Host 201

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

[edit] April 29th, 2007

New: Small fighter wings no longer have an advatange over larger fighter wings when it comes to weapon energy production
New: Limits on how much money you can make selling contraband to enemy bases added
New: Planets hide pods
New: Added a little randomness to the position of ships with an attack vector set so they don’t all appear right on top of each other.
New: Damage to a base can cause Anti-Aircraft Guns to be destroyed.
New: Draconian Rostov Class AA Gunship has x3 wing kill with PD (by newsgroup request).
New: Gave HG a chance to escape from wings and bases upon destruction
New: If Cyborg have no bases and no king, a king will appear on a ship if they still have ships
Fixed: Low levels of supplies causes terraformers to do insane things, like cooling a base by a negative amount (heating it)
Fixed: Robot Q Tanker failing to cloak nearby objects
Does not seem to be fixed. New Log information seems to confirm that.
Fixed: Stealth Fighters exotic tech not working
Fixed: Stealth Mines exotic tech not working
Fixed: Sensors mistakingly work with system damage of over 100%
Fixed: Labor Camp death rate used twice by mistake on enemy colonists
Fixed: During base merges happiness and crime were summed together. I changed happiness and crime to adjust according to the ratio of population x happiness over total population. So a small base of 1 guy that has a happiness of -300 wont affect a base of 1 million with a better happiness. When capturing bases, the colonists will be 0, so that will cancel out its happiness, which we want.
Fixed: Repair wasn’t merging. I set up a little bit of code to move the old log files for the other base(s) to the new base.
Fixed: Evil Empire Crawlers build up to a maximum of 50 million Battlebots and Battle Tanks.
Fixed: Building fighters or mechs will limit to 50 million and won't over spend if you attempt to queue up more to be purchased. A log message will only be sent if at least 1 is built.
Fixed: A base would have to have less than 1 million duranium to be able to build new armor. A new way of protection against exceeding the variable's limit was put in so this restriction wasn't in place. A log message will only be sent if at least 1 armor is built. Armor in a base is limited to 1 billion.
Fixed: Small weapons, point defense weapons, large weapons, super weapons, engines, hyperdrives, shields, and generators are limited to 1 billion per type in a base. A log message will only be sent if at least 1 is built.
Fixed: Cities, undercities, farms, smelters, mineral mines, training centers, public space ports, med lab, ship repair shop, ordnance plant, government center, scanner, anti-aircraft guns, laser cannons, base shield, ion cannons, and race structures are now switched on when first built. The only exceptions are Insectoid Nest, Ground Sweeper, and Terraformers which will remain off when first built. Terraformers will start with a setting to match the favored climate of the race. Med lab setting = 0, Repair Shop setting = 1, Ordnance Plant setting = 1, and Government Center setting = 0.
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.
Fixed: Cloaked ships no longer break a blockade.
Fixed: Resource points are recovered as your objects are destroyed.
Fixed: Labor Camp: Evil Empire bonus really wasn't taking full effect.
Fixed: IMT government center transfer to own bank now deducts the money transferred from the base's bank.
Fixed: Base Shield can now use 10 neutronium to power itself when there is only 10 neutronium available. Previously, 11 neutronium had to be available.
Fixed: Allies are no longer able to buy/sell contraband for you.
Fixed: Previously any Tachyon Emitter ship in the hands of the Feds would receive the “Loki” ability to find the Darkwing, Darkwing G, and Resolute. Now it is truly only a Loki in the hands of the Feds ability.
Fixed: When a Tachyon Emitter increases the sensor profile of an object above 400 it is now “laser tagged” for Stellar Matter Launchers and Gun Zeros as it should have been.
Fixed: A Q Tanker in the hands of a Robot with less than 25% control system damage will reduce the sensor profile of Robot hulls 89 through 96 to a profile of 5.
Fixed: Exotic Tech to decrease the sensor profile of fighters now works as expected.
Fixed: A ship with a cloaking device will now cloak if it has exactly enough fuel to cloak. Previously it needed 1 extra.
Fixed: If a ship has 100% or more control system damage then it will have a scan range of 0.
Fixed: Exotic Tech to decrease the sensor profile of minefields now works as expected.
Fixed: An error when ships are scanning for minefields and bases has been fixed.
