Category:The Privateer Bands

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Image:The Privateer Bands.jpg Race Number: 105
Ship Hull id's: 82-88
Lifeform Type: Humanoid


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
46

Happiness
160

Income
40

Maximum
53

Happiness

Changes

(colonist)

Enslavement
-30

Tax
Income

Enslavement
0.45

Favorite
50


Liberal
-20


Liberal
0.35
Mineral Mining
25


Conservative
+4


Conservative
0.55
Growth Rate
145


Ultra-Conservative
+10


Ultra-Conservative
0.50
Lawfulness
1


Complex
-1


Complex
0.45
Leadership
10

Happiness

Changes

(all natives)

Enslavement
02

Combat
Colonists
35
Powers
Dark
10


Liberal
03


Crew
40

Light
0


Conservative
+2


Troops
50
PC Factor
0


Ultra-Conservative
+5


High Guard
110
Spy Rating
60


Complex
-1

Pilot
Crew
30
PSI Rating
5

Contraband
Likes

Illegal Books

10


Troops
30
Public Relations
1


VR6x Holochips

70


High Guard
40
POD Speed
120


Stim-Bright Pills

170

Training
Col to Crew
111








Grecken Bloodwine

140


Crew to Troop
30


Handguns

120


Troop to HG
40


Illegal Music CDs

91




Lerchin Spices

10



Alpha Wave Floggers

10



Vaggen War Hounds

2



PSI Geese

3

1 The change for Complex Tax depends on the Happiness in Base. For more information look here
2 This are the values for the majority of the natives. For Humanoids the happiness decrease up to 25 points.
3 This are the values for the majority of the natives. For Humanoids the happiness decrease up to 15 points.

[edit] Special

[edit] Big Boss

At turn 4 Privateers get 20,000 MCs on their Galactic Bank account from the big boss. (You can order tech increase at turn 3 to be paid by the big boss deposit.)

Subject: Money Transfer 
We have acquired 20000 gc 
 from the big man. 

[edit] Data Sharing

If any race shares data with the Privateers, the Privateers will be able to see that race's Universal Friendly Code.

[edit] Scanning

[edit] Privateer Spies

  • The Privateer Spies can give you a message about Bases with huge amounts of Megacredits or Contrabands.
  • The message does not provide an updated scan of the base or planet.
  • It doesn't depend on Spy Mana or your Spy Rating.
  • It loops through bases, starting at a random object ID and when it finds a base, there is a 40% chance that it'll check it for contraband and money.
  • Limitation:
    • It has no limitation in range.
    • The Base must have more than 30,000 MC or 10,000 Contras
    • It'll only send up to 5 messages.
    • The same spy report for these bases is sent to all privateer players in the game.
      • Your own base or other privateer bases aren't excluded.


[edit] Starships

Tech Hull Name Comment New Crew* % Notes
1 Outrider Class Scout Support 24 13.33 % 3rd most cost effective for training Crew
1 Small Deep Space Freighter Support 17 40.47 %
1 Neutronic Fuel Tanker Support 17 40.47 %
2 Painmaker Class Cruiser Support/Warship 33 9.37 %
3 Medium Deep Space Freighter Support 18 30 %
3 BR4 Class Gun Ship Warship 21 17.5 %
4 Small Transport Support 18 28.57 % 2nd most cost effective for training Crew
4 BR5 Torpedo Boat Warship 22 16.92 %
5 Skyfire Class Cruiser Warship 28 10.37 % 3rd most cost effective to make Troops & HG
6 Large Deep Space Freighter Support 20 19.6 %
6 Dwarfstar Class Transport Support 48 7.38 % 2nd most cost effective to make Troops & HG
7 Red Wind Class Carrier Support 17 42.5 %
7 Lady Royale Support 365 5.21 % The most cost effective for training Crew
8 Skyfire Skuller Warship 34 9.18 %
9 Meteor Class Blockade Runner Warship/Support 48 7.38 %
10 Super Transport Ship Support 25 13.37 % The most cost effective for training Troops & HG
10 Bloodfang Class Command Carrier Warship 185 5.44 %
* = New Crew from Colonist Ship with 0-49 Xp, 1 crew on board, guest quarters full of colonists. 
% = New Crew / Max ship Crew Capacity

