Aug 6th , 2004
What is new in Host.exe Version 4.000.172
Fixed: Planets 4 AI file ( V4HOSTZ.DLL ) coming "alive" and turning on attack switches, buying tech levels and setting tax rates
Aug 4th , 2004
What is new in Host.exe Version 4.000.171
Fixed: Bug cause the protomatter cannon to kill any base under the ship if the weapon is turned on.
New: The weapon will kill bases in astroid fields during the process that turns the astroid field into a planet.
July 21th , 2004
What is new in Host.exe Version 4.000.170
Fixed: Bug that mades free food
Changed: Robot mines changed from being always cloaked to being always uncloaked
July 11th , 2004
What is new in Host.exe Version 4.000.169
Fixed: Cyborg med lab keeps turning on
Fixed: Cargo grappler grabbing negative numbers of supplies.
Fixed: Command code BUN not beaming up fuel working when the ship has a full load of repair units.
June 7th , 2004
What is new in Host.exe Version 4.000.168
New: Planets with "Poor scans" have their data blanked out in the RST file so that it can never end up in the CSV file
New: The Sokazul Pulse stops the production of extra colonists using public space ports.
New: Public space ports no longer produce extra Robot colonists
New: Labor mines no longer automatically turn on every turn
May 20th , 2004
What is new in Planets4.exe Version 4.000.055
New: You may view other race's ships and bases using the main command screen windows
May 10th , 2004
What is new in Host.exe Version 4.000.167
New: Hull plans can not be transfered to an enemy base.
New: Eye of Madagon logs a message when it works on a food source or kills Amorphous natives
Fixed: Large weapons and PD weapons failing to become disabled by system damage.
Fixed: Non Stormer Glory device ships are immune from combat (wrong)
Fixed: Captured enemy ships have all their devices still on
Fixed: Towing math seems to have rounding errors, towed ships end up 1 ly behind the ship towing it.
May 10th, 2004
What is new in Planets4.exe Version 4.000.054
New: When making a new wing using an air attack base the number of fighters in the wing is NOT deleted after you click the activate wing button. You can now make many wings by clicking over and over again.
Fixed: Old data not showing up in data pad
Fixed: HD Stress read outs have wrong number
Fixed: It shows Robots eating food
Fixed: Ministers try to build more farms than the planet has soil for
Fixed: The base overview screen limits your factory and ord plant setting to only 1000
Fixed: ETA for hyp drive ships wrong
April 9th, 2004
What is new in Planets4.exe Version 4.000.053
New: Color coded minefields on the big map
New: Color coded scans for good scan / poor scan on planets ( Poor scan is a little yellow dot in a grey circle and a good scan is a yellow dot with a yellow circle )
New: Poor scans do not display 0's on the data pad, instead the data pad is blank for poor scan data.
New: Poor scans show up as question marks on the data grid and not zeros
Fixed: Old planet data that is a good scan is being replace with a bad scan!
New: Base Military screen displays the estimated training of high guard and lists the food needed for maximum training rates
New: FIG screen shows more host config options being used
New: If a planet has too few colonists for farming a warning pops up on the planet picture
New: If a planet has too few colonists for mining a warning pops up on the planet picture
New: Ministers build as many farms as they can, if the climate is right and you have the colonists
Fixed: Ministers not selling contraband
Fixed: Supply consumption for the production of ord wrong on several screens
Fixed: Switches -> Ord planet displays the wrong formula for making ord
Fixed: Food consumption rate all wrong on some screens, it is not reading the hconfig data and adjusting between low and high food comsumption
Fixed: Hyper lathe food and supply amounts all wrong on some screens
April 9th, 2004
What is new in Host.exe Version 4.000.166
New: Robots use Kerria Crystal Artifacts to train high guard instead of food
New: Spying does not work until turn 10.
New: Ship Command Code WPF causes the waypoint to be used instead of the escort target for movement. If the ship has no waypoint set then the escort target is used instead.
Fixed: Bug in Evil Empire Probe that causes it to not show all planet data after scanning an enemy base.
New: Amorphous and Chups only vanish from your bases on turn 1 (It was set up to vanish before turn 5 )
Fixed: Wings not scanning planets with GOOD scan data.
