Host Order

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[edit] Overview

This is an advanced topic for advanced players. This is a list of steps that the host will run through as your turn is processed. Some players will want to know how their submitted orders will process, in which order, so that they can maximum spending, movement, ship devices, etc. When a turn processes, it runs through the Host utility. All of the TRN files from players are combined into a set of instructions for the Host to process using the Universe data that it has been given. The set of instructions that the Host has will always occur in a certain order. That order can sway the decisions that you make during the creation of a player's TRN file using the Planets client.

[edit] Host Order Steps

[edit] Pre-Movement

  • 1.01 Counts for objects, Colonists, Crew, Troops, High Guard, and Prisoners are totaled for each player. New Cyborg King is placed if deceased.
  • 1.02 Resource Points are calculated. Player object limit is determined.
  • 1.03 Wings are counted and wing limit set to 10,000.
  • 1.04 Ships and Bases are counted.
  • 1.05 Pending orders from prior turns are read from Host Files (UNIV folder).
  • 1.06 TRN files are read and new orders are merged with pending orders.
  • 1.07 Pod happiness is set to 100.
  • 1.08 Taxes are collected.
    • 1.08.01 Scavengers increase native happiness by 1.
    • 1.08.02 Dracs decrease native happiness by 3.
    • 1.08.03 Cyborg King increases income by 200% (x3 multiplier).
    • 1.08.04 Xelovi Hive increases income by 50% (x1.5 multiplier).
    • 1.08.05 The Nawole Garden will increase the amount of taxes sent to the Galactic Bank.
    • 1.08.06 Tax Report.
    • 1.08.07 Resource Point Report.
  • 1.08.08 Cloak On / Off
  • 1.09 Blockades are determined.
  • 1.10 Player orders are processed.
    • 1.10.01 Players with Allow Commands turned on is processed for the player. The highest numbered applicable player will have his/her settings applied, overwriting any earlier player's.
    • 1.10.02 Outfit Pods are launched from owning player's commands.
    • 1.10.03 Ships produced from bases are launched.
    • 1.10.04 The remainder of the player's own commands are processed, which will overwrite another player's Allow Commands settings. Most of these commands don't produce actions; they just apply settings for actions to occur later in the host process. Exceptions to this are: Pod Launch, Ship Launch (Quick Build and Base), new Wings are formed, and Contraband Buy/Sell which happen now.
  • 1.11 Erase Hull Plans order is processed.
  • 1.12 Ally limits are checked. If the ally limits are exceeded then the player with the lowest player number is removed first until the limit is satisfied.
  • 1.13 Crew Report.
  • 1.14 Host Report.
  • 1.15 Load "contact" and "detected" scan data.
  • 1.16 Clear "contact" scans for all objects.
  • 1.17 Universal Friendly Code is updated.
  • 1.18 GalBank processed.
  • 1.19 Exotic Techs
  • 1.20 Evil Empire Omega Shuttle arrives on turn 7 carrying the Emperor.
  • 1.21 Buoys are detected.
  • 1.22 Scan ranges and Sensor Profiles are calculated.
  • 1.23 Tachyon Emitter increases the sensor profile of applicable objects.
  • 1.24 Cloaking Field device and Robot Q Tanker cloaks nearby units.
  • 1.25 Ships and Wings at planets have their sensor profile reduced by 80% and scan range halved.
  • 1.26 Clear "detected" scans for all objects.
  • 1.27 Ground base Buildings and Parts are bought. If HConfig option "Farms require 1000 colonists each to run them" then half of the farms ordered are purchased.
  • 1.28 Wings Undock in object ID order.
  • 1.29 In object ID order:
  • 1.30 Wings refuel from nearby ships, bases, and resupply pods.
  • 1.31 Omega Pulse is activated.
  • 1.32 Nova Barb Chain Reaction.
  • 1.33 Each player is given "detection" scan of its own units.
  • 1.34 Warp Bubble Generator is processed.
  • 1.35 Data is shared between players if set to do so.
  • 1.36 Transfer attempts are checked.
    • 1.36.01 Boarding Laser is processed.
    • 1.36.02 Ship to ship, ship to base, ship to planet, ship to pod, pod to ship, pod to base, and pod to planet transfers are attempted.
  • 1.37 Transfer attempts are checked again.
  • 1.38 All object's mass is updated.
  • 1.39 Transfer attempts are checked again.
  • 1.40 Pod drop targets are checked.
  • 1.41 Pod dock targets are checked.
  • 1.42 Outfit Pod will perform its upgrade/swap
  • 1.43 Fast hyp ships are processed.
  • 1.44 Warp Chunnel ships are processed.
  • 1.45 Pod dock targets are checked again.
  • 1.46 All object's mass is updated.
  • 1.47 Bases perform a scan.
  • 1.48 Ships perform a scan.
  • 1.49 Wings perform a scan.
  • 1.50 Ships perform a scan 5 more times.

