April 8th, 2002
What is new in Host.exe Version 4.000.107
Fixed: Old problem that has been around for a long time, I can
see my allies' bases but not the planets under
New: Solorian collection arry does not recieve fuel from other ships using the transfer beam device
April 8th, 2002
What is new in Host.exe Version 4.000.106
Fixed: Problem with the new "BUM" ( Beam up minerals ) ship command code not working correctly.
April 5th, 2002
What is new in Host.exe Version 4.000.105
Fixed: Nasty bug that set all techs and gal credits to 0
Changed: Colonial starting Virgo Armor reduced to 2000 units, starting food reduced to under 1000 units and all starting wings reduced to 50 fighters each.
New: Pyramid Lounge produces a maximum of 10000mc per turn per ship. The sum of all the Pyramid Lounge ships can not exceed the races resource points times 100mc. Every 100 resource points allows one ship to produce a full 10000mc per turn.
New: A maximum of 1000 High Guard can be trained per base per turn, the base can train more High Guard if it has a food stock pile in excess of 1000 units. It can train 1 extra High Guard for every food unit over 1000 units it has. For example, if you have 20000 food units you can train 20000 High Guard a turn.
April 4th, 2002
What is new in Host.exe Version 4.000.104
New: A maximum of 1000 High Guard can be trained per base per turn, the base can train more High Guard if it has a food stock pile in excess of 1000 units. It can train 1 extra High Guard for every food unit over 1000 units it has. For example, if you have 20000 food units you can train 20000 High Guard a turn.
April 4th, 2002
What is new in Host.exe Version 4.000.103
March 28th, 2002
What is new in Host.exe Version 4.000.102
Fixed: Negative armor after combat
Fixed: Outfit pods allow oversized large weapons to be installed
Fixed: Empire labor camps not making 400% extra money
Fixed: Type 3 ground assault units suddenly change in number after ground combat
Fixed: Disabled Nova Barbitic mines still block hyperjumps
Fixed: Outfit pods can place any super weapon on any ship that can mount a super weapon
Changed: Lizard armor now has a 25% resistance to drain, instead of 50% resistance
New: A Crystal Light Ship with its X Field on causes all
Colonies Of Man fighters to loose 75% accuracy
New: Virgo Unicom system causes all fighters belonging to the Virgo's race to have +20% beam accuracy and +30% missile accuracy
New: Virgo Light Speed device burns 1000kt of fuel and allows the ship to move at 400ly per turn
New: A Virgo with a fighter wing docked to it is immune to hitting all enemy minefields
New: Any Colonies Of Man ship starting movement at a Virgo
Class ship with fighters is immune to hitting all
New: Colonies Of Man Warrior Assault device destroys all
enemy special race buildings on all bases within 10LY
New: Colonies Of Man fuel drill extracts 1000kt of fuel from a planet a turn
New: All Colonies Of Man ships train troops from colonists on ships at a rate of 0.005 per turn
New: All Colonies Of Man ships train crew at a rate of 10% of the ship's crew size per turn
New: Colonists grow at a rate of 0.015 on all Colonies Of Man ships
New: Colonists grow at a rate of 0.025 on a Gemini class ships owned by the Colonies of Man
New: Colonists grow at a rate of 0.050 on Sagittarius class ships owned by the Colonies of Man
New: The Virgo class trains High Guard from colonists at a rate of 5 guard per turn
New: The Virgo class gets a +5 armor drain bonus when it uses
ord weapons (Large) against enemy ships and
New: The Virgo class gets a 2X blast bonus when ord using large weapon hit inside of an enemy ship
New: GalBank device places all the cash on a ship in the central galatic bank
New: GalDraw takes 10000 units from the central galatic bank and places the money on the ship
New: Special Ship devices GalDraw and GalBank only work for the Colonies Of Man
New: Only assault pods docked with your ship and belonging to an ENEMY race are destroyed
New: Ground assault units allowed to capture enemy bases
New: Captured pods stop moving
New: Solorian Fighter Type 1's have double missile range
New: Solorian Fighter Type 2's immune to enemy fighter missile fire
New: Ship command code BUF Beam up food
New: Ship command code BUM Beam up Metal
New: Mining efficiency for decreases as a square root for all mines over 100 on a base.
March 16th, 2002
What is new in Host.exe Version 4.000.101d
Debug code, crash fixes.
Feb 15th, 2002
What is new in Host.exe Version 4.000.101
Fixed: Native dustoff pods produce extra natives out of no where
Fixed: Smugglers Cantina causes a negative value for contraband on the planet
Fixed: Launching resupply pods results in free repair units
Fixed: Killing privateer colonists results in too much money.
Fixed: Robot Nova Barbitic mines have an extra 500 LY anti hyper radius
Fixed: Ship Ion weapons get stuck in "rapid fire mode"
New: Ground assault units 500X stronger vs colonists (Except Lizard Colonists)
New: Ground assault units 200X stronger vs crew (Except Lizard Crew)
New: Lizard can take an enemy base without having to destroy the enemy assault units
New: Lizard ship armor 50% resistant to enemy large weapon fire (armor drain)
New: Lizard ship armor 50% resistant to enemy large weapon fire exotics bonus (armor drain)
New: Lizard ship armor immune to small weapon exotic bonus (armor drain)
New: Lizard ship large weapons do 50X damage to enemy bases
Feb 8th, 2002
What is new in Host.exe Version 4.000.099
Fixed: Contraband dustoff fails if there is more than 1000kt on the planet
Feb 7th, 2002
What is new in Host.exe Version 4.000.098
Fixed: Concussion rockets not shooting down sandcaster shots
Fixed: Ship based mining devices taking climates above 100
Fixed: Robot gun zero fires on friends
Fixed: Robots not taking 3% of colonists from other bases within 100 ly
Fixed: Gravitonic Accelerator not working on Scanvenger ships
Fixed: Ship to pod transfers allow pods to be overloaded
Fixed: Ships with over 100 damage entering combat causing dull fights
New: Base command code "EPA" causes the base to destroy all smelters and mines
New: Enemy wings dumped from your ship's fighter bays
New: If your base's happiness gets below 20 the colonists will start closing down mines at a rate of 10 a turn
New: All ground assault craft must be destroyed before a
base will fall into enemy hands.
