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Precision Software Appli…tions Silver Collection 1
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Precision Software Applications Silver Collection Volume One (PSM) (1993).iso
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egavga
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planet20.arj
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VGAPL212.EXE
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PLANETS2.DOC
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1992-09-20
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(4.0) STARBASES
Starbases perform two important functions. They can construct
one new starship per turn if they are ordered to do so and they
add to the planets defenses by being a fighter base and defense
platform.
(4.1) DEFENSE AND FIGHTERS
You may add to the starbase's defense strength through the
use of duranium and megacredits. The higher the defense strength
of a base, the better able the base is to defend against attacks
from enemy ships.
You may build and store up to 60 fighters in a starbase and
you may put fighters on board any starship equipped with fighter
bays. The fighters on board a starbase will be used to defend
the base and planet against attacks from enemy starships.
If a planet comes under attack the fighters on a starbase and
the fighters on the planets surface are launched against the
attacking ship. The defense posts on the planets surface and the
defense weapons on the starbase will be fired against the
attacking ship. The higher the defense strength of both the
planet and the starbase the greater number and power of the
planetary defense system beam weapons.
(4.2) A BASE'S ROLE IN SHIP BUILDING AND ARMING
Each starbase has four independent tech levels. The four
areas of technology are starship hulls, starship engines,
starship beam weapon and torpedo launcher construction.
The starbase is able to repair one damaged ship per turn that
is in orbit around the same planet as the starbase.
Starbases are able to build both torpedoes and fighters. The
starbase is able to load torpedoes and fighters onto ships that
are equipped to handle them. When you build torpedoes remember
to build only the torpedo types that matches the launcher types
that you are using on your ships, otherwise the torpedoes will
remain in storage.
Starbases can construct one starship per turn from starship
components in storage. You can also construct and store new
starship components such as hulls, engines and weapons for use
at a later time.
(4.3) STARBASE ORDERS
You can give a starbase a primary mission order.
The primary base order instructs the base to take one of
five automatic actions.
1. Refuel: The base will load neutronium onto any
ship at the bases location that is of
your race or have the same friendly code
as the planet.
2. Max defense: The base will automatically build
up defense strength to max.
3. Load Torpedoes: The base will automatically load
torpedoes of the proper type onto all
ships that have torpedo launchers at
the base location that are of your race
or have the same friendly code as the
planet.
4. Unload Freighters: The base will automatically
unload all cargo from ships at the
base location that are of your race
or have the same friendly code as the
planet.
5. Repair Base: The base will repair damage done
to the base by enemy ships.
(4.4) PLANETARY / STARSHIP FRIENDLY CODE
The friendly code is only valid when your ship is in orbit
around an 'enemy' planet with a matching planetary friendly
code and a starbase that has it's primary mission orders set to
refuel, load torpedoes or unload all freighter cargo.
A starbase with the primary mission orders set to refuel
acts as a automatic refueling station to all ships that stop
there that have the same friendly code as the planet. This is so
different races can share fuel and torpedoes in the event they
form an alliance against a common enemy.
(4.5) STARBASE SCANNER
The starbase scanner is the same as the planetary scanner.
You can move the scanner beam around with the arrow keys or a
mouse. You can use the beam to view or list enemy and friendly
ships traveling through open space or in orbit around any of
your planets. The circle at the end of the beam is green, but
when you move the beam locks onto a planet or ship it turns
yellow. Enemy ships show up as red dots and friendly ships show
up as green dots. Planets with blue rings are one's that you
own. Planets with green rings have one of your ships in orbit
around them. Enemy ships can hide behind planets that you do not
own and do not have a ship orbiting.
------------------------------------------------------------------------------
(5.0) THE STARCHART
The planets always have the same names and positions in space,
only their stats are different every game.
The starchart map shows planets as white dots, your ships as
green dot and enemy ships as red dots. Any planets that you own
will have blue circles around them. If you have any ships in
orbit around any planets they will show up as green circles.
Use the arrow keys or the mouse to move around the
starchart. When you move the red cross in the middle of the
screen on top of a planet or a starship a pair of arrows from
the sides of the screen will indicate a lock on that object. The
name of the object will appear in the information box.