[edit] Movement

200 Movement phases are processed. For each phase:

  • 2.01 New waypoints are determined on phase 2 and 195.
  • 2.02 On phase 100, standard hyp ships are moved.
  • 2.03 On phase 120, Ram Scoop ship device processes.
  • 2.04 Fleet sharing is processed on phases 1, 51, 120, and 190.
  • 2.05 Transfer attempts are checked.
  • 2.06 Non-hyp movement of objects occurs.
  • 2.07 Intercept range is checked.
  • 2.08 Move units set to intercept.
  • 2.09 Move docked units.
  • 2.10 Move towed units.
  • 2.11 Minefield hits are checked.
  • 2.12 Combat is checked.
  • 2.13 On phase 200, transfer attempts are checked again.
  • 2.14 On every 5th phase: (Host 212)
    • 2.14.01 Bases perform a scan.
    • 2.14.02 Ships perform a scan.
    • 2.14.03 Wings perform a scan.
  • 2.15 Pod transfer happen at phase 1 to 4 and 196 to 200.
  • 2.16 Pod drop targets are checked.
  • 2.17 Pod dock targets are checked.
  • 2.18 On phase 199, lost contact is checked.
  • 2.19 All object's mass is updated.

[edit] Movement phase 100

In a private conversation (2009, January) Magik said:

Yes. The host order for each movement pulse is (condensed version):
1. (Tick 100): Towed movement, Standard Hyp movement.
2. Perform Transfers.
3. Normal movement.
4. Fleet/escort movement.
5. Intercept movement.
6. Docked movement.
7. Towed movement.
8. Minefield hits.
9. Combat.
10. Scans.
11. Dropping pods.
12. Docking.

--GFM GToeroe 09:16, 19 January 2009 (CET)

[edit] Post-Movement

  • 3.28.05 Galactic Banking. Each player is processed in order and then each player's ship and base is processed in object ID order.
  • 3.29 Each player is given "detection" scan of its own units.
  • 3.30 Rebels use their light powers to detect natives.
  • 3.31 Bases scan for planets.
  • 3.32 High Guard that escaped destruction return to a base.
  • 3.33 Docked pods are hidden.
  • 3.34 Bases scan the planet that they are on.
  • 3.35 Hull Plan deletion request processed.
  • 3.36 Ground Base Chunneler processed.
  • 3.37 Merge Bases.
  • 3.38 Spy Attacks processed when turn is over 9.
    • 3.38.01 Rebels get alliance report.
    • 3.38.02 Birdman get Three Praetorian Masters Report.
    • 3.38.03 Other standard spy attacks are processed.
  • 3.39 Ship Repairs executed.
  • 3.40 Contact and Detection scans shared with other players where applicable.
  • 3.41 Bases scan the planet that they are on.
  • 3.42 Tech upgrades are processed.
  • 3.43 AI commands processed.
  • 3.44 Contraband market prices updated.
  • 3.45 Turn number advanced.
  • 3.46 Score file written.

[edit] Feature Requests

  • Process ship device switch changes prior to blockade this will also allow contraband lockdown to be enabled/disabled prior to buy/sell contraband.
  • Force the sale of contraband prior to ship build, pod launch, etc so that the money is available for those.
  • Do not allow contraband to be bought/sold by other players using Allow Commands.

[edit] See Also

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