causing huge increases in population numbers.
Fixed: Base merge failure causing very strange things to happen when an enemy base is captured.
Fixed: A ship with no crew keeps moving (wrong!)
Fixed: Host crash if there are more than 100 *.VCR files while trying to delete them.
New: Cyborg Assimilators (Ground Assault Craft) now work. They will assimilate 1000 enemy colonists or natives per turn, each.
New: Cyborg get extra money for assimilating prisoners ( 1 / 10 ) mc per personer and ( 1 / 20 ) mc for assimilating natives.
Tested: Ship device Assimilation Beam: It worked. An annihilation class was parked over an enemy base. The beam was turned on, the next turn the base was captured and the enemy colonisted were all on the ship.
Tested: Ore pods landing on a base. An ore pod over a base
landed when the orbital thrusters were turned off.
Feb 8th 2000
What is new in master.exe Version 4.000.014
New: Total rework of the interface
New: Super easy to use "Wizard" interface.
New: Support for Zeta Galaxy map and all custom maps
New: Support for 12 host games in the univ sub directory
New: Auto links the games in the the hosting slots to the player slots in the war sub directory
Jan 26th 2000
What is new in vcr.exe Version 4.000.008
Fixed: Bug in vcr causes a crash if you try to view some fighter wings. Error is an INVALID IMAGE.
Jan 23rd 2000
What is new in host.exe Version 4.000.030
Fixed: Ground combat errors, the numbers are all wrong! I am getting negative numbers!
Fixed: Attack craft not attacking or getting killed in ground combat.
Fixed: I attacked an enemy base and it says that they surrendered, but they are STILL THERE!
Fixed: I win a ground war but half my guys are missing and it looks like the enemy has them!
Fixed: The ground combat prisoner numbers are all wrong, they seem to be mixed up with other numbers.
Fixed: I ordered 10 type two fighters and I ended up with 65,000 type one fighters!
Fixed: I ordered 10 type two ground attack units and I ended up with 65,000 type one units!
Fixed: Assimilation of natives by my base is not working.
Fixed: Assimilation of enemy base members by my base is not working.
Fixed: Assimilation of prisoners by my base is not working.
Fixed: Ship device: Food to supply converter not working.
Fixed: Report on all bases that the Cyborg king is increasing taxes by 300% when he is NOT there.
Fixed: Hyper jump ship log is reporting the ship's max jump distance instead of the actual distance jumped.
Fixed: Pods with a boost target that loose track of the boost target take a wildly random course.
Fixed: Attack vectors are always on the right side of the VCR no matter what my vector setting is.
Fixed: I can not see the enemy base that is on the same planet that I am on.
New: Autopilot will move a ship's speed up to max speed, if
it is not too big of a differance between cruise speed
New: The Cyborg King has a new power. If he is on a base that
has 5000 or more megacredits and no King's palace
New: Ships VCR battle tactics improved. Ships are less likely to pile up over a planet.
Unable to find any problem: Can not go from tech 11 to tech 12 in planet tech.
Unable to find any problem: Can not go from tech 11 to tech 12 in large weapon tech.
Unable to find any problem: Assault pod will not undock.
Unable to find any problem: Wing will not dock.
Jan 23rd 2000
What is new in vcr.exe Version 4.000.007
Fixed: Bug in vcr causes a crash if there are more than 40 ships in a fight and one of the ships above 20 on the list fires the first shot. The crash is a GPF error.
Fixed: Blaster and some other weapons not displayed correctly. Black dot shown instead of energy ball.
New: Odd ball floating drag bar thing removed.
Jan 17th 2000
What is new in Cyborg Race Pack Update "B"
Fixed: Kings Palaces now are included in the race pack
A small programming error caused palaces to
mistakenly not be included in the first Cyborg race pack
Jan 16th 2000
What is new in planets.exe Version 4.000.021
Fixed: Opening a saved game opens the wrong war file
Fixed: When the space command is in "hammer select mode" and one of the anvil buttons on the grid, hot sheet, or read message screen is clicked the select object is made the anvil object, but then the space command screen switches to "anvil select mode" and stays there. It should stay in "hammer select mode".
Fixed: Building power switches on the base overview screen are not working
Fixed: Dragging and dropping on the map from a ship icon to a waypoint icon causes a crash.
