Category:The Cyborg Collective

From PlanetsWiki

(Redirected from Cyborg King)
Jump to: navigation, search


Image:The Cyborg Collective.jpg Race Number: 106
Ship Hull id's: 26-34
Lifeform Type: Cyborg


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
30

Happiness
100

Income
70

Maximum
77

Happiness

Changes

(colonist)

Enslavement
?

Tax
Income

Enslavement
?

Favorite
65


Liberal
?

Liberal
?
Mineral Mining
100


Conservative
?

Conservative
?
Growth Rate
15


Ultra-Conservative
?

Ultra-Conservative
?
Lawfulness
0


Complex
?

Complex
?
Leadership
100

Happiness

Changes

(all natives)

Enslavement
?

Combat
Colonists
40
Powers
Dark
0


Liberal
?


Crew
40

Light
0


Conservative
?


Troops
40
PC Factor
0


Ultra-Conservative
?


High Guard
390
Spy Rating
0


Complex
?

Pilot
Crew
40
PSI Rating
0

Contraband
Likes

None




Troops
40
Public Relations
0






High Guard
40
POD Speed
20



Training
Col to Crew
-






Crew to Troop
-






Troop to HG
-


[edit] Special

[edit] Assimilation by Cyborg Personnel

  • Cyborg can assimilate Natives (on the planet) and enemies (in other bases) into Cyborg colonists.
  • Cyborg can assimilate on the first turn, when they create a base with a pod.
  • When another race makes a new base on a borg planet via ship transfer the assimilation will begin on the 2nd turn.
    • This is not generally true; It might be random, but when ever I pay attention enemy bases are assimilated from the very first turn. Rumata

[edit] Native Assimilation

1 to 20,000 Cyborg personnel can assimilate one native each. The number that they can assimilate each decreases at a constant rate from 1 to 0.2 as the Cyborg population increases from 20,000 to 100,000.

  • Amorphous Worms, Siliconoids, and Chupanoids are immune to assimilation.
  • Insectoids are only assimilated at a ratio of 1:6.
  • Cyborg get .05 mc per native that they assimilate.
    • Cyborg get a diminishing return the megacredits gained by assimilating natives if it exceeds 50,000 per turn. When it is over 50k natives then the megacredits gained is 2500Mc + (SQRT(Natives - 50000) / 20) (Host 213l). The extra Mc for above 50K is so little that it should be considered that 2500 is the max.
  • When the Cyborg King is present, natives assimilation gives the full 1 mc per 20 natives instead of the diminishing return. Host 213.32

[edit] Enemy Assimilation

Cyborg personnel (colonists, crew, troops) can assimilate 1 enemy each up to a limit of 500. If the Cyborg have over 10,000 personnel on a planet they can assimilate enemy personnel at a 5% rate and grab more than 500 per turn (i.e. 100 Cyborg personnel can assimilate 5 enemy and 5 natives per turn.)

  • Crystals, Robot, Borg cannot be assimilated.
  • Solorian cannot be fully assimilated, they die instantly, but still produce money if done via a base.
  • If an enemy base has more High Guard Rangers than the Cyborg can assimilate in a turn the highguards will NOT be assimilated and the base will NOT be taken.
  • Cyborg get no money for assimilating enemies unless there is an Cyborg Assimilator assault craft present

[edit] Cyborg King

Cyborg can have only one high guard unit called the Cyborg King. When he dies or is captured, another Cyborg King is created on a random base. He has a number of special abilities that modify the game mechanics:

  • The King at a base will increase local taxes to 300%, i.e. on the base with the King you get 3 times the normal amount of taxes.
  • The King at a base will give the base a 5% interest on the cash present in the base.
  • The King at a base will increase the growth rate by a factor of 8. This multiplication no longer takes effect after Tank-o-Tronic Exotic Tech) is applied.
  • The King at a base that has 5000 or more megacredits and no King's Palace will build one regardless of what your current planet tech level is. It will still cost 5000 megacredits. but no supply units. However, because of the tax and growth boost you should keep the King at the base with the highest population at all times.
  • The King at a base will make it immune to Privateer money tap. The immunity is lost if the base has alien hull ship plans stored at the base.
  • The King can assimilate an entire native Humanoid population on a planet in a single turn.
    • If more than 100,000 Humanoids are assimilated this way, the Cyborg get a free hull tech upgrade.
    • The free upgrade will happen first then you'll end up paying for the next one out of your own Galactic Bank. Lucky Cyborg...they can go up 2 techs in one turn!
  • The King can assimilate an entire native Ghipsoldal population on a planet in a single turn.
    • If more than 100,000 Ghipsoldals are assimilated this way, the Cyborg get a free engine tech upgrade.
  • The King can take over ONE enemy Cyborg ship that is within 10LY of the base he is at or 25LY of the ship he is in, if the enemy's King is more than 300 LY away.
  • When the Cyborg King is present, natives assimilation gives the full 1 mc per 20 natives instead of the diminishing return. Host 213.32

