Category:The Solorian Unity

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Image:The Solorian Unity.jpg Race Number: 811
Ship Hull id's: 526-535
Lifeform Type: Transdimensional Energy Being


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
50

Happiness
110

Income
100

Maximum
100

Happiness

Changes

(colonist)

Enslavement
0

Tax
Income

Enslavement
?

Favorite
95


Liberal
0

Liberal
?
Mineral Mining
0


Conservative
+4

Conservative
?
Growth Rate
75


Ultra-Conservative
+10

Ultra-Conservative
?
Lawfulness
100


Complex
-1

Complex
?
Leadership
110

Happiness

Changes

(all natives)

Enslavement
0

Combat
Colonists
20
Powers
Dark
10


Liberal
0


Crew
40

Light
60


Conservative
+2


Troops
55
PC Factor
20


Ultra-Conservative
+5


High Guard
100
Spy Rating
1


Complex
-1

Pilot
Crew
100
PSI Rating
125

Contraband
Likes

VR-6x Holochips
150


Troops
150
Public Relations
30


Emotion Chips
100


High Guard
200
POD Speed
0


Kerry Crystal Artifacts
30

Training
Col to Crew
35





Alpha Wave Floggers
20


Crew to Troop
40







Troop to HG
15

1 The change for Complex Tax depends on the Happiness in Base. For more information look here
Native happiness is capped at 100.

[edit] Special

[edit] Growth

  • Solorians can not turn on Tank-O-Tronic cloning exotic tech (Host 194).
  • Growth rate is depended on the heat of the stars instead of their stat Growth Rate + All other Growth factors like for other races:
  • If base set to peaceful, peaceful bonus is 5, other mode is 0. The decision points to a formula and each formula has the same bonus to the star heat in it. The only difference is the divisor of the star heat, which is done after the bonus is applied to the star heat. (.20 + ((star heat + bonus) / divisor)) * .05
If starheat > 90 Then 
  dGrow = (0.20 + (starheat + peaceful bonus) / 30))  * .05 
  ' 17.6% Growth rate at star heat 100 (Only theoretical)
  ' 16.7% Growth rate at star heat  94 (Hottest star possible)
  ' 16.1% Growth rate at star heat  91 

Else If starheat > 70 Then
  dGrow = (0.20 + (starheat + peaceful bonus) / 50))  * .05
  ' 10.0% Growth rate at star heat  90
  '  8.1% Growth rate at star heat  71

Else If starheat >= 30 Then
  dGrow = (0.20 + (starheat + peaceful bonus) / 90))  * .05 
  '  4.8% Growth rate at star heat  70
  '  2.6% Growth rate at star heat  30
 
Else
  dGrow = 0  
  '    NO Growth if star heat < 30

End If 


[edit] Star Type Change at Start

Only in the first 5 turns any planet with more than 10.000 solorians will change it's Star Type to 'Green Binary' and roll it's star heat between 66 and 86 EVEN if it was already a 'Green Binary'. The planets should be settled accordingly in the first 4 turns to make it useful. The Star Type -change happens before base chunneling.

  • When the Solorians start on at a star better than a green binary then it won't be replaced.
  • Starting Solorian stars will not have a chance to get colder as they adjust during the first 4 turns (Host 213e).
    • Contested,Host 213.38 is not preventing this from occuring, red and blue giants were changed to green binarys in the first 5 turns.--protomatter 00:03, 14 April 2009 (CEST)

[edit] Natives

  • Native happiness is capped at 100.
  • All Natives have a +15% chance of joining the Solorians.
  • Ghipsoldals don't require Kerria Crystals to join, but it still helps
    • 850kt Kerria needed for 100% join chance
    • 1000 Ghipsoldals take 1 kt of Kerria when joining the base (if any is available).
  • Wild Amorphous Worms on a surface of a planet will not join a Solorian base on the same planet (PSI > 80).

[edit] Pods

  • Pod Speed 0.
  • Cannot be increased by Pod Kicker Exotic Tech.


[edit] Starships

Tech Hull Name Comment
1 M2 Flare Class Scout Support, has Hyperdrive
2 Spectrum Class Freighter Support
3 Prominence Class Cruiser Warship
4 Corona Class Orbital Miner Support, Warship
4 Solar Wind Class Freighter Support, has Hyperdrive
5 Solar Collection Array Starbase, Support
6 Eclipse Class Starbase Starbase, Warship
7 Pulsar Class Warcruiser Warship, has Hyperdrive
10 Nexus Class Warstar Warship, has Hyperdrive
10 Solar Ragnarock Device Go BOOM!

