The Solorian Unity - Changes
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[edit] History
[edit] What is new in Host.exe Version 4.000.208
[edit] July 10th, 2007
- Nothing specific to Solorian
[edit] What is new in Host.exe Version 4.000.207
[edit] July 10th, 2007
Fixed: Solorian Stellar Matter Launcher can only be fired from a planet and not an asteroid.
[edit] What is new in Host.exe Version 4.000.204
[edit] June 12th, 2007
Fixed: Solorians using "BUN" command code when they are NOT supposed to be able to do that.
[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: Long Range Mine Detector will no longer make the ship visible to all players. It will send the contact data to the correct player.
Fixed: When planets explode from high stress, the bases on them will be destroyed (including Solorian base) and messages will be sent. Cash, metals, ore, etc will no longer be present on the remaining asteroid.
Fixed: When the Solorians start on at a star better than a green binary then it won't be replaced.
Fixed: When you recycle a ship, the base will now get any cash, food, med units, and hull plans. Hull plans will only be transferred if the player race isn't Privateer, Solorian, Robot, or Crystal.
[edit] What is new in Host.exe Version 4.000.201
[edit] April 29th, 2007
Fixed: When bases merge, the maximum number of natives of each type is limited to 50 million. The happiness of natives will merge based on the population of natives and their respective happiness level. Solorians will have their natives limited to 100 happiness. Colonist happiness and crime will merge based on the population and their respective happiness/crime levels. Crime will not exceed 1000. Ore, metals, fuel, food, med, contra, repair, and megacredits are limited to 1 billion. Repair units weren't merging previously. Base structures are limited to 10k. Personnel and prisoners are limited to 50 million. Queued builds will be merged. On/off status of buildings will be merge. Slider-bar settings of government center, ordnance plant, etc will be merged. Reserve levels will be set to the higher of the two bases.
New: Base Chunnel requires that the channeling ship have control system damage less than 50%. You can chunnel a base that is not at war with you if you match the friendly code of your ship to the base. A base command code of NCH will prevent base chunnel. An enemy player will receive a base log message when a base has channeled to the planet that they are on.
[edit] What is new in Host.exe Version 4.000.198
[edit] Oct 31st, 2006
- Fixed: Anti-Matter Mauls yielding fuel when used on solorian ships
- New: Captured Solorian ships have no fuel
[edit] Host 194
- New: Solorians can not turn on Tank-O-Tronic cloning exotic tech
- Changed: Solorian Growth rate changed to (.20 + ((plan.starheat) / 50)) * .05) from Starheat 71 to 90.
- (Growth outside this range remains the same as below)
[edit] Host ??? (Already active, not sure which Host it came with)
- Changed: Solorian Growth rate remains at (.20 + ((plan.starheat) / 30)) * .05) for Starheat > 90.
- Changed: Solorian Growth rate set to 0 for Starheat < 30.
- Changed: Solorian Growth rate changed to (.20 + ((plan.starheat) / 90)) * .05) from Starheat 30 to 90.
[edit] Host 184
- Fixed: People can beam fuel from friendly Solorian ships!
[edit] Host 178
- 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.
[edit] Host 174
- Fixed: Solorian green home star heat level corrected. They where getting a green star with the wrong heat.
[edit] Host 158
- New: If a Solorian ship is captured the fuel vanishes
[edit] Host 154
- Changed: Solorian resource points adjusted downward due to their now higher growth rate
[edit] Host 139
- New: Solorian terraformers no longer need fuel to work
- Fixed: Solorian Holo Jamming Device not working
[edit] Host 136
- Changed: Solorian growth rate changed again to (.20 + ((plan.starheat) / 30)) * .05. The 5% growth rule is back in play for them. Max growth rate is now at 17% a turn on a very hot world and 1% on a cold one.
[edit] Host 134
- New: Solorian growth rate adjusted, limited to no more than 200% growth per turn around hot planets. Down from 3330% growth rate, which seemed to be a bit too high.
