The Reunited Coalition of Systems - Changes
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This was put together by searching through the History of Changes page, looking for a match for "coalition". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.
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[edit] Feb 11th, 2008
[edit] What is new in Host.exe Version 4.000.212e
- New: Coalition Trade Triad - When 3 bases of each capital type are within 50 ly of each other, they all 3 gain 1500 mc per turn. This is configurable by HConfig option: CoalitionTriadRadius (3-3000).
- New: Federation, People's Army, Coalition, and Arborian ships get +40 bonus to hit IMT ships with their small and large weapons.
- New: When the Coalition has an Arerran Capital with colonists of over 100 happiness and Humanoids of over 100 happiness then up to 5000 Humanoids will become Arerran Farmers (colonists).
- New: When the Others May Live Rescue Team rescues prisoners from a base, that base will lose 5 happiness and the base that rescued them will gain 5 happiness.
- New: Willow Native Scanner: The N. Willow Class Survey Ship has a built-in bioscanner that detects natives within 100 ly 100% of the time.
- New: Xelovi Queen's Royal Honor Guard: The X. 1260 Royal Class Heavy Cruiser will attract up to 2000 Insectoids from a planet surface to be troops on the ship. The Queen can attract up to 300 - Insectoid Happiness from any base except one with an Insectoid Nest. At least 1 high guard must be on the ship to train the Insectoids to be troops.
- Changed: Aurora Class Flagship now has a biocomputer like the Lotus Class Pursuit Ship.
- Changed: Aurora Class Flaship changed to only require 3000 gc (from 5000 gc) from the galactic bank per turn.
- Changed: Binary Class Star Port can build all Coalition ship types except for itself. Alien hull drydocks cannot build Coalition hulls special hulls.
- Changed: Coalition Target Enhancer only requires 30 fuel to operate (from 40).
[edit] Feb 14th, 2004
[edit] What is new in Host.exe Version 4.000.158
- Fixed: Coalitions prisoner rescue not working
- Fixed: Coalition gravity rift not working out to 150 ly against Gravitonic Minefields
[edit] Feb 11th, 2004
[edit] What is new in Host.exe Version 4.000.157
- New: Coalition Tweaked
[edit] Jan, 7th 2002
[edit] What is new in Host.exe Version 4.000.095
- Fixed: Coalition Plasma Enhansers
[edit] Nov 9th, 2001
[edit] What is new in Host.exe Version 4.000.093
- New: Coalition point defense systems can not shoot down Energy Mines
- Fixed: Coalition not all organic armor ships are growing armor
- Fixed: Coalition normal armor repair operations interfere with organic armor growing
- Changed: Coalition Aurora Exotic Hull Tech now 5000 gc.
- Changed: Coalition Lotus Exotic Hull Tech now 500 gc
- Changed: Coalition Maelstorm Exotic Hull Tech now 250 gc
[edit] What is new in Master.exe Version 4.000.043
- New: Coalition gets 3 starting ships
[edit] Aug 20th, 2001
[edit] What is new in Host.exe Version 4.000.091
- Fixed: Coalition active armor not growing on the Evergreen and Aurora
- Fixed: Coalition rescue ground unit makes colonists and troops from thin air
[edit] July 30th, 2001
[edit] What is new in Host.exe Version 4.000.089
- Fixed: Coalition: Xeloxi Palace cared ore inside planet to be mined into negative numbers
[edit] July 25th, 2001
[edit] What is new in Host.exe Version 4.000.088
- New: Coalition: Organic armor gets destroyed by large weapons fire at a rate of (ArmorDrain / 5) + (Kill / 8)
- New: Coalition: Homeworld does not start with a med lab
[edit] July 18th, 2001
[edit] What is new in Host.exe Version 4.000.087
- New: Coalition: Rift generator disables Gravitonic Accelerator drives
- New: Coalition: Aurora class given organic armor (3500 points) This is equal to 17,500 to 25,000 points of normal armor depending on enemy weapon loadouts. Any weapon that does less than 5 points of armor drain does no damage at all to organic armor. Small weapons will not harm this ship's armor at all.
- New: Coalition: Aurora class given plasma stream enhancer. (Plasma bolt cannon charges 4 times faster than normal (5 ticks to recharge), has a range of 750, hit odds of 90, the hit odds are 150 when you add the ship attack bonus and target enhancer device.) This makes the plasma bolt weapon far more deadly than the even the gatling phaser. The target enhancer also gives the ships PD systems a plus 30 odds of hitting incoming weapons fire.) This ship also jams all enemy super weapons so you can never fire at this ship with a super weapon.
