April 28th, 2001 What is new in Host.exe Version 4.000.074 Fixed: Ships with over 100% hull damage are ending up in combat Fixed: I am getting the logs from enemy fighter wings! Fixed: The game is at the object limit and I tried to build a jumpgate, no jump gate was built but all the metals and money were lost! Fixed: The game is at the object limit, but there are only 15000 objects in the game! Dead slots are not being used! Fixed: Transfers from construction pods to ships causes metals to be copied, not transfered. Fixed: I keep getting a hyperdrive repair messages and my hyperdrive never had any damage! Fixed: I am unable to board an enemy ship that has hull damage using a ship that does not have a boarding laser Fixed: High Guard are appearing from nowhere when a lifepod is launched Fixed: Recycling ships gives you double duranium and no molybdenum Fixed: Old parts are not switching to new parts on ship outfitting pods (hyperdrives and engines)
New: Cyborg prisoners refuse to work in labor camps and labor mines New: Using a labor camps causes 2% death rate prisoner death rate New: Using a labor mines causes 2% death rate prisoner death rate New: Contraband Blockade device, no contraband transactions within 200ly of the ship that has this device on New: Superlaser can not fire on a planet in combat until tick 4000 New: Superlaser can not fire on a planet after all movement unless the ATTACK switch is on New: Cloaked ships will attack the enemy from cloak if the ATTACK switch is on. If you wish to avoid combat you will have to turn off the ATTACK switch. New: If a ship is captured its ATTACK switch is turned off and its kill target is cleared New: Host log does not list old REG number of a player if they have switched to using the shareware version of the game New: Labor mines and Labor camps can cause problems for you 50% of the time New: Ship devices, wing device, base events all take place in random order. Things like minelaying and sweeping are now all in random order, not by ship id number New: Ship command code "BUS" Beam up supplies New: Ship command code "BDP" Bema down people and money (Requested by the Cyborg lobby) New: New wings have more random friendly codes New: If you have under 1,000,000 colonists on a planet the rate that you collect contraband from the planet's surface is reduced. New: If you have under 1,000,000 colonists on a planet the income from any natives on the planet will be limited. New: The Empire can see all the enemy ship's weapons and crew. (Dark Sense) New: Resource points. The more colonists you have the more resource points your empire will have, the more resource points you have the more bases, ships, pods, wings and minefields your race can build. You will get a message letting you know your current status. New: If a wing takes up 2 or more fighter bays on a ship and the wing is small enough to fit in a single bay then the extra bays are cleared New: The amount of megacredits the Enforcers get from training has been reduced. The money will decrease as a factor of (1/(100 + N^(1.3))) where N is the number of newly trained crew, troops and highguard. New: If the price of contraband is under 24mc the contraband traders will limit how much they sell to you. If the price of contraband has been under 5mc the last 5 turns they will sell you up to the limit of 10000 units. New: POW's have a stronger effect on your enemy's happiness levels
New: Resupply pods can refuel fighters New: Antimatter Maul can destroy jump gates (Set it as your ship's kill target) The ship gets loaded up with the molybdenum from the gate. New: All central bank transfers are limited to 10000mc by host Unable To Find Error: Omega pulse fails to work Unable To Find Error: Jumppoint hitch hikers ships travel full distance after the jumping ship was stopped by grav mines or grav wells. April 23rd, 2001 What is new in Planets4.exe Version 4.000.036 Fixed: Quick build new plans button replaces and existing plan Fixed: I try to make a new quick build plan and it is sometimes not added to the list of plans! Fixed: When I edit a quick build plan the armor number is always 0 Fixed: The Quick build armor level for ships plans is not being saved Fixed: The Quick build energy drain number is incorrect Fixed: On space command screen a 0 LY can be seen overlaping the words NEAR Fixed: Ministers building farms over shoot the maximum farms that the planet can support by the planet Fixed: Lifepod launch keeps turning off carbon freeze Fixed: Base industry screen reports too many supplies being made by hyperlathe Fixed: The blue box that shows a TRN file has been emailed does not clear from turn to turn Fixed: Hyperjump travel time estimates are wrong Fixed: Base switch screen fails to save switch and slider setting for ord plants Fixed: Outfit pod command buttons not working Fixed: Program fails to open RST file New: The hot key numpad "0" bulls eye size increased to 1200 LY of map rings around the current hammer object New: Parts pick screen will allow you to select up to 40 engines New: Base reserve screen now has UNIV buttons, if you press the button the reserve levels of all bases will be set to the current setting of the one item to the left. New: Build structure screen lists the climate and soil of the planet when the farm structure is selected New: Program is aware of Crystal hyperlathes making food New: Minister can turn off all super weapons New: Unknown contacts will NOT replace a old copy of ship data that is in the map memory data base Remember: The ministers only work on ships or bases that that have a "M" indicator lite up in green. Ministers ignore any ships or bases that have the "M" greyed out. New: Ship overview and Base overview screen has a view indicator, it will show up as a "V" in a box. You can click on it or use the "V" hot key. When the "V" is on the ship or base will act normal, but when it is turned off the ship or base will not show up when you use the up and down arror button or pageup or pagedown buttons to switch to the next base or ship. New: Fuel burn estimates are aware of exotic techs that save fuel New: Program is aware of Draconian government centers getting and extra 50mc a turn New: Minefields list density level on minefield display. A minesweeper can only remove one density level a turn. A density 2 minefield acts like two overlapping minefield. Removed: The MSFLXGRD.OCX control.