[edit] No Spying

  • Can not be spied upon (except by Birdmen Praetorian Master Spies).
  • Can not spy on enemies.

[edit] Natives

  • Wild Chupanoids, Siliconoids and Amorphous Worms from the planet surface will not join a Borg Base.
  • If Humanoids or Ghipsoldals see any ship of Cyborg design, belonging to any player, there is a 50% chance they will send a distress call to all empires (except Cyborg) requesting help.

[edit] No Contraband

  • The Cyborg cannot buy or sell contraband in their bases. If they try to buy or sell contraband via the base contraband screen, they will get the base log message:
"Contraband traders will not make contact with us. Order cancelled. We are Cyborg."


[edit] Starships

Tech Hull Name Comment
1 Small Deep Space Freighter Support
2 B200 Class Probe Scout, Warship
3 B41 Class Explorer Support, (useless)
4 Iron Slave Class Fueler Support, Tower
5 B222 Class Destroyer Warship, Scanner
6 Quietus Class Cruiser Support, (Warship)
7 Firecloud Class Cruiser Support
8 Firestorm Class Heavy Cruiser Support
9 Biocide Class Carrier Support, Scanner
10 Annihilation Class Battleship Warship, (Support)

[edit] Special

  • Cyborg ships convert duranium on board into armor when needed. 1 kt of duranium changes into 100 units of ship armor.
  • When colonists are transferred onto a Cyborg ship they will be automatically converted to crew, if the ship is not already fully crewed.
  • Cyborg colonists will become troops when boarding enemy ships.
  • Immune to HConfig option alien hull plan restrictions
  • Large Weapons firing at ships that are of Cyborg design or are owned by the Cyborg do not benefit from the Large Weapon Overcharger Exotic Techs.
    • Darkwing Gs that are firing are immune to this effect.

[edit] Ship Devices

Cyborg ships include the following ship devices:

[edit] Cyborg unique Ship Devices

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
4 B200 Class Probe 20 340 40 10 6 Disrupter    
2 Iron Slave Class Fueler 90 - 40 310 2 Disrupter   6 Flake Cannon
2 Firestorm Class Heavy Cruiser 90 - 40 20 8 Laser 1 500mm Gun
1 Merculite Rockets
2 Heavy Laser
4 Holo Decoy
2 Flake Cannon

[edit] Resources On Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
4 B200 Class Probe 9 33 10 - 30 10 5 2 33 50 80
2 Iron Slave Class Fueler 100 16667 1000 - 48 400 200 100 2000 2500 1250
2 Firestorm Class Heavy Cruiser 190 43 13 - 30 10 5 2 167 100 375


[edit] Fighters

F233 Fighter
Image:F233 Fighter.jpg
Cost 100
Speed 100
Fuel 100
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 120 5
Assault Craft 60 40
Troops 110 60
Cities 10 -
Space Combat
Quickness 50
Attack 120
Evasive 20
Armor 4
Exposed Sys 30
    Beam Missile
Power 30 -
Accuracy 80 -
Range 90 -
Generator 12
Battery 100
Ord - -
FB300 Fighter
Image:FB300 Fighter.jpg
Cost 150
Speed 100
Fuel 100
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 55 60
Assault Craft 40 60
Troops 60 60
Cities 40 -
Space Combat
Quickness 50
Attack 70
Evasive 20
Armor 10
Exposed Sys 3
    Beam Missile
Power 90 20
Accuracy 80 50
Range 120 350
Generator 20
Battery 310
Ord - 60
F400 Bomber
Image:F400 Bomber.jpg
Cost 150
Speed 100
Fuel 100
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 10 10
Assault Craft 90 20
Troops 110 20
Cities 120 -
Space Combat
Quickness 50
Attack 0
Evasive 0
Armor 30
Exposed Sys 10
    Beam Missile
Power 20 100
Accuracy 40 70
Range 110 200
Generator 15
Battery 250
Ord - 200


