Host 213m
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[edit] What is new in Host.exe Version 4.000.213m
[edit] Jul 24, 2008
Note: This is a bugfix release that is (probably) not available as download from the official VGA Planets homepage.
[edit] Fixes
- Fixed: If you have a scan of another player's ship that a pod/wing is docked to and a scan of the pod/wing then you will see the docked status in your RST file.
- Fixed: Wings set for return to home would stop and not move again during combat. Return home wings which were set to defensive come to a stand still until someone opend fire at them. The return home mode now has its own mobility class: Speed = 100% acceleration = 60%.
- Fixed: Victory Points due to population, native votes, not at war, and at war points were awarded incorrectly.
- Fixed: Ship log for Colonies of Man and IMT growth show colonists and crew growth now.
- Fixed: IMT ship colonist growth only required 1/10 the actual food requirement.
- Fixed: Refund of unused power of life pods landing at a new planet is now present.
- Fixed: If fighting a fleet of identical units objects often had difficulties to decide for one target. This should now be better.
- Fixed: A bug which let the allowed shots increase unintended if more than one fighter type was present in a wing.
[edit] New Features
- New: Ship is considered disabled and cannot be a combat initiator when control system damage or weapon damage is 100% or is crewless. Stormers are excempted from the weapon damage condition.
- New: New HConfig option "ChargeWeaponsEveryNthTick", which will change the charge rate of weapons in combat for testing purposes. Default = 1, Min = 1, Max = 15.
- This means that all weapons of all units will increment their power increase at an interval instead of every single combat tick. The default is 1, which is every single tick. This is here to simply play with the idea of slowing down the charging of all units.
- New: Squadron strike through.
- One can use the CC "SQx", where "x" is any char (not case sensitive) for a "squadron" among units, which are set to strike through. The units of a squadron will start their attack run within a smaller time window so that they can do a concentrated attack run. One can mix units different in type (ship, wing) and abilities but it is recommended to use units with similiar mobilities.
- This can have advantages and disadvantages as well. Sand caster spread fire loves objects coming in at the same time. Hostile objects can better navigate if your objects are concentrated. On the other side units can't be shot down like pearls on a string and their fire is more concentrated.
[edit] Changes
- Changed: Having "Do Not Fire At Disabled" attack setting and auto-intercept set will not auto-intercept target ships with 100% system damage. You can manually set intercept for them as usual.
- Changed: A ship captured in combat will adopt the "Do Not Fire At Disabled" and "Avoid Base" settings of the capturer.
- Changed: A ship captured through hostile boarding action or capturing an abandoned ship will adopt the "Do Not Fire At Disabled" and "Avoid Base" settings of the capturer.
- Changed: The bonus for further allowed shots per tick for fighter types with good generator stats is now for fighter counts of any size. The reason is that otherwise there would be a nasty unnatural jump at a wing size of 50, which would favour small wings too much.
- Changed: Took the generator bonus for the allowed shots of a wing per tick into account when considering if wing weapons are charged (so that the wing can start a new attack run in strike through).
- Changed: 2nd wave objects, which enter immediately before tick 300 due to destruction or disabling of the first wave enter 10 + RND * 10 ticks delayed. This is more a nice effect.
[edit] Removed
- Removed: Nothing
[edit] Download
- [1] Latest Host from Drewhead
