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- (10.0) RACE ADVANTAGES
-
- A version 3.0 feature is each race has their own advantages
- over other races.
-
- (10.01) PLAYER 1 ( The Solar Federation )
-
- The Solar Federation is very good at making friends with the
- natives that they contact. Their members are more
- productive then the average. They collect twice the megacredits
- per turn per tax rate percentage point from both the natives and
- The colonists.
-
- The Solar Federation has a set of strict laws that are enforced
- by the universal environmental protection agency (UEPA). In order
- to follow all the laws the Solar Federation can only mine at half
- the normal rate.
-
- The Solar Federation is the only race that can upgrade the
- tech levels of old starships. If a Federation ship sets their
- mission to "Super Refit" and is at a Federation starbase for one
- turn. The chief engineer will remove the engines, beam weapons
- and torpedo launchers and replace the parts with the highest
- tech level parts available from the starbase's parts inventory.
- If a higher tech part is not available the chief engineer will
- not swap parts. Old parts taken off the ship will be placed
- in storage.
- The Federation has two terraforming ships:
- Bohemian Class Survey Ship:
- Will make planets warmer until climate type 50 is reached.
- Eros Class Research Vessel:
- Will make a planet cooler until climate type 50 is reached.
-
- (10.02) PLAYER 2 ( The Lizards )
-
- The Lizards are a strong and powerful physically.
- Their skin acts as a very tough natural armor. They are
- very resistant to extreme cold and heat and weapons of
- all types. A ship with a Lizard crew can survive over
- 150% damage before blowing up. Lizards are 20 times
- more skilled at ground combat that any other race.
- Lizards love to take over colony worlds by just landing
- Lizard colonists.
-
- They are very good at extracting minerals
- from the ground. The weakest Lizards can toss 500 pound
- boulders around with ease. All Lizard mineral mines produce
- twice the minerals as any other race.
-
- Some small Lizard ships can cloak.
-
- The Lizards have a special "HISSSSSSSSSS" Mission that
- will stops civil wars by transmitting threatening radio and
- video messages to planetary populations. The fear of big
- Lizards stomping on their planet tends to calm them down.
- (Only ships with beam weapons can do the HISSSSS mission)
-
- They have the plans to one Fed research vessel that the like
- to use for scouting out minerals and cooling hot planets.
- Eros Class Research Vessel:
- Will make a planet cooler until climate type 50 is reached.
-
- (10.03) PLAYER 3 ( The Bird Men )
-
- The Birdmen are very sneaky. Many of their ships can
- hide using a cloaking device built into the space frame (hull)
- of their ships. Cloaked ships do not show up on enemy scanners
- and protect them from enemy attack.
-
- Cloaked ships are 4 times less likely to hit a space mine then
- a visible ship. Cloaking does not protect a ship from web style
- mines. Ships that are out of fuel cannot cloak.
-
- The Birdmen are very good at spying on enemy planets. They
- can use their "Super Spy" mission to get a normal exploration
- report plus a "Spy" report that has the enemy's planetary
- friendly code, however 20% of the time the enemy will catch
- the spy team and be warned that the friendly code has been
- discovered. Any ship that can cloak will be cloaked
- during the "Super Spy" mission.
-
- (10.04) PLAYER 4 ( The Fascists )
-
- Three of the Fascist starships can cloak.
-
- Fascist starships can plunder a planet for money and supplies.
- When a planet is plundered 20% of the population (native and
- colonist) is killed off and their personal belongings are
- converted into supply units. Plundering for around 6 turns will
- cause riots. Plundering for about 11 turns will cause a civil war,
- but very few of the inhabitants will still be alive. The reason
- it takes so long for the population to become upset and start
- to riot is that everyone in the population that starts trouble
- is killed.
-
- (10.05) PLAYER 5 ( The Privateers )
-
- Privateers have the unique ability to fine tune their
- beam weapons to do 3X the normal damage to the enemy crew while
- still doing normal damage to the enemy's hull. This makes them
- very skilled at capturing enemy ships by killing off the crew.
-
- The Privateers are also very skilled at robing fuel and
- minerals from enemy ships using the "Rob Ship" mission. Enemy ships
- won't find out about being robbed until it is too late.