Fixed: The waypoint icons are still on the starmap when the control key is held down
Fixed: When the starmap is in "maximum size mode" and planets4.exe is minimized the program crashes
Change: WAR and TRK files in the main WAR directory will no longer be deleted.
New: Disabled buttons on the files windows are now displayed as grey outlines.
New: V4mail.dll has added error messages, in the event of an
error, you will get an exact error message as to why
Note: If you have a War file or Trn file in one of the slots
from a game with the same game ID number with a higher turn
Jan 15th 2000
What is new in host.exe Version 4.000.029
Fixed: Host crashes with a GPF error while making new RST
files if ship to ship combat takes place.
Jan 13th 2000
What is new in host.exe Version 4.000.028
New: The HOST.EXE interface program was made larger.
New: During combat phases the host interface now has a phase counter to let you know host is still running
New: Huge rewrite of source code to avoid a major bug in
the compiler program involving arrays.
Fixed: Recycling a ship causes all higher ID ships to vanish.
There has been a request from many players to allow ships to transfer cargo at each of the ship's waypoints. That has not been added just yet, but the format of the YIG, RST, TRN and WAR files have all been changed to allow for future waypoint transfers. When you first run this new host on an older version yig file host will change the format of the yig file automatically will update from yig version 101 to 102. What it is doing is expanding the size of the data structure of all ships in the game. If you try to use PLANETS Version 4.000.020 to read RST files made by a host older than version 4.000.028 you will get BAD INCOMING SHIP DATA errors on startup and not be able to see any ships. Both the players and host should all switch to the new versions at the same time.
Jan 13th 2000
What is new in planets.exe Version 4.000.020
New: gug32.dll rewritten to avoid the compiler bug. This may solve starup problems.
New: v4email.dll Handles the converting of TRN files to base 64 mime and emailing to TRN to your game host.
Fixed: The bug that was keeping the Cyborg from placing hyperdrives on new ships fixed.
Changed: File menu removed, open war screen removed, unpack RST screen removed, maketurn screen removed.
Fixed: Changing wing speed from overview speed slider not working (Data not saved)
New: Advanced File screen added.
Planets4.exe release notes:
Dec 29th 1999
What is new in host.exe Version 4.000.027
New: A ship in orbit around a planet and not moving is 5
times harder to detect on enemy scanners
New: Cyborg can have only one high guard unit. (The Cyborg king)
New: The Cyborg king at a base will give the base a 300% increase in income
New: The Cyborg king at a base will give the base a 400% increase in population growth
New: When a ship reaches a waypoint and the waypoint was over a planet the name of the planet will appear in the ship log
New: Agrovator doubles food production
New: 100 Cyborg colonists can assimilate 5 enemy and 5 natives per turn
New: If a base has more highguard than the Cyborg can
assimilate in a turn the highguard will NOT be assimilated and
New: Assimilation beam now works.
New: Speed of host program improved slightly during the movement phase of the host run.
New: 20 or more high guard on a ship will block a spy attack on the ship
New: If (Random number from 1 to 200) < your race's Force Good rating and you have one high guard on a ship the spy attack on the ship is blocked.
New: If (Random number from 1 to 600) is less that your ship's happyness rating the spy attack is blocked.
New: There is a 5% chance that a spy attack on a ship will get around all the above listed blocks
New: Mines now produce 75% metals and 25% ore. (No longer 100% ore)
New: Public Spaceports attract more existing natives and improves native happiness
New: Native pods can land on a target planet without forming a base.
New: All ships must stay in the combat for at least 1500 ticks before running
New: Ships that are set to run away will try to excape combat as soon as possible
New: If pod boost target X,Y is the same as the base launching the base the orbital thrusters are turned on
New: When colonists are beamed up onto a Cyborg ship they
will be automatically converted to crew,
New: Cyborg maintain a 10% crew population on every ground base
New: Ships can be recycled
New: 100% hull damage destroys ships
New: Contraband price math all changed, should end contraband price explosion
New: Cyborg can not buy or sell contraband
New: Ore processing ship device places extra metal on ground base if one exists
New: You can only chunnel to ships belonging to your own race
New: Firestorm Ground chunnel now works
Fixed: Chunnel and HYP ships with no waypoint end up at 0,0
Fixed: Tritanium and Neutronium not being processed by ship ore processing device
Fixed: You can only minesweep your friends minefields
Fixed: Wings with zero fighters
Fixed: Wings not undocking from ships
Fixed: Garbled pod names when a player changes a pod' s name.
