From PlanetsWiki
[edit] Minefield History
- New: Ships with a hull mass of over 500kt can crash through web mines and only have a 10% chance that a web mine hit will stop the ship
- New: Ships with a hull mass of over 400kt take less damage from Barbitic mine hits, maximum damage is now ((100 / Mass) * 80 * Rnd
- New: Robots can cloak mines
- New: All races can sweep cloaked mines with a 25% success rate
- Changed: Minefield power increased, they do more damage when you hit them.
- Changed: Robot mine sweeping of cloaked mines only works 25% of the time instead of 100% of the time.
- New: Warrior Shuttle resistant to barbitic minefield detonations.
- Fixed: Ships hitting two web mines in a single turn
- New: Ship command code "REC" cause the ship to recharge a minefield within 200LY with fresh ord instead of dropping a new field. The type of minefield will be the type the ship is set to drop.
- New: If a ship with a cloaking device makes over 400 point of sensor noise or gets tagged by a detonating laser mine gun zeros can target it.
- New: Ship making less than 400 points of sensor noise and not lit up by detonating laser mines can not be targeted by the Solorian Stellar matter launcher.
- Fixed: If a ship is blasted with a laser mine detonation and made visible, it is immune to combat. (It should NOT be immune!)
- Fixed: Minefield recharge function turning on by mistake.
- Fixed: Minefield load data error.
- Fixed: Robot ships taking too much damage from chain reaction nova barb mines.
- Fixed: My minefields are hitting MY SHIPS!!!!
- New: Color coded minefields on the big map
- Changed: Robot mines changed from being always cloaked to being always uncloaked
- New: Fighters are immune to Robot Nova Barbitic mines
- Fixed: Coalition gravity rift not working out to 150 ly against grav mines
- Fixed: Minefield Destablizer not working as much as it should, sometimes it completely fails.
- Fixed: Enforcer grav mines not giving 25% system damage.
- Fixed: Ships that hit web mines and continued to move
- Fixed: Mine sweeping of a Barbitic minefield can sometimes cause a planet, ship, or base or any other object in a 500 ly range to vanish! One object at random!
- New: The hitting a minefield message will include a message about the minefield's location
- Fixed: Nova Minefield bug, mines failing to chain react
- Fixed: Gav Rift Generator not working on Grav mines (Failing to disable them)
- New: Ships stop moving instantly when mine hits take the hull damage over 100%
- Fixed: Ships near Virgo class not getting their minefield immunity
- Fixed: With two minefields selected one as hammer and one as anvil pulling up the anvil data pad only gives data on the hammer minefield
- New: Rebels now have a hard time detecting grav mines
- Fixed: Nova Barbs sending one too many messages
- New: Rebel Race command codes for ships. Any rebel owned ship can pretend to belong to another race by using the command code "R##" on the ship, where ## is any number from 01 to 30. A command code of "R01" will cause the ship to appear to belong to race 1 when seen on the map or in combat. However the true race 1 will see you as your real race. If you enter combat with ships of the race you are pretending to be your cover will be blown and all will see you as your true race. You are immune to damage from hitting Barbitic and Nova Barbitics of the race you are pretending to be.
- Fixed: Minefield recovery math wrong, was using old math
- Fixed: Detonating laser fields are not destroying undocked wings
- Fixed: Disabled Nova Barbitic mines still block hyperjumps
- New: A Virgo with a fighter wing docked to it is immune to hitting all enemy minefields
- New: Any Colonies Of Man ship starting movement at a Virgo Class ship with fighters is immune to hitting all enemy minefields
- Fixed: Robot Nova Barbitic mines have an extra 500 LY anti hyper radius
- New: The Meteor class takes 2X damage from detonating Barbitic minefields, (Normal damage if it hits one)
- New: Mivorari grav well defuser disables grav well generators and grav mines in the area
- New: Minefield destablizer report includes (x,y) and radius of destroyed field
- Fixed: Ships with its friendly code set to an enemy's universal friendly code failing to avoid their minefields
- Fixed: Ships knocked out of hyperspace by grav mines and grav wells continue to move at high speeds
- Changed: Minefield radius = Ord ^ (0.40)
- Changed: Web Minefield radius = Ord ^ (0.45)
- Changed: The range of the world crusher missile has been reduced to 100 LY (This was done to offset the smaller sizes of minefields)
- Changed: Minefield sensor image decreased to 150 + (Radius / 2). It used to be 350 + (Radius / 2)
- Fixed: Gravitonic mines failing to stop passing hyperjumping ships
- New: All detonating minefield explode before movement. This is a pretty big change. If you lay a cloaked barbitic minefield the next turn you can detonate it an clear the area of all minefields and not have to worry about hitting a mine during movement. This makes it much easier to blast through enemy minefields. However, this also means that if you are in a minefield the owner of the minefield has the power to detonate the minefield before you can sweep it. Mines are a little more deadly and blasting through them is a little easier. This slightly weakens the Crystals defenses, but now that the Crystals are 100% immune to damage from detonating web fields they still have a very good fighting chance..