The control was used to display a grid of data on the
data grid screen. Failed to reproduce / find error: Alien plans on a base are NOT listed in the parts list for gold pod launches Failed to reproduce / find error: False red bars on ship overview fuel gauge Failed to reproduce / find error: Find switches: my stuff, friend, and enemy objects not working for bases Failed to reproduce / find error: Notepad key input really slow April 10th, 2001 What is new in Planets4.exe Version 4.000.035 Fixed: Base overview income wrong by income from cities when HQ screen is up Fixed: Hyperdrives launched on pods not subtracted from the base storeage Fixed: Wreckage data sometimes crashes the program Fixed: Error 75 path error when you start the program and exit right away Fixed: Pod launches crash when there is negative fuel on the base Fixed: ETA of 0 for a ship that is 1 LY from its goal Fixed: Reply to messages from others fails to send messages Fixed: Pod controls, cloak, transfer, on gold and assault pods not saving their settings. No commands passed to host. Fixed: Can't scroll to next ship or base if the space command screen is closed Fixed: Hyp jump ETA not taking into account the max hull jump speed Fixed: If you build a new ship with a hyperdrive and go back and view the parts loadout again the hyperdrive vanishes Fixed: Quick build ship metal and cost estimates wrong Fixed: Help! I hit the delete key and deleted my ship! Fixed: Datapads are showing metals instead of ore numbers under the ore listings for bases Fixed: When changing a ships speed on the overview screen I sometimes slip my mouse out onto the mini nav map and set a new waypoint by mistake Fixed: My notes get garbled or lost Fixed: Fleet command not updating when a fleet leader switch is switched Fixed: Fleet command screen will not show fleet number 6 Fixed: Quick build screen loads all the plans for all existing ships every time I open the screen Fixed: Quick build screen sometimes fails to show ships that can build ships as builders Fixed: Changing the scanner power of a Ranger Class ship causes a overflow crash New: Jumpgate.bmp file (place in your BMP directory) New: Your friends can no longer give build ship orders to your bases and ships New: You can make new Quick Build plans using the quick build screen New: You can edit Quick Build plans from the quick build screen New: Sensor image reflects the fact that mine sweepers make 50 points of noise New: Outfit pods can hold up to 50 engines New: Outfit pods can now push parts onto ships, adding parts, but removing nothing New: Planets4.exe ignores half downloaded RST files New: Base metals screen shows the planet's core metals New: Ministers will only launch a maximum of 5 pods of colonists per base when you launch populations on planets of more than X million New: Base overview screen estimates reflect goods and income from hyperlathes New: Scan ranges reflect that the exotic tech scan range boosts are only good for ships that have their active scanners on New: Sensor images reflect new birdmen sensor image updates, half engine noise and double scanner noise New: File / game slots screen shows a blue ring around the empire number when the TRN file has been emailed New: Race's music played when the gane file is opened New: Map option, no hammer anvil line New: New minister powers New: Base overview: Agros food production reflected in the new food estimate New: Base overview: Labor camps and mines money production reflected in the new cash estimate New: Fleet screen has a fleet whole order pop up command screen that allows you to give orders to the whol fleet at the same time, including matching of the leader's vector and attack orders. New: Gold pod, cloak battery display removed New: Overview, forbidden buildings are marked as forbidden New: Space command list, a right click on the list loads the item as an anvil object New: Pod launch screen shows the exotic tech speed boost bonus New: Ship sensor image displayed on HUD New: New ship device names added New: Cargo transfers can use use arrow keys New: Ord units loaded into pods in 100X units New: Sensor image on nav and mission screens New: Wing patrol range renamed to auto intercept range New: Base overview screen displays (COLD) and (HOT) if the climate of the planet is below or above your race's favorite climate. New: Base overview displays star heat next to star type as a white number New: Filtering out minefields also causes them to not be shown on the ship overview mini nav map New: Ships and bases have a minister ignore switch, if it is checked the ministers will IGNORE this object. It is a small white box with an "M" inside it. New: Reserve levels on bases have an active switch, reserve levels only work if active is switched on. New: Base overview screen displays "Reserve" in