- New: Coalition: Every 40 Type 2 fighters drop a Holo Decoy during combat
- New: Coalition: Aurora class costs 500gc to maintain per turn each.
[edit] July 13th, 2001
[edit] What is new in Host.exe Version 4.000.085
- New: Coalition can only have 1 of 3 special race buildings per Ground Base, each has special powers and each allows you to build two special ship types.
- New: Coalition: Arerran Capital: 200% farming, 12.5% mining, farms produce med units
- New: Coalition: Xelovi Hive: 300% mining, free smelting, 12.5% galactic income, 150% Ground Base income
- New: Nawole Garden: 200% galactic income, 12.5% farming
- New: Coalition: These ships can only be built on Ground Bases with an Arerran Capital: Interstellar, Odin
- New: Coalition: These ships can only be built on Ground Bases with a Xelovi Hive: 240 Comb, 1260 Royal
- New: Coalition: These ships can only be built on Ground Bases with Nawole Garden: Willow, Evergreen
- New: Coalition: Energy Mines fire through Coalition shields
- New: Coalition: Double unhappy if taxed at liberal rate and four times more unhappy then normal if taxed at enslavement rate.
- New: Coalition: Superlaser has half shield drain and half armor drain and can not destroy planets
- New: Coalition: These ships can only be built in space: Maelstorm, Lotus, and Aurora
- New: Coalition: Organic Armor ships. Armor drain is 1/5 normal, weapons with less than 5 armor drain do NO damage to the ship's armor. Requires 1 med unit to grow a point of organic armor. Organic armor ships start with no armor and must grow all their armor using med units. The Solar Gamma Ray device destroys 1 point of organic armor every combat tick. Evergreen and Lotus class ships have organic armor. Organic armor ships can not be refitted or repaired with normal armor units.
- New: Coalition: Plasma stream enhancer: All plasma bolt weapon has 3X range, 3X accuracy, charges 4 times faster than normal and uses 3X ordnance.
- New: Coalition: Bio Computer +50 evasive bonus, +100 attack bonus, requires a High Guard Ranger on board to work and requires 4 med units a turn. Always on. Only works if Coalition race owns. Ship takes damage if ship runs out of med units. Always on. Lotus Class is the only ship that has it.
- New: Coalition: Target Enhancer +30 Point Defense accuracy on enemy fighters, +30 Point defense intercepting incoming enemy weapon's fire, +25 attack bonus. 5X better odds of hitting the enemy soft spot. Always on. Uses 30kt of fuel when used in combat (each battle). Device is on the Willow, Evergreen, Lotus, and Maelstorm class ships.
- New: Coalition: Gravity Sensor detects ships with hyperdrives, Gravitonic Mine Droppers, Warp Chunneler, gravity well generator, or Gravitonic Accelerator within a 400ly range. All Coalition ships have this power.
- New: Coalition: Gravity Rift Generator disables all Gravitonic Minefields and gravity wells from stopping hyper jumps within a 100 LY range. Uses 25 fuel per turn when on. The Odin Class has the device. (Wildcard 2)
- New: Coalition: Hive Mind device, only works for races with +35 PSI rating. Each hive mind ship in combat adds a +2 evasive bonus and a +3 attack bonus to any ship in a fight that belongs to a race that has +35 PSI, including your enemies! The 240 Comb and the 1260 Royal class have the hive mind device. It is always on and can only give a max bonus of +20 evasive and a +30 attack bonus.
- New: Coalition: Lotus Class is an exotic hull that costs 25 gc a turn each to own. You automatically spend 25 galactic credits a turn. If you run out of central bank galactic credits the exotic ships will take damage.
New: Coalition: Aurora Class is an exotic hull that costs 50 gc a turn each to own. You automatically spend 50 galactic credits a turn. If you run out of central bank galactic credits the exotic ships will take damage.- New: Coalition: SDI device. Has a 25 LY range and shoots down incoming scan probes. Always on. Willow class is the only class that has this device.
- New: Coalition: Others may live rescue team. Each unit can save up to 50,000 colonists, troops and crew that would have otherwise died in a ground war. They can save 80% of the troops, colonists, and crew that are attacked by enemy troops, crew and colonists. They can not save anyone that has been blasted by fighters and assault units. The survivors are loaded up onto Life Pods and launched to a nearby Ground Base.
- New: Coalition: Super Jammer on Aurora Class ship. Always on. It stops all super weapons other than the super weapon on an Aurora class from firing during combat.
- New: Coalition: Can not lay Barbitic or Gravitonic Minefields, ever.