[edit] Assault Craft

Cyborg Assimilator
Image:Cyborg Assimilator.jpg
Cost 250
Ground Combat
  Attack Defense
Fighters 0 15
Assault Craft 10 20
Troops 40 20
Cities 10 -
AA7 Hover Gun
Image:AA7 Hover Gun.jpg
Cost 50
Ground Combat
  Attack Defense
Fighters 110 70
Assault Craft 15 12
Troops 50 25
Cities 10 -
Cyborg Tank
Image:Cyborg Tank.jpg
Cost 70
Ground Combat
  Attack Defense
Fighters 10 10
Assault Craft 65 30
Troops 130 20
Cities 140 -

[edit] Special

[edit] Bases

[edit] Crew & Troop Conversion

The Cyborg cannot train crew or troops. Instead colonists are automatically converted into crew and troops.

  • Cyborg maintain a 10% crew population on every ground base.
  • 20% of Borg colonists are converted into troops by either side having global attack on for each other and sharing a planet regardless of the number of enemy personal present, and even if both bases are locally set to peaceful. This occurs way before ground combat and before assmilation.
  • Cyborg Troops change back into colonists at the rate of 5% per cycle.

[edit] Ground Combat

In a ground war with the Cyborg 30% of the defeated Cyborg colonists will be reclaimed as colonists by the other race.

  • Lizards, Crystals or another Cyborg will not reclaim colonists.
  • Birdmen can reclaim 50%.
  • Cyborg killed by assault units or fighters will NOT be recovered.

[edit] Crime

  • The Cyborg also have no problems with crime - crime is futile. Cyborg cut their crime by 50% per turn by deactivating drones.
    V = Crime / 2
    Crime is reduced by V and V is also the number of Cyborg deactivated .

[edit] Special Buildings

King's Palace
Level 3
Produce .

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[edit] The Cyborg Collective - History

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

[edit] January 3, 2009

[edit] What is new in Host.exe Version 4.000.213.32

Changed: When the Cyborg King is present, natives assimilation gives the full 1 mc per 20 natives instead of the diminishing return.

[edit] November 28, 2008

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

Fixed: Various Borg Base Assimilation problems.
Changed: When Cyborg adjust their colonists to crew ratio, if the adjustment will put the amount of colonists over 50 million then it'll adjust the ratio so that it does not exceed 50 million colonists.
Changed: When Cyborg change their troops mode back to colonists, if the adjustment will put the amount of colonists over 50 million then it'll only adjust enough troops back so that it does not exceed 50 million colonists.

[edit] November 25, 2008

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

Fixed: Cyborg bases will not lose happiness when attacked from orbit.

[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,
Changed: New Cyborg bases cannot assimilate natives on the planet or enemy bases on n the planet on the first turn. Cyborg bases cannot assimilate new enemy bases on the first turn that they are created.

[edit] September 25, 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] Jul 16, 2008

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

Fixed: Ground combat player message for Cyborg won't display a fraction of a colonist.
Changed: Cyborg assimilation of prisoners and natives in the base are limited by the colonists and assimilator mechs in the base.
Changed: Cyborg get a diminishing return the megacredits gained by assimilating natives if it exceeds 50,000 per turn. When it is over 50k natives then the megacredits gained is 2500 + (SQRT(Natives - 50000) / 20).

[edit] Jul 16, 2008

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

Fixed: Lizards selling prisoners that are not Cyborg, Robot, or Evil Empire were priced incorrectly. The result was 10x more than it should have been.
Fixed: When Cyborg advanced in hull or engine tech due to the Cyborg King special assimilation, it would break the shareware limits, but the Cyborg wouldn't be able to use it. Now it won't break the shareware limits.

[edit] Jul 16, 2008

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

Fixed: When calculating growth, the Cyborg King no longer multiplies the growth bonuses (military stance and tank-o-tronics) by 8.
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

Changed: Charging within a carrier. HGs decrease the time inside a carrier. Their influence was decreased. The the Borg Queen's influence in a Borg base was increased

[edit] February 11st, 2008

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

Fixed: Cyborg assimilation of prisoners would kill off even those prisoners that cannot be assimilated. Not anymore.
Fixed: Fixed the "Borg Bug", which had nothing to do with the Cyborg, but the resulting error was clearly demonstrated by Cyborg bases causing problems. This fix sped up the host processing a bit.
Changed: (Cyborg) Cyborg boarding an enemy ship with colonists will now have colonists return to the ship instead of troops when the target can't hold the troops in its guest quarters.

