_/_/ _/ _/ _/_/ _/_/ _/_/_/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/ _/_/_/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/ _/_/_/ _/ Atomic's Host Addon for VGA Planets ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This software is for testing, and if you like it then please send me 10 pounds ($15 I think). As I am a struggling student and I have to pay for my internet connection. If you don't want it please remove it from your system and give it to someone else. Address: 3 Mountain View Llanfoist Abergavenny Gwent NP7 9YA U.K. Atomic@mjpme.demon.co.uk I hope to have a web page up and running soon which will be at: www.mjpme.demon.co.uk That will have information on ahost. As far as I am aware there are no bugs in the program, but if anything should go wrong then if you contact me I will see if I can help. [I can take no legal responsibility for any damage caused and will under no circumstances enter into discussion over the matter.] Installation ~~~~~~~~~~~~ To install simply copy ahost.exe file into your VGA planets host directory. AHOST will then only host on games that have been configured by ACONFIG. AHOST will only work with host.exe and not phost.exe because phost doesn't support auxhost?.ini. To ACONFIG a game then: aconfig [Name of Game Directory] From the directory that contains AHOST and host.exe. There is no need to edit the auxhost1.bat or .ini manually. Features ~~~~~~~~ All FC (Friendly Codes) are case sensitive and in small case. Probability Jump Device ~~~~~~~~~~~~~~~~~~~~~~~ This device is present in every "Small Transport". It will allow the ship to transport itself to a random place in the galaxy. In order to use it set the warp factor to 1, set a waypoint and the ship will perform a jump and use 40kt of fuel. Moving Mines ~~~~~~~~~~~~ All ships and races can lay these mines. You set your fc to "mmf" and lay mines (not web mines). Then on the same turn move in the direction that you want the mines to go in. It is necessary for you to move faster than warp 2. The mine field will be laid as you travel so that the inertia of the ship will propel the mines in that direction. Doing this will cause a greatly increased chance of hitting micrometeors and the field will decay at a higer rate than normal. The rate of decay depends on the speed at which you are travelling, the faster the mines travel (ie. your ship) the more quickly they will decay. If two ships lay mines in the same field at the same time, the ship with the higher ID numder will direct the mines. Planet Control Exchange ~~~~~~~~~~~~~~~~~~~~~~~ To give a planet, SB and all to another race set your fc to "gpN" where N is the race number 1-b. A ship of that races has to be in orbit to except control of that planet. All the SB parts will be kept except the hulls they will be thrown away. The super spy mission will not change the FC if it tries the FC of the offending ship will be set to "AAA". Spies ~~~~~ Spies can infiltrate planets from cloaked ships. The ship has to be in orbit of an enemy planet and beam down a single clan of colonists and have 1 supply unit and 100mc on board. That one clan will infiltrate the colony and send back monthly reports on the planet,(the information will get more revealing every turn). There is a chance that the spies will get caught and tortured. If tortured they may reveal information about your empire. Different races attack differently when spying or being spied on: Robots - can't spy or be spied on. How would a machine blend into a population of humans? Of course how could a human blend into a population of machine that comunicate and interact with each other electronicially. Rebel - 2 point bonus at cracking under torture. Privateers - 4 point penalty at cracking under torture. Fascists - 2 point bonus at torturing spies. Evil Empire - 1 point bonus at torturing spies. Feds - 3 point penalty at torturing spies. | | Chance 40%\ of |\ being | \ caught(%) | \ | \ 0%|____\_______________ 1 6 Turns spying After a short time the spies will be totally asmiliated into the population so they will never be caught but will still report. To get rid of spies from a planet that have not been caught by the authorities you can get another race to transport spies onto your planet. These spies replace the enemy spies. Spies that have been there for 1 year will have infiltrated deeply enough to do one of the following: Incite a revolt Industrial Sabotage Incite a rebellian Release a deadly virus Spies that have been there for 2 years marry and set up home on the colony and are no longer are spies. Birdmen Cloaking Shield ~~~~~~~~~~~~~~~~~~~~~~~ The birdmen have a temporary cloaking shield attached to all frieghters. To use the shield you have to set your FC to "clk" and the freighter will enter cloak but it will also recieve 10% damage. The defination of a frieghter is a ship without beams. No other mission can be used at the same time. When you are in cloak you can change your FC but not your mission or you will drop out of cloak. New Buildings ~~~~~~~~~~~~~ I have created 6 new buildings: Stadium - Increases happiness points. Theme Park - Increases happiness points even more. Mining Research Centre - Increases the ore extraction rate by 1 a turn. You can more than one of these. Native School - Increases the native government to feudal (same rate as colonists). Native University - Requires a native school. Increases the native government to participatory (one from best). Family Planning Clinic - Increase the population by 5 clans a turn. To build these buildings you set the planet FC to 'bXX' where XX is the code of the new building eg. 