green if reserve is active, grey if not active. Clicking on reserve box will bring up the reserve screen. Clicking on the little box left of the reserve box turns the reserve levels on and off from the overview screen. New: Ship overview: The fuel gauge displays how much fuel the ship is going to have after it transfers fuel as a red outline box. New: Datapads: The whole datapad form can be dragged, not just the title bar New: Ship command screen also show ship name under the picture and id number New: Many new minefield map filters, type, clocked, active, other races, my mines. . . New: Space command object list is sorted by type or name New: Minefields of friendly empires shown in blue New: Minister pod launch metals within X ly of anvil to the anvil New: Minister pod launchs respect reserve levels New: Ministers activate all minefields New: Ministers cloak all minefields New: Ministers disable all minefields New: Ministers disable all gravitonic minefields New: Ministers activate all gravitonic minefields New: Option to not show minefield icons on map, just minefield circles New: Fighter switch: Do not fire on disabled ships New: Pod launch, carbon freeze is on by default March 27th, 2001 What is new in Host.exe Version 4.000.073 Fixed: Fighter type 1's can only fire at enemy fighter type 1 Fixed: Super weapons ignoring base shields during combat Fixed: Junk pods from dead ships have bad shield types, it causes a crash in planets4.exe New: All ships can move through minefields safely at speed 13 or less (Laser, Barbitic and Gravitonic) New: All ships can move through web minefields at speed 6 or less New: Ships with a speed of 25 or less have 1/3 the normal chance of hitting a minefield (Except web) New: Darkwing G's weapons have a double armor drain bonus on all targets New: Darwing G's have a 1000 armor arc bonus against all enemy birdmen owned targets New: All Lizard design ships have a plus 100 parts (hull) damage mod when not owned by a Lizard player New: Minefield destablizer no longer works on web mines or cloaked barbitic mines. New: Minefield destablizer reports ID number of minefield destroyed New: Minesweepers do not work on cloaked barbitic mines New: The power of sandcasters to counter holodecoys increased by 50%. A shot from a sandcaster will destory 15 decoys. March 18th, 2001 What is new in Host.exe Version 4.000.072 Fixed: Large weapons in slots 11 to 20 never fire in ship to ship combat. Fixed: Ships intercepting or escorting another ship never hit mines Fixed: Hull plan exchanges fail when there are 3 or more ships exchanging ship plans in the same area of space Fixed: When a ship is captured the
enemy can read my ship's private log! Fixed: Hyperjumping ships have a log message claiming that they hitting grav minefields that they will not reach until next turn. The ship jumps its full jump distance anyway. New: Birdmen assault pods now have a sensor image of 100, instead of 250. New: When a base is sabotaged the ID number of the damaged base is included in the message New: The exotic tech that boost
scanner range only works when a ship's active scanners
are turned on. Checked: When an enemy base
surrenders POWs are never captured! March 8th, 2001 What is new in Host.exe Version 4.000.071 Fixed: Ship that have a waypoint set and an intercept target set can take off and travel a great distance using very little fuel if the intercept target is destoyed in combat. Ships have been observed traveling thousands of light years in a single turn. Fixed: Scavenger bases and ships failing to gather junk pods after a combat event. Fixed: Combat events failing to produce junk pods. Fixed: Pods and wings docked to a ship failing to show up on the other side of a jump gate until one turn after the jump. Fixed: Command codes 2 and 3 failing to activate jump gates. Only command code 1 works New: A check added for pods. If a pod claims to be docked with a ship, but the ship does not have a record of the the pod being docked the pod's docking lock is cleared. Changed: The exotic tech Bribe
Natives now does the following: March 7th, 2001 What is new in Host.exe Version 4.000.070 Fixed: Fighters docked with carriers
are not fighting. Fixed: Horrible energy sucking combat
bug. When a combat takes place next to an enemy shielded
base the ship will target the enemy base (incase the
shield fails). The ship tries to fire at the base, but
just before the shot leaves the ship the shot is aborted
because it will not do anything. The ord and energy that
was used to charge the weapon is lost and the ship does
not bother to target any other enemies in the area. The
result is the ship just floats around wasting energy and
ord not firing at anything while enemy ships peck it to
death. Large, small and super weapons are all hit with