If you press the left mouse button you will lock onto the
nearest planet. If you are very near a ship in deep space the
right button will lock onto that ship.
If the object you have locked onto is one of your ships you
may press the <F1> button to switch to that ship's control
screen.]
If the object is a planet that you own you may press the
<F5> to see a mineral / native life survey or you may press the
<F2> button to switch to the planetary control screen.
If you have a ship in orbit around an enemy or uncontrolled
planet you also use the <F5> button to see the mining survey.
The <S>earch command allows you to search for any planet by
ID number (1-500). After giving a ID number from 1 to 500 the
starchart will lock onto that planet.
------------------------------------------------------------------------------
(6.0) VICTORY CONDITIONS
It is best if everyone playing the game agrees on what the
exact victory conditions are before starting the game.
You could play a game so that when a player emerges as the
most powerful and no other player has any hope of winning the
players can call the game.
You can also play a timed game. Set a date when the game will
end. The player with the highest score at that date is declared
The winner.
The score is based on the number of planets, ships and bases you
own. Here is a break down of the points for each idem owned.
Freighters : 1 point each
Planets : 10 points each
Capital Ships : 10 points each
Starbases : 120 points each
(6.1) LIST OF STARSHIP TYPES
( * stolen ship design from another race )
Freighters: ( All races can build these ships )
Tech Level: 1 Small Deep Space Freighter
Tech Level: 3 Medium Deep Space Freighter
Tech Level: 6 Large Deep Space Freighter
Tech Level: 10 Super Transport Freighter
Solar Federation ships:
Tech Level: 1 Willy Class Scout
Tech Level: 2 Dole Class Destroyer
Tech Level: 3 SCruz Class Survey Ship
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 4 Ergo Class Research Vessel
Tech Level: 5 Loklear Class Frigate
Tech Level: 6 Independence Class Cruiser
Tech Level: 6 Banshee Class Cruiser
Tech Level: 7 Jonl Class Escort
Tech Level: 8 Bush Class Destroyer
Tech Level: 8 Boston Class Frigate
Tech Level: 8 Missouri Class Battleship
Tech Level: 9 Hampsire Class Frigate
Tech Level: 9 Ohio Class Cruiser
Tech Level: 9 Finback Class Carrier
Tech Level: 10 Nova Class Super-Dreadnought
Lizard ships:
Tech Level: 1 Serpent Class Escort
Tech Level: 3 Reptile Class Destroyer
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 4 Lizard Class Cruiser
* Tech Level: 4 Ergo Class Research Vessel
Tech Level: 7 Saurian Class Light Cruiser
Tech Level: 9 Madonnzila Class Carrier
Tech Level: 10 T-Rex Class Battleship
Bird Men ships:
Tech Level: 1 Swift Heart Class Scout
Tech Level: 3 White Falcon Class Cruiser
Tech Level: 3 Bright Heart Class Destroyer
Tech Level: 3 Neutronic Fuel Carrier
* Tech Level: 4 Small Transport
Tech Level: 5 Fearless Wing Class Cruiser
Tech Level: 6 Valiant Wind Class Carrier
Tech Level: 6 Deth Specula Class Frigate
Tech Level: 7 Resolute Class Battlecruiser
Tech Level: 10 Dark Wing Class Battleship
Fascist ships:
Tech Level: 2 D7a Painmaker Class Cruiser
Tech Level: 2 Little Pest Class Escort
Tech Level: 3 Neutronic Fuel Carrier
Tech Level: 4 D7 Coldpain Class Cruiser
* Tech Level: 4 Small Transport
Tech Level: 5 Ill Wind Battlecruiser
Tech Level: 5 D3 Thorn Class Destroyer
Tech Level: 6 D19b Nefarious Class Destroyer
* Tech Level: 6 Whitewind Class Carrier
* Tech Level: 6 Deth Specula Class Frigate
Tech Level: 8 Saber Class Frigate
Tech Level: 10 Victorious Class Battleship
Privateer ships:
* Tech Level: 1 Willy Class Scout
