Host 211

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

[edit] November 3th, 2007

Changed: When the number of public space ports exceeds 10 then the number of active public space ports is now 10 plus the square root of the number of PSPs minus 10. In math talk that’s: 10 + SQRT(PSPs – 10). It was 10 plus the square root of the number of PSPs or: 10 + SQRT(PSPs).
Changed: IMT Chupanoid to troop conversion limited to 5000 new troops.
Removed: Code that may be undocking wings from carriers.
New: Rules around Spindizzy:
  • Will "tow" a planet that you target with then Nav/Tow target and Spindizzy is enabled. If a base is targeted, it shifts the target to the planet that the base is on.
  • Will "tow" all ships, wings, pods with the Spindizzy ship when enabled. Will not move minefields, jump gates, or worm holes. Bases will move if the planet is targeted and moved.
  • When under the effects of a Spindizzy, pods and wings cannot undock from a ship. They will just continue to be swept along with the Spindizzy effect.
  • A pod/wing cannot dock with a ship/base unless it is under the effect of the same Spindizzy ship effect.
  • All objects under the effect of a Spindizzy device have 0 scan range (like standard tow).
  • The Spindizzy cannot tow a planet within 5 ly of another planet. If this is attempted, then the Spindizzy device will shut down and all tow targets are dropped.
  • It cannot activate a Spindizzy effect around a planet that is already within 5 ly of another planet.
  • A jumppoint cannot be generated from within a Spindizzy effect.
  • A planet will not move with the Spindizzy effect if the Spindizzy ship is jumppoint jumped or warp chunneled.
  • A Spindizzy ship cannot affect another ship with the Spindizzy enabled.
  • Spindizzy ignores normal tow restrictions of engines and mass.
  • Spindizzy will break all other active tows if those tows are under the effect of the Spindizzy.
  • Two Spindizzy ships competing for the ability to tow something will compete using a random value between 0 to 10 + the ship experience.
  • If the result of a Spindizzy contest results in 1 of the Spindizzy ships not having any targets then it will shut down the Spindizzy effect to save fuel.
  • Ships/wings under the Spindizzy effect will not auto-intercept.
  • 500 fuel is required to use the Spindizzy effect in addition to the normal cost to move the Spindizzy ship itself.
  • The Spindizzy device will fail if 20% or more control system damage is present.
  • Spindizzy effect cannot work on ships with gravitional stabilizers (Solorian Ragnarok, etc.).
  • Ships/wings that want to avoid all Spindizzy effects can use the NSD command code.
  • A Spindizzy effect will not take a planet through a jumpgate or wormhole with the Spindizzy ship.
  • Gravity Rift interferes with the Spindizzy effect within 150 ly.
  • The Gravitonic Accelerator cannot be enabled at the same time as the Spindizzy. The Spindizzy will win.
  • Spindizzy will not affect the King of the Hill planet.
  • When a Spindizzy effect encounters another planet while towing a planet, it will stop the Spindizzy ship.
  • If a Spindizzy effect encounters a Grafity Rift, it should shut it down and stop the ship. That happens when either: moving normally, escorting, or intercepting.
  • The Spindizzy effect is able to be activated if at range 5 with another planet. Range 4 or less is not allowed. The idea here is to allow the planet to be moved away so that you cannot box planets in and make it so that a rival IMT player cannot move it again.
  • If you attempt to move a planet within 5 ly of another planet then the planet will stay at its prior coordinates.
Fixed: After a jumppoint jump, only the Centaurs can continue moving.
Fixed: Alchemy A## command code fixed.
Fixed: An ally with a matching friendly code on the source and destination ship can now transfer to/from another ship.
Fixed: Boarding Laser could send the target ship’s troop count to a negative number. No longer.
Fixed: Deep Space Message for Protomatter Cannon fire displays the proper graphic now.
Fixed: Fixed a problem with CoM and IMT crew going above their capacity and filling up completely when the crew is low (the rest of the crew came from nowhere).
Fixed: Gravity Rift and Gravwell interaction could cause confusion.
Fixed: Happiness message for Robot emotion chips fixed.
Fixed: Ill Wind bonus “precharge” of large weapons only included the first 10.
Fixed: IMT Driller mechs actually deplete the planet of minerals now.
Fixed: In hostile boarding actions, high guard were easily killed off by lesser combatants.
Fixed: Insectoid Nest converting prisoners base log message corrected.
Fixed: Intercept target was being cleared when it shouldn't have.
Fixed: Laser special ability to short out pulsed laser now works on more than the first 10 pulsed lasers.
Fixed: Pods/wings were showing up on the map even when they were docked. Evil Empire are the only race that can scan for and see a docked pod/wing.
Fixed: Previously, Gravitonic Accelerator couldn't be active within a 150 ly grid of a Gravity Rift, which allowed the Rift to function out to a maximum of 150*SQRT(2) ~= 212 ly. I changed it to be calculated more precisely to 150 ly.
Fixed: Problem displaying the graphic of the ship that used its glory device in the message fixed.
Fixed: Rebel Ally Report should fit in a single message now.
Fixed: Removed the code that moved an object that you are towing to your position when you end the turn within a 5 ly grid of it. It turned out to be a bad idea.
Fixed: Reticulian Beam puts log messages in the proper place now. More details provided also.
Fixed: Ship log "Our Gravity Stabilizer prevents us from entering the jump gate." cleaned up for proper object and jump gate changed to jumppoint.
Fixed: Ships and wings getting a full scan of planets that they are near fixed.
Fixed: Solorian TOT message for Exotic Techs fixed.