New: Hconfig has the option of turning off weak combat / slow repair of alien hulls
New: Hconfig has the option of forbidding the trading of alien plans
April 5th, 2004
Cyborg Version 101 Revision 2 Released
Probe can now hold 100 guests
Explorier can now hold 500 guests
Iron Slave can now hold 50000 guests
April 4th, 2004
What is new in Host.exe Version 4.000.165
Fixed: Boarding laser was not disabled on alien hulls.
Fixed: The UEA had immunity to hull plan restrictions when it should have been the UA that had that special bonus.
Fixed: When scaling back the high guard production numbers for all races I missed scalling back the production of high guard by Privateer ships with high experiance. That number has been reduced to be be more in line with the rest of the universe. A limit of 25 new high guard can be trained a turn by a ship with high experiance.
Adjustments to the Food Problem:
New: The limit on how many farms you can build in a turn. It has been replaced with you need 1000 colonists per farm you are building. If you have 100000 colonists on a planet and it has a soil rating of 100, go ahead build 100 farms. . .
The changes to the colonists requirements for running farms (each farm needs 1000 colonists) have really hurt the Cyborg a whole lot, far more than other races. Now I could increase the guest size of one of their small ships so that it would be easier for them to build farms, but what fun would that be. . . it is not very "Cyborgish" to go out and farm the universe. . .
Changed: Assimulation powers increased. Cyborg colonists can assimulate 1 enemy colonist each up to a limit of 500. If the Cyborg have over 10000 colonists on a planet they can assimulate enemy colonists at the old 5% rate and grab more than 500 a turn.
Changed: Glory Device converts worms to food on planets at a rate of 20 worms yields 1 food (was one worm = 1 food )
New: Hconfig now allows you to turn off the 1000 colonists per farm requirement (New HCONFIG.EXE included )
April 1st, 2004
What is new in Host.exe Version 4.000.164
Fixed: Math error in Anti-Fighter computer exotic tech
April 1st, 2004
What is new in Host.exe Version 4.000.163
New: Farms require 1000 colonists (each) to grow food
Removed: Alien devices cause ships to have onboard explosions
New: High guard training math updated
Updated: Anti-Fighter computer cost = 450000 maintain = 20000
Updated: Fighter ECM Box cost = 600000 maintain = 20000.
Changed: Spy attacks on ships can be stopped with just 2 high guard on board the ship (most of the time) Before this change you needed 21 or more high guard to defeat a spy attack on your ships.
March 30th, 2004
What is new in Planets4.exe Version 4.000.052
New: Exotic tech Fighter ECM BOX
March 30th, 2004
What is new in Host.exe Version 4.000.162
Fixed: Ships with no engines are still able to move, using group commands
New: Contraband dust off not blocked by own bases
New: Base command code DOC destroy old cities, causes all cites to be destroyed (Undercities are NOT destroyed)
New: Amorphous worms and Chups are not removed from your home base before turn 5. They are still removed from the planet your base is on before turn 5.
New: Boarding lasers do not work on ships of alien hull design.
New: Privateers can not build alien hulls
New: Rebels "R" code no longer can be used to avoid combat.
New: Peeps are also immune to hull plan restrictions
New: Nanovirus yields 1/6 the number of natives as compared to the number of Cyborg killed. If you kill 60000 Cyborg you will make liberate 10000 natives.
New: Clone lab limited to a max of 10 high guard per turn
New: Fighter ECM Box cost = 600000 maintain = 20000.
New: Eye of Madagon fails to work if the ship has more than 9% system damage
Feb 17th, 2004
What is new in Host.exe Version 4.000.161
New: Contraband, natives, minerals on a planet can not be seen unless you have a ship over the planet or a base on the planet.
New: The GLORY device lights up the planet so that all races that can scan the planet can see what is one the planet in full glory. . .
New: Robot prisoners no longer work
New: Robots can not use alien hull plans
New: Robots hull plans self distruct
New: Fighters are immune to Robot Nova Barbitic mines
New: Undercities make your base harder to scan
New: Robots can not be assimulated
New: You must assimulate 6 insects to make one whole Cyborg
New: Privateers need at least 10000 colonists in a base to cause ill effects to surrounding enemy bases
New: Alien ship hulls repair are a max rate of 5% hull damage a turn
New: Exotic Tech does not work on alien hulls in your fleet
New: 40% of weapons fail on alien hulls in your fleet
New: HConfig option to remove hull plans from the game (Default = Plans allowed)
New: Privateers IMMUNE to hull plan restrictions, the HConfig setting and ill most effects of using alien hulls FILTHY SCUM!