this problem. March 4th, 2001 What is new in Host.exe Version 4.000.069 New: Contraband market price changes made much more complex New: A ship leaving a jump point will travel to it's waypoint 1 and not just travel in the pre-jump waypoint 1 vector New: Gambling Deck has a 1000mc normal income maximum New: Gambling Deck makes 300mc per million colonists on a base under the ship if it is the only gambling deck ship around. A ship can make up to 15,000mc a turn. A gambling deck ship will make this income over bases that do not belong to you as well as all your base are belong to us. You can park a gambling deck ship over a friend's homeworld and rake in the megacredits. Having more than 1 gambling ship near a planet will greatly reduce the ship's production. It is best to have no more than 1 per planet. New: Show Lounge makes 100mc per million colonists on a base under the ship if it is the only show lounge ship around. Ship can make up to 5,000mc a turn. Ship will make this income over bases that do not belong to you! New: Large weapon mass damper. Large weapons with a mass greater than 200kt have a mass damper that reduces the mass of the ship to just 200kt in order to save fuel. New: Mine hit messages report the ship damage of the victim ship New: The Hissssser device on a Lizard design ship will not work if another race tries to use them on a captured Lizard ship. New: Allies are no longer allowed to upload plans to a friend's ship memory bank New: Allies are no longer allowed to
give commands to a friends ground base to build a ship. Fixed: The Cyborg can warp chunnel JUMPGATES!!! Whoa momma! Fixed: Quick build allows tech 10 ships to be built when my race only has tech 7 hull tech. . . Fixed: Beaming crew from a ground base allows the over crewing of a ship. Up to double crew can be placed on a ship. Fixed: Life Pods docked with ships that are ordered to dock with a friend's base art very odd. They seem to vanish and leave a ghost pod docked to the ship. Fixed: Ship building on a ship can send the host program into an endless loop, if the ship being built is an alien planet that has been deleted. Feb 25th, 2001 What is new in Host.exe Version 4.000.068 Fixed: Pods not staying docked with ships Fixed: Crystal X Field device fails to captures enemy ships with high engine damage if the Crystal ship has a 100% full repair hold Fixed: If a ship tries to board an enemy ship with high guard and fails to win the fight the high guard vanish after NOT being killed. (They now return to their own ship.) New: Cyborg colonists are transformed into troops when sent over to an enemy ship for a boarding action. Restored: Ships are again allowed to move after exiting a hyper jump point or warp chunnel Unable to find problem: Fighters do not destroy enemy fighters. Feb 24th, 2001 What is new in Host.exe Version 4.000.067 Fixed: Ship log for hyper jumping ships lists the waypoint distance instead of the jumped distance Fixed: Enemy races could read a wing's log and even give the wing orders Fixed: Darkwing G failing to fire through Cyborg shields! Fixed: Small programming error that
may have stopped many race based traits from working, it
is likely Fixed: Ship nav targeting defect causing warning messages to pop up in the host log. Fixed: Pods docked with two DIFFERENT ships at the same time. Fixed: Incarceration beam failure (v4host was trying to place new pods in the FIGHTER bays. . . DUH!) Fixed: Ship firing on SELF! Fixed: Assault pods not capturing ships in combat. (This has been fixed, tested and tuned) Fixed: Newly captured ship (in
combat) continues to fire on old targets. If one of the
old targets is one of Fixed: Crash! V4HOSTX.DLL movsx eax, word ptr [eax + 42] ( During a combat event ) Fixed: Destroyed ship message lists the wrong ship owner race! Fixed: Pods not hyperjumping with the ship they are docked to! Fixed: Negative repair unit on a ship. Fixed: I am excorting a ship I am towing. Fixed: I am intercepting a ship I am towing Fixed: Pods are not staying at the same point in space as their mother ship that they are docked to. Fixed: I boarded an enemy ship and
ended up capturing it and the ship had more guests Fixed: Cyborg King failing to assimilate groups of natives in the 1 to 99999 population range. Fixed: I have attack ground targets off, but my ship is still firing on the ground base! Fixed: Host allows me to make free clones of hyperdrives using pods Fixed: Even though I am fobidden from building farms, I am building them! New: Host uses c:\temp\ or c:\windows\temp\ or c:\winnt\temp\ directories for a temp directory instead of c:\ New: Ship command codes "ORD"
or "BUO" orders the ship to
beam up ord units from any base under New: Metal levels on newly made
planets (protomatter cannon) have less metals than before New: New ships start with attack ground targets turned on.
