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- HOST 3.2 Beta 1a:
-
- Red error when starbase's are built bug
- fixed.
-
- HOST 3.2 Beta 1c:
-
- All ships in free space visible
- to Informer bug fixed.
-
- Super star destroyer always visible bug
- fixed.
-
- Bio scanners will not scan native life
- on planets with 20 or more defense outposts.
-
- Spelling error: "Trader" ----> "Traitor"
-
- Spelling error: "Assult" ----> "Assault"
-
- Defaults set to:
- Cloaked Ships May be robbed: NO
- ATT/NUK : YES
- Web mine sweep range : 0 ly
- Mine sweep range : 5 ly
- Max minefield radius : 150 ly
-
- Glory device no longer sends two messages if
- one of your own ships get hit with the shock
- wave.
-
- SENDMESS.EXE now sends messages from the host
- to the 3.5 interface.
-
- The REAL XYPLAN.DAT file is:
- XYPLAN DAT 3,000 02-23-93 8:34a
-
- The other XYPLAN.DAT file that was sent out
- with the other beta test host files was not
- the one and only one that I made. I don't know
- where in the world it came from. Delete the
- bogus XYPLAN.DAT that came with the other beta
- test.
-
-
- HOST 3.2 Beta Test 1d
-
- --------------------------------------
-
- Thanks to the help of cfoss@nbnet.nb.ca ( Colin Foss )
- Bugs in 3.2 that caused host crashes have been found and fixed.
-
- Super Spi ships caused the host to crash when they were successful
- at changing the planet's friendly code.
-
- Chunnel function crashed host if the fire cloud's friendly code
- was set to a certain friendly code.
-
- ---------------------------------------
-
- Other fixes and changes:
-
- Cobol ram scoop works even if the cobol reaches its waypoint.
-
- TYPO Fixed: "on the this planet" ---> "on this planet"
-
- TYPO Fixed: "We can have" ---> "We have"
-
- Master.exe 3.20a now clears the priority build points.
-
- Fixed clone function, it sometimes required one unit too much
- tech to clone a ship.
-
- TYPO FIXED: "A cloaked ship has detected" --->
- "A cloaked ship has been detected"
-
- BAD GAMMAR FIXED: "Defense outposts using ion discharge" --->
- "Defense outposts are using an ion discharge"
-
- TYPO FIXED: "magacredits" ---> "megacredits"
-
-
- ADDED: A LOKI will not decloak a cloaked Lizard ship or Fed Ship.
-
- ADDED: Hyper jumping ships do not get sucked into planets by warp wells.
-
- Error in growth rate fixed, populations grow at a faster rate. (Same as 3.14b)
-
- ADDED: Hitting a deep space mine will slow a ship by 10 ly.
-
- ADDED: Cloaked ships that hit a mine and go over the damage that prevents cloak
- limit will come out of cloak.
-
- HOST now dumps messages to RACE 12 to a HOSTMESS.TXT file and to HOST.LOG.
-
- ADDED: Engine shield bonus is not in effect when a ship is attacking a planet.
-
- ----------------------------
-
- HOST 3.2 Beta Test 1e
-
- Fixed: The Super Stardestroyer is immune to all NUK / ATT attacking planets
- if the Imperial Assault mission is turned on. It does not matter
- which race owns the Super Star Destroyer, it is immune.
- It is a ship thing, not a race thing.
-
-
- ----------------------------
-
- HOST 3.2 Beta Test 2a
-
- Fixed:
- BUG: "bum" on a planet causes the money to vanish
- When a planet's friendly code code is set to "bum" and the money
- on the planet is greater then 32,768 mc the money is not beamed
- up to the enemy ships in orbit. Negative amounts of money may
- appear on the ship in orbit instead.
-
- FIXED: Bug Number 0007 fixed.
- Primarily what the bug is involves the score not decrementing
- when losing a base.
-
- Changed: Ion storms now start closer to the edge of the map
-
- ----------------------
-
- Size of HOST.EXE reduced from 151,774 bytes to under 143,700 bytes.
-
- Speed increase:
-
- Speed of HOST 3.2 beta 2a is about 55% faster than HOST 3.2 beta 1d.
-
- On an Intel 486DX2-66 8meg of ram
- Windows 95 Final Beta
- running HOST.EXE in a small DOS Window (Not full screen):
-
- 500 ships 47 starbases 150 to 200 messages per player:
- HOST 3.2 Beta 1d: 2' 42"
- HOST 3.2 Beta 2a: 1' 13"
- Host used 337K of Conventional memory
-
- ---------------------
-
- HCONFIG ITEMS ADDED:
-
- Cobol Fuel Scoop:
- The amount of fuel that the Cobol Class makes per LY can be
- changed from the default of 2kt to 0kt 1kt 2kt 3kt or 4kt
- per light year traveled. This is the amount of fuel that
- a Cobol class ship will extract from the near-vacuum of space
- for every light year that the ship travels.