Tech Level: 1 BR4 Gunship
* Tech Level: 2 D7a Painmaker Class Cruiser
* Tech Level: 2 Little Pest Class Escort
Tech Level: 3 Dwarfstar Class Transport
Tech Level: 3 BR5 Kaye Class Torpedo Boat
* Tech Level: 4 Small Transport
Tech Level: 5 Meteor Class Blockade Runner
Tech Level: 5 Skyfire Class Cruiser
Tech Level: 5 Lady Royale Class Cruiser
* Tech Level: 5 D3 Thorn Class Destroyer
Tech Level: 8 Red Wind Class Carrier
Tech Level: 10 Bloodfang Class Carrier
Cyborg ships:
Tech Level: 1 B200 Class Probe
Tech Level: 1 Watcher Class Scout
Tech Level: 2 B41 Explorer
* Tech Level: 2 Iron Slave Class Baseship
Tech Level: 5 B222 Destroyer
Tech Level: 5 Quietus Class Cruiser
Tech Level: 6 Firecloud Class Cruiser
Tech Level: 9 Biocide Class Carrier
Tech Level: 10 Annihilation Class Battleship
Crystalline ships:
Tech Level: 2 Opal Class Torpedo Boat
Tech Level: 3 Ruby Class Light Cruiser
Tech Level: 3 Topez Class Gunboat
Tech Level: 4 Small Transport
Tech Level: 5 Sky Garnet Class Destroyer
Tech Level: 6 Emerald Class Battlecruiser
Tech Level: 8 Onyx Class Frigate
Tech Level: 9 Diamond Flame Class Battleship
Tech Level: 10 Crystal Thunder Class Carrier
The Evil Empire's Ships:
Tech Level: 1 RU25 Gunboat
Tech Level: 1 Mig Class Scout
Tech Level: 1 PL21 Probe
Tech Level: 2 H-Ross Class LT Carrier
Tech Level: 3 Moscow Class Star Escort
Tech Level: 4 Super Star Frigate
Tech Level: 5 Super Star Carrier
Tech Level: 6 Super Star Destroyer
Tech Level: 9 Super Star Cruiser
Tech Level: 10 Gorbie Class Battlecarrier
Robot ships:
Tech Level: 2 Cat's Paw Class Destroyer
Tech Level: 2 Iron Slave Class Baseship
Tech Level: 3 Q Tanker
Tech Level: 3 Pawn Class Baseship
Tech Level: 4 Cybernaut Class Baseship
Tech Level: 6 Instrumentality Class Baseship
Tech Level: 9 Automa Class Baseship
Tech Level: 10 Golem Class Baseship
Rebel ships:
* Tech Level: 1 Cygnus Class Destroyer
* Tech Level: 1 Taurus Class Scout
Tech Level: 2 Falcon Class Escort
Tech Level: 3 Rebel Deep Space Scout
Tech Level: 4 Gaurdian Class Destroyer
Tech Level: 4 Rebel Transport
* Tech Level: 4 Small Transport
* Tech Level: 4 Cobol Class Research Cruiser
* Tech Level: 4 Aries Class Transport
Tech Level: 5 Sage Class Frigate
* Tech Level: 5 Sagittarius Class Transport
Tech Level: 6 Tranquility Class Cruiser
Tech Level: 6 Patriot Class Light Carrier
* Tech Level: 6 Gemini Class Transport
Tech Level: 9 Iron Lady Class Frigate
Tech Level: 10 Rush Class Heavy Carrier
The Colonies of Man Ships:
Tech Level: 1 Taurus Class Scout
Tech Level: 1 Cygnus Class Destroyer
Tech Level: 2 Little Joe Class Escort
Tech Level: 4 Cobol Class Research Cruiser
Tech Level: 4 Aries Class Transport
* Tech Level: 4 Small Transport
* Tech Level: 4 Gaurdian Class Destroyer
Tech Level: 5 Sagittarius Class Transport
* Tech Level: 5 Sage Class Frigate
Tech Level: 6 Gemini Class Transport
Tech Level: 6 Scorpius Class Light Carrier
* Tech Level: 6 Tranquility Class Cruiser
* Tech Level: 6 Patriot Class Light Carrier
* Tech Level: 9 Iron Lady Class Frigate
Tech Level: 10 Virgo Class Battlestar
(6.2) A REVIEW OF THE RACE FLEETS
The Solar Federation Of Planets:
The Feds fleet is made up of many medium size ship that are
designed to serve a variety of different missions. They have
only one ship that serves as a fighter carrier. The Feds do not
like to use fighters except as a last ditch measure when
starbases or planets fall under attack. The weapon they most
favor is the torpedo. For some unknown reason they like to paint
their warships bright white and put external lighting systems on
them. This tends to make them easier targets in a fight, but it
also has the effect of scaring the daylights out of enemies.