[edit] Host 122
- Fixed: Privateers stealing Solorian fuel
[edit] Host 107
- New: Solorian collection array does not receive fuel from other ships using the transfer beam device
[edit] Host 102
- New: Solorian Fighter Type 1's have double missile range
- New: Solorian Fighter Type 2's immune to enemy fighter missile fire
[edit] Host 94
- New: Solorian Orbital Miner laser drill given extra drilling power of 10000 ore a turn
[edit] Host 93
- New: Solorian Homeworld starts with a Green Binary Star (Type 19)
- New: Solorians immune to fuel stealing, crew abduction and haarp devices
- New: Solorians can not use base shields
- New: Solorian bases with 10 million or more colonists get a free base shield
- New: Solorian 500,000 or more colonists cause the planet to heat up
- New: Solorian can not terraform
- New: Solorian get a log message about fuel gathered from the stars
- Changed: Solorian Stellar Matter Launcher only uses 40,000 ord units
[edit] Master 43
- New: Solorians get better ships and no freighters
- New: Solorians do not start with terraformers
[edit] Host 91
- New: Solorian growth rate reduced to 70 + Heat / 3
- New: Solorian stellar matter ball power increased from 79 to 90
- New: Solorian fuel recharge rate increased from 1/100 to 1/90
[edit] Host 89
- Fixed: Solorian Stellar Matter Launcher does not work!
- Tested: A test fire of the Stellar Matter Launcher has been done and it has been confirmed to be working perfectly
- New: Solorian Stellar Matter Launcher blast radius increased to 20 LY (Ships take 1/20 damage at range 20)
- New: Solorian Maelstrom assault unit reduces the HD stress of a planet by 1 point each when the Solorian Stellar Matter Launcher is fired. The Stellar matter cannon produces 300 points of HD stress so 300 Maelstrom units are required to completely counter act the stress of firing the weapon. If the base has more than 300 Maelstroms the HD stress of the planet will actually be reduiced during the firing of the weapon. Maelstroms do not has any effect on HD stress when the weapon is not being fired.
[edit] Host 88
- New: Privateers: Fuel Robber has a 50LY range and can steal up to 150kt of fuel. The device will not take Solorian fuel.
[edit] Host 86
- New: Solorian: Native happiness limited to 100 points and no more
- Changed: Solorian: They can be assimilated by the Cyborg, but they die instantly.
- Fixed: Solorian: Base chunnel fails to work
- Fixed: Solorian: I am able to tow the Solar Collection Array (wrong!)
- Fixed: Solorian growth rate 100 times too fast.
[edit] Host 85
- New: Solorian: Stellar Matter Launcher building fires a blast of energy at space craft at a long distance. The device requires 500,000 ordnance units to fire. The planet must have a ship in orbit over the Ground 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 Ground Base. The weapon fires after all movement is done and only can damage things in space, it does not damage Ground Bases. The device has a blast power of (5000 + 79 * (StarHeat * 6 - DistanceToTarget))/HullMass
- GravMineFactorX. The more Gravitonic Minefields 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: Solorian Ragnarock Device (Wildcard 3) causes 1070 stress points in all planets within 200 LY of the ship and destroys the ship.
- New: Solorian: Ragnarock ship can not use jumpgates, jumppoints, or Warp Chunnelers
- New: Solorian: Solar Collection Array has a Gravity Stablizer. It can not be towed, Warp Chunneled, jump gated, jump pointed or moved in any way.
- New: Solorian: Solar Collection Array collects fuel from stars at a rate 10 times the normal Solorian fuel collection rate.
- New: Solorian: Ships collect fuel from stars at a rate of 1/100 * mass * StarHeat
- New: Solorian: Energy transfer beam (Wildcard 2) when on fuel is transferred to all other Solorian ships in the area (same owner only)
- New: Solorian: Growth rate is 70 + StarHeat / 5
- New: Solorian: Pod speed is always 0, exotic tech will not increase pod speed
- New: Solorian: Can not own plans to other race's ships
- New: Solorian: Can not own other race's ships
- New: Solorian: Other races can not own Solorian ships
- New: Solorian: Other races can not own Solorian ship plans
- New: Solorian: Solorian ships take double shield drain from beam weapons
- New: Solorian: Solorian ships take half shield drain from ordnance weapons
- New: Solorian: Can not transfer fuel using transporters or pods to any other ship or race
- New: Solorian: Natives have a +15% chance of joining Solorian Ground Bases
- New: Solorian: Fuel can not be stolen
- New: Solorian: Solar Gamma Ray does not hurt Solorian
- New: Solorian: Can not be assimilated by the Cyborg
- New: Solorian: HD Stress damper device has only half the normal power
