Category:The Cyborg Collective
From PlanetsWiki
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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 |
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| Maximum | 77 |
Happiness Changes |
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 |
Enslavement | ? |
Combat | Colonists | 40 |
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| Powers | Dark | 0 |
Liberal | ? |
Crew | 40 |
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| Light | 0 |
Conservative | ? |
Troops | 40 |
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| PC Factor | 0 |
Ultra-Conservative | ? |
High Guard | 390 |
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| Spy Rating | 0 |
Complex | ? |
Pilot | Crew | 40 |
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| PSI Rating | 0 |
Contraband Likes |
None |
Troops | 40 |
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| Public Relations | 0 |
High Guard | 40 |
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| POD Speed | 20 |
Training | Col to Crew | - |
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| Crew to Troop | - |
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| Troop to HG | - |
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[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."
- Contraband in Gold Pods cannot be sold by/to the 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:
- Alchemy Forge
- Barbitic Mine Dropper
- Bioscanner
- Boarding Laser
- DTMS-N Fuel Converter
- Food to Supply Converter
- Global Icer
- Global Warmer
- Gravitonic Mine Dropper
- Gravity Well Generator
- Ground Base Chunneler
- Hacker Droid
- Laser Mining Drill
- Long Range Mine Detector
- Mine Sweeper Array
- Mobile Ord Factory
- Mobile Repair Plant
- Ore Processing
- Warp Chunneler
[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
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[edit] Assault Craft
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[edit] Special
- The Cyborg Assimilator assimilates enemy Colonists and Natives and gathers money from assimilation (more).
- Cyborg assimilate enemy Assault Craft at a rate of 10% of the number of Cyborg Assimilator units owned. The newly assimilated units are transformed into Cyborg Assimilators.
- They assimilate all types of enemy assault craft.
- Assault craft from the Robotic Imperium, the Crystal Assembly and the Solorian Unity are not assimilated.
[edit] Bases
- The Cyborg homeworld starts with an additional 20 FTL-2 Warp Drives and 20 Keplan 660 hyperdrives to the normal free parts you get at the beginning. It also has no Training Center.
- Cyborg are resistant to changes in happiness. It is always fixed at 100.
- Do not lose happiness from excessive Mineral Mines.
- Immune to the effects of the Assault Gondala.
- Cyborg prisoners do not work in Labor Camps or Mines.
[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
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[edit] Missing Buildings
- Training Center
- Pod Launch Pad
- Raid Shelter
- Public Space Port
- Government Center
- Base Shield
- Undercity
[edit] See also
- Stuff concerning the Cyborgs
- [1] Race Page
[edit] Starting Stuffs
- Starting Homeworld Resources
- Starting Buildings Matrix
- Starting Ships Matrix
- Resources on Starting Ships Matrix
[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.