- New: Privateers: Have only 1/8 normal odds of scanning a minefield (What minefield?)
- Unable to find: Minefield destablizer destroys web mines by mistake
- Fixed: I am getting an undocking from ship log message from my minefields!
- New: Crystals: Immune to damage from detonating web minefields
- New: Solorian: Stellar Matter Launcher building fires a blast of energy at space craft at a long distance. The device requires 500,000 ord units to fire. The planet must have a ship in orbit over the base with a Stellar Targeter turned on and a kill target set. The blast will be fired at the kill target object if it is in range. Firing the weapon causes 300 points of HD Stress in the planet under the base. The weapon fires after all movement is done and only can damage things in space, it does not damage to ground bases. The device has a blast power of (5000 + 79 * ( StarHeat * 6 - DistanceToTarget))/HullMass - GravMineFactorX. The more Grav mines in the area of the planet firing the weapon or over the target planet the less damage the blast will do. The Launcher has a maximum range of Heat * 6 and has a blast radius of 10 LY. The power of the blast decreases by 10% every LY out from the blast center. Solorian craft are not immune from the blast.
- New: Coalition: Gravity Sensor detects ships with hyperdrives, grav mine droppers, warp chunnel, gravity well generator, or gravitonic accelerator within a 400ly range. All Coalition ships have this power.
- New: Coalition: Gravity Rift Generator disables all grav mines and gravity wells from stopping hyperjumps within a 100 LY range. Uses 25 fuel per turn when on. The Odin Class has the device. (Wildcard 2)
- New: Coalition: Can not lay Barbitic or Gravitonic mines, ever.
- Tested (Passed): Scavenger hulls (hull types 442 to 460) are immune to hitting Barbitic mines
- Fixed: Too many mine hit messages from a destroyed ship
- New: Aczanny Sparrow class (hull 600) is immune to grav mines, barbitic mines, and grav wells
- New: Ship devices, wing device, base events all take place in random order. Things like minelaying and sweeping are now all in random order, not by ship id number
- New: Resource points. The more colonists you have the more resource points your empire will have, the more resource points you have the more bases, ships, pods, wings and minefields your race can build. You will get a message letting you know your current status.
- New: Stormer Glory device destroys all mines in a 100LY radius
- Unable To Find Error: Jumppoint hitch hikers ships travel full distance after the jumping ship was stopped by grav mines or grav wells.
- New: Minefields list density level on minefield display. A minesweeper can only remove one density level a turn. A density 2 minefield acts like two overlapping minefield.
- New: Sensor image reflects the fact that mine sweepers make 50 points of noise
- New: Filtering out minefields also causes them to not be shown on the ship overview mini nav map
- New: Many new minefield map filters, type, clocked, active, other races, my mines. . .
- New: Minefields of friendly empires shown in blue
- New: Ministers activate all minefields
- New: Ministers cloak all minefields
- New: Ministers disable all minefields
- New: Ministers disable all gravitonic minefields
- New: Ministers activate all gravitonic minefields
- New: Option to not show minefield icons on map, just minefield circles
- New: All ships can move through minefields safely at speed 13 or less (Laser, Barbitic and Gravitonic)
- New: All ships can move through web minefields at speed 6 or less
- New: Ships with a speed of 25 or less have 1/3 the normal chance of hitting a minefield (Except web)
- New: Minefield destablizer no longer works on web mines or cloaked barbitic mines.
- New: Minefield destablizer reports ID number of minefield destroyed
- New: Minesweepers do not work on cloaked barbitic mines
- Fixed: Ships intercepting or escorting another ship never hit mines
- Fixed: Hyperjumping ships have a log message claiming that they hitting grav minefields that they will not reach until next turn. The ship jumps its full jump distance anyway.