[edit] December 21st, 2007

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

Fixed: Cyborg assimilation of prisoners would kill off even those prisoners that cannot be assimilated. Not anymore.
Fixed: Fixed the "Borg Bug", which had nothing to do with the Cyborg, but the resulting error was clearly demonstrated by Cyborg bases causing problems. This fix sped up the host processing a bit.

[edit] December 7th, 2007

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

Fixed: Possible fix for Cyborg base problem from enemy transfers to planets without their base.

[edit] August 31th, 2007

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

Fixed: Darkwing G small weapons now penetrate Borg hull shields as intended.

[edit] Aug 27th, 2007

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

New: Assimilation Beam ship logs. Taking over an enemy base once fully assimilated checks resource points first. Assimilating an enemy Cyborg base will retain King's Palaces, mechs and fighters.
Fixed: Crystal Prisoners can no longer be assimilated by Cyborg.
Fixed: Cyborg Assimliators cannot assimilate enemy Robot mechs.

[edit] July 10th, 2007

[edit] WWhat is new in Planets4.exe Version 4.000.063

Fixed: Taxes for bases and galactic bank corrected to match what the host calculates. Taxes from Bovoinoids, Enforcers from natives, and Colonists from natives was incorrect. Cyborg King and Coalition Xelovi Hive were added.

[edit] June 21th, 2007

[edit] What is new in Host.exe Version 4.000.206

Fixed: Log display error with Public Space Port, Tech Institute, Mineral Mine, Wings (and planets), Cyborg King assimilating Humanoids & Ghipsoldals.
Fixed: Cyborg recovering fallen Cyborg in ground combat.

[edit] June 15th, 2007

[edit] What is new in Host.exe Version 4.000.205

Fixed: Cyborg no longer start with Training Centers and only 1 high guard.
Changed: Ships no longer start with "Repair Armor" enabled. Cyborg players didn't like this too much.

[edit] June 11th, 2007

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

New: Cyborg assimilate using Colonists, Crew, and Troops instead of only Colonists.
Fixed: Cyborg Assimilating enemy assault mechs now works on all 3 mech types.
Fixed: Cyborg Colonists can now assimilate the enemy again.
Fixed: Cyborg King will now assimilate all Ghipsoldals on a planet even when there isn't over 100k of them.
Fixed: Cyborg King won't have clones at a base or ship.
Fixed: UEA and Cyborg cannot sell contraband via gold pods. Cyborg cannot be the target of a gold pod sale.
Fixed: Quick Build ships now observe reserve levels for repair and ordnance. Ship skill will be based on the training centers of the base it is built at as the standard Base / Build Ship method does. Cyborg will properly pull convert colonists into crew for new ships when needed.
Fixed: You can now build engineless ships from the Base / Build Ship screen. Building a ship this way will now observe reserve levels for repair and ordnance. Cyborg will properly pull convert colonists into crew for new ships when needed.

[edit] May 13th, 2007

[edit] What is new in Host.exe Version 4.000.202

Fixed: Cyborg King moving off of ships.

[edit] April 29th, 2007

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

New: If Cyborg have no bases and no king, a king will appear on a ship if they still have ships
New: When there are no Cyborg bases and no King, then a King will appear on a ship.
New: Public Space Port: Cyborg spaceports will no longer attract new natives except for Amorphous Worms, Siliconoids, and Chupanoids. Aczanny no longer attract Insectoids.

[edit] Nov 5th, 2006

[edit] What is new in Host.exe Version 4.000.199

New: Cyborg assimilate enemy mechs at a rate of 10% of the number of assimilator units owned. The newly assimilated units are transformed into assimilators.

[edit] Oct 31st, 2006

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

New: Enemy assault units block the Cyborg from assimilating a base.

[edit] Sept 5th, 2005

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

New: Cyborg can not assimilate enemy Cyborg.

[edit] Feb 16th, 2005

[edit] What is new in Host.exe Version 4.000.188

New: If warp chunnel fails due to lack of fuel you get a log message.

[edit] Jan 22nd, 2005

[edit] What is new in Host.exe Version 4.000.186

Fixed: Wierd things happen when Cyborg capture a ship that has high guard aboard.