New: Cyborg, Enforcer and Scavengers are also immune to hull plan restrictions
New: Alien hulls have defective scanners and make extra noise
New: Empire probes are able to view what is on a planet's surface
New: Shokazul Pulse works on COM ships
New: COM eat 1 kt of food per 1000 new colonists that grow on the ships
New: COM need food to train high guard on ships
New: The Pyramid Lounge needs 1 food unit per 100mc produced
New: Lizard High Guard selling prices range from .04mc each to 125mc depending on how much bad blood they is between the victim and the seller, the more bad blood the higher the price.
New: Lizards never get good prices for selling Cyborg, Robot, personnel or Evil Empire High Guard
Fixed: POW Riot message reporting the wrong planet ID
Feb 17th, 2004
What is new in Planets4.exe Version 4.000.051
Fixed: Program is not reading the reg key file
Feb 15th, 2004
What is new in Planets4.exe Version 4.000.050
New: Sensor image number includes your hyper jump noise levels
New: When you use the find object window all the found objects will show up on the main map with purple boxes around them.
New: Quick build only works for bases that have a military space port
New: Contraband sells are limited to 1kt per 1000 colonists on the base
Display error: When you launch a prisoner pod it subtracts the prisoners from your colonists count
Interface Error: Ship -> ShipFleet -> Min Ord / Min Fuel arrow buttons failing to save after you click them.
Error: When building a ship at a starbase hitting the clone button until all the parts in storage are used up and then hitting the normal build button results in an error.
Feb 15th, 2004
What is new in Host.exe Version 4.000.160
New: Contraband dust off is blocked by any base on the planet under the ship
New: Contraband sells are limited to 1 kt per 1000 colonists on the planet
New: Can not sell contraband in pods to self
New: Contraband gather rate slowed down, maximum rate now happens when you have 1000000 colonists
Feb 15th, 2004
What is new in Host.exe Version 4.000.159
Changed: The Robots income from insectoid nests decreased. (now at between 1/10 mc and 1/30mc per enemy colonist trapped)
New: Robots Eye of Madagon now destroys 30% of food out to a range of 250 LY on bases and ship and kills amorphous worms with mini ninits. Some of the food is converted to fuel and ord and transported back to the ship.
New: Insectoid nests continue to grab 3% of enemy colonists out to a range of 100 LY and get 1/10 mc per colonist taken.
New: Insectoid nests can now grab 1% of enemy colonists out to a range of 400ly and get 1/30 mc per colonist taken.
Feb 14th, 2004
What is new in Host.exe Version 4.000.158
New: Base command code NOG causes the base to not gather stuff from the planet
New: Peeps type 1 ground assault unit mines and smelts ore
New: Robot gun zero now has a range of 250 ly and get a huge bonus when firing at ships with a hull mass over 1800 kt
New: If a Solorian ship is captured the fuel vanishes
Fixed: Coalitions prisoner rescue not working
Fixed: Coalition gravity rift not working out to 150 ly against grav mines
Fixed: Drop target not clearing for pods after the pod drops from a ship
Fixed: Quick build is able to build on bases that have no milatary space port
Feb 11th, 2004
What is new in Host.exe Version 4.000.157
New: Coalition Tweeked
New: Warp bubble only works on ships that have max speed greater than 50
Removed: The BIG ship command code
Fixed: Fighters causing more damage to a target if the target
has high guard on board.
Jan 11th, 2004
What is new in Host.exe Version 4.000.156
New: Ships with over 100% hull damage can not be repaired.
Fixed: Bug that produces free extra fighters
Jan 1st, 2004
What is new in Host.exe Version 4.000.155
New: Base command code CIA deletes any alien hull plans you have stored on the base.
Dec 22nd, 2003
What is new in Host.exe Version 4.000.154
New: Bad things happen to races that give their colonists to other races to work as prisoners that they are not really at war with.