 


[edit] Special

  • Privateers cannot build or trade foreign hull plans.
  • Privs can fight without restriction in combat with alien hulls. (That's their benefit; not everything else. Magik)

[edit] Advanced Transporter Beam

  • Privateer ships can transfer cargo from any enemy ship. They can steal all the enemy's ord and repair units or any other cargo they wish if they have the cargo room to do so. Only the amount of fuel they can steal has a hard limit.
    • Using Privateer exclusive hulls (hull id 82-88) they can steal up to 400 fuel.
    • Using other hulls they can steal up to 50 fuel.
    • The transport can be blocked by Transport Inhibitors.
    • Undamaged, shielded Federation ships are also protected.

[edit] Auto Capture

[edit] Mark Ships

The basis of this is from past carnivals. The ticket booth would have the attendant sitting high above the customers so that they could see the customer open their wallet. They would then signal a cohort to brush their shoulder with chalk, thus marking the target for pick-pocketing later.

  • New Privateer race ability since Host 213.43.
  • Privateer ships can mark a target ship for the remainder of the turn.
  • You need to be within 5 ly of a target and having the capture target setting set on that ship and will mark if without a scan.
  • The marked ship just cannot be fully cloaked.
  • The effect of the mark is a detailed scan of the ship.
  • The mark will only happen when scans normally happen, so every 5 movement pulses.
  • If the HConfig value “ReduceScanning” is in effect, then this lessens the chance of the mark happening as it is a function of the Privateer scanners.

[edit] Boarding Laser

[edit] Extra Damage

  • Large Weapons on privateer owned ships kill 4x the crew, colonists and guests.
  • If a privateer owned ship fires at a ship and has the hull plan of the ship, it does 4x the basic shield and armor drain (Exotic Tech boni are not multiplied).

 


[edit] Experience

Unlike any other race, experience is absolutely vital for Privateer ships.

[edit] Experience and Training

Crew
  • Ships can train 5% to 42% of their max. crew capacity per turn from any colonists on the ship.
  • Cannot exceed crew capacity. (You need some room to get new crew.)
  • Ship experience does not affect the number of crew trained.
Troop
  • Ships with an experience >= 50 can train 5% of the colonists on the ship to be troops.
  • You do not need to have empty room, you can produce troop from colonists even if your guests area is full.
High Guard
  • Ships with an experience > 100 can train 5% of the troops on the ship to be high guard.
  • A limit of 25 new high guard a turn can be trained by a ship with high experience (Host 4.000.165).

[edit] Experience gain

All ships can gain experience by surviving a space combat where at least one enemy ship is destroyed. On top of this, Privateer ships have extra means of gaining experience:

  1. + 50 Exp: Stealing an alien hull plan from an enemy base with the hull plan napper (MCBR)
  2. + 30 Exp: Taking a Privateer hull ship away from another player by spacing their crew with the Auto Capture attack (Any privateer ship)
  3. + 25 Exp: The money tap stealing more than 5000 mc (MCBR)
  4. + 20 Exp: Stealing an alien hull plan from an enemy ship's computer core (MCBR)
  5. + 10 Exp: Stealing an alien hull plan from an enemy gold pod that is docked with an enemy ship (MCBR)
  6. + 10 Exp: Stealing more than 500kt food from an enemy resupply pod (MCBR)
  7. + 10 Exp: Stealing more than 500kt food from an enemy base with the cargo grappler (MCBR)
  8. + 10 Exp: Stealing more than 500kt of all accumulated cargo from an enemy ship with the cargo grappler (MCBR)
  9. + 10 Exp: Using a boarding laser on an enemy ship if the enemy is using a hull that is not of his own design (MCBR,Skyfire Skuller)
  10. + 5 Exp: Using a boarding laser on an enemy ship (MCBR, Skyfire Skuller)

[edit] Boarding Benefits

  • Privateer ships with more than 100 experience get an extra attack bonus for their Troops during a Boarding action. 240 experience give a 240% attack bonus.