[edit] Jan 3rd, 2005

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

New: Cyborg have a new method of fighting crime.

[edit] Oct 21st, 2004

[edit] What is new in Host.exe Version 4.000.177

Fixed: The Cyborg King keeps disappearing and moving around and doing weird things when I put him on a ship.

[edit] July 11th, 2004

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

Fixed: Cyborg med lab keeps turning on.
  • Cyborg Version 101 Revision 2 Released
Probe can now hold 100 guests
Explorer can now hold 500 guests
Iron Slave can now hold 50000 guests

[edit] April 4th, 2004

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

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

[edit] March 30th, 2004

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

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.

[edit] Feb 17th, 2004

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

New: You must assimilate 6 Insectoids to make one whole Cyborg
New: Cyborg, Enforcer and Scavengers are also immune to hull plan restrictions.
New: Lizards never get good prices for selling Cyborg, Robot personnel or Evil Empire High Guard
New: Robots can not be assimilated

[edit] Dec 22nd, 2003

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

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

[edit] Nov 30th, 2003

[edit] What is new in Host.exe Version 4.000.150

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.

[edit] May 5th, 2003

[edit] What is new in Host.exe Version 4.000.127

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 assimilation and Bird Nano virus.

[edit] March 3rd, 2003

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

Fixed: Crystal X Field not blocking ground chunnels.

[edit] Oct 15th, 2002

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

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: When a Cyborg loads troops onto a ship they are no longer converted into colonists, they remain troops.

[edit] May 11th, 2002

[edit] What is new in Host.exe Version 4.000.108

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.

[edit] Jan, 11th 2002

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

New: "JOE" command code on a chunnel ship stops undocked pods from leaving with the ship.

[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. Cyborg get a +10% bonus (Special case)
New: Cyborg get 1/20 a mc per native they assimilate.
New: Cyborg base with King (High Guard) is immune to Privateer money tap
Fixed: Cyborg assimilation of native log messages restored

[edit] Nov 9th, 2001

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

Tested: Cyborg King causing 300% increase in income (Okay)

[edit] July 25th, 2001

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

New: Privateers: Lady 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 Gondala. 200ly range. Kills enemy colonists (10 each). Raid shelter protects 1000000 colonists and undercities protect 100000 colonists. (Yes, those numbers are correct.) Cyborg immune.

[edit] July 16th, 2001

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

Changed: Solorian: They can be assimilated by the Cyborg, but they die instantly.

[edit] July 13th, 2001

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

New: If an enemy has prisoners from your race there is a 30% chance per enemy person camp that your colonists will become upset and protest. There is a 100% chance of protest of your PC Factor is greater than 40. The Cyborg are immune.
New: Races can capture special races building of other bases, if the two are of the same race type (A Cyborg can capture an enemy King's Palace.)
New: Solorian: Can not be assimilated by the Cyborg
Tested (Passed): Birdman Nanovirus making new natives from Cyborg colonists.

[edit] June 28th, 2001

[edit] What is new in Host.exe Version 4.000.082

Fixed: Cyborg crew levels reset to 10% on all bases even if Shukazul pulse is active

[edit] June 8th, 2001

[edit] What is new in Host.exe Version 4.000.080

New: Cyborg do not lose happiness when mining for metals.
New: Cyborg no longer get distress messages from natives.
New: Command code JOE (Jump only escort) ships will only jump with their escort target ship if it jump point jumps or chunnels.
New: Aczanny ships have passive hyperscanners that detect the use of chunnel ships and hyperjumping ships, the device has a 500 LY range.

[edit] April 28th, 2001

[edit] What is new in Host.exe Version 4.000.074

New: Cyborg prisoners refuse to work in Labor Camps and Labor Mines
New: Ship command code "BDP" Beam Down People and money (Requested by the Cyborg lobby)

[edit] March 4th, 2001

[edit] What is new in Host.exe Version 4.000.069

Fixed: The Cyborg can warp chunnel JUMPGATES!!! Whoa momma!

[edit] Feb 25th, 2001

[edit] What is new in Host.exe Version 4.000.068

New: Cyborg colonists are transformed into troops when sent over to an enemy ship for a boarding action.
Restored: Ships are again allowed to move after exiting a hyper jump point or warp chunnel.