Fixed: Hyper drive ships jumping to waypoint 1 Y,Y instead of waypoint 1 X,Y
Fixed: Tow mass limit not working
Fixed: Tow not working
Fixed: Minefields that are turned off are still damaging enemy ships
Fixed: Soft destruct of minefields do not work
Fixed: Repair of ships do not use repair units
Fixed: Auto pilot ships dropping all fuel onto planets instead of picking up fuel.
Fixed: Beaming down one troop causes a huge colonist population to appear out of thin air
Unable to find error: Player one can not get messages from other players
Unable to find error: Combat messages are garbled
Unable to find error: Building a ship in a ship's dry dock causes a host crash
Unable to find error: YIG's made with scripts cause host to crash
Unable to find error: Outfit pod not working on Nocturnes.
Unable to find error: Building two or more wings causes a crash of host and/or bad data
Unable to find error: Minefields not damaging ships
Unable to find error: Building large weapons causes a crash of host
Unable to find error: Lifepods end up with negative crew and negative troops
Dec 18th 1999
What is new in master.exe Version 4.000.013
Fixed: Problem with scripts not correctly assigning races.
What is new in master.exe Version 4.000.012
New: When making a new univserse in "use map" mode all the players are placed in a 700 LY circle centered around X,Y 2000, 2000. Each race's homeworld will be an adverage of 12 degrees apart in the circle. The order that the races are placed in the circle is random. If there are less than 30 players random gaps in the circle will be intermixed with the race homeworlds.
New: You now have an option of setting the amounts of contraband that will be found on planets.
New: You have the option of giving the players a set of starting ships.
Dec 16th 1999
What is new in planets4.exe Version 4.000.019
New: More debug code added help track down startup errors on NT machines.
New: Tabs control removed from the options screen, some
machines were unable to correctly display
Fixed: A display size errors on space command, data pad and
overview command screens that only
Dec 13th 1999
What is new in host.exe Version 4.000.026
Fixed: Transporter failures
Fixed: Ship that were NOT moving were hitting mines.
New: Ships with more than 99% hull damage are converted to wreckage
New:: Population limit of 500,000,000 at all bases.
Checked: Wreckage capturing works. If you end your movement next to it and have it set as a capture target.
Checked: Mine sweeping of enemy mines work. You can only sweep the mines belonging to enemies that you are set to attack.
Dec 12th 1999
What is new in planets4.exe Version 4.000.018
Fixed: Pressing ESC many times causes a crash
Fixed: Close space command with the ESC key causes a crash
Fixed: Ship repair shop can not be turned off from the base command screen
Fixed: Program ERROR! Base not on a known planet, happens when an enemy base is on a grey planet
Fixed: Grid screen does not show correct delta stress value
Fixed: Resort screen does not round adverage native happiness correctly
Fixed: Ground base overview screen's slider for government money transfer does not remember its settings
Fixed: Pending order ship parts graphics are not based on the hall's max
Fixed: Parts pick screen is off by one when picking from a list of large weapons with weapons that are over the max size
Fixed: Shield power level listed in ship data screen is always 0
Fixed: Ground base reserve levels, MAX and MINIMUM levels not saved
Fixed: Ground base reserve Fuel and Molybdenum levels are getting mixed up
Fixed: Ground base attack settings not saved
Fixed: Explain screen always claims that the ground base attack setting is "PEACEFUL"
Fixed: Notepad and Log screens are not closed by ESC
Fixed: Hot sheet and send message screens do not surface when their tool bar icon is clicked
Fixed: Grid screen is 20 pixels too wide for a 800 X 600 screen setting
Fixed: Using the F3 key to open the minimap can sometimes cause a crash
Fixed: The minimap jumps around when the main starmap is used
Fixed: Main starmap disappears when set to "always at max"
Fixed: Data pad base picture was the old style and not the new planet plus base square
Fixed: Ship parts order screen's active order indicators have a 1 pixel overlap
Fixed: Pageup and Pagedown not working for the minefield command screen
Fixed: Hotkey "." active when renaming an object
Fixed: Population overflow error when there are more than 2,100,000,000 colonists
New: Hotkey F9: Hammer Datapad
New: Hotkey F10: Anvil Datapad
New: Soil (Horticultural) rating on the ground base overview screen next to climate
New: Ground base overview screen's stucture buttons now have button frames, to help show that they are buttons.
