Aug 6th , 2004

What is new in Host.exe Version 4.000.172

Fixed: Planets 4 AI file ( V4HOSTZ.DLL ) coming "alive" and turning on attack switches, buying tech levels and setting tax rates

Aug 4th , 2004

What is new in Host.exe Version 4.000.171

Fixed: Bug cause the protomatter cannon to kill any base under the ship if the weapon is turned on.

New: The weapon will kill bases in astroid fields during the process that turns the astroid field into a planet.

July 21th , 2004

What is new in Host.exe Version 4.000.170

Fixed: Bug that mades free food

Changed: Robot mines changed from being always cloaked to being always uncloaked

July 11th , 2004

What is new in Host.exe Version 4.000.169

Fixed: Cyborg med lab keeps turning on

Fixed: Cargo grappler grabbing negative numbers of supplies.

Fixed: Command code BUN not beaming up fuel working when the ship has a full load of repair units.

June 7th , 2004

What is new in Host.exe Version 4.000.168

New: Planets with "Poor scans" have their data blanked out in the RST file so that it can never end up in the CSV file

New: The Sokazul Pulse stops the production of extra colonists using public space ports.

New: Public space ports no longer produce extra Robot colonists

New: Labor mines no longer automatically turn on every turn

May 20th , 2004

What is new in Planets4.exe Version 4.000.055

New: You may view other race's ships and bases using the main command screen windows

May 10th , 2004

What is new in Host.exe Version 4.000.167

New: Hull plans can not be transfered to an enemy base.

New: Eye of Madagon logs a message when it works on a food source or kills Amorphous natives

Fixed: Large weapons and PD weapons failing to become disabled by system damage.

Fixed: Non Stormer Glory device ships are immune from combat (wrong)

Fixed: Captured enemy ships have all their devices still on

Fixed: Towing math seems to have rounding errors, towed ships end up 1 ly behind the ship towing it.

May 10th, 2004

What is new in Planets4.exe Version 4.000.054

New: When making a new wing using an air attack base the number of fighters in the wing is NOT deleted after you click the activate wing button. You can now make many wings by clicking over and over again.

Fixed: Old data not showing up in data pad

Fixed: HD Stress read outs have wrong number

Fixed: It shows Robots eating food

Fixed: Ministers try to build more farms than the planet has soil for

Fixed: The base overview screen limits your factory and ord plant setting to only 1000

Fixed: ETA for hyp drive ships wrong

April 9th, 2004

What is new in Planets4.exe Version 4.000.053

New: Color coded minefields on the big map

New: Color coded scans for good scan / poor scan on planets ( Poor scan is a little yellow dot in a grey circle and a good scan is a yellow dot with a yellow circle )

New: Poor scans do not display 0's on the data pad, instead the data pad is blank for poor scan data.

New: Poor scans show up as question marks on the data grid and not zeros

Fixed: Old planet data that is a good scan is being replace with a bad scan!

New: Base Military screen displays the estimated training of high guard and lists the food needed for maximum training rates

New: FIG screen shows more host config options being used

New: If a planet has too few colonists for farming a warning pops up on the planet picture

New: If a planet has too few colonists for mining a warning pops up on the planet picture

New: Ministers build as many farms as they can, if the climate is right and you have the colonists

Fixed: Ministers not selling contraband

Fixed: Supply consumption for the production of ord wrong on several screens

Fixed: Switches -> Ord planet displays the wrong formula for making ord

Fixed: Food consumption rate all wrong on some screens, it is not reading the hconfig data and adjusting between low and high food comsumption

Fixed: Hyper lathe food and supply amounts all wrong on some screens

April 9th, 2004

What is new in Host.exe Version 4.000.166

New: Robots use Kerria Crystal Artifacts to train high guard instead of food

New: Spying does not work until turn 10.

New: Ship Command Code WPF causes the waypoint to be used instead of the escort target for movement. If the ship has no waypoint set then the escort target is used instead.

Fixed: Bug in Evil Empire Probe that causes it to not show all planet data after scanning an enemy base.

New: Amorphous and Chups only vanish from your bases on turn 1 (It was set up to vanish before turn 5 )

Fixed: Wings not scanning planets with GOOD scan data.

New: Hconfig has the option of turning off weak combat / slow repair of alien hulls

New: Hconfig has the option of forbidding the trading of alien plans

April 5th, 2004

Cyborg Version 101 Revision 2 Released

Probe can now hold 100 guests

Explorier can now hold 500 guests

Iron Slave can now hold 50000 guests

April 4th, 2004

What is new in Host.exe Version 4.000.165

Fixed: Boarding laser was not disabled on alien hulls.