Fixed: Contact data of wormholes, jumpgates, planets, and unowned wreckage is now being shared. Full data as if you were “on the planet” is not yet shared.
Fixed: Holo Jammer will now work with only 10 fuel instead of requiring at least 11 fuel to be on the ship.
Fixed: When you change your tax policy, it will take effect before collecting taxes. There is no longer a 1 turn delay.
Fixed: Cloakers will be able to have their cloaking devices turned off prior to the blockade check.
Fixed: Contraband lockdown can be turned on/off prior to someone making a transaction.
Fixed: Base command codes are applied prior to ship launch (useful for NOO command).
Fixed: Contraband is now sold prior to ship launch so that that money will be available for ship launch.
Fixed: Ships, bases, and wings can now get one last scan after all wormholes have moved, space objects have moved through wormholes/jumpgates, bases have channeled, etc.
Fixed: Ship repair now occurs after anything that can damage ships has happened, such as Gun Zero, Stellar Matter Launcher, etc.
Fixed: Systems that don’t exist in a ship cannot be damaged (engines, shield generator, hyperdrive).
Fixed: Targetting of bases during combat was increased when your own base was present.
Fixed: Combatants will become aggressive with the race that fired upon them if one side of the combatants have their Attack setting off.
Fixed: RCS firing their PBC without the ordnance requirement.
Fixed: Destroyed pods no longer linger around the map for 20 ticks.
Fixed: ECM Jammer not working on enemy wings.
Fixed: Some missile shots from wings weren’t drawn the proper color in the VCR.
Fixed: A ship crippled by the Enforcers super laser is removed from the VCR screen.
Fixed: Refresh rate of updated fighter statistics increased in VCR.
Changed: Chance to hit Ion Cannons using super weapons increased by 10%.
New: ATF, USA, A51, CIA, KGB command codes produces log message and resets command code to AAA.
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.
New: When there are no Cyborg bases and no King, then a King will appear on a ship.
New: Training Centers: Aczanny no longer train any crew whatsoever in Training Centers. Training will no longer exceed 50 million personnel of any single type.
New: Smelter: Will no longer smelt odd amounts of ore. Double penalty for excessive smelters removed. The only penalty now is when there are over 5 smelters while there are over 400k colonists present in a base.
New: Mineral Mines: Double penalty for excessive mineral mines removed. The only penalty now is when there are over 20 while there are over 600k colonists in a base.
New: Public Space Port: Cyborg spaceports will no longer attract new natives except for Amorphous Worms, Siliconoids, and Chupanoids. Aczanny no longer attract Insectoids.
New: Resort: The number of resorts active is rounded down if proper food and supplies cost is not available.
New: Government Center: The maximum amount of megacredits able to be transferred to the galactic bank is forced to 10k.
New: Several new base log messages added to detail effects of buildings, devices, etc.
New: When the Ground Sweeper destroys your minefields, you will receive a message.
New: Since only 1 Infernorator will work at a base, if you purchase excess of 1 then your money is refunded.
New: Planets will mask the sensor profile of jumpgates, wormholes, and pods if they are at a planet (within 2 ly).
New: The income generated from Gold Pods selling contraband to a base is limited to the number of “rogue colonists” at the base. The number of rogue colonists increases when colonist happiness is less than 80. They will increase by (colonists / 1000) * ((100 - happiness) / 100) every turn up to a maximum of 1 million. This can range from an increase of 210 rogues at 79 happiness to 4000 at -300 happiness.
New: Ships that are set for the same attack vector won’t enter combat in exactly the same position any longer. They’ll be spread out a little across that vector.
New: Each high guard pilot in a wing has a 30% chance to escape back to a base when destroyed.
New: Each high guard in a base has a 10% chance to escape to another base when destroyed.
New: Draconian Rostov has 60% of hitting an incoming PTT after all other options have failed.
New: Base AA Guns can be destroyed by small, large, and super weapons.
New: Draconian Rostov destroys 4 fighters per PD shot instead of just 1. Turbo lasers from the Rostov destroy 12 per shot.
New: Added a lot of information in the Logs.
Fixed: IMT sending money via Government Center to the Galactic Bank don't get the money substracted from the base.
New Bug: a % of your own population now are considered prisoners even if nobody has your ppl.

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