After all any one who would light up their ships so brightly has
got to be unafraid of all enemies and have a very powerful ship
or they are just plain stupid.
The Lizards:
The Lizards are a very small alliance of large boulder throwing
humaniod lizard men with large nasty teeth. There are only a few
starships types that they build.
They have the plans to one Fed research vessel that the like
to use for scouting out minerals. The smaller Lizard ships tend to
be solidly built with large cargo holds and medium firepower.
The Lizards's high tech ships are very large and have a vast amount
of firepower. Any ship that takes on a Lizard battleship will more
then have their hands full.
The Bird Men:
The Bird Men share several ship designs with the Fascists.
Bird Men like to paint their ships to look like giant birds so
that they can make low passes over planets and really scare the
pants off the native population before landing and jumping out
in their armored bird suits to take over the planet.
Bird Men ships tend to be solidly armored and pack heavy
firepower. They have a tech 6 carrier that can hold up to 80
fighters that can be very dangerous. The Bird Men battleship is
even larger then the Lizard battleship and has more firepower.
Fascists:
The Fascist weapon of choice is the beam weapon. Their ships
do better then most when they are attacked by fighters, because
of the higher them average number of beam weapons which can be
used to destroy the incoming fighters. The tech level 5 Fascist
D10 Battlecruiser as much beam weapon firepower as a battleship
( 10 banks! ). Many of the Fascist ships are of Bird Men design.
Privateers:
The Privateers tend to use very small ships. They have a few ship
designs that they stole from the Fascists. Their favorite
activity is stealing unescorted freighters. Privateers make very
good use of mineral resources because of the small size of their
ships, but in a toe to toe war they don't stand much of chance.
The Cyborg:
The Cyborg are a half humaniod and half machine race. The
Cyborg have many small scout ships and probes. These come in very
handy in finding their enemy's home world. The Cyborg battleship is
the size of two Bird Men battleships. Any enemy that is foolish
enough to allow the Cyborg to build one of these monsters stands
very little chance of damaging it, let alone destroying it.
Crystal People:
Crystal People are a silicon based life forms about 3 foot tall,
with no limbs and a metallic color. They have two large glowing
eyes in the middle of their polyhedron form. The larger Crystalline
ships are very powerful and tend to favor beam type weapons.
They have several small ship types that are useful in exploring
planets and capturing freighters.
The Evil Empire:
The Evil Empire depends heavily on fighters for attacking
enemies. They have only one ship type that is able to launch
torpedoes. Most the Empire's ships are very large and expensive.
The Empire's battle carrier is the largest and most heavily armored
fighter carrier in the universe it has 10 beam weapon banks, which
is most impressive for a carrier.
Robots:
The Robots are a race of that have survived the death
of their makers. It is thought that the makers of the Robots
were a race similar to the Lizards only smaller and weaker.
The Robots base most their ship designs around the basestar
fighter carriers. The Robots have only one ship type that
can launch torpedoes. Even the Robot's fuel tanker
is able to launch fighters which can come in handy at times. The
favorite ship in the Robotic fleet is the tech 6 Instrumentality
class baseship. It is the size of a battleship and can carry up
to 80 fighters. The largest basestar can carry ( 300 fighters )
more fighters then any other ship.
Rebels:
The Rebels are a group of warriors who depend on their
fighters to provide a low cost offensive power. Their ships
follow no standard design. They are mostly converted freighters
and armored transports. The ships may not be pretty but they
get the job done. Rebel ships have only a few weapon banks at
best.
THE COLONIES OF MAN:
The Colonies Of Man are very similar to the rebels and share
many of the same ship designs. The however the flag ship of
their fleet is one of the most powerful ships in the universe.
This mighty ship is the tech 10 Virgo class battlestar that can
hold up to 40 more fighters then the Evil Empire's battlecarrier
and is only about half the size. Even with all those fighters
it still has room for a pair of beam weapon banks.