Fixed: The UEA had immunity to hull plan restrictions when it should have been the UA that had that special bonus.

Fixed: When scaling back the high guard production numbers for all races I missed scalling back the production of high guard by Privateer ships with high experiance. That number has been reduced to be be more in line with the rest of the universe. A limit of 25 new high guard can be trained a turn by a ship with high experiance.

Adjustments to the Food Problem:

New: The limit on how many farms you can build in a turn. It has been replaced with you need 1000 colonists per farm you are building. If you have 100000 colonists on a planet and it has a soil rating of 100, go ahead build 100 farms. . .

The changes to the colonists requirements for running farms (each farm needs 1000 colonists) have really hurt the Cyborg a whole lot, far more than other races. Now I could increase the guest size of one of their small ships so that it would be easier for them to build farms, but what fun would that be. . . it is not very "Cyborgish" to go out and farm the universe. . .

Changed: Assimulation powers increased. Cyborg colonists can assimulate 1 enemy colonist each up to a limit of 500. If the Cyborg have over 10000 colonists on a planet they can assimulate enemy colonists at the old 5% rate and grab more than 500 a turn.

Changed: Glory Device converts worms to food on planets at a rate of 20 worms yields 1 food (was one worm = 1 food )

New: Hconfig now allows you to turn off the 1000 colonists per farm requirement (New HCONFIG.EXE included )

April 1st, 2004

What is new in Host.exe Version 4.000.164

Fixed: Math error in Anti-Fighter computer exotic tech

April 1st, 2004

What is new in Host.exe Version 4.000.163

New: Farms require 1000 colonists (each) to grow food

Removed: Alien devices cause ships to have onboard explosions

New: High guard training math updated
Basic math is as follows:
X = ( Training_Centers ^ (0.8) ) * ( Troops / 100000 ) * ( Race_DeltaTroopsToHighGuard )
Limit = SQR( (Food) * SQR(Race_DeltaTroopsToHighGuard))
If X < Limit Then X High Guard are made
If X > Limit Than Limit High Guard are made

Updated: Anti-Fighter computer cost = 450000 maintain = 20000
The Anti-Fighter computer causes PD weapons to have 3X ranges and better odds of hitting enemy fighters with PD ship weapons. Also has an advanced jamming system that does not allow the fighters to lock onto ships unless the fighters close to within under 120 units for missiles and 60 for beams.

Updated: Fighter ECM Box cost = 600000 maintain = 20000.
Defeats the 3X range of the Anti Fighters computer. Reduces the Anti Fighters Computers targeting bonus by 25%

Changed: Spy attacks on ships can be stopped with just 2 high guard on board the ship (most of the time) Before this change you needed 21 or more high guard to defeat a spy attack on your ships.

March 30th, 2004

What is new in Planets4.exe Version 4.000.052

New: Exotic tech Fighter ECM BOX

March 30th, 2004

What is new in Host.exe Version 4.000.162

Fixed: Ships with no engines are still able to move, using group commands

New: Contraband dust off not blocked by own bases

New: Base command code DOC destroy old cities, causes all cites to be destroyed (Undercities are NOT destroyed)

New: Amorphous worms and Chups are not removed from your home base before turn 5. They are still removed from the planet your base is on before turn 5.

New: Boarding lasers do not work on ships of alien hull design.

New: Using Alien hull ship devices can result in overloads and explosions doing massive damage to the ship

New: Privateers can not build alien hulls

New: Rebels "R" code no longer can be used to avoid combat.

New: Peeps are also immune to hull plan restrictions

New: Nanovirus yields 1/6 the number of natives as compared to the number of Cyborg killed. If you kill 60000 Cyborg you will make liberate 10000 natives.

New: Clone lab limited to a max of 10 high guard per turn

New: High Guard training limited to a max of SQUAREROOT(food)

New: Fighter ECM Box cost = 600000 maintain = 20000.
Tech defeats energized sandcasters and anti-fighter computers

New: Eye of Madagon fails to work if the ship has more than 9% system damage

Feb 17th, 2004

What is new in Host.exe Version 4.000.161

New: Contraband, natives, minerals on a planet can not be seen unless you have a ship over the planet or a base on the planet.

New: The GLORY device lights up the planet so that all races that can scan the planet can see what is one the planet in full glory. . .