 


[edit] Ship Devices

The Privateer Bands ships include the following ship devices:

[edit] Privateer unique Ship Devices

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
1 Dwarfstar Class Transport 100 - 900 850 4 Plasma Gun 2 Photon Torpedo Tube 4 Flake Cannon
1 Meteor Class Blockade Runner 380 750 1500 200 30 Plasma Gun 4 Photon Torpedo Tube 4 Flake Cannon

[edit] Resources on Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
1 Dwarfstar Class Transport 650 11241 1592 - 38 600 300 150 333 6000 600
1 Meteor Class Blockade Runner 650 634 233 - 30 800 400 200 200 1500 1000



[edit] Fighters

FS15 Jollybones
Image:Rc4105.jpeg
Cost 25
Speed 20
Fuel 20
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 15 5
Assault Craft 70 25
Troops 15 45
Cities 15 -
Space Combat
Quickness 25
Attack 10
Evasive 10
Armor 8
Exposed Sys 30
    Beam Missile
Power 30 -
Accuracy 40 -
Range 110 -
Generator 6
Battery 200
Ord - -
Dart
Image:Rc5105.jpeg
Cost 75
Speed 20
Fuel 20
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 8 10
Assault Craft 5 12
Troops 5 25
Cities 5 -
Space Combat
Quickness 70
Attack 30
Evasive 15
Armor 12
Exposed Sys 1
    Beam Missile
Power 30 120
Accuracy 30 150
Range 110 350
Generator 12
Battery 310
Ord - 2
Cutlass
Image:Rc6105.jpeg
Cost 150
Speed 20
Fuel 20
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 1 1
Assault Craft 290 5
Troops 10 3
Cities 10 -
Space Combat
Quickness 30
Attack 50
Evasive 5
Armor 30
Exposed Sys 1
    Beam Missile
Power 40 250
Accuracy 20 250
Range 20 600
Generator 15
Battery 350
Ord - 8



[edit] Assault Craft

Party Skiff
Image:rc1105.jpeg
Cost 10
Ground Combat
  Attack Defense
Fighters 1 4
Assault Craft 1 4
Troops 1 4
Cities 1 -
Assault Gondala
Image:rc2105.jpeg
Cost 10
Ground Combat
  Attack Defense
Fighters 3 10
Assault Craft 1 60
Troops 5 40
Cities 40 -
River Royale
Image:rc3105.jpeg
Cost 500
Ground Combat
  Attack Defense
Fighters 1 1
Assault Craft 1 5
Troops 1 10
Cities 1 -

[edit] Special

[edit] Bases

[edit] Crime

Privateer bases cause crime to move in odd ways on all bases with in 200 LY of one of their bases. About 10% of a base's crime will either move to another base or 10% of another base's crime will move to into a base. Bases with high crime tend to drop in crime while low crime bases tend to gain crime.

  • The Evil Empire and the Cyborg are immune to this special Privateer power.
  • Privateers get an extra 100mc in a base, if that base is able to gather more than 10 crime. If they are able to gather more than 50 crime on one of their bases, their earning will reach 200mc.
  • The Base Log shows the following message:
It's a Party!!! Everybody have fun!!!

[edit] Happiness

Privateer bases with 10,000+ colonists cause a drop in the happiness by 10 points of all other players bases within 200LY.

  • Bases of the Cyborg or the Evil Empire are not affected.
  • Bases of other Privateer players are affected.

[edit] Blasting Privateer Bases

Blasting a Privateer base from orbit will uncover their hidden cache of booty. (Cash) MC, fuel, ord and repair units. For every 300 privateer colonists that are killed that way, 6 megacredits, 2 fuel, 12 ordnance, and 3 repair units appear on the planet surface. The MC from the base are also spilled on the planet surface.