(6.3) PERSONALIZED RACE NAMES
If you would like to change the race names you can. You
may wish to name the race after yourself or your login.
See NAMERACE.DOC for more details.
------------------------------------------------------------------------------
(7.0) STARTING THE GAME
If you are hosting the game you must run MASTER.EXE to build
the game universe master data files, choose the races you wish
to be in the game and assign a game password to each player.
Only run MASTER.EXE when you want to start a new game. Running
it after you have started a game will erase the game currently
being played.
After you have run the MASTER.EXE program, you must run
HOST.EXE to generate the first set of .RST files that are then
sent out to each player in the game so they can play out their
first game turn.
The whole game resides on the host computer in the .HST
files ( these are the universe master data files ). The HOST.EXE
program allows the .TRN files from the players to interact with
the universe master data files and other player files.
(7.1) STARTING IF YOU ARE NOT HOSTING THE GAME
All you have to do is install the game in on your computer.
Then you transfer your .RST file from the computer that is
hosting the game by way of BBS, Email, Net or Floppy and run the
UNPACK.EXE program to uncompress the .RST file into data files
so you can then run PLANETS.EXE to play the game. After you are
done playing run MAKETURN.EXE to compress your new game moves
into a .TRN file that you then send back to the host computer.
(7.2) THE GAME FILES ( A BRIEF LIST )
The host computer only needs the following host files
MASTER.EXE
HOST.EXE
RACE.NM
NAMERACE.EXE
*.DAT
*.HST
*.MOF
The players need the following player files on their machine
PLANETS.EXE
VCR.EXE
UNPACK.EXE
MAKETURN.EXE
RESOURCE.PLN
NAMERACE.EXE
RACE.NM
*.DAT
*.MOF
If you are ONLY hosting the game on a machine, such as a BBS
you can erase following files to save disk space; PLANETS.EXE,
VCR.EXE, UNPACK.EXE MAKETURN.EXE and RESOURCE.PLN.
The following files are sent from the host machine to the
players machines.
PLAYER1.RST ( player 1 the Federation )
PLAYER2.RST ( player 2 the Lizards )
PLAYER3.RST ( player 3 the Fascists )
PLAYER4.RST ( player 4 the Bird Men )
PLAYER5.RST ( player 5 the Privateers )
PLAYER6.RST ( player 6 the Cyborg )
PLAYER7.RST ( player 7 the Crystal People )
PLAYER8.RST ( player 8 the Evil Empire )
PLAYER9.RST ( player 9 the Robots )
PLAYER10.RST ( player 10 the Rebels )
PLAYER11.RST ( player 11 the Colonies of Man )
The following files are sent from the player machines to the
Host machine.
PLAYER1.TRN ( player 1 the Solar Federation )
PLAYER2.TRN ( player 2 the Lizards )
PLAYER3.TRN ( player 3 the Fascists )
PLAYER4.TRN ( player 4 the Bird men )
PLAYER5.TRN ( player 5 the Privateers )
PLAYER6.TRN ( player 6 the Cyborg )
PLAYER7.TRN ( player 7 the Crystal People )
PLAYER8.TRN ( player 8 the Evil Empire )
PLAYER9.TRN ( player 9 the Robots )
PLAYER10.TRN ( player 10 the Rebels )
PLAYER11.TRN ( player 11 the Colonies of Man )
(7.3) LIST OF PLAYER FILES
UNPACK.EXE : This is a program that decodes .RST file from the
host program. This program takes information encoded
into the .RST file and splits it up into several data
files used by PLANETS.EXE. You must run UNPACK.EXE
before you run PLANETS.EXE.
PLANETS.EXE : The main game program used by every one playing the
game. It consists of many screens of controls, pictures,
graphics and information.
MAKETURN.EXE : This program is ran after you are finished with your
game turn and exited PLANETS.EXE. This program reads
the game data files and looks for any changes. It
then encodes the new data into a .TRN file which you
send back to the host computer.
*.DAT : These files that contain all the data on a players
game.
*.DIS : Data files that are formed by UNPACK.EXE these contain
all the new information from the host.
TECH.MOF : The game's font file.
VCR.EXE : A sub program used by PLANETS.EXE to show ship combat.