New: Robot prisoners no longer work

New: Robots can not use alien hull plans

New: Robots hull plans self distruct

New: Fighters are immune to Robot Nova Barbitic mines

New: Undercities make your base harder to scan

New: Robots can not be assimulated

New: You must assimulate 6 insects to make one whole Cyborg

New: Privateers need at least 10000 colonists in a base to cause ill effects to surrounding enemy bases

New: Alien ship hulls repair are a max rate of 5% hull damage a turn

New: Exotic Tech does not work on alien hulls in your fleet

New: 40% of weapons fail on alien hulls in your fleet

New: HConfig option to remove hull plans from the game (Default = Plans allowed)

New: Privateers IMMUNE to hull plan restrictions, the HConfig setting and ill most effects of using alien hulls FILTHY SCUM!

New: Cyborg, Enforcer and Scavengers are also immune to hull plan restrictions

New: Alien hulls have defective scanners and make extra noise

New: Empire probes are able to view what is on a planet's surface

New: Shokazul Pulse works on COM ships

New: COM eat 1 kt of food per 1000 new colonists that grow on the ships

New: COM need food to train high guard on ships

New: The Pyramid Lounge needs 1 food unit per 100mc produced

New: Lizard High Guard selling prices range from .04mc each to 125mc depending on how much bad blood they is between the victim and the seller, the more bad blood the higher the price.

New: Lizards never get good prices for selling Cyborg, Robot, personnel or Evil Empire High Guard

Fixed: POW Riot message reporting the wrong planet ID

Feb 17th, 2004

What is new in Planets4.exe Version 4.000.051

Fixed: Program is not reading the reg key file

Feb 15th, 2004

What is new in Planets4.exe Version 4.000.050

New: Sensor image number includes your hyper jump noise levels

New: When you use the find object window all the found objects will show up on the main map with purple boxes around them.

New: Quick build only works for bases that have a military space port

New: Contraband sells are limited to 1kt per 1000 colonists on the base

Display error: When you launch a prisoner pod it subtracts the prisoners from your colonists count

Interface Error: Ship -> ShipFleet -> Min Ord / Min Fuel arrow buttons failing to save after you click them.

Error: When building a ship at a starbase hitting the clone button until all the parts in storage are used up and then hitting the normal build button results in an error.

Feb 15th, 2004

What is new in Host.exe Version 4.000.160

New: Contraband dust off is blocked by any base on the planet under the ship

New: Contraband sells are limited to 1 kt per 1000 colonists on the planet

New: Can not sell contraband in pods to self

New: Contraband gather rate slowed down, maximum rate now happens when you have 1000000 colonists

Feb 15th, 2004

What is new in Host.exe Version 4.000.159

Changed: The Robots income from insectoid nests decreased. (now at between 1/10 mc and 1/30mc per enemy colonist trapped)

New: Robots Eye of Madagon now destroys 30% of food out to a range of 250 LY on bases and ship and kills amorphous worms with mini ninits. Some of the food is converted to fuel and ord and transported back to the ship.

New: Insectoid nests continue to grab 3% of enemy colonists out to a range of 100 LY and get 1/10 mc per colonist taken.

New: Insectoid nests can now grab 1% of enemy colonists out to a range of 400ly and get 1/30 mc per colonist taken.

Feb 14th, 2004

What is new in Host.exe Version 4.000.158

New: Base command code NOG causes the base to not gather stuff from the planet

New: Peeps type 1 ground assault unit mines and smelts ore

New: Robot gun zero now has a range of 250 ly and get a huge bonus when firing at ships with a hull mass over 1800 kt

New: If a Solorian ship is captured the fuel vanishes

Fixed: Coalitions prisoner rescue not working

Fixed: Coalition gravity rift not working out to 150 ly against grav mines

Fixed: Drop target not clearing for pods after the pod drops from a ship

Fixed: Quick build is able to build on bases that have no milatary space port

Feb 11th, 2004

What is new in Host.exe Version 4.000.157

New: Coalition Tweeked

New: Warp bubble only works on ships that have max speed greater than 50

Removed: The BIG ship command code

Fixed: Fighters causing more damage to a target if the target has high guard on board.
(Should be causing more damage if the fighter has high guard on board.)

Jan 11th, 2004

What is new in Host.exe Version 4.000.156

New: Ships with over 100% hull damage can not be repaired.

Fixed: Bug that produces free extra fighters

Jan 1st, 2004

What is new in Host.exe Version 4.000.155

New: Base command code CIA deletes any alien hull plans you have stored on the base.