New: Cloaked ships immune to cargo grabbler
New: Contraband dustoff device limited to 1000kt of contraband cargo per turn
New: Native dustoff device limited to 400000 natives per turn
Jan, 22nd, 2002
What is new in Host.exe Version 4.000.097
New: Robot R27 Raider has 100% perfect sand shield. Sand casters can not hurt it.
Changed: Amount of metals require to build 2000kt large weapons reduced to a more sane level
Fixed: Starting Troops on Robot starting ships reduced
Jan, 18th 2002
What is new in Host.exe Version 4.000.096
Fixed: Host crash during movement phase 49
Fixed: Bases with Amorphous and no spice fail to produce more spice
Fixed: Fighters on bases double after base is attacked
New: Home Guard Fighters limited to a max of 20 wings of 1000 fighters
New: All Robot powers added
New: 1/2 UEA all contraband exotic tech costs half
New: UEA cities make double money
New: Fuel robber device does not work on cloaked ships
New: Cities no longer eat supplies each turn
Jan, 11th 2002
What is new in Host.exe Version 4.000.095
Fixed: Contraband math error
Jan, 7th 2002
What is new in Host.exe Version 4.000.095
New: Lotus class gets starting med units for its bio computer
New: "JOE" command code on a chunnel ship stops undocked pods from leaving with the ship
New: New layer of contraband market price factors added
New: Worm hole ring (HCONFIG OPTION)
New: Limit on the number of allies you can have at once (HCONFIG OPTION)
New: Food is eaten at a rate of 1 food per 100,000 colonists (HCONFIG OPTION)
New: Must have 100 turns of food on a planet to have maximum growth rate (HCONFIG OPTION)
New: Privateer Pirate's coves steal food from enemy bases
New: Ground base laser cannons much more powerful (Kill 100 troop, 120 crew and 500 colonists)
New: Base AA Guns increase in power (20% more ) and accuracy ( 25% more)
New: Ship point defense systems increased in range (30%) and accuracy (20%)
Fixed: Empire's special starting shuttle showing up at (x,x) instead of (x,y)
Fixed: You get way too much booty sometimes when you kill a Privateer base
Fixed: You sometimes get no booty at all when you kill a Privateer base
Fixed: Scavenger's Forgotten Junk can't be used as a chunnel target
Fixed: Contraband dust off pods sometime start with their sell target set
Fixed: Reticulian beam not taking enemy colonists when there are less than 50,000 left
Fixed: Fighters failing to launch from ships that have moved into combat
Fixed: Coalition Plasma Enhansers
Fixed: Lotus class using last of med to grow armor
Nov 22th, 2001
What is new in Host.exe Version 4.000.094
New: Weighted resource math. Races with low growth rates
give a bonus in the resource point area.
It is uses a math system that gives the race's growth rate a 75% weight
The above is not your number of resource points it is your score that is used when the total pot of resource points are divided up.
New: Solorian Orbital Miner laser drill given extra drilling power of 10000 ore a turn
New: Tech Instatute contraband production no longer stops when there are 1000 units of contraband on a base
New: Large Weapon 500mm Gun has a 1000 point blast bonus against ground bases
New: Large Weapon Antimatter Gun has a 700 point blast bonus against ground bases
New: Large Weapon Blaster Cannon has a 3000 point plast bonus against ground bases
New: Empire Slayer has a clone lab
New:: Cyborg get 1/20 a mc per native they assimilate
New: Cyborg base with King (High Guard) is immune to Privateer money tap
Fixed: Empire not getting 400% bonus at its labor camps
Fixed: Ships escorting other ships burn way too little fuel, at speed 50 they are burning only 25% of what they should be
Fixed: Mobile ord factory producing ord at way too slow a rate.
Fixed: Cyborg assimilation of native log messages restored
Changed: Centaur markets now produce income based on population and not based on cities
Changed: Smuggler's Cantina production tweeked a bit. Contraband production increased slightly.