[edit] Feb 24th, 2001

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

Fixed: Darkwing G failing to fire through Cyborg shields!
Fixed: Small programming error that may have stopped many race based traits from working, it is likely the Cyborg King, The United Enforcement Authority, and The Scavenger Tribes were troubled with this error
Fixed: Cyborg King failing to assimilate groups of natives in the 1 to 99999 population range.

[edit] Jan 1st, 2001

[edit] What is new in Host.exe Version 4.000.063

New: Command code "NCH": Any ship with this code will not enter a warp chunnel or jump point.

[edit] Oct 27th, 2000

[edit] What is new in Host.exe Version 4.000.058

Fixed: All Cyborg ships and bases capturing nearby enemy Cyborg ships! (All ships and bases acting like they had a King!) Some players are losing contact with up to 20 ships a turn!
Tested: Cyborg Cube ships assimilating enemy bases with the Assimilation Beam.
Results: Works great, as long as "Attack Ground Targets" is off. Otherwise the base gets blown up in combat.
Fixed: Warp chunnel ships losing their chunnel device after using it (If you lost the device host will restore it).

[edit] Oct 26th, 2000

[edit] What is new in Host.exe Version 4.000.057

Fixed: Cyborg King not assimilating any native race other than the Humanoids.
New: Birdmen Anti-Cyborg nanovirus device
New: Cyborg Assimilators collect 0.1 mc per enemy colonist taken (Except: Birdmen)

[edit] Oct 18th, 2000

[edit] What is new in Host.exe Version 4.000.055

Changed: The Cyborg Assimilation Beam now works through base shields again.
Changed: Cyborg assimilation powers increased. 1 to 20000 Cyborg colonists can assimilate one native each. The number that they can assimilate each decreases at a constant rate from 1 to 0.2 as the Cyborg population inceases from 20000 to 100000.
Changed: The Cyborg King increases the cash on a planet by 8% (Was 5%).
Changed: Cyborg growth rate dropped to 15.
Changed: Cyborg Cube ships costs raised to 6800 mc (Carrier) and 7500 mc (Battleship) each.
Changed: Cyborg Firestorm ship cost raised to 4250 mc.

[edit] Oct 17th, 2000

[edit] What is new in Host.exe Version 4.000.054

Changed: Cyborg get NO money from assimilation.
Changed: The Cyborg King causes a 800% increase in colonist growth rate on the planet he is on. (Was 400%)
Changed: The Cyborg King increases the cash on a planet by 5% (Was 10%)
Changed: Cyborg Assimilation Beam can take a max of 250000 enemy colonists a turn .
Changed: Cyborg Assimilation Beam will NOT work through a Base Shield.
New: Cyborg King can take over ONE enemy Cyborg ship that is within 10 LY of the base he is at or 25 LY of the ship he is in, if the enemy's King is more than 300 LY away.
New: Cyborg get +1 engine tech if their King assimilates a population of 100000 Ghipsoldals (Or more)
New: If Humanoids or Ghipsoldals see any ship of Cyborg design, belonging to any race, there is a 50% chance they will send a distress call to all empires requesting help.
New: In a ground war between the Cyborg and any other race besides the Lizards, Crystals or another Cyborg; 30% of the defeated Cyborg colonists will be reclaimed as colonists. The Birdmen can reclaim 50%.. Cyborg killed by Assault units or fighters will NOT be recovered.

[edit] Sept 28th, 2000

[edit] What is new in Master.exe Version 4.000.023

New: Starting Cyborg Firestorm engines improved.

[edit] Sept 22nd, 2000

[edit] What is new in Host.exe Version 4.000.048

New: Crystals can not be assimilated by the Cyborg.
Fixed: Cyborgs turn enemy ground units and fighters into their own.

[edit] Sept 14th, 2000

[edit] What is new in Host.exe Version 4.000.047

New: Cyborg can now assimilate Humanoid populations of less than 100,000 with their Cyborg King in a single turn Before they needed at least 100,000.
Checked: Only Cyborg can use an Assimilation Beam: Yes, that is already the case.

[edit] Sept 7th, 2000

[edit] What is new in Host.exe Version 4.000.046

New: Cyborg get megacredits from the total assimilation of Humanoids by the Cyborg King.
New: Cyborg auto convert colonists to crew for new ships. Keeps the crew ratio limits from blocking large numbers of new quick builds.
Fixed: Tech centers are turning into Cyborg Palaces!
Fixed: Cyborg base chunnel allows too many farms and Palaces on the merged base.
New: Fighter wings can chunnel.

[