-
- Only ships with beam weapons can use the "Rob Ship" mission.
- The rob mission takes place before movement and combat.
-
- The Privateers is the only race that can build ships that have
- gravitonic accelerators. Three ships that have the gravitonic
- accelerators are the Meteor Class Blockade Runner, the BR4 Gun Boat
- and the BR5 Kaye Class Torpedo Boat. These three ships travel at
- a rate of twice that of a normal ship. At warp factor 9 these ships
- will travel 162 light years in one turn. These ships can also cloak.
- The major drawback of these ships is their very small size and
- cargo room. They are also unable to survive even a single impact
- with a space mine.
-
- (10.06) PLAYER 6 ( The Cyborgs )
-
- The Cyborgs have some of the most powerful starships, the
- Cyborg Cube ships.
-
- The Cyborg ships are able to repair in space at a rate of 10%
- per month. A Cyborg ship that is repairing cannot move.
-
- When a Cyborg ship destroys an enemy ship the debris and
- fuel is beam aboard in the form of minerals.
-
- Cyborg colonists that are placed on a planet that has native
- population will convert the natives into Cyborg colonists.
- The natives are converted to Cyborg at a rate of one native for
- every Cyborg on the planet.
-
- (10.07) PLAYER 7 ( The Crystal People )
-
- The Crystal People can lay WEB MINES in space that
- cause starships to come to a dead stop for one month.
- (SEE MINE FIELDS) for more details on mines.
-
- Any ship that is in a web mine field loses 25 KT of fuel per
- turn trying to keep the shields up.
-
- They own a ship that will turn all planets into deserts.
- Onyx Class Frigate:
- Will make any planet turn into a hot boiling pool of rock
- and desert (temp 100).
-
-
- (10.08) PLAYER 8 ( The Evil Empire )
-
- The captains of all ships in the Evil Empire can
- use the "Dark Sense" to detect enemy colonists
- living on planets within a configured range.
- The "Dark Sense" is never wrong! Nothing can hide a planet from
- The "Dark Sense."
-
- (10.09) PLAYER 9 ( The Robots )
-
- Can lay mines far better then all other races.
- They can make four times more mine units per torpedo. This
- makes their mine fields 4 times as larger then normal.
- However, only one robot ship can lay mines, the Cat's Paw
- Class Destroyer.
- All robot ships with fighter bays can build fighters
- in space using 3 tritanium, 2 molybdenum and 5 supply units
- per fighter.
-
- (10.10) PLAYER 10 ( The Rebels )
-
- The REBEL GROUND ATTACK MISSION (sabotage planet).
- Any of the Rebel's ships can land a very small team of
- saboteurs onto the planet's surface. The team will destroy
- 30% of the planet's money, 40% of the planets supplies, 20%
- of the defense outposts, 60% of the mineral mines and 30%
- of the factories. In doing so 20% of the colonists on the
- planet will be killed off. This will really upset the colonists!
- If there are any natives on the planet they will be very
- pleased about everything being destroyed. Rebels can
- "self-destruct" their own planets if they wish by using this
- ground attack mission.
- They have many small friendly robots on
- board all their fighter carriers that build fighters when ever
- they can find 2 tritanium, 3 molybdenum and 5 supply units laying
- around, whatever the ship's mission.
-
- (10.11) PLAYER 11 ( The Colonies )
-
- The colonists can use fighters to sweep for mines. Each
- fighter can destroy 4 mines per turn. If the ship doing the
- mine sweeping has beam weapons then the ship will also use
- the beam weapons to destroy mines simultaneously.
-
- The mine sweeping fighters can travel 100 light years from
- the carrier when on a mine sweeping mission.
-
- Colonist ships that have fighters bays can build fighters
- in space using 3 tritanium, 2 molybdenum and 5 supply units
- per fighter.
-
- (10.12) A QUICK OVERVIEW
-
- PLAYER 1 ( The Solar Federation )
- Super Refit ( update tech of old ships )
- 2X income from planetary taxes
- 0.5X ore extraction rate and 25
- Crew bonus ( weapons repaired in combat, shield boost )
- Terraforming ships
-
- PLAYER 2 ( The Lizards )
- Ship with Lizard crew can take 150% damage before blowing up
- 20X ground combat!