Nov 10th, 2001
What is new in Host.exe Version 4.000.093b
New: Empire Slayer can Laser Drill 10000 ore a turn
New: Empire Slayer can Particle Fountain 20000 ore a turn
Nov 10th, 2001
What is new in Host.exe Version 4.000.093a
Fixed: Dry docks on ships do not build new ships (Very old bug)
Nov 9th, 2001
What is new in Host.exe Version 4.000.093
New: Three or more ships over an enemy base stops them from launching any pods (blockade) Having one friendly ship over the planet after movement breaks the blockade
New: Command code "BDS" beam down supplies
New: Solorian Homeworld starts with a Green Binary Star (Type 19)
New: Solorians immune to fuel stealing, crew abduction and haarp devices
New: Solorians can not use base shields
New: Solorian bases with 10 million or more colonists get a free base shield
New: Solorian 500,000 or more colonists cause the planet to heat up
New: Solorian can not terraform
New: Solorian get a log message about fuel gathered from the stars
New: Coalition point defense systems can not shoot down energy mines
New: Aczanny ground assault unit type 1 can kill 800 insectoids each
New: Aczanny ground assault unit type 2 can kill 1250 insectoids each
New: Unplayed empires die off slowly after 10 missed turns
New: When a pod is captured it sets its dock target to the ship that captured it automatically
New: Empire 400% labor camp income bonus
New: The Meteor class takes 2X damage from detonating
Barbitic minefields, (Normal damage if it hits one)
New: Large populations of Privateers (Bases over 1 million) make 3x sensor noise.
New: Any alien pod docked with a ship is captured automatcally (Except assault pods, which can never be captured)
New: Docked enemy assault pods in the pod bays are destroyed
New: Base sensor image bases on population Factor = Colonists / 5000000 With a maximum of 2.2 and minimum of 0.3
New: High Guard better able to survive when a ship is destroyed
New: Privateer Gondolas report success in the base logs
New: Max factory supply output equals SQR ( Colonists X 2 )
New: Enforcer Tazer (Super Laser) does 200% system damage to target ship
New: Mivorari ships get almost free hyper jumping ( only 10% normal fuel burn )
New: Mivorari ships get 150% normal generator popwer
New: Mivorari immume to worm attacks
New: Mivorari grav well defuser disables grav well generators and grav mines in the area
New: Minefield destablizer report includes (x,y) and radius of destroyed field
New: Host makes sure TRN files are not set to be read only, if they are host reset them to not be read only.
New: AA Guns make it harder for enemy fighters to attack a base from space, makes it harder to fire through shields Protection maxes out at 500 AA Guns with a 5X protection factor
Fixed: Fuel being robbed from cloaked ships by Privateers
Fixed: Money tap working on cloaked ships
Fixed: Aczanny Hyperscan not working
Fixed: Ships with its friendy code set to an enemy's universal friendly code failing to avoid their minefields
Fixed: Coalition not all organic armor ships are growing armor
Fixed: Coalition normal armor repair operations interfer with orginic armor growing
Fixed: Ships with no weapons taking weapon's damage
Fixed: If two ship's friendly codes match a crewless ship can not be captured using transporters
Fixed: Unowned objects (like planets) are not being shared with allies when the share contact data switch is on
Fixed: Hyper bug after a hyper jump ships move at MAX HULL speed no matter what the speed setting of the ship is.
Fixed: Contraband dust off pods sometimes had free alien plans on board
Fixed: Capturing a ship can sometimes trigger friendly fire
Fixed: Ships knocked out of hyper space by grav mines and grav wells continue to move at high speeds
Fixed: Wreckage of ships had the wrong engine types some of the time
Fixed: Bases no longer have to have crew to fire their AA guns
Fixed: Pods changing ownership when ordered to dock with an allied base from too far away
Fixed: Holodecoys effect own fighters
Fixed: Gravity Rift Device causes a load hull error when turned on
Fixed: Holodecoys effect own AA guns and Ion cannons
Fixed: When there are more than 256 object in a fight and object number 256 is a fighter wing the host produces bad data that causes the VCR program to crash with a subscript out of range error.
Fixed: Auto intercept not accounting for engine damage when setting intercept speed
Fixed: Enemy can see fighter wing data that it is not suppose to see.
Fixed: Crash! caused by money tap device
Changed: Minefield radius = Ord ^ (0.40)
Changed: Web Minefield radius = Ord ^ (0.45)
Changed: Bases on astroids have a scanner image of 50 (Was just 3)
Changed: Tow speed limit removed
Changed: Coalition Aurora Exotic Hull Tech now 5000 gc.
Changed: Coalition Lotus Exotic Hull Tech now 500 gc
Changed: Coalition Maelstorm Exotic Hull Tech now 250 gc
Changed: Solorian Stellar matter launcher only uses 40,000 ord units
Changed: Privateer River Royale:
Changed: Privateer fuel stealling device can only take 50kt from any one enemy ship per turn (Was 150kt) Ship can steal 50 KT from many ships at once.
Changed: Privateer ships can steal up to 200kt of fuel from an ship enemy using transporters (Was only 50 kt)
Changed: Ord cost 1/10 mc and 1/100 supply per ord unit produced
Changed: Mobile ord factories produce ord at a cost of 1/10 a supply unit (no megacredits).
Changed: Laser drill can only drill for 1000kt of ore per turn
Changed: Particle fountain can only drill for 2000kt of ore per turn
Changed: Bases can take 10 times more damage than before and survive
Changed: The range of the world crusher missile has been reduced to 100 LY (This was done to offset the smaller sizes of minefields)
Changed: Minefield sensor image decreased to 150 + (Radius / 2). It used to be 350 + (Radius / 2)
Tested: Plasma Stream Enhancer (Okay, range and power)
Tested: Cyborg king causing 300% increase in income (Okay)
Nov 9th, 2001
What is new in Master.exe Version 4.000.043
New: Bases get less food, supplies, and med units
New: Planets get less food, supplies, and med units
New: Bases get 110 AA Guns and 170 fighters
New: Objects can have X,Y locations above 10000 (Was limited to a max of 10000)
New: Freighters have faster engines
New: Solorians get better ships and no freighters
New: Solorians do not start with terraformers
New: Coalition gets 3 starting ships
New: Exotic tech scripting added:
Fixed: Scripted planets not getting the correct starheat settings
Aug 29th, 2001
What is new in Host.exe Version 4.000.092
Fixed: Gravitonic mines failing to stop passing hyper jumping ships
Fixed: Gravity sensor scan data being sent to wrong empire, data for player 8 is going to player 7.