[edit] Special Buildings

[edit] Missing Buildings

[edit] Long Range Effects

The Privateers have a number of different devices, assault units and other effects that can affect enemies - and usually allies too! - at long range. Some of these require a current scan of the target, some are 'area effect' and will affect all targets within range whether scanned or not.

Name Range (ly) Targets Affects Type Effects Notes
Base with 10k+ Priv Colonists 200 Bases Enemies and Allies Area Effect Causes unhappiness Cyborg and Evil Empire immune
River Royale 200 Bases Enemies and Allies Area Effect Makes money, causes unhappiness Cyborg immune
Pirate Cove 200 Bases Enemies and Allies Area Effect Steals food and contraband, causes unhappiness Cyborg immune (Evil Empire immune to unhappiness only)
Siren HAARP 20 Ships Enemies and Allies Area Effect Steals crew Solorians immune. Will steal from fully cloaked ships too
Assault Gondala 200 Bases Enemies Need Scan Kill colonists Cyborg immune. Undercities and Raid Shelters offer protection.
Cargo Grappler 50 Bases Enemies Need Scan Steals food Max 1000 from a single base.
Cargo Grappler 50 Ships and Pods Enemies Need Scan Steals general cargo Steals metals, food, med units and supplies, in that order
Money Tap 50 Bases, Ships and Pods Enemies and Allies Need Scan Steals money Only steals money from base if more than 10k mc is present
Hull Plan Napper 50 Bases, Ships and Pods Enemies and Allies Need Scan Steal foreign hull plans Causes damage to ships, destroys gold pod.
Fuel Robber 50 Ships Enemies Need Scan Steals fuel Solorians immune. Max 50 fuel stolen per turn

[edit] See also

[edit] Starting Stuffs

[edit] The Privateer Bands - History

This was put together by searching through the History of Changes page, looking for a match for "priv". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.

[edit] November 28, 2008

[edit] What is new in Host.exe Version 4.000.213.27

Changed: When launching a Gold Pod with high crime, a Privateer won't have contraband stolen from the pod.

[edit] November 25, 2008

[edit] What is new in Host.exe Version 4.000.213z

Changed: Privateer River Royales do not work in a new base.

[edit] November 19, 2008

[edit] What is new in Host.exe Version 4.000.213y

New: Native Dust Off will provide a ship log entry if it cannot perform the action due to resource point constraints.

[edit] October 20th, 2008

[edit] What is new in Host.exe Version 4.000.213w

New: "NOT" command code is supported on Privateer ships.

[edit] October 7th, 2008

[edit] What is new in Host.exe Version 4.000.213t

Changed: Privateers can see the cargo of enemy ships.
Changed: Base log message from Privateer nearby bases has the happiness adjustement now.
Changed: Base log message from Privateer nearby River Royale has the happiness adjustement now.
Changed: Privateers won't have crimals stealing their contraband when crime rate is high.

[edit] September 25th, 2008

[edit] What is new in Host.exe Version 4.000.213s

Changed: Cleaned up base log text for Public Space Port native migrations, Scavenger Crawler native resource gathering, Cyborg assimilations, Insectoid attacks, Enforcer arresting unit, Coalition rescue team, Coalition Focus Stones, Stellar Matter Launcher, Privateer unhappiness to neighbors, Robots native/prisoner conversion, and IMT chupanoid fun.

[edit] Sep 10th, 2008

[edit] What is new in Host.exe Version 4.000.213n

Changed: The host order for when any type of Galactic Bank transaction occurs at the start of the turn in the same process (after taxes are collected). This includes King's Palace, Tech Institute (just the galactic bank portion), Government Center, Privateer one-time "Big Man" bonus, and the Colonies of Man GalBank and GalDraw. Yes this means that all income can now pay for new ET and ET maintenance costs.

[edit] Jul 16th, 2008

[edit] What is new in Host.exe Version 4.000.213i

Fixed: When the "Alien Plans Trading Allowed" is disabled in the HConfig, only Privateer, University Alliance, Scavenger, Cyborg, People's Army, and Rebels are allowed to use "Steal Ship Plans" Spy Attack. For everyone else, it would be useless and a waste of spy mana.