'bfp' would build a Family Planning clinc. To find out what buildings are on the planet you set your FC to 'sts' and it will give you its StaTuS. The cost of these buildings would be charged in supplies and MC. The cost of the buildings are: __________________________________________________________ | Building | Supplies | Megacredits | FC | |~~~~~~~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~|~~~~~~~~~~~~~|~~~~~| | Stadium | 400 | 800 | bst | | Theme Park | 500 | 1000 | btp | | Mining Research Center | 800 | 1000 | bmr | | Native School | 450 | 800 | bns | | Native University | 800 | 1500 | bnu | | Family Planning Clinc | 600 | 1500 | bfp | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sub Space Anomalies ~~~~~~~~~~~~~~~~~~~ I have added to the echo cluster sub space anomalies. They randomly appear anywhere in the echo cluster. There are 15 anomilies active at one time. These anomlies can be detected from 140ly away by ships only. These anomalies have gravity wells that suck ships into them. The ships can detect the range of the anomalies from 140ly away. You can escape the gravity wells by orbiting a planet. The planets gravity will keep you there. In normal space you will be gradually moved towards the anomaly at a rate depending on the strength of the anomily, and the distance you are from its centre. Ships can't cloak when they are in range of an anomaly. Anomalies also disrupt transporter activate. If you reach the centre there is a range of things that will happen to that ship: Worm Holes - These worm holes are a random and fixed phenomenon. They are two way and any ship can safely travel through them. Black Holes - These phenomenon cause damage to the ship. The damage is random and a ship will only survive a few months inside it. Supplies can be used to repair the ship to sustain it for longer. Crew Mutations - The crew on board the ship will mutate into an enemy race. The race will gain total control of the ship. Races that are not in the game will not be given ships. Ship Mutations - The ship can sometimes mutate totally randomly into a ship with different specs. The ship will not nesesarly have specs that meet the origonal limitations eg 1. A sdsf with 10 Heavy Phasers. The specs that change are hull, engine, beam type and number of beams. N.B. This my give an error in the host run complaining about the amount fuel or cargo on a ship, host will just trim of the excess thats all. Pention Pulse - This will cause the systems on a ship to change randomly. eg 2. the amount of money, FC, name etc. Inverse Tachyon - This will cause the ship to enter cloak. The cloak will Pulse last as long as the mission is unchanged. N.B. The mission may say "NULL" in the VGAP but it means cloak. Radiation - The phenomenon emits a radiation that kills some of the crew. Dimensionial - A rift in the barriers that seperate the infinate Rift dimensions breaks down at this point and other dimensions start to come through the rift. Your ship will have identical ships in other dimensions which will come through the rift. Your ship will multiply 1 - 10 times. Crew Insanity - The crew become warped by the phenomenon and transform into a non-specific race (none of the races which already exist). They will remain in deep space and attack anything that comes too close. They also become partially invisble. Most of these phenomenon only last for one investigation then they will dissipate. Worm Holes and Black Holes can be sealed by providing them with a large amount of mass. 1200kts of minerals on a single ship will seal an anomily. New Alchemy Ships ~~~~~~~~~~~~~~~~~ The Vendetta Class Frigate has the ability to culture natives. The ship is equipted with facilities that allows it to change natives into colonists. The ship will automaticially beam up natives and assimliate them into your own colonists. The ship requires fuel to process natives and the natives are assimliated at a ratio of 100:1. The planet that it beams colonists off doesn't have to belong to the owner of the Vendetta. When all natives have been processed native bonus no longer apply. The new colonists will be on board the vendetta. So an empty vendetta will turn 3000 clans of natives into 30 clans of colonists on the vendetta. The Iron Slave Class Baseship has the facilities to take colonists and turn them into supplies. The ship takes the colonists and processes them for medical supplies food, leather and a whole range of other materials. The ship requires fuel and to have colonists on board to operate. Vendetta Class Frigate cargo 40kt Iron Slave Class Baseship cargo 70kt Configuration ~~~~~~~~~~~~~ Most of the values I have listed above : eg 3. number of phenomenons and building prices are all configurable. These are the default values but they can be changed by the host. The FC "con" which sends the configuration of the host will also send the configuration of AHOST. If this FC is in uppercase then it will just send AHOSTs config. I will probably be writing an update so if you have any ideas or question you can email me at: Atomic@mjpme.demon.co.uk Host Order ~~~~~~~~~~ The order of the hosting is as follows: This all happens before normal hosting, Move Minefields Check Ships Probiblity Jumping Start Moving Mines Moving Mine Scan Birdmen Cloak Send Spy Check Planets Build Buildings Planet Status Work Buildings Scan for Anomalies Suck ships into Anomalies This all happens after normal hosting, Exchange Planets Suck ships into Anomalies Check for ships at Anomalies Bugs ~~~~ I know of no bugs (if I did, I would have solved them). Things that are not bugs: Ships that lay mines have there mission set to 0 after they lay mines. This is because otherwise the normal host would lay mines as well as AHOST. AHOST lays all the mines in planets and therefore if you were to lay half your mines "mdh" then AHOST would lay half then HOST would lay half! To stop this I have set the mission to 0 after laying mines. You must give a copy of this file to all your players. I thank: Lee Saunders Don Friesen of Robo The players in my HugeGame, namely: Owen, Alex, Matt, Connor, Simon, and Marc For testing my addon. The inmates of alt.games.vga-planets and #vgaplanets IRC channel. For ideas and opinions. Tim For VGA Planets Pooh Bear My dog