Fixed: New Aurora class ships get full armor by mistake
Aug 20th, 2001
What is new in Host.exe Version 4.000.091
Fixed: CRASH!! during combat, caused by gamma ray device
Fixed: A ship with a super weapon and ground attack turned on will fire at a friends base if the empire is at war with the player just above them. If you are friends with empire 8, but at war with empire 9 the ship will mistakeningly fire on a friendly base belonging to empire 8.
Fixed: Coalition active armor not growing on the Evergreen and Aurora
Fixed: Coalition rescue ground unit makes colonists and troops from thin air
New: Solorian growth rate reduced to 70 + Heat / 3
New: Solorian stellar matter ball power increased from 79 to 90
New: Solorian fuel recharge rate increased from 1/100 to 1/90
July 31th, 2001
What is new in Host.exe Version 4.000.090
Fixed: Host tends to go to sleep for 30 to 40 seconds after reading every new TRN file.. . and then starts up again.
July 30th, 2001
What is new in Host.exe Version 4.000.089
Fixed: Solorian Stellar Matter Cannon does not work!
Fixed: The winner of a boarding action captures the losting race's high guard
Fixed: HD stress produces molybdenum, but no neutronium ore in the planet's core
Fixed: Coalition: Xeloxi Palace cared ore inside planet to be mined into negative numbers
Fixed: Privateers: Stealing money from self
Fixed: Privateers: Stealing plans from self
Fixed: Ships captured in combat give their colonists, troops and high guard to the enemy
Tested: A test fire of the Solorian Matter Cannon has been done and it has been confirmed to be working perfectly
New: Privateers: 4X weapons bonus when the ships attacking have the target's hull plans only is given to PRIVATEER hulls. All captured alien hulls fight as normal ships.
New: Privateers: Starting Meteor class ship gets a hyper drive.
New: Ships only get experiance points if they are in a major fight against other ships
New: Score file *.SCO file. Plain text format. Numbers on lines 1 to 30 and line 31 has all the labels for the items
New: All detonating minefield explode before movement. This is a pretty big change. If you lay a cloaked barbitic minefield the next turn you can detonate it an clear the area of all minefields and not have to worry about hitting a mine during movement. This makes it much easier to blast through enemy minefields. However, this also means that if you are in a minefield the owner of the minefield has the power to detonate the minfield before you can sweep it. Mines are a little more deadly and blasting through them is a little easier. This slightly weakens the Crystals defenses, but now that the Crystals are 100% immune to damage from detonating web fields they still have a very good fighting chance..
New: Solorian Stellar Matter Cannon blast radius increased to 20 LY (Ships take 1/20 damage at range 20)
New: Solorian Maelstrom assault unit reduces the HD stress of a planet by 1 point each when the Solorian Stellar Matter Cannon is fired. The Stellar matter cannon produces 300 points of HD stress so 300 Maelstrom units are required to completely counter act the stress of firing the weapon. If the base has more than 300 Maelstroms the HD stress of the planet will actually be reduiced during the firing of the weapon. Maelstroms do not has any effect on HD stress when the weapon is not being fired.
July 28th, 2001
What is new in Planets4.exe Version 4.000.039
New: Able to read names of special hull devices encoded into ship data packs
New: Knows names of all special ship devices
New: The interface knows all about gravitonic accelerators
New: When you click on an object that you do not own, the name of the owner (player handle) is shown in the tool bar message box
Fixed: When changing a ships name sometimes hotkeys go active, some how windows that do not have focus are getting key press events
Fixed: Money estimates are wrong when labor camps and labor mines are off
Fixed: Ship data screen lists wrong number for the maximum number of ship guests
Fixed: Ship data screen lists wrong critical hit number
Fixed: Command screen (buoy command) for points in space not coming up
Fixed: If you add a super weapon to a quick build ship all quick build ship plans that you make after that will also have super weapons by mistake
Fixed: Quick build ship tech levels are getting mixed up
Fixed: Crash error code 70, bad path or file name (Fixed one cause of this, there may be others).
Fixed: When a ship build of a ship with a hyper drive is canceled the hyper drive is not returned
July 25th, 2001 (11am)
What is new in Host.exe Version 4.000.088a
Fixed: A debug function is triggering the activation of Privateers spies and giving away the starting positions of other players in spy messages.
July 25th, 2001
What is new in Host.exe Version 4.000.088
Fixed: Only ships with fighter bays can use the Dust Off device. Mig dust off NOT working!
Fixed: Pods continue to move after docking and undocking in the same turn
Fixed: If one ship uses comand code JOE ( Jump Only Escorts ) then all ships must be escorts to jump (Wrong!)
New: Coalition: Organic armor gets destroyed by large weapons fire at a rate of (ArmorDrain / 5) + (Kill / 8)
New: Coalition: Homeworld does not start with a med lab
New: Stress +1000 planets now explode if they have a base or do not have a base. Before only strass +1000 planets exploded if they had a base.
New: Empire: Can see docked pods and wings, if they are able to see the ship.
New: Master no longer adds races and ships packs to the YIG file that were not selected.
