April 23th, 2003 What is new in
Host.exe Version 4.000.125 New: Cloaked ships burn cloak fuel New: Stellar matter launcher will not harm docked pods and docked wings New:
Check for cargo pod docking with ship no longer stops
attempting to dock after the first failure of New: Captured ships stop dead in space after being captured with a transporter New: If a ship's intercept target is destroyed the ship clears the intercept target New: If a ship's escort target is destroyed the ship clears the escort target New: If a ship's capture target is destroyed the ship clears the capture target New: If a ship's kill target is destroyed the ship clears the kill target New: Ships stop moving instantly when mine hits take the hull damage over 100% New: Ships stop moving instantly when combat take the hull damage over 100% or engine damage over 100% or system damage over 80% New: Spy attack turned off if a player misses 10 turns Fixed: Ships near Virgo class not getting their minefield immunity April 19th, 2003 What is new in
Host.exe Version 4.000.124 New: You can not place your own ship plans on a pod that you are launching from an allies' base that has given you command powers New: Ship command code "BUG" beam up food New: Ship command code "BDG" beam down food Fixed:
Lizard selling the same Prisoners over and over and over
again
April 17th, 2003 What is new in
Host.exe Version 4.000.123 New: Siliconoid natives produce bonus ord units for all races that have them in their base. New: Amphibians produce free weapons New: Bovinoids can give a 50% discount on supply units New: Reptilians can boost mining rates by 40% New: Ship command code "BUC" beam up cash
New: Ship command code "BDC" beam down cash New: Public space ports belonging to Enforcers no longer attract insectoids New: Rebels now have a hard time detecting grav mines New: New contraband pricing system New: Lizards sell prisoners Fixed: Bird bases immune to being attacked from space Fixed: Crystals not immune to enemy boarding lasers Fixed: Shieldless ships block boarding parties Fixed: Hacker droids fail to get plans of ships more massive than what the tow beam can pull Fixed: Virgo lightspeed not burning fuel Fixed: Crystal X field not deleting hull plans on ships with a hull type greater than 50 that are holding plans in ship memory Fixed: Low pop crystal games stuck with a resource point limit of only 50 for each Crystal player March 16th, 2003 What is new in
Planets4.exe Version 4.000.041 March 4th, 2003 What is new in Planets4.exe Version 4.000.040 New: Passwords can be placed on files (Under Options) New: You can make Ship, Base, and Planet CSV files that can be imported into Microsoft Excel (Under Options) New: You can draw dots on the map and send them to your friends (See pen tool on menu and send map drawings under races) New: Tool that can draw circles around inportant resources on the map (See circles on menu) New: Ships can be placed in groups and all be given orders at the same time (See groups on menu) New: Holding down ALT allows you to build 10000 factories New: Ship overview shows hyper jump range in LY under the hyper button New: When cycling through ships with the device screen open it will no longer close if you come to a ship with no devices New: You can not place colonists on an assault pod New: You can launch "clones" of pods. A very quick way of launching a great number of exact copies of a pod. New: You can build 999 fighters with one click New: Mobile marts plant renamed mobile repair plant New: Can race special race ship devices from the RCE file New: Hot key "H" turns ship hyper drive on and off Fixed: Crash error 70 on XP machines Fixed: Hyper engine not clearing after launching an outfit pod Fixed: Viper speed settings not working in Nav screen Fixed: With two minefields selected one as hammer and one as anvil pulling up the anvil data pad only gives data on the hammer minefield Fixed: Quick build things all generators are tech level 8 Fixed: Quick build generator and engine tech are mixed up sometimes Fixed: Crash temp.bmp is missing! Fixed: Canceling ship build does not return hyper drives to base Fixed: Ship overview not accounting for Grav Acc speeds Fixed: Soft spot wrong on data pad Fixed: Scav race having access to the super weapon upgrade button Fixed: Fighter fuel display wrong Fixed: Data pad showing wrong climate for planets Fixed: Ministers ignoring some good farm climate worlds for building farms Fixed: Stand off range sometimes not saving March 3rd, 2003 What is new in Host.exe Version 4.000.122 Fixed: Meteor class ships failing to move after hyper jumps Fixed: Privateers stealing Solorian fuel Fixed: Nova Barbs sending one too many messages Fixed: X field not blocking ground chunnels Fixed:
