Host 195

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[edit] What is new in Host.exe Version 4.000.195

[edit] Dec 20th, 2005

New: When a planet explodes due to stress all natives die
New: Only Birds can use Transphased World Crusher Exotic Tech
New: Option to turn off Hacker Droids using HCONFIG
New: Small weapon power against shields increased from 50% to 75% effective
New: Heavy orbital bombardment will kill at least 1 crew on the base.
New: Heavy orbital bombardment will kill at least 1 troop on the base.
New: Bases with an attack mode of peaceful get a 20 point growth rate bonus, reduces crime by 1 and increases happiness by 1 point.
New: Attack mode 4 ( Crush Kill Destroy ) and mode 5 (Capture ) case a 2 point drop in happiness
New: New ships are loaded with ORD, if the base has enough ord to fill the ship, to stop the base from loading ord set the command code to NOO
New: New ships are loaded with repair units, if the base has enough repair units to fill the ship, to stop the base from loading repair units ( and ord ) set the command code to NOO
New: The amount of happiness lost due to an enemy holding prisoners is based on the percentage of population that the enemy is holding. If they are holding more than 20% of your population you can loose 50 happy points on 30% of your bases.
New: If you send lots of unhappy colonists into space the happiness of landing colonists will over time decrease if you send lots of happy colonists into space the happiness of landing colonists will increase.
New: If a base holding prisoners is the victim of an enemy blockade the prisoners will escape and form a new attack base on the planet.
New: Ships start out with their sand casters, ion weapons and super weapons on by default
New: You will no longer receive a message that tells you where your prisoners are being held
Fixed: A.I. has the power to transfer too much money from a base to the central bank
Fixed: A.I. overloading life pods with more than 400000 colonists
Fixed: A.I. building mostly speed 13 ships
Fixed: A.I. turning all the Duranium into repair units
Fixed: A.I. setting the factory supply build orders to 100 when it has more than 100 factories.
Fixed: A.I building a second repair plant
Fixed: A.I. only increasing 1 tech level at a time when it has the money to do many at once
Fixed: A.I. using worst parts first instead of best parts first
Fixed: A.I. building training centers on home world and hurting growth rate.
Fixed: A.I. only building 1 city per turn, even when the base has the supplies and money to build more
Fixed: A.I. sending pods of colonists on very long and dangerous pod boost trips.
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