Dec 22nd, 2003

What is new in Host.exe Version 4.000.154

New: Bad things happen to races that give their colonists to other races to work as prisoners that they are not really at war with.

New: Crew, troops and High Guard all die in Labor Camps and Labor Mines (Was just colonists before)

New: Cities with colonists that have less than 30 happiness points produce no money

New: Undercities with colonists have less than 30 happiness points produce no money

Changed: Solorian resource points adjusted downward due to their now higher growth rate

Changed: Lizards sell Cyborg colonists at 5% normal price and Robots at 2% of normal price.

Fixed: Spy attack causing negative numbers of colonists sometimes, when ord dumps are exploded

Dec 3st, 2003

What is new in Host.exe Version 4.000.153

Changed: Small weapon bonus special factors scaled back.

Dec 1st, 2003

What is new in Host.exe Version 4.000.152

Fixed: Ghipsodals giving Aczanny too many free engines

Nov 30th, 2003

What is new in Host.exe Version 4.000.151

New: Crystal ship combat armor bonus only works for the Crystal player if the Crystal player is in a Crystal hull design

New: Lizard bonus only works if the Lizard player is in a standard Lizard hull design

New: Stormer combat bonus only works if the Stormer player is in a Stormer hull design

Fixed: Amphibians are building extra engines for the Aczanny and the Ghipsodals are taking credit for it

Changed: Aczanny Bonus: ghipsodals give 1 free transwarp engine for every 10000 Ghipsodals you have in the base. You must also have 10000 colonists for every engine made.

New: You can only swap parts out of a ship using an outfit pod with ships that you own

Fixed: Resupply Pod not switching ownership and turning off orbital thrusters when it is within 20 LY of a base that belongs to someone else that is also a dock target.

What is new in Host.exe Version 4.000.150

Nov 22nd, 2003

Fixed: Minefield Destablizer not working as much as it should, sometimes it completely fails.

Fixed: Ships sometimes not seeing that they have reached a waypoint after a chunnel move or a warp point jump and moving off into strange directions

Fixed: The Attack and Run ground attack setting always blocking the Kill Kill Kill attack.

Note: The Attack and Run ground attack setting blocks the Kill Kill Kill attack unless the race doing the Kill Kill Kill attack has twice the number (or more) of Troops or has twice the number ( or more ) High Guard. If the race with the Kill Kill Kill mission is fielding twice the troops or twice the High Guard the Attach and Run mission never happens.

What is new in Planets4.exe Version 4.000.047

Nov 17th, 2003

New: Errors on fighter overview screen corrected that caused fighters to ignore orders to set an intercept target, kill tartget or escort target.

Fixed: Super weapon ranges incorrect in weapons readout

New: Clone ship button for regular ship builds. If you have the parts you can build many copies of the same ship, at a base.

What is new in Host.exe Version 4.000.149

Nov 17th, 2003

New: Sort added to movement event right after hyperjumping takes place. Should allow hyperjumping ships to be seen better by enemy ships and to attack and be attacked right after a jump.

Fixed: Enforcer grav mines not giving 25% system damage.

What is new in Host.exe Version 4.000.148

Nov 16th, 2003

Removed: Debug code having to do with hyper jumping, that could cause ship ID 9711 to sometimes not hyper jump correctly, if it belongs to the Evil Empire

What is new in Host.exe Version 4.000.147

Nov 16th, 2003

Rule Removed, newsgroup rejected it.

New: Races with fleets with low experience ratings end up with low tax collection rates, low population growth, and low food production. Races required to maintain a level of 15% of the best race to have no ill effect. Must maintain 2% of best to only suffer mild bad effects.

What is new in Host.exe Version 4.000.146

Nov 15th, 2003

New: Races with fleets with low experience ratings end up with low tax collection rates, low population growth, and low food production. Races required to maintain a level of 15% of the best race to have no ill effect. Must maintain 2% of best to only suffer mild bad effects.

New: Blockades ( 3 or more enemy ships over your base ) stops the buying or selling of contraband on the base.

Fixed: Turbolaser PD system shooting down 9 enemy fighters a shot when it should only be shooting down a max of 3

Fixed: Sorting bug that causes ships to sometimes not take part in fights like they should. Sometimes only half the ships that should be there show up in the fight.

Fixed: High Guard only bases failing to capture any of the good stuff from enemy bases that they loot.