[edit] Special

[edit] Fuel

  • Solorian ships do not use Neutronium as fuel. Instead their ships gather fuel from the star heat (Star Heat Fuel) when ending the turn over a star/planet (or with 2ly range). The amount of fuel gathered depends on the hull and the heat.
  • Fuel can only be transferred to Solorian ships from the Solar Collection Array using a special device called Energy Transfer Beam.
  • Solarian cannot use BUN to beam up Neutronium into their ship (Host 204).
  • Solorian fuel cannot be stolen from Solorian ships and is meant to disappear when a Solorian ship is captured.

[edit] Hulls/Alien Hulls

  • Solorian ships captured by other non-Solorians (except The Crystal Assembly, this may be a bug) begin to degrade immediately, which require constant repair or they will be destroyed. The ship will take 20% hull damage per turn and its log will contain a message:
This ship is on FIRE!!!
  
  • Repair are burned up before repairs take effect.
  • Solorians cannot build alien hulls.
  • Captured non-Solorian hulls gather fuel in the same manner as all other Solorian ships.
  • The Solar Collection Array will NOT transfer fuel to non-Solorian hulls.
  • If there are Solorian crew or troops on board a non-Solorian ship at the end of the turn (including Crystals) the ship gets from 10 to 40% hull damage and all fuel is removed from the ship. High guard and colonists may be on board without risk.

[edit] Shields

  • Solorian ships take half shield drain from ordnance using weapons.
  • Solorian ships take double shield drain from non-ordnance using weapons.

[edit] Ship Devices

[edit] Solorian unique Ship Devices

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
1 M2 Flare Class Scout 105 350 40 30 - - - - -
1 Spectrum Class Freighter 105 - 80* 100 4 Disrupter - 4 Flake Cannon 1 Servodyne 600 -
2 Corona Class Orbital Miner 105 - 350 200 5 Disrupter 1 Sandcaster
3 Anti-Matter Gun
8 Flake Cannon 4 Servodyne 600 -

* with Master 213 and later

[edit] Resources On Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
1 M2 Flare Class Scout 4 3 1 - 30 2 1 - 33 50 78
1 Spectrum Class Freighter 120 1667 500 - 32 1000 500 250 3333 5000 100
2 Corona Class Orbital Miner 800 7 2 - 30 2000 1000 500 1667 4000 1470


[edit] Fighters

Quasar
Image:Quasar.jpg
Cost 25
Speed 50
Fuel 50
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 0 0
Assault Craft 0 0
Troops 0 0
Cities 0 -
Space Combat
Quickness 120
Attack 0
Evasive 0
Armor 1
Exposed Sys 0
    Beam Missile
Power - 900
Accuracy - 120
Range - 10
Generator
Battery
Ord - 1
Fusion
Image:Fusion.jpg
Cost 40
Speed 25
Fuel 25
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 0 0
Assault Craft 0 0
Troops 0 0
Cities 0 -
Space Combat
Quickness 110
Attack 65
Evasive 20
Armor 3
Exposed Sys 0
    Beam Missile
Power 15 -
Accuracy 90 -
Range 450 -
Generator 25
Battery 150
Ord - -
Neutron
Image:Neutron.jpg
Cost 165
Speed 25
Fuel 25
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 0 0
Assault Craft 0 0
Troops 0 0
Cities 0 -
Space Combat
Quickness 100
Attack 40
Evasive 40
Armor 5
Exposed Sys 0
    Beam Missile
Power 35 60
Accuracy 60 75
Range 400 600
Generator 20
Battery 300
Ord - 30

[edit] Special

  • The Missile Range of Quasars is doubled vs Fighters (effective range: 20).
  • Fusions are immune to enemy fighter's missiles


[edit] Assault Craft

Plasma Launcher
Image:Plasma Launcher.jpg
Cost 20
Ground Combat
  Attack Defense
Fighters 0 40
Assault Craft 20 60
Troops 30 50
Cities 50 -
Flame Dancer Assault Tank
Image:Flame Dancer Assault Tank.jpg
Cost 80
Ground Combat
  Attack Defense
Fighters 20 20
Assault Craft 100 60
Troops 55 80
Cities 30 -
Maelstrom Cannon
Image:Maelstrom Cannon.jpg
Cost 200
Ground Combat
  Attack Defense
Fighters 350 200
Assault Craft 5 200
Troops 5 200
Cities 5 -

[edit] Bases

[edit] Special Buildings

Labor Camp
Level 1
Produce .
Stellar Matter Launcher
Level 6
Produce .