Empty bases attacking with zero troop , colonists , crew
or high guard in kill kill kill mode causing the enemy to
rush home and not fight. Dec 29th, 2002 What is new in Host.exe Version 4.000.121 Changed: Resource
points from having 1 million colonists or more on a ship
reduced from 50 to 20. Dec 23rd, 2002 What is new in Host.exe Version 4.000.120 Fixed: Ships
waypoints sometimes "getting stuck" Dec 21st, 2002 What is new in Host.exe Version 4.000.119 Fixed: Ships repairing damage that does not exist Dec 20th, 2002 What is new in Host.exe Version 4.000.118 Changed: Resource points awarded for colonists on ships reduced by half to 5 for each 100000 and 50 for a million or more on a ship Changed: Robot resource point adjustment increased by 4 times the level in host 117 to 40% normal New: Repair limit bonus factors: Weapons:
20% Normal max repair rate Shields:
20% Normal max repair rate Control
Systems: 40% normal repair rate Hull:
20% max repair rate Hyper Drive:
30% normal repair rate Life Support:
10% normal repair rate Dec 17th, 2002 What is new in Host.exe Version 4.000.117 Fixed: CRASH! Error: Contra Base ser num mismatch Fixed: Error in ground combat code dealing with assualt craft attacking assualt craft New: Repairs limited to Hyperdrive 30%, Hull 20%, Systems 40%, Weapons 20%, Life support 10% per turn Oct 17th, 2002 What is new in Host.exe Version 4.000.116 Fixed: Fast Hyp ships not moving after jump (Rebel Falcon, MCBR) Oct 15th, 2002 What is new in Host.exe Version 4.000.115 New: Solar Federation immune to boarding actions unless their ship is badly damaged New: World crusher will not fire if the ship firing it has system or weapon damage New: Most ships hyper jump at movement phase 100 and come to a complete stop after the jump, they do their normal warp movement before the jump New: Meteor Class and Rebel Falcon Class ships jump before normal movement (phase 0) and have normal warp movement after the jump New: Crystal X-Field block all Cyborg starting chunnels at a range of 100 LY and non-Cyborgs at a range of 200 LY New: Crystal X-Field blocks all Cyborg ground chunnel jumps within 200 LY New: Ships exiting a warp chunnel enter combat with 50% normal shield power Changed: Cantina contraband output doubled Changed: Privateer boarding power increased, if they have the ship plans on the attacking ship when they try to board a ship they will kill 120 enemy for every 1 attacker they send over. Changed: Plan Naper device range increased to 150 LY Changed: When a Cyborg loads troops onto a ship they are no longer converted into colonists, they remain troops Fixed: Wing count in score file wrong Fixed: Money tap device not stealing from resupply pod Fixed: Nemesis torpedoes killing the wrong number of fighters Fixed: Lizard ground combat bug, half the time the Lizards were not getting their special combat advantage Sept 15th, 2002 What is new in Host.exe Version 4.000.114 New: Cantina does not produce an insane amount of contraband anymore Fixed: Host sometimes gets stuck in an endless loop of combat if there are lots of ships with just a few fighting during movement phase 199. Aug 16th, 2002 What is new in Host.exe Version 4.000.113 New: Robots feed 10% of prisoners to the insectoids New: Base command code "USA" removes labor camps and labor mines from the base New: Robot Gun Zero can only fire at ships that the base or ships in the area have scanned New: If a player misses 10 turns in a row all races become an enemy and all data sharing is turned off New: Landng pods land on the nearest planet instead of any planet within 3 LY New: High guard ship boarding actions far more deadly for high guard on both ships New: Cloning device high guard production limited to just 100 High Guard per turn New: Ship command code "NOT" stops training of troops on Colonies of Man ships New: RST YIG and TRN data formats (support for new features in next planets4.exe added) Fixed: Bases with just High Guard vanish Fixed: Pirate's cove switch fails to work Fixed: Rebel Rxx code was allowing the other race to issue commands for the ship (which were ignored) Fixed: Wings and pods hide the ship they are docked with Fixed: Outfit pod