[edit] May 01, 2008

[edit] What is new in Host.exe Version 4.000.213g

Fixed: Privateers were able to be blocked by Transport Inhibitor, Federation forcefields, and system damage from their ship for boarding an enemy, but not for transporting their target's resources off. Now the same limitation is imposed for that.

[edit] April 17, 2008

[edit] What is new in Host.exe Version 4.000.213d

Fixed: Privateers cannot trade hull plans to another Privateer via ship to ship transport. (I still need to review their ability to transfer between their own units. At first glance, it doesn't look broken.)

[edit] April 01, 2008

[edit] What is new in Host.exe Version 4.000.213

Fixed: Privateer Spy "Universal" typo.
Changed: Exotic Techs for increasing scanning range is no longer applied to alien hulls except for Privateer-owned ships.

[edit] February 14st, 2008

[edit] What is new in Host.exe Version 4.000.212f

Fixed: Privateer bases adjusting native happiness will be limited between -300 and +300.

[edit] December 7th, 2007

[edit] What is new in Host.exe Version 4.000.212

Fixed: When a Privateer is using GBA command code, hull plans will be deleted.

[edit] November 3th, 2007

[edit] What is new in Host.exe Version 4.000.211

Changed: Privateer training on ships requires 50 experience instead of 51.

[edit] Aug 27th, 2007

[edit] What is new in Host.exe Version 4.000.209

Fixed: "Privateer Spies" message will only be sent once.

[edit] June 11th, 2007

[edit] What is new in Host.exe Version 4.000.203

Fixed: When you recycle a ship, the base will now get any cash, food, med units, and hull plans. Hull plans will only be transferred if the player race isn't Privateer, Solorian, Robot, or Crystal.

[edit] Sept 5th, 2005

[edit] What is new in Host.exe Version 4.000.194

Changed: Erase plans function moved to the beginning of the host run, it should work better

[edit] Jan 3rd, 2005

[edit] What is new in Host.exe Version 4.000.184

New: Gambling Deck ships generate 2 points of crime on bases they are over.
New: Show Lounge ships generate 2 points of crime on bases they are over.
New: Privateers move Crime around. . . if they have a base within 200LY they might take 10% of your crime away from you and give it out to another base in the area.

[edit] Nov 28th, 2004

[edit] What is new in Host.exe Version 4.000.179

Fixed: Fuel Robber producing fuel from nowhere

[edit] Aug 9th, 2004

[edit] 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.
New: Privateers have 2X scanning bonus when it comes to detecting and scanning enemy bases
New: Privateers gain ship experience when they use a Boarding Laser, Cargo Grappler or Hull Plan Napper

[edit] July 11th, 2004

[edit] What is new in Host.exe Version 4.000.169

Fixed: Cargo Grappler grabbing negative numbers of supplies.

[edit] May 10th, 2004

[edit] What is new in Host.exe Version 4.000.167

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

[edit] April 4th, 2004

[edit] What is new in Host.exe Version 4.000.165

Fixed: When scaling back the high guard production numbers for all races I missed scaling back the production of high guard by Privateer ships with high experience. That number has been reduced to 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 experience.

[edit] March 30th, 2004

[edit] What is new in Host.exe Version 4.000.162

New: Contraband Dust Off not blocked by own bases
New: Privateers can not build alien hulls

[edit] Feb 17th, 2004

[edit] What is new in Host.exe Version 4.000.161

New: Privateers need at least 10000 colonists in a base to cause ill effects to surrounding enemy bases
New: Privateers IMMUNE to hull plan restrictions, the HConfig setting and ill most effects of using alien hulls FILTHY SCUM!

[edit] Feb 15th, 2004

[edit] 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

[edit] Jan 1st, 2004

[edit] 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.

[edit] May 7th, 2003

[edit] What is new in Host.exe Version 4.000.129

New Rule: Privateers are no longer allowed to transfer cargo to 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.