New: All ship packs and race packs have a revision number starting now, it will be printed out in the host log file
New: When a captured ship is captured and destroyed by the damaged caused by a boarding laser the race that captured and destroyed the ship gets a message about the ship breaking up
New: Privateers: Have only 1/8 normal odds of scanning a minefield (What minefield?)
New: Privateers: All weapons have a 400% kill bonus
New: Privateers: Ships get a 400% shield drain bonus and a 400% armor drain bonus if they have the plans of the target ship on one of their own ships taking part in a battle
New: Privateers: Pirate's cove ground structure steals contraband from enemy bases, causes unhappiness and has a 200ly range.
New: Privateers: Native dust off device. Removes all natives from a PLANET and places them in a native pod on the ship. Works AFTER movement and does not work on bases.
New: Privateers: Contraband dust off device. Removes all contraband from a PLANET and places them in a gold pod on the ship. Works AFTER movement and does not work on bases.
New: Privateers: Hull plan naper, steals and deletes one enemy ship plan. Has a range of 50. Works after movement. Works on bases, ships and pods. Causes bases to become unhappy about the thief of the plans.
New: Privateers: Party Skiff. Produces 1 mc income each. Requires 1 kt of contraband and 100 colonists each to work. (Contraband is not used up.)
New: Privateers: River Royale: Produces 100mc for every 1,000,000 colonists belonging to another empire within 200 LY. Causes a 5 point happiness drop in the victim race's colonists. Cyborg immune.
New: Privateers: Assault Gondala. 200ly range. Kills enemy colonists (10 each). Raid shelter protects 1000000 colonists and undercities protect 100000 colonists. (Yes, those numbers are correct.) Cyborg immune.
New: Privateers: The colonists of most races and natives detest Privateer scum and grow unhappy if the Privateers build a base within 200 LY of them. They loose 10 happy points per base in the area.
New: Privateers: Colonists on Privateers ships are trained to be crew.
New: Privateers: Ships with 50 or more experiance points can train colonists to be troops (You get 10 experiance points per battle)
New: Privateers: Ships with 100 or more experiance points can train troops to be high guard (You get 10 experiance points per battle)
New: Privateers: Ships that are captured with plans have their plans deleted 95% of the time
New: Privateers: Advanced boarding laser: Kills up to 15% crew, 50% colonists, 20% troops
New: Privateers: If a Privateers ship has the plans of the ship it is using a boarding laser on it can kill up to 20% crew, 60% colonists and 40% troops
New: Privateers: If you share ANY data with a Privateer scum his spies will know your universal friendly code
New: Privateers: Can transfer any standard cargo from any ship without having to match friendly codes. They can only take 50 kt of fuel max using starndard transporters. Yes, these scum can steal ALL your ord.
New: Privateers: Cargo Grappler has a 50LY range and can steal Metals, Food, Med and Supplies from any ship.
New: Privateers: Fuel robber has a 50LY range and can steal up to 150kt of fuel. The device will not take Solorian fuel.
New: Privateers: Money Tap has a 50LY range, steals all money from ships and pods. Will steal all money a base has over 10000mc. ( The first 10000mc is protected )
New: Privateers: If a BR4, BR5, Meteor, Dwarfstar, or Bloodfang is owned by a non-privateer race any Privateers can set that ship as a capture target and have the enemy crew instantly spaced and take control of the ship, from any range.
New: Command code: BDO Beam down ord (all but 500)
New: Command code: BUR Beam up repair units
July 18th, 2001
What is new in Host.exe Version 4.000.087
New: Coalition: Rift generator disables gravitonic accelerator drives
New: Coalition: Aurora class given organic armor (3500 points) This is equal to 17,500 to 25,000 points of normal armor depending on enemy weapon loadouts. Any weapon that does less than 5 points of armor drain does no damage at all to organic armor. Small weapons will not harm this ship's armor at all.
New: Coalition: Aurora class given plasma stream enhancer
New: Coalition: Every 40 Type 2 fighters drop a holodecoy during combat
New: Coalition: Aurora class costs 500gc to maintain per turn each.
New: Exotic tech Nem shields only protect 50% of your fighters from being destroyed
New: Evil Empire: Exotic tech Nem shields only protects 80% of your fighters from being destroyed
July 16th, 2001
What is new in Host.exe Version 4.000.086
New: Command code for bases resets to "AAA" after the base is captured
New: "TNT" base code requires that a ship be in orbit and no colonists on the base for the base to be destroyed
New: Crystal X device does not take repair units from races the ship is not at war with
New: Crystal X device does not damage mobile repair plants of races it is not at war with
New: Crystal X device does not damage mobile ord plants of races it is not at war with
New: Crystal X field will try to take repair units from ships before bases.
New: Enforcers: Type 2 ground assault unit can kill 1250 insectoids each
New: Enforcers: Type 1 fighter craft can kill 800 insectoids
New: Enforcers: Sergent At Arms has a contraband lockdown device that is always on and has a range of only 100 ly
New: Federation: High Guard can only repair a damaged ship during combat if the hull and system damage is less than 90%.
New: Solorian: Native happiness limited to 100 points and no more
Changed: Solorian: They can be assimilated by the Cyborg, but they die instantly.
Fixed: Solorian: Base chunnel fails to work
Fixed: Solorian: I am able to tow the Solar Collection Array (wrong!)
Fixed: The Evil Empire's sand casters are able to kill
fighters when the enemy has sand shield exotic tech (wrong!)
Fixed: Some players not getting super laser firing messages
Fixed: Solorian growth rate 100 times too fast.