Fixed: The calculations around how close you are to a target during movement have been reviewed to make sure that they are kept accurate. Towing and Jumppoint use would sometimes result in an unexpected displacement of the tower and a missed jump.
Fixed: Tow target was being cleared when it shouldn't have.
Fixed: When small weapons hit organic armor, their special features no longer have any effect.
Fixed: When wreckage is created after combat, only the first 10 small weapons would appear in the wreckage.
Fixed: Wings docking with wings that are in turn docked to a ship fixed so that they cannot overload the carrier.
New: Added an extra check to make sure that auto-intercept doesn't go after bases, minefields or jumpgates/wormholes.
New: Added more information to the hostile boarding action results message.
New: BUK command code: Beam Up Krew
New: IMT Spindizzy device support (see below).
New: Messages for failure to chunnel due to lack of crew or system damage.
New: Minefield hit messages (from moving through them) will now include the minefield graphic.
New: Put in ship log messages when a Warp Chunnel doesn't have a valid target and when the chunnel target is within 10 ly.
New: Recharging a minefield doesn't require a minefield type to be selected. It will choose the appropriate type for you. So ships with multiple dropper types can recharge any appropriate target.
New: Recovering minefields allows a kill target to specify the minefield to recover. You must still be within the radius of the minefield to recover.
New: Ship log for Maelstorm Class Light Cruiser notifying ship that it is minefield immune.
New: Ship log for Warrior Shuttle notifying ship that it is minefield immune.
New: Spy Scanner ship log message cleaned up.
New: When set to recharge, you can set a kill target to specify the minefield to recharge. It must still be within a 200 ly grid.
New: When sweeping a minefield, you can set a kill target to specify the minefield you want to sweep. You must still be within the radius of the minefield.
Changed: After a jumppoint jump, only the Centaurs can continue moving. Previously all ships could continue moving, which breaks the laws of hyperjumping. Wings couldn’t move after a jump already.
Changed: Allies and your own units will always get the message from Tachyon Emitter flooding the area with Tachyon particles.
Changed: Colonies of Man growth on ships allows partial growth if partial food is available. The way it works is that you need to have enough food to feed the babies. a) Take the sum of the colonists and crew, b) multiply (a) by .06 on a Sagittarius, c) divide (b) by 100,000, (c) is the amount of food required to feed the babies. Previously if you didn't have (c) then you would have 0 babies. Now, if you have a fraction of the food then you make a fraction of the babies. If you have 0 food then you have 0 babies. After this type of growth is backbreeding (if you have at least 1 food), where troops become crew and HG become troops. If you overload the crew then the excess are colonists. IMT ships do the same thing, but their growth multiplier is .015 on all ships.
Changed: CoM Warrior Shuttle is only minefield immune when owned by a CoM player and a high guard is on board. Previously any race could own it and put a HG on it to be minefield immune.
Changed: High Guard will escape from ships that are destroyed from minefields, Gun Zero, Stellar Matter Launcher, etc.
Changed: Host Report turn number is in the message text instead of the Subject line now.
Changed: Newly launched pods and laid minefields will not count down their power timer.
Changed: Previously there was a 70% chance for each ship part type being in wreckage when destroyed. Now it is 70% change per part per type. In other words previously it was all or nothing. Now you can have a chance to get some of a given part type.
Changed: Prison break of prisoners will no longer create 20% of the colonist prisoners as troops. The new maximum is 2% or100, whichever is less. The happiness drop from a prison break on the original base limited to a maximum of 30 point drop.
Changed: Privateer training on ships requires 50 experience instead of 51.
Changed: Robot Q Tanker now affects its own units once where it decreases the sensor profile by 80%. The other restrictions are the same as before. Look at the ship log message; not the profile given in the client.
Changed: Ships and Wings cannot move after a warp chunnel. The code for this was already in place, but wasn’t working correctly.
Changed: Tachyon Emitter changing sensor profile moved to take effect after Q Tanker cloaking.
Changed: Terraformers will now start turned on after construction.
Changed: The host will not process invalid tow targets for ships (e.g. towing a planet) except in special circumstances, such as Spindizzy.
Changed: The pod type is given in the glory device shockwave message instead of just "pod".
Changed: Tow score will be 0 when there is only 1 or less crew or 1 or less fuel on a ship.
Changed: Virgo Minefield immunity requirements are now: 1 HG on the Virgo, owned by a CoM player, same player wing docked to ship or within 10 ly of the Virgo. Virgo immunity will be checked during movement instead of only before movement. Virgo immunity extends to those that are not at war with the CoM player that owns the Virgo and are escorting the Virgo and are within 10 ly of the Virgo.
Changed: When capturing an abandoned ship, the Kill Target and Attack Enemy status will not change. Prior, the Kill Target was cleared and the Attack Enemies was turned off.
Changed: Wings docking to wings has the role reversed from prior version. In prior version if you dock Wing A to Wing B then the resulting wing will be Wing A. Now Wing B will be the resulting wing.
Changed: Wings now have an increased sensor profile based on the speed that they are traveling like ships do. Birdman wings start at a low profile and only half of their speed is counted when increasing their profile.
Changed: Wings will not auto-intercept when their Attack Enemies setting is off.


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