New: A boarded and captured ship stops moving. New: Energy Mines (Large Weapon) that hit the inside of an enemy ship destroy 100 to 200 repair units New: Force Beams (Large Weapon) that hit the inside of an enemy ship destroy 200 to 400 ord units New: The 35mm Vucan, Auto Blaster, and Flake Cannon point defense systems can all fire at incoming small weapons fire New: 35mm Vulcan point defense is good at stopping Streak Missiles New: The Auto Blaster point defense
has 3X the fire rate against small weapons. The Auto
Blaster gets a +20% New: The Quad Laser gets a +40% chance of intercepting incoming Ord firing weapon shots. New: The Turbo Laser can kill up to 3 fighters in a single shot. New: Mine hit odds increased. Stealth
is less of a factor in avoiding mine hits. Ship speed is
more of a factor. New: Assault pods are armored and are much harder to destroy New: Assault pods colonists attack enemy ships with 0.1X normal attack power New: Assault pods high guard attack enemy ships with 20X normal attack power New: High blast weapons do a better job of destroying assault pods New: The Phaser (small weapon) is extra good at destroying assault pods New: The only point defense weapon that can shoot down a Sandcaster shot is a Concussion Rocket New: A ship with no system or hull damage can only be boarded by:
New: If more than 100 shots are fired
in combat the VCR file is displayed, even if no New: Holding enemy prisoners causes riots and unrest on enemy planets. New: UEA (Enforcers) get 2.5X more income then normal from natives New: UEA (Enforcers) get income from training centers (Reported in the base log) New: Fighters firing on an Evil
Empire ship fire through the shields of the ship! 10% of
the fighter fire gets New: Sandcasters on Evil Empire ships are very poor against enemy fighters. New: Evil Empire ships have shields protect at 150% of the normal level. New: The heavy laser can fire through
Evil Empire shields, 10% of the damage gets through the
armor. New: Boarding lasers do not work on Crystal owned ships New: Boarding lasers only kill a max
of 10% of the enemy crew and troops. For every 10 enemy
killed at New: Only the Privateers may build a base on a exploded planet (Astroid field) New: Boarding laser does not work if the attacker has over 50% system damage New: Transport to enemy ship does not work if system damage is over 90% New: When you begin towing a ship that you are intercepting the intercept target is cleared New: Ship log lists the use of repair units to repair damage New: Larger mass ships move slower in combat New: Birdman ship engines make half normal scanner noise New: Birdman ship scanners make double normal scanner noise New: Birdman minesweeper device makes no scanner noise at all New: All fighters in a defeated ground base are destroyed New: Tachyon scanner (The Loki device) no longer lights up planets or bases. New: UEA Building: Material Redistribution Center turns contraband into: 1 mc, 1 supply, 3 food and 100 ord New: Fighters on ground bases will
form "home guard" fighter wings automatically
and defend the planet New: Sandcaster (large ship weapon) 50% weaker against fighters New: Fighters have 30% more firepower New: Fighters move faster (In combat) New: Fighers generator problem fixed, fighters should fire more in combat. New: Chupanoids eat your food! The more unhappy they are the more they eat! New: If a native pod full of
Chupanoids is destroyed the Chupanoids will fly through
space New: Ship crew defending a ship from
a boarding action get a 10X kill bonus and 10X defense
bonus. New: Colonists attacking an enemy ship by boarding it have 0.1X attack power. (WEAK!) New: Wings start with "attack enemy" on as a default New: Top ten score list shows the change in score from last turn New: HTML score board shows the change in score from last turn Little known fact Any object in an
exploding Laser minefield has a sensor image of around
100000, making it Feb 3rd, 2001 What is new in Host.exe Version 4.000.066 Changed: The power of mines increased. A Barbitic mine will destroy a ship with a hull mass of under 100kt. Changed: Boarding laser damage changed to (100 / ( hull_mass + 1 ) ) * 30 + Rnd * 4 Changed: Victory point message also lists -1 point for being at war and bonus points for having friends to avoid confusion. Changed: The power of colonist to destroy enemy ground units, fighter craft and laser cannons massively reduced. It now takes 10000 colonists to destroy a ground unit or fighter. The power of crew and troops to destroy ground units and fighters reduced by 50%. New: If a pod is set to dock with another empire's ground base the pod will change ownership to the base's empire and turn off its orbital thrusters (land). Note: The assault pod will NOT dock with another empire's base, all other pods will. New: If a ship is towed its movement is turned off. (Before this a ship could tow a ship to a new waypoint and if movement was not yet finished the towed ship would take off moving again.) Fixed: Web mines not stopping ships Fixed: (Half fixed) Gold pod cloak