Fixed: Ships that hit web mines and continued to move

What is new in Host.exe Version 4.000.145

Oct 9th, 2003

Fixed: Mine sweeping of a Barbitic minefield can sometimes cause a planet, ship, or base or any other object in a 500 ly range to vanish! One object at random!

New: Sand casters continue to fire on ships with their shields down, if the energized sand exotic tech is being used.

What is new in Planets4.exe Version 4.000.044

Oct 7th, 2003

New: The "V" (view) switch that takes objects out of the rotation of objects to be viewed is now saved if you exit the program and reload it later to continue to play the game.

What is new in Host.exe Version 4.000.144

Sept 29st, 2003

Fixed: Error: Planet Load Error! (ID)

What is new in Host.exe Version 4.000.143

Sept 21st, 2003

Fixed: Error: Base Save Error! (ID)

What is new in Host.exe Version 4.000.142

Sept 17th, 2003

Fixed: RST Files with: BAD SHIP DATA

What is new in Host.exe Version 4.000.141

Sept 17th, 2003

New: Factories turn on when you build them on a base that current does not have any

New: Mines will smelt 30kt of ore every turn for free if your race has the power to build smelters.

New: The hitting a minefield message will include a message about the minefield's location

Changed: Energized sand exotic tech, only counteracts sand shields and does not increase odds to hit fighters or increase the odds of defeating the fighter armor.

Fixed: Errors in ground combat found by Norman Violet.

What is new in Host.exe Version 4.000.140

Aug 27th, 2003

New: Argo dome food production reduced to 50kt a turn

New: Cities and resorts no longer use med units

New: Cities use 2 food units each.

New: New bases must wait 1 turn before they can be ground attacked (so that all the incoming pods and beaming in troops can merge into one large force)

New: Draconians govenment centers earn 400 mc a turn

New: Contraband market math changed again

New: Exotic Tech Energized Sand Casters, Causes sand casters to be more powerful when fired on ships and fighters. A +50 shield drain against ships. -50% odds of a concusion rocket taking out the sand caster blast. Can effect target ship's control systems. All sand casters have +30% odds of hitting enemy fighters and they defeat all fighter armor and sand shield systems. Cost 240000gc maintain cost 70000gc

New: Exotic Tech Anti Fighter Computer, Double rate of fire of all anti fighter ship weapons, 300% increase in range for the first shot and normal range for the second shot. A plus 40% odds of hitting fighters and more likely to punch through fighter armor. Cost 450000gc maintain cost 10000gc

Fixed: Quick build requires that your bases have a weapon factory, even when you have the parts there already and do not need to build any more!

July 18th, 2003

What is new in Host.exe Version 4.000.139

New: The part of the progran to make the wing switch "anti-fighter" work as designed added

New: Solorian terraformers no longer need fuel to work

New: New contraband market math

New: Only Stormer glory device ships have combat immunity, other races with glory devices do not.

New: Ground based AAA fire slightly improved against enemy fighters, in range and kill power

Fixed: Solorian Holojammer not working

Fixed: Troops ground attacking enemy crew causes enemy crew to grow in number instead of getting killed

Fixed: Error in ground assault units against attacking crew

June 23rd, 2003

What is new in Host.exe Version 4.000.138

Fixed: Deeps ground patrol ground attack mode making 25% extra fighters and ground attack units when used.

Fixed: Ships with HUGE power banks (Over 32000) stop firing weapons at battle tick 300

New: Base friendly code blanked out from enemy scanners

New: Cargo can no longer be stolen from enemy ships using the universal friendly code

June 14th, 2003

What is new in Host.exe Version 4.000.137

Worked on some more: Base merge event moved to just after movement ends, so that landing pods can gather together quickly to face amorphous worms and other threats.

Changed: Pods docked with ships do not drop from ship and land on a planet if the orbital thrusters are off, if the ship ends movement over a planet. The pod will now stay docked to the ship until the ship reaches the pod's drop target.

June 9th, 2003

What is new in Host.exe Version 4.000.136

Changed: Solorian growth rate changed again to (.20 + ((plan.starheat) / 30)) * .05
The 5% growth rule is back in play for them. Max growth rate is now at 17% a turn on a very hot world and 1% on a cold one.

Changed: Base merge event moved to just after movement ends, so that landing pods can gather together quickly to face amorphous worms and other threats

Fixed: Anti-Matter Maul failing to collect mollybdem from destroyed jumpgates.