Unable to find: Minefield destablizer destroys web mines by mistake
Unable to find: Outfit pods unable to upgrade more than 1 generator at a time
Unable to find: Shokazul pulse not working and I have the money to pay for it
July 13th, 2001
What is new in Host.exe Version 4.000.085
Disabled: Autopilot disabled, is not working well enough to be useful
Fixed: Fuel burn error, ships with short waypoints and a high speed set the ship burns as much fuel as a ship traveling at full speed and full distance.
Fixed: Host not using fuel burn mod number all ships have. Was using 100 for all ships.
Fixed: When an enemy ship fires on ship that is not its enemy an error can sometimes cause two friendly races to begin firing on one another.
Fixed: Crystal X device error is causing a crash of host during space maintain 2
Fixed: Tow error can cause a crash of host during "Cleaning move data"
Fixed: Races have buildings over the building limit
Fixed: Spy funding causes negative credits
Fixed: A salvaged junk pod produces an outfit pod with a garbled name
Fixed: Junk pod self destruct does not work
Fixed: I am getting an undocking from ship log message from my minefields!
Fixed: Scavenger gravitonic accelerator not working
Fixed: Scavenger tachyon scanner not working
Fixed: Scavenger chunnel device not working
Fixed: A plan in a Gold Pod turns into a plan of a different type when it docks with a base. In most cases the plans turn into a Fed plan.
New: Agrodome can produce a maximum of 200 food units a turn.
New: You can destroy a base by setting the command code of the base to "TNT" if you have no colonists on the base.
New: The Universal Friendly Code does not allow transfers if the two races are at war with one another.
New: If an enemy has prisoners from your race there is a 30% chance per enemy person camp that your colonists will become upset and protest. There is a 100% chance of protest of your PC Factor is greater than 40. The Cyborg are immune.
New: Wings made with mobile fighter factories get fuel and ord
New: Races can capture special races building of other bases, if the two are of the same race type ( A Cyborg can capture enemy King's Palaces. )
New: Power of HD Stress damper limited when planet HD stress level is negative
New: HD Stress model made more complex for negative stress planets
New: Undocked wings can use jump points
New: If a jumping jump point ship has the command code "JOE" only escorting ships and wings will jump with the ship
New: Federation: If a Fed ship has a High Guard on board
the ship gets a combat repair bonus:
New: Federation: The Loki can detect ships that can not normally be detected with the tachyon scanner (Like the Darkwing). A new Loki can place 5 points of noise on the enemy ship. A Loki with skill above 100 can put 20 points of noise on the enemy and a Loki with a High Guard on board can put 80 points of noise on the enemy ships.
New: Empire: The Royal Shuttle "Omega" hyps in on turn 7, with the Empiror and 10,000 mega credits.
New: Empire: They can have double the normal number of fighter wings
New: Lizards: Hisser device is now able to increase happiness over 100 points at a reduced rate. (Was limited to no more than 100 points.)
New: Lizards: Sauran class gets a enhanced bridge that should keep it small crew alive during combat.
New: Crystals: Diamond Flame Battleship has special plasma armor that is highly resistant to ord weapons
New: Crystals: Immune to damage from detonating web minefields
New: Crystal X Field causes ord plants and ship repair plants to explode if they are turned on while within 50 LY. Ships will take heavy damage.
New: Enforcers: Can not give contraband to other races using a Gold Pod
New: Enforcers: Can not give contraband to other races by giving bases away
New: Enforcers: Get a contraband recycle center on their homeworld
New: Solorian: Stellar Matter Launcher building fires a blast of energy at space craft at a long distance. The device requires 500,000 ord units to fire. The planet must have a ship in orbit over the base with a Stellar Targeter turned on and a kill target set. The blast will be fired at the kill target object if it is in range. Firing the weapon causes 300 points of HD Stress in the planet under the base. The weapon fires after all movement is done and only can damage things in space, it does not damage to ground bases. The device has a blast power of (5000 + 79 * ( StarHeat * 6 - DistanceToTarget))/HullMass - GravMineFactorX. The more Grav mines in the area of the planet firing the weapon or over the target planet the less damage the blast will do. The Launcher has a maximum range of Heat * 6 and has a blast radius of 10 LY. The power of the blast decreases by 10% every LY out from the blast center. Solorian craft are not immune from the blast.
New: Solorian Ragnarock device (Wildcard 3) causes 1070 stress points in all planets within 200 LY of the ship and destroys the ship.
New: Solorian: Ragnarock ship can not use jumpgates, jumppoints, or warp chunnels
New: Solorian: Solar Collection Array has a Gravity Stablizer. It can not be towed, warp chunneled, jump gated, jump pointed or moved in any way.
New: Solorian: Solar Collection Array collects fuel from stars at a rate 10 times the normal Solorian fuel collection rate.
New: Solorian: Ships collect fuel from stars at a rate of 1/100 * mass * StarHeat
New: Solorian: Energy transfer beam (Wildcard 2) when on fuel is transfered to all other Solorian ships in the area (same owner only)
New: Solorian: Growth rate is 70 + StarHeat / 5
New: Solorian: Pod speed is always 0, exotic tech will not increase pod speed
New: Solorian: Can not own plans to other race's ships
New: Solorian: Can not own other race's ships
New: Solorian: Other races can not own Solorian ships
New: Solorian: Other races can not own Solorian ship plans
New: Solorian: Solorian ships take double shield drain from beam weapons
New: Solorian: Solorian ship take half shield drain from ord weapons
New: Solorian: Can not transfer fuel using transporters or pods to any other ship or race
New: Solorian: Natives have a +15% chance of joining Solorian bases
New: Solorian: Fuel can not be stolen
New: Solorian: Solar Gamma Ray does not hurt Solorian
New: Solorian: Can not be assimilated by the Cyborg
New: Solorian: HD Stress damper device has only half the normal power
New: Scavengers start with Q ships
New: Coalition can only have 1 of 3 special race buildings per base, each has special powers and each allows you to build two special ship types.