-
- Aries Alchemy Switch
- If yes the Aries class starship will convert minerals into fuel.
-
- Bioscanners Switch
-
- If yes the Cobol, Pawn and Brynhild class starships are capable of detecting
- native life on other planets. If the starships mission is sensor sweep this
- ability will be activated.
-
- Mine Hit Tech Slowdown
-
- This is the tech level of starship hulls that are not slowed down by a mine
- hit. Ship hulls at this tech level and above will not be slowed by a mine hit.
- Ship hulls below this setting will be slowed by 10LY when they hit a space
- mine. (range 1 to 10 ) default = 7
-
- HCONFIG.EXE now makes a CONFIG.TXT file in the hst data directory that it is
- configuring when you save. This a text file is a listing of the current
- config settings being used in the game.
-
- Run the new HCONFIG.EXE before you run the new HOST 3.2 Beta 2a and
- set the last 4 items or else HOST will switch ALL settings to default
- settings.
- You should set the last 4 settings to this:
- Cobol class free fuel per LY 2 KT
- Aries can convert minerals to fuel YES
- Bioscanners YES
- Hull Tech not slowed by mine hits 7
-
- ----------------------------
-
- HOST 3.2 Beta Test 2b
-
- Added: Friendly code of minefields now take effect as soon as mines
- are dropped .
-
- Added: Minefield friendly code now prevents web mines from draining
- ships with matching friendly codes
-
- Added: Ship data error check after AUXHOST2.BAT.
-
- Fixed: Long waypoints crashing DOS PLANETS.EXE fixed.
-
- Changed: The Super Star Destroyer must have 0 damage to do the
- imperial assault mission.
-
- Added: When a cloaked ship is burning fuel to stay cloaked and it
- does not have enough fuel to remain cloaked the ship will decloak
- and not burn the cloak burn fuel. Before this fix it was
- decloaking and burning the cloak burn fuel at the same time.
- Problem found by:
- Richard Nadolny
-
- -------------------------------------------------------------------
-
- HOST 3.2 Beta Test 3a
-
- Fixed: HYP ships burned no fuel if fuel < 50kt and friendly code to "HYP"
- They now burn fuel.
-
- Fixed: Message error causing black lines on version 3.00 PLANETS.EXE client
- programs, when a message is sent from a WINPLAN.EXE 3.5 client.
-
- Rule Changed: Ships on intercept courses now burn the "standard" amount of fuel.
- I.E. A ship intercepting a ship 3 LY away now burns 3 LY of fuel.
- Intercepting ships were burning an amount equal the maximum amount
- that will be burnt at the set warp factor. A ship incepting a ship
- 3LY away at warp 9 was burning the amount needed to go 81LY.
-
- FIXED: Host now uses a random number seed other then TIMER
- (seconds past midnight) The random number seed is now the sum
- of the total amount of fuel on all ships plus the race ID of
- all ships.
-
- Spelling error: Captian's >> Captain's
-
- NEW: The planet friendly code "dmp" cancels the building of a ship if
- a ship is not built due to the 500 ship limit. If the ship limit
- is not reached the ship is built and then the starbase parts are
- "dumped" ("dmp").
-
- Changed: The planet friendly code "dmp" does not recycle starbase torpedoes
- into minerals.
-
- Changed: Mine sweeping ships do not sweep minefields with a friendly code
- matching that of the ship.
-
- FIXED: No more freighter vs freighter VCRs
-
- Changed: Cloaked ships do not attack planets
-
- Changed: Warp wells are 3.00 light years in diameter
- ( prefect circle ) (not a square)
-
- Spelling error: Reptain >> Reptilian
-
- Spelling error: Riped >> Ripped
-
- Host checks to see if messages are coming from the true players
- and not from a 3rd party hack program that sends fake messages.
-
- NEW: You do not sweep enemy mine field that have a friendly code
- that matches your ship.
-
- NEW: Mine hit messages include ship ID numbers of the ship that
- hit the mine.
-
- The Cobol Class (colonial fuel scooper) does not scoop fuel when
- it is on an intercept mission, being towed and towing.
-
- The is >>NOT<< a right/left side ship combat advantage in host 3.2x.