New: All the ship command screens have next and previous buttons and have a picture of the ship and id number.
New: The space command screen con now be drag around using any part that is not a button
New: Space command screen has a new button that removes
the anvil object displays the whole interface,
New: Ship mission screen now has a recycle (at base)
switch. This is new function has not yet programmed into host.
New: Race pick screen's grey buttons follow the clicking of the race select buttons
New: Startup Debug window added to find the point in the
program that planets4.exe crashes during startup on
Unable To Find: Armor not always shown on pending ship order screen
Dec 10th 1999
What is new in host.exe Version 4.000.025
Fixed: Disappearing YIG files after a host run.
Dec 5th 1999
What is new in host.exe Version 4.000.024
Fixed: Can not build new fighter wings
What is new in planets4.exe Version 4.000.017
Fixed: Bullseye works on virtual points and is not 400 LY
Dec 3rd 1999
What is new in host.exe Version 4.000.023
Fixed: Ships never hit minefields!
What is new in planets4.exe Version 4.000.016
New: If host 4.000.023 or better is being used the unpack screen will display the RST's race while the RST is still compressed.
New: If an RST file is set to be READ ONLY planets4.exe will automatically reset the read only attribute to normal before unpacking the RST file
New: If Num Lock is ON, Keyboard keypad keys will move the starmap view, 5 will center the map on the selected object, + zooms in and - zooms out.
New: Keypad 0 now draws a 200 LY bulls eye around the selected object
New: Shareware tech for planet structures goes to 13 now
New: Reserve levels include megacredits
New: "Form firebase" command removed from the assault pod command screen
New: Planet circles are now smaller
New: If you are using a ship's transporters directly over a ground base that you own, to transfer cargo to or from the base, the base's cargo numbers will change instantly.
New: All buttons on the space command screen have pop up help
New: The old ship nav screen has been removed.
New: The old wing nav screen has been removed
New: The "look" screen has been removed. This is the screen that popped up when you clicked the eyeball button on the space command screen.
New: Space command screen now has nearby: ship, base, pod, and wing buttons that will cause space command to list all of these object types that are at a range of 0.
New: Base overview screen indicates if there is an enemy base on this planet
New: Nav screen built into ship and wing command screens
New: Many improvements to help make the screens all look a little more simular
New: The ground base pictures changed
New: Toolbar is now free floating
New: Secondary map toolbar added
New: Option of having the star map come to the foreground added.
New: Data grid screen 20 pixels narrower
New: All pod bays can hold any pod. All size limits removed.
New: All *.SPK, *.RCE, *.VPS files found in the main planets4.exe directory during startup will be moved to the proper sub directory.
New: When building a ship using a ground base, the screen will automatically jump to the parts loadout screen after the hull is selected
New: Button added to ship build screen to jump you to the parts order screen
New: Pick ship hull screen now highlights the selected ship, in the ship list.
Fixed: Points in space text is too dark in the the popup list box.
Fixed: Overview position not saved
Fixed: Hot keys are actived when typing text into the hot sheet pad
Fixed: Repair units are not shown on the base overview screen
Fixed: Spelling error: Except -> Accept
Fixed: Space command window has data from the last RST opened when I open a new one!
Fixed: Pick race screen sometimes comes up with a button depressed, but without the data being shown
Fixed: Pending orders toolbar icon does not disable after the war file is closed
Fixed: Display sensor coverage is not remembered
Fixed: Climate level not shown on base command screen
Fixed: Transporters act weird when high guard are transported
Fixed: Pressing N with the base overview up causes an error and crash
Fixed: Unpack RST -> Unpack RST again -> Cancel in overwrite dialog -> CRASH!
Fixed: If you change the speed of a Terra class starbase you will get an error and CRASH!
Fixed: New Wing -> Left green arrow -> strange wing display
Fixed: Mineral mine screen claims that mines cost 1MC a turn to run. . . (WRONG!)