and other pod secondary commands not latching. Fixed: Hyperjump space ships not resetting its waypoint movement orders to its new waypoints after a jump Fixed: Mobile ord factory makes more ord than the ship can hold Fixed: Hull plans on a ship "Deleted by order of the leader" on all ships that have an ID number greater than a Crystal ground base, but less then the ID of a base belonging to a non-Crystal player Fixed: Anti matter maul failing to gather metals from victim ships Fixed: Ships with over 100% system damage are allowed to fire weapons Fixed: Attacking ships wrongly mistake ships with just 10% system damage as being disabled and stop firing on them. Fixed: Holo Jammer (scanner confuser) confuses my own scanners Fixed: My ships are set to RAM! but
they are not ramming the enemy during combat. Unable to find an error: Anti matter maul fails to fire (Tested it and it does work) Unable to find an error: Amorphous natives not leaving dead bases Jan 11th, 2001 What is new in Host.exe Version 4.000.065 Fixed: Bug in host that can allow cheating. . . Player could turn off the transporter limits produce colonists by beaming down to a planet non existant colonists. Fixed: Fighter wings not being refueled by nearby ships Release Notes: Ministers: All actions that ministers take are instant and universal. A actions take place player side the instant the player clicks the minister button. Actions: Build Mines: Mines are built on bases that have enough colonists (100 per mine). This function will not use your last remaining 10 supply units Build Smelters: Builds smelters on every planet that it is possible to do so Pods Send Metal to Yards: A ship yard planet is any planet that has a ship yard (Military Space Port) . The base sending the pod must have over 100mc cash can over 300kt of metals before a pod will be launched. The maximum distance that a pod will be launched to is 300ly. Pods Send Ore to Yards: A ship yard planet is any planet that has a ship yard (Military Space Port) . The base sending the pod must have over 100mc cash can over 300kt of metal ore before a pod will be launched. The maximum distance that a pod will be launched to is 300ly. Launch Pods From Planets With More Than 1 Million Colonists: Any base with at least 1010000 colonists and over 100mc will send colonists to the closest bases within 300ly that have under 1000000 colonists. Dock Wings With Carriers: Any fighter wing that is currently not docked with a ship will set its intercept and dock target to the nearest carrier ship within 10ly that has room for it Exotic Techs: All Exotics are additive. You can turn on a plus 10, and a plus 20, and a plus 30 bonus, and get a plus 60 total bonus. If you can not pay the maintance cost for an exotic tech you will have to pay the full starting value all over again to get that tech bonus again. The exotic tech that causes the growth rate of all colonists and natives to be zero (Shokazul Pulse) overides the growth rate bonus. Money is first spent on maintaining exotic techs that you already have. Any left over money in the central bank will be used to buy new exotics. The exotic tech spending is after all taxes are collected and before money is spent on normal ship and planet techs. Exotic tech speding takes place before money is transfered from government centers to the central bank. Jan 7th, 2001 What is new in Planets4.exe Version 4.000.034 Fixed: Crash! Base overview screen, when you right click on Government center and you have more than 10000 mc cash on the base. Fixed: Government Center transfer amount resets to 10 after using the base overview right click popup slider to set a transfer amount for the base Fixed: Power switches for special race buildings not remembering their on/off setting when turned off and on from the base overview screen with a left click Jan 5th, 2001 What is new in Planets4.exe Version 4.000.033 Fixed: Factory control slider bars' arrow mouse clickable hot spots are not centered on the arrow buttons Fixed: Factory