It can NOT be ran outside of PLANETS.EXE and can only
be ran from PLANETS.EXE after ship combat has taken
place.
RESOURCE.PLN : All the graphics used in the game.
SWEEP.BAT : A batch file that erases non-vital data files, use
this files to clean up your planets directory after
you have uploaded your .TRN file to the Host.
RACE.NM : A data file of all the different race names.
NAMERACE.EXE : A program used to change the names of the different
races to fit your personal tastes.
(7.4) LIST OF ALL THE HOST FILES
MASTER.EXE : The program that forms all the hosts data files.
It is only run once at the beginning of the game to
start the game. This is were you are able to activate
which races you will have in the game and assign each
one their own password.
HOST.EXE : This is the program that takes all the .TRN files
from all the players and forms .RST files to be sent
back to all the players. This program is run once
per turn to end the old turn and begin a new one.
*.DAT : These files contain data important to the game.
*.HST : The host data files. This is the universe. This
is all the data on every ship, planet and base.
TECH.MOF : The game's font file.
TURN.BAT : A batch file for use when you are playing on a single
computer. After ALL the players are done playing out
their turns, exit planets and type in TURN and the
batch file will run the MAKETURN, HOST, UNPACK and
return you to the main program PLANETS. All the
players can then play out their new turns.
RACE.NM : A data file of all the different race names.
NAMERACE.EXE : A program used to change the names of the different
races to fit your personal tastes.
------------------------------------------------------------------------------
(8.0) SUPPORT
If you need help with a problem you are having with the game
or have a question you can call me during my "office" hours here
at home or you can write me.
Tim Wisseman
PO BOX 204
NORTH FORK
CA. 93643
My phone number is (209) 877-2320
please call on Saturdays between 10:00 AM and 8:00 PM PST
and on Sundays between 4:00 PM and 8:00 PM PST
(8.1) REGISTRATION
The Shareware version of this program is for you to
try out for a limited period of time. If you find that you
like the game please register it. The fee is only $10.
Everyone who becomes a registered user will be sent a
special expanded non-shareware version that only registered users
are allowed to have.
The expanded registered version has the following new features
1. tech levels 7 through 10
2. two or more new hull types per race
3. three new engine types
4. three new torpedo types
5. four new beam weapon types
The expanded registered version is completely compatible
with the evaluation version. ( You can switch to the
registered version in the middle of a game without messing
up your game. )
If you have a printer you can print up the file ORDERFRM.DOC
send it in.
I have made a set of four 8 1/2" X 11" starcharts that show
the position, names and ID numbers of all the planets in the
game. If you would like a set of starcharts send $3 and I'll
sent you a set postpaid. If you want more then one set of
starcharts send $1 for each additional set. You don't have to be
a registered user to order the starcharts.
------------------------------------------------------------------------------
(9.0) Bug in version 1.1
There was a bug in the HOST.EXE and UNPACK.EXE files in version
1.1. The HOST.EXE was not packing data on the planets into the
.RST files. The only way around that error was to send the XYPLAN.DAT
file along with the PLAYER*.RST files to the player machines.
Version 1.2 fixes the problem.
(9.1) Version 2.0
Version 2.0a
Many small bugs fixed.
1. The Shift 3 transporter key
2. The 5 transporter key
3. The "None" colonist bug
4. Disappearing fighter(starbase)
5. Disappearing torp(starbase)
New features!
1. Host saves messages when a turn is missed.
2. ESC key pops you out of <F1> <F2> <F3> windows.
3. Shields are worn down by multi-ships battles.
4. Ship pick window gives you more info.
5. Mouse buttons work on mini scan windows.
(9.2) Version 2.0b
Bugs fixed:
1. Ghost ships crashed program
2. Maketurn crashed on dead empires
3. Bug in build ship display
4. VCR was showing false battle outcomes
5. Some little screen printing goofs
New!:
1. The unload freighter command (starbase) works on
in coming freighters now. It was working on out
bound freighter...(silly).
2. Host writes to a error log (ERROR.LOG) to tell
the host person what went wrong!
3. Shields are now worn down from attacks from
multible ships in the same turn.
4. Shields can not be greater then 100-damage
5. If you miss a turn your messages are held over
til next turn
6. Revolts on planets no longer crash host
(9.3) Version 2.1
Same as Version 2.0b, but with some doc changes.