-
- The cloak fail rate is not 50% all the time. The cloak fail rate
- works as documented. The odds are within a few percentage points
- of the set rate. The HOST.LOG now will tell you how many cloak fails
- took place out of how many ships are cloaked.
- The is more misinformation being spread about HOST.
-
-
- New: Chunnel rules:
-
- A ship belonging to a race other than the race of the Firecloud
- opening a chunnel at the same point in space as the firecloud must
- have a warp speed of 0 to enter the chunnel (way point setting does
- not matter). The chunnel ship's race can enter the chunnel at any
- warp speed.
-
- For Example: If fleet of enemy ships that warp onto a planet that
- is hiding a firecloud with its chunnel engaged only the enemy ships
- with a warp speed of 0 will enter the chunnel. The only ships that
- can move onto a planet with a warp speed of 0 are ships that are
- being towed. None of the ships that moved their under their own
- will enter the chunnel.
-
-
- -------------------------------------------------------------------
-
- HOST 3.2 Beta Test 3b
-
- Bug in HOST Beta 3a fixed:
- "HYP" now works. ( Hyperspace jumps )
-
- Bug in HOST Beta 3a fixed:
- Warp wells now work. They are circles 3.001 light years in radius
- that will suck all ships within range to the planet.
-
- Bug in all host 3.2 beta fixed:
- Parts disappearing on ships being built, leaving ships with 0 weapons.
- This happened on starbases that had weapon tech levels that were lower than
- that part that was placed on the ship, starbase tech levels no longer
- matters. ( Bug found by: Kyle D. Lanclos clanclo@cello.gina.calstate.edu)
-
- New Chunnel Rule:
- Cloaked ships of any race will ether a warp chunnel at any warp speed.
- The will come out at the other end cloaked, but with no shields.
-
- Bug in all host 3.2 beta fixed:
- Ion storm Math error! I got my SIN() and COS() functions confused (backwards).
- This has been repaired and the ION storms will now travel along their
- heading correctly.
-
- Changed:
- When a player did priority point ship build the ship queue reseted to
- the starbase that did the build and continued. This has been changed
- to the priority build ship is built and then the queue continues where
- ever it was before the priority build took place.
-
- NEW:
- Ships that are being cloned must stay at the starbase.
- A ship that is being cloned will have its warp speed set to zero.
-
-
-
- Old rules to remember:
- A pair Fireclouds can not use a chunnel if ANYSHIP with fuel locks
- a tow beam on it, the warp speed and waypoint setting of the ship
- locking the beam does not matter.
-
- Minimum range of chunnel: 100 LY
-
- Special climate max populations:
-
- Rebels: Surface temp 19 and lower
- Maximum clans that can survive: at least 200
-
- Fascists and Robots: Surface temp 81 and higher
- Maximum clans that can survive: at least 60
-
- -------------------------------------------------------------------
-
- HOST 3.2 Beta Test 3b
-
- Bug: in Beta 3a:
- Warp well fixed.
- 3.001 light years in radius
-
- Bug: in Beta 3a:
- "HYP" bug in HOST 3a fixed.
- "HYP" jump ships now jump.
-
- Bug: in all 3.2 hosts fixed:
- Ships being built with 0 weapons on that starbases that
- do not have equal to or greater than the tech of the parts
- used in the construction of the ship. This has been fixed.
-
- Bug: in all 3.2 hosts fixed:
- Ships were being cloned at starbases where ships were being
- built. You can clone or build but not both now, unless you have
- the priority build points to do so.
-
- Bug: in all 3.2 hosts fixed:
- Ships being cloned were allowed to move while being cloned.
- Warp speed of ships being cloaked is now set to 0.
-
- New:
- All cloaked ships of any race will enter a warp chunnel
- at any speed.
-
-
-
-
- --------------------------------------------------------------------
-
- HOST 3.2 Beta Test 3c
-
- New:
- When a web minefield drains all the fuel from a cloaked ship
- that ship will decloak. ( Bug Found by: EJones337@aol.com )
-
- New: AUXBATT.INI hook added:
- 1. It runs just like a normal batch file.
-
- 2. It must be placed in the HST data subdirectory.
- (This is so that it can be used on a game by game basis)
-
- 3. It runs just before normal combat.
-
- 4. If host finds this file, host will:
- a) Disable ship to ship combat.
- b) Disable ship to planet / planet to ship combat.
-
- Fixed: md0 now drops 100 mines.
-
- New:
- When a cloaked ship attacks and goes reaches the damage limit that
- prevents cloak the ship will now decloak, unless it has enough
- supplies on board to repair the damage.
