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
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