New: Crew, troops and High Guard all die in Labor Camps and Labor Mines (Was just colonists before)
New: Cities with colonists that have less than 30 happiness points produce no money
New: Undercities with colonists have less than 30 happiness points produce no money
Changed: Solorian resource points adjusted downward due to their now higher growth rate
Changed: Lizards sell Cyborg colonists at 5% normal price and Robots at 2% of normal price.
Fixed: Spy attack causing negative numbers of colonists sometimes, when ord dumps are exploded
Dec 3st, 2003
What is new in Host.exe Version 4.000.153
Changed: Small weapon bonus special factors scaled back.
Dec 1st, 2003
What is new in Host.exe Version 4.000.152
Fixed: Ghipsodals giving Aczanny too many free engines
Nov 30th, 2003
What is new in Host.exe Version 4.000.151
New: Crystal ship combat armor bonus only works for the Crystal player if the Crystal player is in a Crystal hull design
New: Lizard bonus only works if the Lizard player is in a standard Lizard hull design
New: Stormer combat bonus only works if the Stormer player is in a Stormer hull design
Fixed: Amphibians are building extra engines for the Aczanny and the Ghipsodals are taking credit for it
Changed: Aczanny Bonus: ghipsodals give 1 free transwarp engine for every 10000 Ghipsodals you have in the base. You must also have 10000 colonists for every engine made.
New: You can only swap parts out of a ship using an outfit pod with ships that you own
Fixed: Resupply Pod not switching ownership and turning off orbital thrusters when it is within 20 LY of a base that belongs to someone else that is also a dock target.
What is new in Host.exe Version 4.000.150
Nov 22nd, 2003
Fixed: Minefield Destablizer not working as much as it should, sometimes it completely fails.
Fixed: Ships sometimes not seeing that they have reached a waypoint after a chunnel move or a warp point jump and moving off into strange directions
Fixed: The Attack and Run ground attack setting always blocking the Kill Kill Kill attack.
Note: The Attack and Run ground attack setting blocks the Kill Kill Kill attack unless the race doing the Kill Kill Kill attack has twice the number (or more) of Troops or has twice the number ( or more ) High Guard. If the race with the Kill Kill Kill mission is fielding twice the troops or twice the High Guard the Attach and Run mission never happens.
What is new in Planets4.exe Version 4.000.047
Nov 17th, 2003
New: Errors on fighter overview screen corrected that caused fighters to ignore orders to set an intercept target, kill tartget or escort target.
Fixed: Super weapon ranges incorrect in weapons readout
New: Clone ship button for regular ship builds. If you have the parts you can build many copies of the same ship, at a base.
What is new in Host.exe Version 4.000.149
Nov 17th, 2003
New: Sort added to movement event right after hyperjumping takes place. Should allow hyperjumping ships to be seen better by enemy ships and to attack and be attacked right after a jump.
Fixed: Enforcer grav mines not giving 25% system damage.
What is new in Host.exe Version 4.000.148
Nov 16th, 2003
Removed: Debug code having to do with hyper jumping, that could cause ship ID 9711 to sometimes not hyper jump correctly, if it belongs to the Evil Empire
What is new in Host.exe Version 4.000.147
Nov 16th, 2003
Rule Removed, newsgroup rejected it.
What is new in Host.exe Version 4.000.146
Nov 15th, 2003
New: Races with fleets with low experience ratings end up with low tax collection rates, low population growth, and low food production. Races required to maintain a level of 15% of the best race to have no ill effect. Must maintain 2% of best to only suffer mild bad effects.
New: Blockades ( 3 or more enemy ships over your base ) stops the buying or selling of contraband on the base.
Fixed: Turbolaser PD system shooting down 9 enemy fighters a shot when it should only be shooting down a max of 3
Fixed: Sorting bug that causes ships to sometimes not take part in fights like they should. Sometimes only half the ships that should be there show up in the fight.
Fixed: High Guard only bases failing to capture any of the good stuff from enemy bases that they loot.
Fixed: Ships that hit web mines and continued to move
What is new in Host.exe Version 4.000.145
Oct 9th, 2003
Fixed: Mine sweeping of a Barbitic minefield can sometimes cause a planet, ship, or base or any other object in a 500 ly range to vanish! One object at random!