[edit] Missing Buildings

  • Smelter
  • Mineral Mine
  • Terra Former
    • Every 500,000 Colonists raise temperature by 1 each turn
      • Farms make food before terraforming.
      • Base chunneling happens after terraforming.
  • Base Shield
    • Homeworld begins game with a Base Shield, but Solorians can not use the standard base shields since host 93.
    • The starting Base Shield work vs WCM Host 199.
    • Bases with 10 million+ Colonists create a special Solorian Base Shield during combat.
  • Raid Shelter
  • Undercity

[edit] See also

[edit] Starting Stuffs

[edit] The Solorian Unity - History

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

[edit] November 8, 2008

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

Fixed: Any time that a base checks for another base on the same planet, an extra check is now made to verify that the planet assigned to both bases match. This fixed some issues in: base chunnel notification to enemy bases, bases lost due to planetary explosions, Amorphous Worms attacking a base, Scavengers gathering stuff from natives, Cyborg assimilation of enemy bases,

[edit] September 25, 2008

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

New: Solorian base log when heating up the planet with colonist popualation.

[edit] September 24, 2008

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

Fixed: Solorians will not lose natives if they have over 100 of any type.

[edit] Sep 22, 2008

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

Fixed: X Field being used by a Solorian player that captures an enemy ship will have its fuel set to 0.
Changed: Solorian Stellar Matter Launcher with X Field will only take effect once per SML shot.

[edit] Jul 16, 2008

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

Fixed: Due to an incorrect condition, a Solorian that has an alien hull would be able to refuel it if the hull ID was over 526. The intention was that alien hulls cannot be refueled and so this has been fixed.

[edit] May 01, 2008

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

Changed: At the start of the game (turns 1 to 4) Solorian bases with 10k colonists will change the star (instead of 10,001 colonists).

[edit] April 24, 2008

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

Changed Starting Solorian stars will not have a chance to get colder as they adjust during the first 4 turns.

[edit] April 01, 2008

[edit] What is new in Planets4.exe Version 4.000.064

New: Players must now designate a "ship yard" instead of the code choosing any base with a military space port on it. A "Y" toggle is available on the Base Overview screen. This setting will be retained from turn to turn. The settings of the pods launched changed to use boost and dock instead of boost and drop so that you can set an ally's base as the anvil and get the expected results. The way that this command observes "reserve levels" was broken and is now fixed. Solorians can no longer attempt to pod neutronium ore.

[edit] April 01, 2008

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

Fixed: Ship fuel wasn't being exported from combat correctly. This only really mattered for Solorian ship captures.

[edit] February 14st, 2008

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

Fixed: Non-Solorian owned ships captured by a Solorian in combat will now have 0 fuel.

[edit] February 11st, 2008

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

Fixed: Hull plans on a Solorian ship will be deleted.
Fixed: Non-Solorians can no longer transfer fuel to Solorian bases from ships or pods.
Fixed: Non-Solorians can no longer transfer fuel to Solorian pods from ships.
Fixed: Non-Solorian-owned ship captured by a Solorian player will have the fuel set to 0.
Fixed: Solorian-owned ships captured by a non-Solorian player will have the fuel set to 0.

[edit] November 3th, 2007

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

Fixed: Solorian TOT message for Exotic Techs fixed.

[edit] September 10th, 2007

[edit] What is new in Host.exe Version 4.000.210patch1

Fixed: Large wings can no longer get bonuses to hit Solorian Fusion or Robot R27 Raider with missiles.

[edit] Aug 27th, 2007

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

Fixed: Solorians get a bonus for having their Military Stance of bases set to Peaceful.
Changed: Eye of Madagon will not work on bases with an active base shield (Solorian bases with 10 million+ colonists are not included in this) when over 80 ly away from the base. The Eye will not destroy more than 350 or 30% of the total food (whichever is lower) from bases and 250 (or 30%) from ships.

[edit] July 10th, 2007

[edit] What is new in Host.exe Version 4.000.207

Fixed: Solorian Stellar Matter Launcher can only be fired from a planet and not an asteroid.

[edit] June 12th, 2007

[edit] What is new in Host.exe Version 4.000.204

Fixed: Solorians using "BUN" command code when they are NOT supposed to be able to do that.

