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
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
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
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
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
New: Ship crew defending a ship from
a boarding action get a 10X kill bonus and 10X defense
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
All actions that ministers take are instant and universal. A actions take place player side the instant the player clicks the minister button.
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
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.