The Robotic Imperium - Changes
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[edit] History
[edit] What is new in Host.exe Version 4.000.210 Patch1
[edit] September 10th, 2007
- Changed: Q Tanker cloaking field will only affect special Robot hulls owned by the same Robot player.
Robot Q Tanker can mask the sensor image of Unique Robot hulls (Hulls 89 through 96) owned by the same Robot player within 100 LY, giving them a sensor image of only 5. (Robot Small, Large, Super, Merlin, & Alaska will not cloak anymore)
[edit] What is new in Host.exe Version 4.000.208
[edit] July 10th, 2007
- Fixed: Insectoid Nest mining log message displayed incorrect values.
[edit] What is new in Host.exe Version 4.000.203
[edit] June 11th, 2007
- Fixed: Dry Dock can no longer build alien hulls from Robot, Crystal, or Solorian unless you are that race.
- Fixed: Hull plans from races that you mustn't have hull plans for (Solorians, Robots, Crystals) will be removed from ships.
- Fixed: Robot minefield scanning will no longer send the minefield contact data to the wrong player.
- Fixed: Robot Q Tanker cloaking Robot-owned ships. <== Major Improvement for Robot
- Fixed: Robots won't get a happiness drop from lack of food and can now gain happiness from other factors.
- Changed: Insectoid Nest will not convert natives or prisoners into Insectoids if it will put the number of Insectoids over 50 million.
[edit] What is new in Host.exe Version 4.000.201
[edit] April 29th, 2007
- Fixed: Robot Q Tanker failing to cloak nearby objects
- Does not seem to be fixed. New Log information seems to confirm that.
- Fixed: A Q Tanker in the hands of a Robot with less than 25% control system damage will reduce the sensor profile of Robot hulls 89 through 96 to a profile of 5.
- Fixed: Stealth Fighters exotic tech not working
- Fixed: Stealth Mines exotic tech not working
[edit] Host 194
- New: Emotion Chips stored on a robot base will cause Robot happiness to improve and crime to drop. Fifty units if Emotion chips per 100,000 colonists will cause a 1 unit drop in crime and a 1 unit increase in happiness.
- Fixed: Robot data leak that causes ships to show up as unknown contacts
[edit] Host 193
- New: Robot Q Tanker can mask the sensor image of Robot ships within 100 LY, giving them a sensor image of only 5
- New: Robots can cloak mines
- Changed: Robot mine sweeping of cloaked mines only works 25% of the time instead of 100% of the time.
[edit] Host 186
- New: Robot nest powers increased to taking 3% (was a random 0.00% to 3%) of all enemy colonists in range and has the side effect of killing an extra 4.5%. If you are in the circle of robot nest death you will loose 7.5% of your colonists per turn.
- New: The range of the robot nest is based on turn number and number of insects and colonists on the base. The nest range has a minimum range of 30LY and a maximum range of 400 LY. At the beginning of the game the range will be about 100LY around the home world at turn 60 the range will be about 400 LY around all high population planets. The base will get a log message telling you the current nest range.
A = SQR(Colonists + Insectoids) / 5 B = 100 + Turn_Number * 5 If A < B then nest range is A. If B < A then nest range is B.
- New: The Robot Q Tanker is very hard to see, it has a sensor profile of only 5 at all times.
- New: The Robot Q Tanker refuels fighter wings out to a range of 100 LY
[edit] Host 185
- New: Robot Insectoid Nest range reduced to 200 ly (changed in 186)
[edit] Host 184
- New: Robots have a new method of fighting crime
- New: Robot nest kill more enemy colonists. Three times what they did before. Income and insect production remains the same.
- Master: Robot starting insectoid population changed to 50000 + 10% starting colonist population.
[edit] Host 174
- Fixed: Robot ships taking too much damage from chain reaction nova barb mines.
[edit] Host 170
- Changed: Robot mines changed from being always cloaked to being always uncloaked
[edit] Host 168
- New: Public Space Ports no longer produce extra Robot colonists
[edit] Planets 54
- Fixed: It shows Robots eating food
[edit] Host 166
- New: Robots use Kerria Crystal Artifacts to train high guard instead of food
[edit] Host 161
- New: Robot prisoners no longer work
- New: Robots can not use alien hull plans
- New: Robots hull plans self destruct
- New: Fighters are immune to Robot Nova Barbitic mines
- New: Robots can not be assimilated
- New: Lizards never get good prices for selling Cyborg, Robot, personnel or Evil Empire High Guard
[edit] Host 159
- Changed: The Robots income from Insectoid Nest decreased. (now at between 1/10 mc and 1/30mc per enemy colonist trapped)
- New: Robots Eye of Madagon now destroys 30% of food out to a range of 250 LY on bases and ship and kills amorphous worms with mini nanits. Some of the food is converted to fuel and ord and transported back to the ship.
- New: Insectoid Nests continue to grab 3% of enemy colonists out to a range of 100 LY and get 1/10 mc per colonist taken.
- New: Insectoid Nests can now grab 1% of enemy colonists out to a range of 400ly and get 1/30 mc per colonist taken.
[edit] Host 158
- New: Robot Gun Zero now has a range of 250 ly and get a huge bonus when firing at ships with a hull mass over 1800 kt
[edit] Host 154
[edit] Host 118
- Changed: Robot resource point adjustment increased by 4 times the level in host 117 to 40% normal
[edit] Host 113
- New: Robots feed 10% of prisoners to the Insectoids
- New: Robot Gun Zero can only fire at ships that the base or ships in the area have scanned
[edit] Host 110
- New: Insectoid nest respect the base's tritanium reserve levels when building new robots
- Fixed: Lack of food causing Robots to become unhappy
[edit] Host 102
- New: The Virgo class gets a +5 armor drain bonus when it uses ord weapons (Large) against enemy ships and +10 armor drain against Lizard and Robot Targets
[edit] Host 101
- Fixed: Robot Nova Barbitic mines have an extra 500 LY anti hyper radius
[edit] Host 98
- Fixed: Robot Gun Zero fires on friends
- Fixed: Robots not taking 3% of colonists from other bases within 100 ly
[edit] Host 97
- New: Robot R27 Raider has 100% perfect sand shield. Sand Casters can not hurt it.
- Fixed: Starting Troops on Robot starting ships reduced
[edit] Host 96
- New: All Robot powers added
[edit] Host 53
- New: Ship Device: Draconian Solar Gamma Ray: The device kills half of all Carbon based and Robotic life on all bases under the ship including natives. Device works through Base Shields. Gamma rays destroy