June 7th, 2003

What is new in Planets4.exe Version 4.000.042

Fixed: Can not delete quick build plan files

Fixed: Build 1000 fighters button not working, you have to aim just above the button for the click to work

Fixed: High Guard numbers fail to keep track of the number of high guard left on a base after a ship transfers high guard to a base

June 4th, 2003

What is new in Host.exe Version 4.000.135

Fixed: Random number seeding broken, causing Cantina to sometimes never produce contraband and many other odd errors involving random events that just never happen or happen too often.

Fixed: Aczanny Massdriver bonus, mistakingly given to all ships

Fixed: Cantina odds of producing contraband increased to 10% chance per contraband item per turn. This will make it so
cantinas are most likely paid for themselves in under 5 turns.

June 3rd, 2003

What is new in Host.exe Version 4.000.134

New: Solorian growth rate adjusted, limited to no more than 200% growth per turn around hot planets. Down from 3330% growth rate, which seemed to be a bit too high.

May 31st, 2003

What is new in Host.exe Version 4.000.133

Fixed: Spy mission killing enemy ships with ENGINE damage greater than 100%

Fixed: If more than one combat happens during a single movement phase the wrong races can end up seeing things they should not be able to see, like enemy homeworlds and ships . . . on the other side of the map. . .

May 18th, 2003

What is new in Host.exe Version 4.000.132

Fixed: Virgo Light speed using 2000 units of fuel (Double what it suppose to be)

Fixed: Host crash

May 14th, 2003

What is new in Host.exe Version 4.000.131

Fixed: Loss of cargo transfered from a base to a ship at the beginning of the movement phases.

Fixed: Crash during the importing of movement data

Fixed: Virgo light speed not failing when ship is on fire

New: HConfig option VirgoBurn = 1
(Default)
If set to VirgoBurn = 0 The virgos will not burn the first 18 turns of the game

May 13th, 2003

What is new in Host.exe Version 4.000.130

Fixed: Pod undocking before movement bug.

New: The Colonies of Man's starting ship the Maximus starts the game on fire. . . While on fire the ship has a top speed of 50 and is unable to use light speed. The fire goes out on turn 18.

May 7th, 2003

What is new in Host.exe Version 4.000.129

Fixed: Nova Minefield bug, mines failing to chain react

New: Wings clear intercept target in the event the target is destroyed.

New: Wings clear dock target in the event the target is destroyed.

New Rule: Privateers are no longer allowed to transfer cargo to a another race's base unless they use the target's universal friendly code. They can not do the transfer at all if the two races are at war.

May 5th, 2003

What is new in Host.exe Version 4.000.128

Fixed: Stealing food from bases using the cargo grappler does not decrease the amount of food on the base.

May 5th, 2003

What is new in Host.exe Version 4.000.127

No new rule changes

Changes: Very slight change to a tiny program issue, at 31 locations in the program that deal with a loop counter. Issue might have something to do with BDx and BUx commands and assimulation and Bird Nano virus.

May 5th, 2003

What is new in Host.exe Version 4.000.126

Fixed: Massive ground combat bug that causes the attacker to always win a fight

Fixed: Huge ship combat bug that caused the Blaster Cannon to kill an enemy ship with a single shot

Fixed: Gav Rift Generator not working on Grav mines (Failing to disable them)

Fixed: Light speed not working when a ship is using intercept instead of a waypoint setting

Fixed: Recycling ships makes too much tritanium and no molybdenum

Fixed: Unable to launch alien hull plans in pods from my bases

New: Privateers can no longer use alien ship plans to build new ships

New: Privateers can not give hull plans to another race

New: Privateer cargo pods will no longer hold plans

New: Hull plan napper blows an enemies' ship's computer core when it steals plans, doing 99% system damage to the enemy ship's systems

New: Hull plan napper causes cargo pods with alien plans to explode if they are docked

New: Hull plan napper also grabs cash with the alien plans that it takes

New: Privateers get the insanely high 1 to 120 kill ratio when boarding an enemy ship with a boarding laser if the enemy ship is of a hull type that the enemy can not normally build

New: Cargo grappler can steal food from pods and ground bases

Aug 9th, 2004

What is new in Host.exe Version 4.000.173

New: When the fuel robber takes all a victim ship's fuel it also take the last drops of fuel from the ship's fuel core, causing the ship to be unable to move.

Fixed: My minefields are hitting MY SHIPS!!!!

New: Privateers have 2X scanning bonus when it comes to detecting and scanning enemy bases

New: Privateers gain ship experiance when they use a boarding laser, cargo grappler or hull plan napper