New: Sand casters continue to fire on ships with their shields down, if the energized sand exotic tech is being used.
What is new in Planets4.exe Version 4.000.044
Oct 7th, 2003
New: The "V" (view) switch that takes objects out of the rotation of objects to be viewed is now saved if you exit the program and reload it later to continue to play the game.
What is new in Host.exe Version 4.000.144
Sept 29st, 2003
Fixed: Error: Planet Load Error! (ID)
What is new in Host.exe Version 4.000.143
Sept 21st, 2003
Fixed: Error: Base Save Error! (ID)
What is new in Host.exe Version 4.000.142
Sept 17th, 2003
Fixed: RST Files with: BAD SHIP DATA
What is new in Host.exe Version 4.000.141
Sept 17th, 2003
New: Factories turn on when you build them on a base that current does not have any
New: Mines will smelt 30kt of ore every turn for free if your race has the power to build smelters.
New: The hitting a minefield message will include a message about the minefield's location
Changed: Energized sand exotic tech, only counteracts sand shields and does not increase odds to hit fighters or increase the odds of defeating the fighter armor.
Fixed: Errors in ground combat found by Norman Violet.
What is new in Host.exe Version 4.000.140
Aug 27th, 2003
New: Argo dome food production reduced to 50kt a turn
New: Cities and resorts no longer use med units
New: Cities use 2 food units each.
New: New bases must wait 1 turn before they can be ground attacked (so that all the incoming pods and beaming in troops can merge into one large force)
New: Draconians govenment centers earn 400 mc a turn
New: Contraband market math changed again
New: Exotic Tech Energized Sand Casters, Causes sand casters to be more powerful when fired on ships and fighters. A +50 shield drain against ships. -50% odds of a concusion rocket taking out the sand caster blast. Can effect target ship's control systems. All sand casters have +30% odds of hitting enemy fighters and they defeat all fighter armor and sand shield systems. Cost 240000gc maintain cost 70000gc
New: Exotic Tech Anti Fighter Computer, Double rate of fire of all anti fighter ship weapons, 300% increase in range for the first shot and normal range for the second shot. A plus 40% odds of hitting fighters and more likely to punch through fighter armor. Cost 450000gc maintain cost 10000gc
Fixed: Quick build requires that your bases have a weapon factory, even when you have the parts there already and do not need to build any more!
July 18th, 2003
What is new in Host.exe Version 4.000.139
New: The part of the progran to make the wing switch "anti-fighter" work as designed added
New: Solorian terraformers no longer need fuel to work
New: New contraband market math
New: Only Stormer glory device ships have combat immunity, other races with glory devices do not.
New: Ground based AAA fire slightly improved against enemy fighters, in range and kill power
Fixed: Solorian Holojammer not working
Fixed: Troops ground attacking enemy crew causes enemy crew to grow in number instead of getting killed
Fixed: Error in ground assault units against attacking crew
June 23rd, 2003
What is new in Host.exe Version 4.000.138
Fixed: Deeps ground patrol ground attack mode making 25% extra fighters and ground attack units when used.
Fixed: Ships with HUGE power banks (Over 32000) stop firing weapons at battle tick 300
New: Base friendly code blanked out from enemy scanners
New: Cargo can no longer be stolen from enemy ships using the universal friendly code
June 14th, 2003
What is new in Host.exe Version 4.000.137
Worked on some more: Base merge event moved to just after movement ends, so that landing pods can gather together quickly to face amorphous worms and other threats.
Changed: Pods docked with ships do not drop from ship and land on a planet if the orbital thrusters are off, if the ship ends movement over a planet. The pod will now stay docked to the ship until the ship reaches the pod's drop target.
June 9th, 2003
What is new in Host.exe Version 4.000.136
Changed: Solorian growth rate changed again to (.20 +
((plan.starheat) / 30)) * .05
Changed: Base merge event moved to just after movement ends, so that landing pods can gather together quickly to face amorphous worms and other threats
Fixed: Anti-Matter Maul failing to collect mollybdem from destroyed jumpgates.
