Host 213g

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

[edit] May 01, 2008

Note: This is a bugfix release that is (probably) not available as download from the official VGA Planets homepage.
(Host 213f and Host 213g have been one release in Host 213g)

[edit] Fixes

[edit] Host 213f

Fixed: Host crash in VCR combat.
Fixed: An undocked wing with Do Not Launch enabled will be able to be a combat initiator again.
Fixed: When a wing docks mid-turn to a carrier and has Do Not Launch enabled then it will no longer be a valid combat initiator.
Fixed: Wings docked to a carrier were allowing combat to be initiated with them, always. Now it is only when they are visible to the initiator or set to aggressive mode with Do Not Launch disabled.
Fixed: When a wing uses auto-intercept to undock from a carrier and attack a target, it will become a valid combat initiator.
Fixed: When a wing uses intercept, escort, or a waypoint to undock from a carrier, it will become a valid combat initiator if is in aggressive mode.
Fixed: Privateers were able to be blocked by Transport Inhibitor, Federation forcefields, and system damage from their ship for boarding an enemy, but not for transporting their target's resources off. Now the same limitation is imposed for that.
Fixed: Filtered out "Last Transmission" messages that didn't have any useful content that were products of base merges, which you have the log in the merged base anyways.
Fixed: Filtered out the ship log spam that you get when you are transporting personnel to a friendly ship when they still have personnel on board. "Our crew visited with the crew of..."
Fixed: Various space combat changes/fixes.

[edit] Host 213G

Fixed: If you set a tow target for your ship and the ship's hull has no tractor beam rating on the hull, the tow target will not be cleared.
Fixed: Stand off fix.

[edit] New Features

New: None

[edit] Changes

[edit] Host 213f

Changed: When a ship is fully cloaked with defensive mode enabled and is unseen by the initiator then the Guard Base setting is ignored and will not pull the ship or base into space combat.
Changed: Growth rate penalty due to population has been reduced. Penalty factor = (100 mil - colonists) / 100 mil. Shareware players factor is 60 mil instead of 100 mil in this equation. 1M base growth at 99%, 5M 95%, 10M 90%, 20M 80%, 30M 70%, 40M, 60%, 45M 55%
Changed: Global Warmer, Global Icer, and Crystal Inferno Device require less than 60% control system, less than 80% hull damage and crew on board to operate.
Changed: At the start of the game (turns 1 to 4) Solorian bases with 10k colonists will change the star (instead of 10,001 colonists).
Changed: Various space combat changes/fixes.

[edit] Host 213G

Changed: When calculating a ship's tow score, the following will cause the score to be -1 (was previously zero): control system damage > 50%, no crew, no fuel. This allows hulls with 300+ hull speed and a valid tractor beam rating to tow ships under these conditions.

[edit] Changed/Fixed: Various space combat changes/fixes

Changed: Now the true allies set a player as hostile for their objects only if they have set this player as enemy.
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
Changed: Small wings can better decide when their weapons can be considered as charged.
Fixed: Weapons only fired on bases if "ground attack" was enabled. But as now "ground attack" only let bases be preferred targets weapons now refuse to fire at bases if "Avoid base" is enabled.
Fixed/Completed:
Target verifying, learning and allied informing process:
If an objects enters "agressive" then a the start it immediately regards the players which are set to be attacked in the client's ally menu as hostile and starts to fire on them immediately.
If an objects enters "defensive" then at the start then all players are regarded as non hostile. This means such object won't start fire at other objects and it does not move relative to other objects (but it follows its leader if it is a part of a fleet).
A retreating object won't start fire at other players but it tries to escape from players which are set to be attacked in client's ally menu.
If an object is coming under fire by an agressor then it marks this player as hostile and immediately fires back. It also informs the fleet so that other own object will also fire back.It also informs the true allies which are set to attack the agressor.
One can combine agressive|defensive x retreat to mix the two corresponding behaviors.
Fixed: In default flight mode (player does neither set stand off nor strike thru nor ram nor retreat) ships were set to stand off. The stand off range is set to 90% of the smallest LW & SmW range. Right now this could do only agressive ships. But a defensive ship should be able to do it, too. This is now the case. But if the stand off range is out of base IC range such ship wouldn't come into fire range for a base (because there is the rule that ships have to come that close to be allowed to fire their non super weapons at a base). So the stand off range is set to 90% of the base IC range but only if the ship is not ordered to avoid bases.
Changed: The differences between the mode depending used parts of maximum speed and acceleration are decreased. "Close to point blank" for fighters has now its own speed/acceleration profile.
New table for Mode Speed Acceleration
Guard base: 100%/60% 100% 1)
Flee: 100% 60%
Idle: 40% 40%
RAM: 100% 100%
Stand off: 60% 100%
CTPP: 80% 60% 2)
Strike thru: 100% 80%
1) 100% if outside base IC range if guard base mode is interrupted because nobody is shooting neither at the base nor at the base guards.
2) CTPP = close to point blank
Changed: Increased fighter maximum speed by 20%
Changed: If an object orbits arround the center due to lack of flight target or because stand off is interrupted for a while then if a hostile base is present it orbits now out of range of possible base defense weapons.
Fixed: Wings have chosen a bit too big stand off ranges. They now stay 10% below their ranges to be able to fire whenever their weapons are charged.
Fixed: Before a redocking is possible a certain time has now to go by.
Changed: A wing which is is undocking from a carrier during combat due to its "return home" needs some time to find new targets.
Fixed: Although a missile shot was caculated the shot was written into vcr file as beam shot. This causes the display only bug that missiles do not fire at wings.
Fixed: A variable confusion sometimes caused stand off to use a too low stand off range
Changed: Damage profile due to power boost BOOM! event:
Weapon damage: Randomly 0 - 100%
System damage: Randomly 0 - 100%
Hull damage: Randomly 0 - 25%
Shield damage: Randomly 0 - 50%
If the soft spot is hit: Additional random hull damage 0 - 25%


[edit] Download

  • [1] Latest Host from Drewhead
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