New: Coalition: Arerran Capital: 200% farming, 12.5% mining, farms produce med units
New: Coalition: Xelovi Hive: 300% mining, free smelting, 12.5% galatic income, 150% base income
New: Nawole Garden: 200% galatic income, 12.5% farming
New: Coalition: These ships can only be built on bases with an Arerran Capital: Interstellar, Odin
New: Coalition: These ships can only be built on bases with a Xelovi Hive: 240 Comb, 1260 Royal
New: Coalition: These ships can only be built on bases with Nawole Garden: Willow, Evergreen
New: Coalition: Energy Mines fire through Coalition shields
New: Coalition: Double unhappy if taxed at liberal rate and four times more unhappy then normal if taxed at enslavement rate.
New: Coalition: Superlaser has half shield drain and half armor drain and can not destroy planets
New: Coalition: These ships can only be built in space: Maelstorm, Lotus, and Aurora
New: Coalition: Organic armor ships. Armor drain is 1/5 normal, weapons with less than 5 armor drain do NO damage to the ship's armor. Requires 1 med unit to grow a point of organic armor. Organic armor ships start with no armor and must grow all their armor using med units. The Solor Gamma Ray device destroys 1 point of organic armor every combat tick. Evergreen and Lotus class ships have organic armor. Organic armor ships can not be refitted or repaired with normal armor units.
New: Coalition: Plasma stream enhancer: All plasma bolt weapon has 3X range, 3X accuracy, charges 4 times faster than normal and uses 3X ord.
New: Coalition: Bio computer +50 evasive bonus, +100 attack bonus, requires a High Guard Ranger on board to work and requires 4 med units a turn. Always on. Only works if Coalition race owns. Ship takes damage if ship runs out of med units. Always on. Lotus Class is the only ship that has it.
New: Coalition: Target Enhancer +30 Point Defense accuracy on enemy fighters, +30 Point defense intercepting incoming enemy weapon's fire, +25 attack bonus. 5X better odds of hitting the enemy softspot. Always on. Uses 30kt of fuel when used in combat (each battle). Device is on the Willow, Evergreen, Lotus, and Maelstorm class ships.
New: Coalition: Gravity Sensor detects ships with hyperdrives, grav mine droppers, warp chunnel, gravity well generator, or gravitonic accelerator within a 400ly range. All Coalition ships have this power.
New: Coalition: Gravity Rift Generator disables all grav mines and gravity wells from stopping hyper jumps within a 100 LY range. Uses 25 fuel per turn when on. The Odin Class has the device. (Wildcard 2)
New: Coalition: Hive mine device, only works for races with +35 PSI rating. Each hive mind ship in combat adds a +2 evasive bonus and a +3 attack bonus to any ship in a fight that belongs to a race that has +35 PSI, including your enemies! The 240 Comb and the 1260 Royal class have the hive mind device. It is always on and can only give a max bonus of +20 evasive and a +30 attack bonus.
New: Coalition: Lotus Class is an exotic hull that costs 25 gc a turn each to own. You automatically spend 25 galatic credits a turn. If you run out of central bank galatic credits the exotic ships will take damage.
New: Coalition: SDI device. Has a 25 LY range and shoots down incoming scan probes. Always on. Willow class is the only class that has this device.
New: Coalition: Others may live rescue team. Each unit can save up to 50,000 colonists, troops and crew that would have otherwise died in a ground war. They can save 80% of the troops, colonists, and crew that are attacked by enemy troops, crew and colonists. They can not save anyone that has been blasted by fighters and assult units. The survivors are loaded up onto life pods and launched to a nearby base.
New: Coalition: Super Jammer on Aurora Class ship. Always on. It stops all super weapons other than the super weapon on an Aurora class from firing during combat.
New: Coalition: Can not lay Barbitic or Gravitonic mines, ever.
New: Centaurs: Start with a Shahmia and 2 Shantah class ships
New: Centaurs: Ships are able to escape combat at combat tick 500 (All other races can not escape until tick 1500)
New: Centaurs: Race track makes 15mc a turn, gives a +5 native happiness bonus and a +5 native attraction.
New: Centaurs: Market makes 15mc per city on the planet and 22mc per undercity on the planet. It does not matter who owns the cities you will still earn the money.
New: Centaurs: PSI Warrior (ground assault unit 3) +2% attack ground bonus for all other units with a limit of 30% bonus.
New: Centaurs: 1 Free type 1 fighter per 200,000 colonists per turn
New: Centaurs: 1 Free type 1 ground assult unit per 100,000 colonists per turn
New: Centaurs: Free plasma manifold A exotic tech
New: Aczanny Cargo Desk make an asssult pod using 1000 Ord and 10 troops. It will make pods of Metals if the command code "MET" is used by the ship. It will only make one new assault pod a turn.
Tested (Passed): Birdman Nanovirus making new natives from Cyborg colonists.