- New: Mine hit messages report the ship damage of the victim ship
- New: Mine hit odds increased. Stealth is less of a factor in avoiding mine hits. Ship speed is more of a factor. The odds of hitting a mine increase as a power of 3 instead of a power of 2.
- New: Birdman minesweeper device makes no scanner noise at all
- Little known fact: Any object in an exploding Laser minefield has a sensor image of around 100000, making it visible to everyone
- Changed: The power of mines increased. A Barbitic mine will destroy a ship with a hull mass of under 100kt.
- Fixed: Web mines not stopping ships
- New: Ship switch that allows ships to repeat their mine laying turn after turn until they are out of ord units
- New: Having your mine sweeper device turned on makes 50 units of sensor image noise and reduces your scan range by 50%
- Fixed: Default Minefield maximum radius changed from is only 20 (Changed to 55)
- Fixed: Default Minefield lifetime is 50 (set back to 20)
- New: After laying one minefield the minefield layer device cuts off
- Fixed: A ship laying a minefield uses too much ord when laying a minefield that is bigger than the max minefield radius
- Fixed: Non-moving ships hitting mines (Ships have an escort or intercept target)
- Fixed: Web mines not doing 10% engine damage to ships parked in a minefield
- Fixed: Default max size of minefields is only 20LY radius! (Changed back to 50LY)
- New: The minefield destablizer can destroy one mine per turn. Works 80% of the time.
- Fixed: Pods not landing when there are large numbers of pods over the planet. (Note: This fix should also fix odd intermittent failures of minefields, ship devices, towing, transfers, race traits that interact with nearby objects, and only some ships ending up in a fight when there is a large number of ships that want to fight. The error was in some very important code that allowed objects to find nearby objects for interaction.)
- Crystal Highlights: The web mines do not drain fuel. A ship hitting a web mine takes at least 20 of engine damage. A 100 kt mass hull can take between 20 and 40 points of engine damage. Any ship that is in a web minefield that explodes takes 10 points of engine damage and stops the ship. Use web mines to stop your enemy then fly in ships with a X Field device to within 50 LY of the victim to steal all the victim's repair units so that they can not repair their ship. You can drop and blow up web mines to take the victim's engine damage over 99% and the X Field device will capture the victim ship. Remember exploding web mines DO NOT destroy other minefields, so you can layer the web mines. Ten blowing web minefields will do 100% engine damage to all ships in the field.
- New: Traveling through a web minefield causes a ship to become more and more visible to enemy scanners.
- New: Any ship owned by a Crystal player can travel through a web minefield without any danger of hitting a web mine.
- New: Any ship built by a Crystal player can travel through a web minefield without any danger of hitting a web mine even if owned by a non-crystal race.
- New: Auto intercept does not intercept enemy minefields
- Fixed: New minefields do not show up right away on the map
- Fixed : Host sometimes crashes during a combat event if there are minefields in the area.
- Fixed: When a minefield self-destructed taking an enemy object out a page fault will sometimes take place if there were more than 2 ships intercepting a target within the minefield.
- Fixed: Minefield controls act odd, values not saving
- New: Mine icon on tool bar
- New: Minefield command has scroll arrows
- Fixed: When gathering my own mines I get the full amount back and not the reduced amount based of the percentage of remaining energy.
- New: Mines are active when dropped, unless you use the cloak option.
- Unable To Find Any Problem: Mine drop amounts all wrong.
- Fixed: You can only minesweep your friends minefields
- Fixed: Minefields that are turned off are still damaging enemy ships
- Fixed: Soft destruct of minefields do not work
- Unable to find error: Minefields not damaging ships
- Fixed: Ship that were NOT moving were hitting mines.
- Checked: Mine sweeping of enemy mines work. You can only sweep the mines belonging to enemies that you are set to attack.
- Fixed: Pageup and Pagedown not working for the minefield command screen
- Fixed: Ships never hit minefields!
- Fixed: Mine droppers are not shown in the device lists for ships
- Unable to find error: Non-mine layers are able to lay mines
- Fixed: You could only minesweep mines belonging to your friends
- Fixed: Minefield hit odds were always 0 do to an error in calculating ship vector.
- New: Long range mine detector working
- Fixed: Minelaying screen acts weird when there are less than 500 ord units
- New: Minefields now use power