and Government center's slider bar values way too big and coarse to be useful Fixed: When typing in a new friendly code or command code the hot keys are active on the last letter Fixed: Crash! Click outfit pod -> template (Crash happens if there are more than 40 diferent ship hull types in the game) Fixed: Crash! Open data grid maximize the data grid and close it with the x box (windows close button) Fixed: Crash! Launch a pod and click the file button right away and the program crashes Fixed: Farms on maximum climate worlds not showing that they will be making food Fixed: Display of resort and palace sometimes mixed up Fixed: When you are allows to give orders for another race it the build ship screen shows your own ship hull list instead of your allies' hull list. Fixed: Overview screen's popup slider window can crash if too high a value is typed in Fixed: The quick pick object targeting window is too narrow in size, it makes it hard to read the near object list Fixed: Climate 100 worlds are reported as too cold Fixed: Worlds with climates that are right on the edge of what climate my race likes are reported to be too cold Fixed: Race ownership numbers for object not appearing on space command screen sometimes there is not enough room for them to show up Fixed: Ship hull select screen tells me that I do not have enough metals when really I just do not have enough money Fixed: Sometimes the tech increase buttons do not save their settings and no tech upgrade happens Fixed: A hyper engine can not be placed in an outfit pod alone Fixed: Crash! Unchecking enemy, friendly and neutral on the data grid and clicking the sort method drop down box causes a crash Fixed: Income estimates are wrong do to the changes in the tax rates made in host Fixed: Terraformer usage numbers are wrong in the base stat screen Fixed: The build new ship screen is not clearing when switching from player to player Fixed: I build a new ship using the quick build screen and no metals are removed from the base or ship Fixed: The resupply pod controls fuel and ord are not labeled Fixed: The molybdenum reserve level is not being saved Fixed: Quick build ship screen lists PD tech level instead of small weapon tech Fixed: Quick build ship screen does not list the correct generators that are in the plans Fixed: Pod launch pad does not display the correct pod power level New: Ship switch that allows ships to repeat their mine laying turn after turn until they are out of ord units New: Planets4.exe now knows that transporting stuff between a ship and any object that I own makes no sensor image noise New: Race map highlite if you select any map object belonging to another race all other objects belonging to that race are also highlited in orange to help you see all other objects belonging to that race quickly New: Ships have a switch that allows them to auto intercept pods and wings New: Ships have a switch that allows them to auto intercept ships New: Race stats screen lists fighter craft stats and ground assault unit stats New: Cancel ship build button added to build ship screen New: The reserve resource settings for a base are only active when they are turned on. The switch to turn on the reserve levels is on the reserve setting screen. Any base that has that switch off will be ignored by auto pilot ships. New: The reserve level settings can be saved into and loaded from one of the 4 memory banks New: The quick build screen will not list alien plans, if you do not have a base or ship that is able to build that alien hull New: Star systems with detroyed planets are plotted in blue on the star map New: Data pads show a scanned ship's speed and heading if it has a waypoint New: ID numbers of scanned systems (planet not yet seen) are displayed on the map New: Ship data screen lists ship stats like cloak fuel burn and combat bonus ratings of the hull New: Armor costs 1 mc each and uses 0.01 Duranium each and has a mass of 0.01 kt New: The transporter limits can be turned off to allow a ship to be ordered to beam on or off more stuff than it can currently hold or has New: Spy screen displays the estimated new spy mana that will be gained next turn New: Tech upgrade screen displays a total of all incoming government center transfers of cash New: Data pad now shows the number of enemy lifeforms on a base (colonists, troops, crew, and high guard New: Option: do not show movible objects as map memory object (wings, ships, and pods) New: Ships can fix their armor with repair units ( 5 repair units fixes 1 armor unit ) New: Ships can replenish their armor by ending movement over a base they own or a friends base with a friendly code that matches the ship's friendly code. The replenish switch must be on and the base must have armor plating in stock New: Hot key F7 Clear hammer object New: Hot key F8 Clear anvil object New: Hot key Delete remove map memory object New: Hot key Home next ship of same hull type New: Hot key Prev ship of same hull type New: Exotic tech. Costs a fixed amount to get the tech and a maintance cost that must be paid every turn to keep the tech. New: When viewing logs that belong to another race the texted of the log will be dispalyed as blue text New: Base overview screen, the build
new building boxes are color coded grey when you do not
have enough tech to New: Program does a better job of clearing map memory data from dead object New: Minister AI helper screen (Under the HQ screen) Unable To Find: Canceling a construction pod launch from pending orders is not returning to me my molybdenum and tritanium Looked At: Notepad can be drag to the
side of the screen and lost. Jan 4th, 2001 What is new in Host.exe Version 4.000.064 Fixed: Ships with super lasers that
are turned on kill any base under the ship, including
your own base. No message is Confirmed To Not Be A Bug: Soil
sterilizer kills bases New: Any time you form a new base on a planet by beaming down race members from your ship the new base will have the attack mode KILL KILL KILL if and only if you beam down includes troops, otherwise the base will have a PEACEFUL setting Jan 1st, 2001 What is new in Host.exe Version 4.000.063 Fixed: Jump point device ships not taking nearby ships with it when it hyper jumps Fixed: Weak spy not working, it does not seem to do anything at all Fixed: Bases sometimes end up with negative amounts of fuel after transfers Fixed: New ships are getting 30 fuel units out of thin air Fixed: Unable to exchange hull plans between two ships that each have a plan loaded in memory New: Any time you form a new base on a planet by beaming down race members from your ship the new base will have the attack mode KILL KILL KILL New: Any time a new base is formed with an assault pod the base will have the attack mode KILL KILL KILL Same: Any time a new base is formed with a life pod the new base will have the attack mode PEACEFUL New: Fighter weapons are a little more powerful when used against ships New: Fighters can fire through base shields New: All fighters have a chance of taking out the base shield generator. Per shot there is a 1 in 100 chance for missiles and a 1 in 1000 chance for a beam weapon to take it out. The Enforcers have better odds of taking out the base shield. They have a have a 3 in 100 chance for missiles and a 5 in 1000 chance for beams. New: If a base is lost due to Amorphous Worms you get a message New: If a base is lost due to an attack from space you get a message New: Having your mine sweeper device turned on makes 50 units of sensor image noise and reduces your scan range by 50% New: All homeworld planets have a minimum soil rating of 100 New: Command code "NCH": Any ship with this code will not enter a warp chunnel or jump point New: If a ship's intercept target is lost the ship will switch to following the escort target New: If a ship's escort target is lost the ship will switch to moving to its waypoint New: The jumpgate builder can see the new jump gate as soon as it is made Unable to find: If you fire a super
weapon in battle all battles from then on send a super
weapon was fired message Unable to find: Soil sterilizer kills bases Unable to find: New ships autoload fuel leaving the base with negative fuel levels Dec 15th, 2000 What is new in Host.exe Version 4.000.062 Fixed: Host sometimes slows down and makes almost no progress when a combat event takes place with a cloaked ship in the area. . . Fixed: The 3 Birdmen masters are sending confusing messages when they did nothing at all Fixed: Small weapons mistakenly have
the shield and armor drain ratings of large weapons New: Full support of exotic tech added (Requires planets4.exe version 4.000.033 to use) New: Transporter commands commands canceled after a boarding attempt. New: Transporters only make extra sensor noise when transporting cargo to another race's base or ship Nov 19th, 2000 What is new in Host.exe Version 4.000.061 (Epsilon) No Changes to Host New: Master 4.000.029 uses the new Epsilon Galaxy New: The Epsilon Galaxy has 688
planets and is 3000 lightyears across, just slightly
bigger than the echo cluster. |