Game seems very solid now.
Small glich that I currently can't figure out the
cause: Sometimes the XYPLAN.DAT file is corrupted
I think it is a problem with my hard drive.
If this should ever happen to you install the game
again. This will over write the bad XYPLAN.DAT file
with a good copy. Installing again won't harm your current
game data files. All vga planets program read data from
XYPLAN.DAT and never write to the file. You can make
XYPLAN.DAT a read only file, maybe that will help.
I have only had this problem one time.
There was a bug in the HOST.EXE in version 2.1.
When a player tried to build a starbase the HOST.EXE would
crash. The Host program on this disk has been fixed. When
you run HOST.EXE the version number should read
version 2.11 (9/1/92). Please pass this version of HOST.EXE
along to anyone who is hosting a game using the old version
of HOST.EXE ( version 2.1 ). They will also need a RACE.NM
data file.
A bug in MAKETURN.EXE that cause many copies of the
same message to be sent the same person has been fixed. The
fixed MAKETURN.EXE should read Version 2.11 ( 9/6/92 ).
Pass this fixed EXE file along to anyone using the old
version of MAKETURN.EXE ( version 2.1 )
One very strange bug that I have trying to track down
has been a problem with two planets showing up with exactly
the same stats. Then the next turn they revert back to
normal. It is almost like a dimensional rift opens up in the
planets linking two planets together, one over laping the
other. I haven't been able to find the cause. I have
also heard of whole planets disappearing and ships blinking
out... and then reappearing as if nothing ever happened.
True it does make the game more interesting but, I would
still like to know what exactly is going on. The bug
tends to happen to players who are suffering from a lack
of sleep or are confused...
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I have found and fixed the dimensional rift bug as of
(9/12/92) The bug was in PLANETS.EXE. My friend Dave found
it one night when he was really sleepy. Thanks Dave!
This fixed version of PLANETS.EXE should read
version 2.1 (9/12/92).
New feature added due to player DEMAND! The MASTER.EXE
program now allows you to set the distance between home
worlds to be farther apart when you start a new game.
You now have a choice of short, medium, long and very long
ranges. The game in the past used the medium range, which
is the range that I like the best, because it makes the
game far more interesting to know all your enemies are
very close. Even if you know where your enemy's homeworld
is, defeating the enemy's main planet in the first few
turns will be almost impossible.
Use "very long" range at your own risk. You may end up
homeworlds at opposite ends of the star cluster.
At warp factor 9 it may take up to 34 turns to reach your
enemy's homeworld.
If you use "long" range the maximum time between
homeworlds is 8 turns at warp factor 9.
If you use "medium" range the maximum time between
homeworlds is 5 turns at warp factor 9.
At "short" range the maximum time between homeworlds
is 4 turns at warp factor 9.
Small bug fixed in HOST.EXE New Version 2.11.(9/17/92).
The beam weapon tech level of planets fighting starships
is now fixed. The bug caused planets with defence greater
then 200 to have the same beam weapon tech level as the
attacking ship. The tech level now will be 10.
(9.4) What versions will work together.
Version 1.0,1.1 and 1.2 will not work with version
2.0 and later programs.
Version 2.0b and Version 2.1 are 100% compatible.
(9.5) Future Versions....
I am working on Version 3.0 right now which will include
many improvements based on suggestions from players. I am
planning to add to the game.
1. A HOST configure program
2. A way for the host person to send messages to the players
3. Meteor showers
4. A way to recycle old starships
5. Worm holes
6. Starship ID Library program
7. Special Race Ablities
8. Strange events
9. Mysterious areas of space
10. The Natives will be more interesting
11. Mine (BOOM!) fields in space
12. Mine sweeping
Version 3.0 will not be released until spring 1993. So if
you have any suggestions please write and mean while enjoy
Version 2.1. VGA Planets will continue to grow and change until
it is the very best game possible, but I don't want to put out
a long series of releases, so Version 2.1 is frozen in time.
The only changes to Version 2.1 will be any needed bug fixes.
All my new improvements that players and myself come up with will
be put into Version 3.0. I am very happy with Version 2.1 and
I hope you are having fun with it.
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