June 7th, 2003
What is new in Planets4.exe Version 4.000.042
Fixed: Can not delete quick build plan files
Fixed: Build 1000 fighters button not working, you have to aim just above the button for the click to work
Fixed: High Guard numbers fail to keep track of the number of high guard left on a base after a ship transfers high guard to a base
June 4th, 2003
What is new in Host.exe Version 4.000.135
Fixed: Random number seeding broken, causing Cantina to sometimes never produce contraband and many other odd errors involving random events that just never happen or happen too often.
Fixed: Aczanny Massdriver bonus, mistakingly given to all ships
Fixed: Cantina odds of producing contraband increased to 10%
chance per contraband item per turn. This will make it so
June 3rd, 2003
What is new in Host.exe Version 4.000.134
New: Solorian growth rate adjusted, limited to no more than 200% growth per turn around hot planets. Down from 3330% growth rate, which seemed to be a bit too high.
May 31st, 2003
What is new in Host.exe Version 4.000.133
Fixed: Spy mission killing enemy ships with ENGINE damage greater than 100%
Fixed: If more than one combat happens during a single movement phase the wrong races can end up seeing things they should not be able to see, like enemy homeworlds and ships . . . on the other side of the map. . .
May 18th, 2003
What is new in Host.exe Version 4.000.132
Fixed: Virgo Light speed using 2000 units of fuel (Double what it suppose to be)
Fixed: Host crash
May 14th, 2003
What is new in Host.exe Version 4.000.131
Fixed: Loss of cargo transfered from a base to a ship at the beginning of the movement phases.
Fixed: Crash during the importing of movement data
Fixed: Virgo light speed not failing when ship is on fire
New: HConfig option VirgoBurn = 1
May 13th, 2003
What is new in Host.exe Version 4.000.130
Fixed: Pod undocking before movement bug.
New: The Colonies of Man's starting ship the Maximus starts the game on fire. . . While on fire the ship has a top speed of 50 and is unable to use light speed. The fire goes out on turn 18.
May 7th, 2003
What is new in Host.exe Version 4.000.129
Fixed: Nova Minefield bug, mines failing to chain react
New Rule: Privateers are no longer allowed to transfer cargo to a another race's base unless they use the target's universal friendly code. They can not do the transfer at all if the two races are at war.
May 5th, 2003
What is new in Host.exe Version 4.000.128
Fixed: Stealing food from bases using the cargo grappler does not decrease the amount of food on the base.
May 5th, 2003
What is new in Host.exe Version 4.000.127
No new rule changes
Changes: Very slight change to a tiny program issue, at 31 locations in the program that deal with a loop counter. Issue might have something to do with BDx and BUx commands and assimulation and Bird Nano virus.
May 5th, 2003
What is new in Host.exe Version 4.000.126
Fixed: Massive ground combat bug that causes the attacker to always win a fight
Fixed: Huge ship combat bug that caused the Blaster Cannon to kill an enemy ship with a single shot
Fixed: Gav Rift Generator not working on Grav mines (Failing to disable them)
Fixed: Light speed not working when a ship is using intercept instead of a waypoint setting
Fixed: Recycling ships makes too much tritanium and no molybdenum
Fixed: Unable to launch alien hull plans in pods from my bases
New: Privateers can no longer use alien ship plans to build new ships
New: Privateers can not give hull plans to another race
New: Privateer cargo pods will no longer hold plans
New: Hull plan napper blows an enemies' ship's computer core when it steals plans, doing 99% system damage to the enemy ship's systems
New: Hull plan napper causes cargo pods with alien plans to explode if they are docked
New: Hull plan napper also grabs cash with the alien plans that it takes
New: Privateers get the insanely high 1 to 120 kill ratio when boarding an enemy ship with a boarding laser if the enemy ship is of a hull type that the enemy can not normally build
New: Cargo grappler can steal food from pods and ground bases
Aug 9th, 2004
What is new in Host.exe Version 4.000.173
New: When the fuel robber takes all a victim ship's fuel it also take the last drops of fuel from the ship's fuel core, causing the ship to be unable to move.
Fixed: My minefields are hitting MY SHIPS!!!!
New: Privateers have 2X scanning bonus when it comes to detecting and scanning enemy bases
New: Privateers gain ship experiance when they use a boarding laser, cargo grappler or hull plan napper