sometimes fails to upgrade ships July 15th, 2002 What is new in Host.exe Version 4.000.112 Changed: Rebel powers to detect natives decreased to only planets within 300 LY of a Rebel base. July 11th, 2002 What is new in Host.exe Version 4.000.111 Fixed: Fighters vanish from planets after a very small fight that is so small that it does not even produce a VCR event July 3rd, 2002 What is new in Host.exe Version 4.000.110 New: Laser drill can take more metals when there is just on type left in the planet New: Rebel Race command codes for ships. Any rebel owned ship can pretend to belong to another race by using the command code "R##" on the ship, where ## is any number from 01 to 30. A command code of "R01" will cause the ship to appear to belong to race 1 when seen on the map or in combat. However the true race 1 will see you as your real race. If you enter combat with ships of the race you are pretending to be your cover will be blown and all will see you as your true race. You are immune to damage from hitting Barbitic and Nova Barbitics of the race you are pretending to be. New: Rebel assault device destroys any shield on a base under the ship and can take out pod launchers, ion cannon and AA guns New: Virgo light speed turns off after it is used once, unless the command code "LSP" is used to override this auto turn off. New: Virgo light speed is turned off if the ship does not have enough fuel New: Rebel type 3 fighters have ion cannon beam weapons that disable an enemy ships systems when the enemy ship's shields are down. Weapon ignores all armor. New: Rebels can see any planet that has more than 100,000 natives on it (of one type) New: Rebels can tell who is allied with who New: Rebels make natives happy and natives on nearby non-rebel bases unhappy (they want to join the rebels) New: Rebel bases on ice planets ( climate under 30 ) are very hard to see New: Rebel bases on rain forest planets (climate 60 to 70) are very hard to see New: Wing limits removed New: Insectoid nest respect the base's tritanium reserve levels when building new robots New: Scripted wormholes work even when all worm hole settings are off New: New wings formed when a ship replenishes are given a high guard if the base has 5 or more of them Fixed: Bases sometimes avoiding combat Fixed: Small rounding error in movement with ships ending up 1 ly off of target waypoint Fixed: Minefield recovery math wrong, was using old math Fixed: Sand shields sometimes not working, sometimes an enemy that did not buy them has them Fixed: Lack of food causing Robots to become unhappy Fixed: Labor mines and labor camps are killing too many colonists Fixed: Virgo light speed burns fuel when the ship has no waypoint set Master New: If the no starting ships option is used the Colonies of Man get a base. June 21st, 2002 What is new in Master.exe Version 4.000.052 Fixed: Rebel ships assigned to the wrong race June 20th, 2002 What is new in Master.exe Version 4.000.051 New: Supports rebels New: If the races are not given starting ships the Colonies of Man get a ground base May 14th, 2002 What is new in Host.exe Version 4.000.109 Fixed: Ground base combat surrender problems, overpowering attacking forces not capturing the enemy May 11th, 2002 What is new in Host.exe Version 4.000.108 Fixed: When tritanium is transfered from ship to ship there is no log message for the ship like ther is for the other metals Fixed: Armor is not looking onto outfit pods Fixed: Ships with damage not reducing speed Fixed: Transporters cause ships to burn the wrong amount of fuel any time a transfer is complete Fixed: Chupanoids only join bases when there are ghipsoldals on the planet (WRONG) Fixed: Detonating laser fields are not destroying undocked wings Fixed: Chapanoids not spreading to planets after the native pod they were in was destroyed Fixed: Max Siliconiod growth rate at climate 0 instead of climate 100 New: New contraband price model New: Chupanoids eat contraband New: When a Cyborg is attacked in ground combat 20% of the colonists are instantly converted it troops New: Cyborg change back into colonists at the rate of 5% per cycle Changed: Glory devices only kill 50,000 amorphous natives at a time and no more Changed: Colonists no longer can attack the enemy in a ground combat. Changed: Prisoner death rate of between 0% and 20% for all labor camps and labor mines. ( 2% with 100 camps) and 20% with 1000 camps.
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