[edit] June 11th, 2007

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

Fixed: Dry Dock can no longer build alien hulls from Robot, Crystal, or Solorian unless you are that race.
Fixed: Hull plans from races that you mustn't have hull plans for (Solorians, Robots, Crystals) will be removed from ships.
Fixed: Long Range Mine Detector will no longer make the ship visible to all players. It will send the contact data to the correct player.
Fixed: When planets explode from high stress, the bases on them will be destroyed (including Solorian base) and messages will be sent. Cash, metals, ore, etc will no longer be present on the remaining asteroid.
Fixed: When the Solorians start on at a star better than a green binary then it won't be replaced.
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] April 29th, 2007

[edit] What is new in Host.exe Version 4.000.201

Fixed: When bases merge, the maximum number of natives of each type is limited to 50 million. The happiness of natives will merge based on the population of natives and their respective happiness level. Solorians will have their natives limited to 100 happiness. Colonist happiness and crime will merge based on the population and their respective happiness/crime levels. Crime will not exceed 1000. Ore, metals, fuel, food, med, contra, repair, and megacredits are limited to 1 billion. Repair units weren't merging previously. Base structures are limited to 10k. Personnel and prisoners are limited to 50 million. Queued builds will be merged. On/off status of buildings will be merge. Slider-bar settings of government center, ordnance plant, etc will be merged. Reserve levels will be set to the higher of the two bases.
New: Base Chunnel requires that the channeling ship have control system damage less than 50%. You can chunnel a base that is not at war with you if you match the friendly code of your ship to the base. A base command code of NCH will prevent base chunnel. An enemy player will receive a base log message when a base has channeled to the planet that they are on.

[edit] Oct 31st, 2006

[edit] What is new in Host.exe Version 4.000.198

Fixed: Anti-Matter Mauls yielding fuel when used on solorian ships
New: Captured Solorian ships have no fuel

[edit] Sept 5th, 2005

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

New: Solorians can not turn on Tank-O-Tronic cloning exotic tech
Changed: Solorian Growth rate changed to (.20 + ((plan.starheat) / 50)) * .05) from Starheat 71 to 90.
(Growth outside this range remains the same as below)

[edit] What is new in Host.exe Version 4.000.??? (Already active, not sure which Host it came with)

Changed: Solorian Growth rate remains at (.20 + ((plan.starheat) / 30)) * .05) for Starheat > 90.
Changed: Solorian Growth rate set to 0 for Starheat < 30.
Changed: Solorian Growth rate changed to (.20 + ((plan.starheat) / 90)) * .05) from Starheat 30 to 90.

[edit] Jan 3rd, 2005

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

Fixed: People can beam fuel from friendly Solorian ships!

[edit] Oct 23rd, 2004

[edit] What is new in Host.exe Version 4.000.178

New: Ship making less than 400 points of sensor noise and not lit up by detonating laser mines can not be targeted by the Solorian Stellar matter launcher.

[edit] Oct 11th, 2004

[edit] What is new in Host.exe Version 4.000.174

Fixed: Solorian green home star heat level corrected. They where getting a green star with the wrong heat.

[edit] Feb 14th, 2004

[edit] What is new in Host.exe Version 4.000.158

New: If a Solorian ship is captured the fuel vanishes

[edit] Dec 22nd, 2003

[edit] What is new in Host.exe Version 4.000.154

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

[edit] July 18th, 2003

[edit] What is new in Host.exe Version 4.000.139

New: Solorian terraformers no longer need fuel to work
Fixed: Solorian Holo Jamming Device not working

[edit] June 9th, 2003

[edit] 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.

[edit] June 3rd, 2003

[edit] 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.

[edit] March 3rd, 2003

[edit] What is new in Host.exe Version 4.000.122

Fixed: Privateers stealing Solorian fuel

[edit] April 8th, 2002

[edit] What is new in Host.exe Version 4.000.107

New: Solorian collection array does not receive fuel from other ships using the transfer beam device

[edit] March 28th, 2002

[edit] What is new in Host.exe Version 4.000.102

New: Solorian Fighter Type 1's have double missile range
New: Solorian Fighter Type 2's immune to enemy fighter missile fire

[edit] Nov 22th, 2001

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

New: Solorian Orbital Miner laser drill given extra drilling power of 10000 ore a turn

[edit] Nov 9th, 2001

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

New: Solorian Homeworld starts with a Green Binary Star (Type 19)
New: Solorians immune to fuel stealing, crew abduction and haarp devices
New: Solorians can not use base shields
New: Solorian bases with 10 million or more colonists get a free base shield
New: Solorian 500,000 or more colonists cause the planet to heat up
New: Solorian can not terraform
New: Solorian get a log message about fuel gathered from the stars
Changed: Solorian Stellar Matter Launcher only uses 40,000 ord units