Fixed: More than 1000000 MC caused MC display for base structures that display MC's to display a blank
Fixed: On the ground base personnel screen over 1000000 mc amounts overwrite the net per turn text.
Fixed: On the ship screen, on the ship data on shields, the shield power is always 0
Fixed: Base name overwrites text when its name is too long
Fixed: Messages from self have a reply option
Fixed: Load a resupply pod to max mass, add some megacredits. . . CRASH!
Fixed: Mine droppers are not shown in the device lists for ships
Unable to find error: Emotion chip graph wrong
Unable to find error: Can not change med and factory production settings at the same time
Unable to find error: Ground base overview screen lists ore, that is really metal amounts and not ore amounts.
Unable to find error: When building a new structure the building icons pop up on the screen
Unable to find error: None mine layers are able to lay mines
Unable to find error: Build city picture is in the wrong spot.
Nov 26th 1999
What is new in host.exe Version 4.000.022
Fixed: Ship load error.
Error was found in the movement section of the host, in the part of
movement that figures the
Fixed: Tow error
Error was found in the movement section that was causing the tow targeting to not be set correctly.
Nov 14th 1999
What is new in master.exe Version 4.000.011
New: Command line options added
This was added to support 3rd party programs that write scripts and want to auto generate a yig file.
Nov 8th 1999
What is new in host.exe Version 4.000.021
Fixed: No population
Nov 6th 1999
What is new in host.exe Version 4.000.020
Fixed: V4HOST caused an invalid page fault in module
Oct 29th 1999
What is new in host.exe Version 4.000.019
Fixed: Error in ship towing causes a SHIP LOAD ERROR that stops host from finishing its run.
Oct 28th 1999
What is new in host.exe Version 4.000.018
Fixed: Building laser cannons causes host to not be able to complete its run. Exit with unknown opp 248.
Oct 21st 1999
What is new in host.exe Version 4.000.017
More changes made to shop and help track down
GPF errors or Forbidden Permission (Germany).
Oct 20th 1999
What is new in host.exe Version 4.000.016
More changes made to shop and help track down
GPF errors or Forbidden Permission (Germany).
Oct 6th 1999
What is new in host.exe Version 4.000.015
Changes made to shop and help track down GPF errors or Forbidden Permission (Germany).
Oct 3rd 1999
What is new in host.exe Version 4.000.014
Every known bug reported to me so far has been
fixed. Every known problem has been worked on. All devices
Fixed: Any fighter or ground unit sent to another planet
in a pod is lost
Changed: Planets show up a little better on planet and
New: Completed transfer orders are deleted
Unable to find error: Base reverts back to peaceful every
What is new in planets4.exe Version 4.000.015
Only minor changes to the TRN generator so that all command codes are sent to the host.
Non-Bug: Some mines not extracting ore. Reason: Not enough colonists on the planet to run the mine. 100 colonists needed per mine.
What is new in update 10
Fixed: Commander ID sharing not sending
"handles" to other players.
Optimized For Speed: Base overview screen, turning buildings on and off.
Rejected Idea: Pods must always be launched at
What is new in update 9
v4host.exe Version 4.000.009 (Build 9)
Master.exe Version 4.00.0008
v4host.exe Version 4.000.008 (Build 8)
Host Version 4.000.006 (Build 6)
VCR Version 4.000.006
What Is New In Update 6?
It does not fix all known errors, but it does fix a whole bunch.
What Is New In Update 5?
It does not fix all known errors, but it does fix a whole bunch.
What is new in Update 4
PLANETS.EXE Version 4.000.004
When I click on one of the menu buttons the program crashes!
Fixed V4.000.004: When I turn the bottom status bar on and off the background
My computer crashes hard when I try to run
Fixed 4.000.004: On
the transport screen the incoming cargo should be positive and
What is new in Update 2 & 3?
Host Version 4.000.002
Planets4.exe Version 4.000.003
What is new in Update 1?
Host Version 4.000.001
The *.log file is now named the same as your *.yig and is no longer named g8.log.
Planets4.exe Version 4.000.001
File access / path error 75 when making a TRN fixed.
DLL / OCX control version checking moved to the OPTIONS control panel, it no longer loads when you start planets4.
Zoom out power increased to 4X more zoom out power.