- ( Pointed out by: Dave Jones @ Tim Continuum BBS )
-
- Bug Fixed: An error in the distance reported to the outside edge
- of mine fields has been found and fixed. Host now reports the
- correct distance to minefields.
- ( bug found by: Cory Langford @ Tim Continuum BBS )
-
- Fixed: You can clone a ship that you are also towing away, however
- you can not longer do a normal build on that starbase that turn.
- ( bug found by: Richard T. Vogt @ Warp Speed BBS )
-
- Fixed: When host gets a trying to build a ship without engines
- error, the build is canceled.
-
- New Score Hook Added:
- The file name is "TONS.HST". It keeps a running total
- of the number of kilotons of enemy ships that a race
- has "sunk" in ship to ship combat:
- The first 11 records (4 bytes each) are the totals
- so far. The second 11 records (4 bytes each) are the
- amounts for this turn only.
- 'This code will read the TONS.HST file
- dim tont(11,2) as long' (4 bytes each)
- f4 = FreeFile
- Open gamepath + "TONS.HST" For Binary As #f4
- For i = 1 To 11
- x1 = (i - 1) * 4 + 1
- Get f4, x1, tont(i, 1)
- Get f4, x1 + 44, tont(i, 2)
- Next i
- Close #f4
- Host only generates this file, it does nothing else with it.
- ( Hook requested by: Eat Flaming Death! BBS )
-
- New: The Glory device will now knock any cloaked ship that goes
- over the damage limit out of cloak.
- ( Bug Found by: EJones337@aol.com )
-
- New: When host 3.2 sends the config messages to the WINPLAN
- players and no changes have been made to the config settings
- the first message will read: "<< NO CHANGES HAVE BEEN MADE >>"
-
- Changed: The Glory device explosions do not show up on the WINPLAN's
- starmap. They were showing up before this.
-
- New: Enemy ships will enter a Warp Chunnel if their friendly code
- matches the Firecloud's friendly code or if it is out of fuel.
-
- New: Ships that are destroyed by minefields cause an explosion marker
- to be displayed on WINPLAN's starchart.
-
- Improvement: AUXHOST1 AUXHOST2 AUXBATT events all have 12,368 more
- bytes of free memory to work in than they had when run under
- beta 3b.
-
- --------------------------------------------------------------------
-
- HOST 3.2 Beta Test 3e
-
- Fixed Bug: Glory device "trg" was set off by own ships when mission
- was set to "KILL". Your own cloaked ships will not set it off now.
-
- New: When a Privateer or Crystalline ship uses the friendly code
- "nbr" the tow capture mission is disabled and the enemy ship can
- be towed without being captured.
-
- Fixed Bug: Bug that caused a fatal error in host when the turn number
- reached 313 and WINPLAN was being used.
- ( Bug found by: Ronald Gretz )
-
- Changed: The friendly code "cln" will not delay the building of a
- ship by the Privateer or Crystals.
-
- Added: The base mission "UNLOAD FREIGHTERS" now unloads money from
- ships in orbit.
-
- New: Any message containing the code *w* anywhere in the body of the
- text will cause the message to become anonymous.
-
-
- -------------------------------------------------------------------
-
- HOST 3.2 Beta Test 3f
-
- One small change:
-
- When a player uses the *w* in the body of a message to
- make the message anonymous that message is now sent after all normal
- messages are sent. All anonymous messages are sent in a random order.
- There should be no way for a player to tell where the anonymous
- messages are coming from, even when they have access to the HOST.LOG
- file as many BBS players do.
-
- -------------------------------------------------------------------
-
- HOST 3.2 Beta Test 3g
-
-
- Bug Fix: The broken HYP jump has been fixed.
-
- Changed: Bio scanners will not scan planets that you own.
-
- -------------------------------------------------------------------
-
- HOST 3.2 Beta Test 3h
-
- Final Adjustments to the "Game Balance"
-
- NEW:
- Intercept Attacks
- Battle Ordering: All ship to ship combat has two combat stages:
- 1. Intercepting ships attack their intercept targets.
- 2. The Friendly Code Battle order.
-
- Intercepts Attack - Under HOST.EXE Version 3.2 Beta 3h
- ( and better ) ships on intercept missions will attack
- their intercept target ship first. The highest ID ships
- on an intercept mission attack before the lower ID ships
- on intercept missions. Anytime a ship on an intercept
- mission goes into combat it looses its intercept lock.
- This allows ships with higher IDs to intercept intercepting
- ships before they reach their target. REMEMBER: You must
- set your primary enemy to the race of the ship you are
- intercepting if you wish to attack them.