[edit] May 5th, 2003

[edit] 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.

[edit] What is new in Host.exe Version 4.00.126

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

[edit] April 19th, 2003

[edit] 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

[edit] April 17th, 2003

[edit] What is new in Host.exe Version 4.000.123

New: For the steal ship plans spy mission to work you must get a ship within 40 LY of a ship belonging to the enemy race that you wish to steal plans from

[edit] March 3rd, 2003

[edit] 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

[edit] Oct 17th, 2002

[edit] What is new in Host.exe Version 4.000.116

Fixed: Fast Hyp ships not moving after jump (Rebel Falcon, MCBR)

[edit] Oct 15th, 2002

[edit] What is new in Host.exe Version 4.000.115

Fixed: Money Tap device not stealing from resupply pod
New: Meteor Class Blockade Runner and Rebel Falcon Class ships jump before normal movement (phase 0) and have normal warp movement after the jump
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: Hull Plan Napper device range increased to 150 LY

[edit] Aug 16th, 2002

[edit] What is new in Host.exe Version 4.000.113

Fixed: Pirate Cove switch fails to work

[edit] Feb 15th, 2002

[edit] What is new in Host.exe Version 4.000.101

Fixed: Native Dust Off pods produce extra natives out of no where
Fixed: Killing privateer colonists results in too much money.

[edit] Feb 8th, 2002

[edit] What is new in Host.exe Version 4.000.099

Fixed: Contraband Dust Off fails if there is more than 1000kt on the planet

[edit] Feb 7th, 2002

[edit] What is new in Host.exe Version 4.000.098

New: Cloaked ships immune to Cargo Grappler
New: Contraband Dust Off limited to 1000kt of contraband cargo per turn
New: Native Dust Off device limited to 400000 natives per turn

[edit] Jan, 18th 2002

[edit] What is new in Host.exe Version 4.000.096

New: Fuel Robber device does not work on cloaked ships

[edit] Jan, 7th 2002

[edit] What is new in Host.exe Version 4.000.095

Fixed: You get way too much booty sometimes when you kill a Privateer base
Fixed: You sometimes get no booty at all when you kill a Privateer base
Fixed: Contraband dust off pods sometime start with their sell target set
New: Privateer Pirate Coves steal food from enemy bases

[edit] Nov 22th, 2001

[edit] What is new in Host.exe Version 4.000.094

New: Weighted resource math. Races with low growth rates give a bonus in the resource point area. Privateers get a 33.75% cut. It is uses a math system that gives the race's growth rate a 75% weight factor.
Resource score = (Res * 0.25) + (Res * (200 - Race_GrowthRate) / 100 * 0.75)
The above is not your number of resource points it is your score

[edit] Nov 9th, 2001

[edit] What is new in Host.exe Version 4.000.093

Fixed: Fuel being robbed from cloaked ships by Privateers
Fixed: Money tap working on cloaked ships
New: When a Privateer Ground Base is destroyed in a ground combat action ALL the Ground Bases that belong to the Privateer's enemies within 400LY will have a little party (get a happiness bonus) This bonus can be as high as a +200 point bonus if you take out 200,000 or more at once. You get 1 point per 1000 you take out.
New: Blasting a Privateer Ground Base from orbit will uncover their hidden cache of booty. Cash, fuel, ordnance and repair units. For every 300 privateer colonists you blast you get 6 megacredits, 2 fuel, 12 ordnance, 3 repair units.
New: Large populations of Privateers (Ground Bases over 1 million) make 3x sensor noise.
New: Privateer Gondolas report success in the Ground Base logs
Changed: Privateer Fuel Robber stealing device can only take 50kt from any one enemy ship per turn (Was 150kt) Ship can steal 50 KT from many ships at once.
Changed: Privateer ships can steal up to 200kt of fuel from an ship enemy using transporters (Was only 50 kt)

[edit] July 30th, 2001

[edit] What is new in Host.exe Version 4.000.089

Fixed: Privateers: Stealing money from self
Fixed: Privateers: Stealing plans from self
New: Privateers: 4X weapons bonus when the ships attacking have the target's hull plan is only given to PRIVATEER hulls. All captured alien hulls fight as normal ships.
New: Privateers: Starting Meteor class ship gets a hyper drive.