Tested (Passed): Replenish fighters making new wings and filling up old wings
Tested (Passed): Fighter beams damage ship armor (Fed shuttles kill Lizard T-Rex, no problem)
Tested (Passed): Hyperlathe making supplies
Tested (Passed): Enforcer bomber able to travel 360 LY
Tested (Passed): Scanenger hulls (hull types 442 to 460) are immune to hitting Barbitic mines
June 29th, 2001
What is new in Host.exe Version 4.000.084
Fixed: Intercepting ships burn too much fuel
June 29th, 2001
What is new in Host.exe Version 4.000.083
Fixed: Energy drain bug, all ships that are able to cloak have a 150 unit energy drain every charge cycle. (Some called this the Combat ORD Bug) Bug showed up with the release of the Aczanny.
New: Crystal X field DOES NOT steal fuel anymore
New: No ship with 100 or more points of hull damage can have their hull repaired. (Over damaged parts can still be repaired.)
June 28th, 2001
What is new in Host.exe Version 4.000.082
Fixed: Ships and wings burning the entire amount of fuel they would burn if they traveled their full speed even if they are just traveling to a waypoint that is much closer.
Fixed: Ill Wind weapon large weapon charge bonus toned way down.
Fixed: Cyborg crew levels reset to 10% on all bases even if Shukazul pulse is active
Fixed: Wings unable to trigger a fight with another wing.
Fixed: Wings not always entering combat
New: A ship under tow can not scan
New: Crystals immune to enemy crystal X field device
New: Crystals get a ship long message when they steal from and enemy ship with the X field device
New: Crystal X field causes mobile ord factories to explode, if they are on
New: Crystal X field causes mobile repair plants to explode, if they are on
June 24th, 2001
What is new in Host.exe Version 4.000.081
Fixed: Nightmare! RST files that are 25meg in size!
Fixed: Tiny little combat bug. Ships are locking onto shielded bases as their primary target by mistake, while they do not waste ord and energy on the base target and can still fire are secondary targets that come into range they make movement mistakes that can keep the ship from firing at secondary targets due to enemy targets being out of weapons range.
New: The Stormer Ill Wind Class Battlecruiser been upgraded:
June 12th, 2001
What is new in V4HOSTX.DLL Version 4.000.080a
Fixed: Load error during a ship to ship combat events using new high hull types ( types 501 to 2000 )
What is new in VCR.EXE Version 4.000.013
Fixed: Unable to display high hull types ( types 501 to 2000 ) (Aczanny, Centaur. . . )
June 8th, 2001
Massive change in data format the number of hulls that the programs will support has been upped from 500 different types to 2000 different hull types. Most 3rd party programs will need to be updated to use v4face2.dll before they can load the data from the Aczanny race packs. There are so many 3rd party race packs being worked on that I would have run out of hull numbers if I had not expanded to hulls number range to 2000 hulls.
What is new in Host.exe Version 4.000.080
Fixed: Glory device using ship not immune to combat
Fixed: Auto pilot fails to move money
Fixed: Too many mine hit messages from a destroyed ship
Fixed: Wings do not follow their escort target
Fixed: Prisoners die when not in a labor mine or labor camp
Fixed: False tow over power messages
Fixed: Bad life pod to ship transfer messages
Fixed: The Kill Target of captured ships are failing to clear
Fixed: Hisser unit does not reduce the happiness of high happiness bases
New: Jump gate builder turns off after making a gate
New: Plasmatron units generate a log message
New: Cyborg are no loose happiness when mining for metals
New: Cyborg no longer get destress messages from natives
New: Command code JOE ( Jump only escort ) ships will only jump with their escort target ship if it jump point jumps or chunnels
New: Pods undock before hyperjumps
New: Fuel refinery ships can use RFD RFT RFM RFS command codes to control what goods will be used to make fuel
New: Aczanny ships have an extra evasive bonus of (Engine_Type * 5) / ((1 + Mass / 200) ^2)
New: Aczanny Sparrow class (hull 600) is immune to grav mines, barbitic mines, and grav wells
New: Aczanny ships and wings are resistant to nemesis torpedoes, light ships take only 5% damage. Wings loose only 30% to 70% of their numbers.
New: Aczanny bonus: avian natives are 200% more likely to join them
New: Aczanny ghipsoldals make transwarp engines
New: Aczanny are not eaten by amorphous natives
New: Amorphous natives leave Aczanny bases
New: Aczanny ships have passive hyperscanners that detect the use of chunnel ships and hyperjumping ships, the device has a 500 LY range
New: Aczanny security device uses 5kt of fuel, stops boarding lasers from killing crew members. Gives the Aczanny crew a 500% kill bonus.
New: Aczanny cargo desk loads all metals on the ship into a pod and stores the pod in a cargo bay
New: Aczanny ECM jammer device. Unit draws 150 power units a second and reduces the accuracy of enemy weapons by 30%, accuracy of enemy wings are reduced by 15%. A maximum of one can be active at a time.
New: Aczanny mass driver weapon is enhanced with a 42% accuracy and a +10 armor drain
New: Aczanny assault pods explode after a successful docking with an enemy ship.The pod has a 400 armor drain, 100 armor arc and does 500 blast damage. The pod explodes after the troops on the pod has boarded the enemy ship.
New: Aczanny ground assault units take 1/2 damage from enemy laser cannons
New: If the Aczanny have at least one working scout ground assault unit all enemy fighter craft do only 1/2 damage to all other Aczanny ground assault units
New: Aczanny are attacked on sight by the insectoids