-
- If you are a race that depends on cloaking to survive
- this is a useful attack mode to use to take out loki(s)
- that are members of an enemy fleet.
-
- NEW:
- The LOKI must have fuel and less than 20 damage points to
- decloak enemy ships.
-
- NEW: If a planet is left with 0 colonists any starbase in orbit
- will be lost. Any buildings on the surface of the planet
- will disappear slowly at a decay rate set by the host.
- If you wish to give a planet to another race you must
- leave at least 1 clan on the surface and have them beam
- their clans down right on top of you.
-
- NEW: The Super Star Destroyer can not attack an enemy planet using
- fighters or beam weapons. An enemy planet can not attack a Super Star
- Destroyer using "NUK" or "ATT". The only way a Super Star Destroyer
- can take over an enemy planet is by dropping clans on the planet.
-
- NEW: The Robots Pawn class ship will do a bio scan on 100% of the
- planets within scan range.
-
- NEW: The Evil Empire planets will cause the bio scanners to send back
- false readings to all races, except for the Rebels.
-
- NEW: The Rebels can have up to 9,000,000 colonists on Ice Planets.
- -------------------------------------------------------------------
-
- ERROR 67!!!
-
- This is the not enough file handles error. Increase the number
- of file handles on your system by editing the following line in
- config.sys:
-
- FILES = XX
-
- Increase that "XX" number by 10 or 20.
-
- This is the number of file your system can have open at
- one time. HOST 3.2 opens 15 files while it is running, so
- you will need 15 plus however number of file handles the other
- programs on your system are using.
-
- -------------------------------------------------------------------
-
- Maybe A Bug:
-
- I have reports of "btt" and "btf" causing ships to exploded.
-
- The reported way that this is done is a cloaked ship uses
- "btt" and "btf" to transfer torps or fighters to unsupecting
- enemy ships. The torps or fighters explode the next turn.
-
- I have spent a whole day testing "btt" and "btf" and have been
- unable to repeat the bug.
-
- I supect it to be caused by bugs in WINPLAN 3.5 Beta 1x's
- transporters. These bugs have been fixed in WINPLAN 3.5 Beta 2b.
-
- If you can figure out anything on this bug please report it
- at once.
-
- -------------------------------------------------------------------
-
- Maybe A Bug:
-
- BIO-SCANNERS are reported to not be able to detect life
- on unowned planets. I tested it and it seems to be working
- as it should.
-
- -------------------------------------------------------------------
-
- Reported Bug:
-
- The "gsN" (Give Ship to race N) command is reported to not work.
-
- The code requires that the "enemy race" that you are giving the
- be at the same spot in space with at least clan of colonists.
-
- Only registered players can give ships away using "gsN".
-
- -------------------------------------------------------------------
-
- Not a bug:
-
- The Lady Royale Class Cruiser:
- False bug reported: "When I beam all the colonists off of a Lady Royale
- the ship still makes 160mc"
-
- You can collect money from a group of colonists on a Lady Royale the
- same turn that they beam down to an unowned/enemy planet.
-
- If 160 colonist clans beam down to a planet that you do not own you will find
- 0 colonist clans plus 160 megacredits onboard the ship the next turn.
-
-
- -------------------------------------------------------------------
-
- Super refit mystery solved!
-
- Problem:
-
- Fed superrefit does not work, it removes the
- ships weapons and leaves it with none.
-
- Solution:
-
- This happens when you are refitting a ship and you do
- not have 100% of the beams or torp tubes on the starbase for
- the refit.
-
- E.I. To super refit a Nova Class you need at least 10 beam of
- any one type on the starbase and at least 10 torp tubes of
- any one type on the starbase. Normal ship building takes place
- before the super refit, so if some other ship uses the refiting
- ship's parts before hand, the super refit will not take place and
- the ship will be left with no weapons. NOTE: If the Nova has 10 torp
- tubes and 10 beams before the super refit, it will have the same
- weapons after if there were not a full set of better parts on the
- starbase.
-
- -------------------------------------------------------------------
-
- NOT A BUG:
-
- If a ship that you are towing cloaks you are still towing it.
-
- Cloaking does not break a tow.
-
- This is not a bug, it is game design. I want players to be
- able to tow cloaked "enemy" ships into battle or accross a
- minefield.
-
- -------------------------------------------------------------------
-
- NOT A BUG:
-
- Having a fixed fuel burn rate is not a bug.
-
- It is part of the game design.
-
- The ships in VGA Planets burn all their fuel at once to
- jump to the set warp speed all within a few seconds. Like
- a gun being fired in a vacuum.
-
-
-
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