[edit] July 25th, 2001

[edit] What is new in Host.exe Version 4.000.088a

Fixed: A debug function is triggering the activation of Privateers spies and giving away the starting positions of other players in spy messages.

[edit] What is new in Host.exe Version 4.000.088

New: Privateers: Have only 1/8 normal odds of scanning a minefield (What minefield?)
New: Privateers: All weapons have a 400% kill bonus
New: Privateers: Ships get a 400% shield drain bonus and a 400% armor drain bonus if they have the plans of the target ship on one of their own ships taking part in a battle
New: Privateers: Pirate's cove ground structure steals Contraband from enemy Ground Bases, causes unhappiness and has a 200ly range.
New: Privateers: Native Dust Off device. Removes all Natives from a PLANET and places them in a Native Pod on the ship. Works AFTER movement and does not work on Ground Bases.
New: Privateers: Contraband Dust Off device. Removes all Contraband from a PLANET and places them in a Gold Pod on the ship. Works AFTER movement and does not work on Ground Bases.
New: Privateers: Hull plan naper, steals and deletes one enemy ship plan. Has a range of 50. Works after movement. Works on Ground Bases, ships and pods. Causes Ground Bases to become unhappy about the thief of the plans.
New: Privateers: Party Skiff. Produces 1 mc income each. Requires 1 kt of Contraband and 100 colonists each to work. (Contraband is not used up.)
New: Privateers: River Royale: Produces 100mc for every 1,000,000 colonists belonging to another empire within 200 LY. Causes a 5 point happiness drop in the victim race's colonists. Cyborg immune.
New: Privateers: Assault Gondola. 200ly range. Kills enemy colonists (10 each). Raid shelter protects 1000000 colonists and Undercities protect 100000 colonists. (Yes, those numbers are correct.) Cyborg immune.
New: Privateers: The colonists of most races and Natives detest Privateer scum and grow unhappy if the Privateers build a Ground Base within 200 LY of them. They loose 10 happy points per Ground Base in the area.
New: Privateers: Colonists on Privateers ships are trained to be crew.
New: Privateers: Ships with 50 or more experience points can train colonists to be troops (You get 10 experience points per battle)
New: Privateers: Ships with 100 or more experience points can train troops to be high guard (You get 10 experience points per battle)
New: Privateers: Ships that are captured with plans have their plans deleted 95% of the time
New: Privateers: Advanced boarding laser: Kills up to 15% crew, 50% colonists, 20% troops
New: Privateers: If a Privateers ship has the plans of the ship it is using a boarding laser on it can kill up to 20% crew, 60% colonists and 40% troops
New: Privateers: If you share ANY data with a Privateer scum his spies will know your universal friendly code
New: Privateers: Can transfer any standard cargo from any ship without having to match friendly codes. They can only take 50 kt of fuel max using standard transporters. Yes, these scum can steal ALL your ordnance.
New: Privateers: Cargo Grappler has a 50LY range and can steal Metals, Food, Med and Supplies from any ship.
New: Privateers: Fuel Robber has a 50LY range and can steal up to 150kt of fuel. The device will not take Solorian fuel.
New: Privateers: Money Tap has a 50LY range, steals all money from ships and pods. Will steal all money a Ground Base has over 10000mc. (The first 10000mc is protected)
New: Privateers: If a BR4, BR5, Meteor, Dwarfstar, or Bloodfang is owned by a non-privateer race any Privateers can set that ship as a capture target and have the enemy crew instantly spaced and take control of the ship, from any range.

[edit] Feb 24th, 2001

[edit] What is new in Host.exe Version 4.000.067

New: Only the Privateers and Solorians may build a Ground Base on an exploded planet (Asteroid field)

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