[edit] What is new in Master.exe Version 4.000.043

New: Solorians get better ships and no freighters
New: Solorians do not start with terraformers

[edit] Aug 20th, 2001

[edit] What is new in Host.exe Version 4.000.091

New: Solorian growth rate reduced to 70 + Heat / 3
New: Solorian stellar matter ball power increased from 79 to 90
New: Solorian fuel recharge rate increased from 1/100 to 1/90

[edit] July 30th, 2001

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

Fixed: Solorian Stellar Matter Launcher does not work!
Tested: A test fire of the Stellar Matter Launcher has been done and it has been confirmed to be working perfectly
New: Solorian Stellar Matter Launcher blast radius increased to 20 LY (Ships take 1/20 damage at range 20)
New: Solorian Maelstrom assault unit reduces the HD stress of a planet by 1 point each when the Solorian Stellar Matter Launcher is fired. The Stellar matter cannon produces 300 points of HD stress so 300 Maelstrom units are required to completely counter act the stress of firing the weapon. If the base has more than 300 Maelstroms the HD stress of the planet will actually be reduiced during the firing of the weapon. Maelstroms do not has any effect on HD stress when the weapon is not being fired.

[edit] July 25th, 2001

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

New: Privateers: Fuel Robber has a 50LY range and can steal up to 150kt of fuel. The device will not take Solorian fuel.

[edit] July 16th, 2001

[edit] What is new in Host.exe Version 4.000.086

New: Solorian: Native happiness limited to 100 points and no more
Changed: Solorian: They can be assimilated by the Cyborg, but they die instantly.
Fixed: Solorian: Base chunnel fails to work
Fixed: Solorian: I am able to tow the Solar Collection Array (wrong!)
Fixed: Solorian growth rate 100 times too fast.

[edit] July 13th, 2001

[edit] What is new in Host.exe Version 4.000.085

New: Solorian: Stellar Matter Launcher building fires a blast of energy at space craft at a long distance. The device requires 500,000 ordnance units to fire. The planet must have a ship in orbit over the Ground Base with a Stellar Targeter turned on and a kill target set. The blast will be fired at the kill target object if it is in range. Firing the weapon causes 300 points of HD Stress in the planet under the Ground Base. The weapon fires after all movement is done and only can damage things in space, it does not damage Ground Bases. The device has a blast power of (5000 + 79 * (StarHeat * 6 - DistanceToTarget))/HullMass - GravMineFactorX. The more Gravitonic Minefields in the area of the planet firing the weapon or over the target planet the less damage the blast will do. The Launcher has a maximum range of Heat * 6 and has a blast radius of 10 LY. The power of the blast decreases by 10% every LY out from the blast center. Solorian craft are not immune from the blast.
New: Solorian Ragnarock Device (Wildcard 3) causes 1070 stress points in all planets within 200 LY of the ship and destroys the ship.
New: Solorian: Ragnarock ship can not use jumpgates, jumppoints, or Warp Chunnelers
New: Solorian: Solar Collection Array has a Gravity Stablizer. It can not be towed, Warp Chunneled, jump gated, jump pointed or moved in any way.
New: Solorian: Solar Collection Array collects fuel from stars at a rate 10 times the normal Solorian fuel collection rate.
New: Solorian: Ships collect fuel from stars at a rate of 1/100 * mass * StarHeat
New: Solorian: Energy transfer beam (Wildcard 2) when on fuel is transferred to all other Solorian ships in the area (same owner only)
New: Solorian: Growth rate is 70 + StarHeat / 5
New: Solorian: Pod speed is always 0, exotic tech will not increase pod speed
New: Solorian: Can not own plans to other race's ships
New: Solorian: Can not own other race's ships
New: Solorian: Other races can not own Solorian ships
New: Solorian: Other races can not own Solorian ship plans
New: Solorian: Solorian ships take double shield drain from beam weapons
New: Solorian: Solorian ships take half shield drain from ordnance weapons
New: Solorian: Can not transfer fuel using transporters or pods to any other ship or race
New: Solorian: Natives have a +15% chance of joining Solorian Ground Bases
New: Solorian: Fuel can not be stolen
New: Solorian: Solar Gamma Ray does not hurt Solorian
New: Solorian: Can not be assimilated by the Cyborg
New: Solorian: HD Stress damper device has only half the normal power

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