- 2X ore extraction rate
- The Lizard HISSSSSS! mission ( stops civil wars )
- Cloaking Ships
- One terraforming ship.
-
- PLAYER 3 ( The Bird Men )
- Cloaking ships (Including a cloaking battleship)
- Super spy mission while cloaked
-
- PLAYER 4 ( The Fascists )
- Plunder natives and colonists for money and supplies
- Cloaking Ships
-
- PLAYER 5 ( The Privateers )
- Rob enemy ships
- 3X Crew kill when using beam weapons
- Cloaking Ships
- Three ships with gravitonic accelerators
-
- PLAYER 6 ( The Cyborgs )
- Assimilate natives (turn natives to Cyborgs)
- Recover minerals and fuel form the hull of defeated enemy ships
- Repair self in space 10% per turn while stopped
-
- PLAYER 7 ( The Crystal People )
- Web space mines that entrap enemy ships and drain fuel
- A Desert Terraforming ship
-
- PLAYER 8 ( The Evil Empire )
- The Dark Sense ( can detect the location of enemies remotely )
-
- Starbases build 5 free fighters per turn using minerals only.
-
- PLAYER 9 ( The Robots )
- 4X Space mine laying bonus ( 4X the number of mines per torp )
- Can build fighters in space
-
- PLAYER 10 ( The Rebels )
- Can sabotage planets ( destroy structures and start a civil war )
- Can build fighters in space
-
- PLAYER 11 ( The Colonies )
- Can use fighters to mine sweep
- Can build fighters in space
-
-
- ------------------------------------------------------------------------------
- (11.0) NATIVE RACE ADVANTAGES
-
- Every native race has an advantage or behavior that in most
- cases can be used for your advantage.
-
- (11.1) HUMANOID
-
- Any starbase that is built around a humanoid planet will have
- tech 10 hull technology automatically.
-
- (11.2) BOVINOID
-
- Every 10000 Bovinoids will produce 1 supply unit per turn.
- To collect the supplies you must have 100 colonists (one clan)
- for every supply that you collect.
-
- (11.3) REPTILIAN
-
- If there are 100 or more Reptilians living on a planet then
- your mining rate will be doubled. They will gladly help your
- colonists mine and move large boulders.
-
- (11.4) AVIAN
-
- Are quick to forgive you for overtaxing them. They will allow you
- to slightly overtax them without growing unhappy. ( They are some
- what dumb)
-
- (11.5) AMORPHOUS
-
- The Amorphous lifeforms eat 500 colonists ( 5 clans ) per turn.
- They will not pay taxes and will become upset if you try to tax
- them. The Cyborg cannot assimilate them.
-
- (11.6) INSECTOID
-
- Insectoids produce twice the normal amount of credits per turn
- per percentage as other native races.
-
- (11.7) AMPHIBIAN
-
- Any starbase that is built around an amphibian planet will have
- tech 10 beam weapon technology automatically.
-
- (11.8) GHIPSOLDAL
-
- Any starbase that is built around a ghipsoldal planet will have
- tech 10 engine technology automatically.
-
- (11.9) SILICONOID
-
- Any starbase that is built around a siliconoid planet will have
- tech 10 torpedo technology automatically.
-
-
- ------------------------------------------------------------------------------
-
- (12.0) NATIVE GOVERNMENT SYSTEMS AND TAXES
-
- None : no taxes may be collected
-
- Anarchy : 20% of normal may be collected
-
- Pre-Tribal : 40%
-
- Early-Tribal : 60%
-
- Tribal : 80%
-
- Feudal : 100% (same as colonists)
-
- Monarchy : 120%
-
- Representative : 140%
-
- Participatory : 160%
-
- Unity : 180%
-
- (12.1) COLLECTING TAXES FROM NATIVES
-
- To collect taxes from native races you must have 100 colonists
- ( one clan ) for every megacredit taken.
-
- megacredits available from natives =
- ( native population ) * ( tax rate % ) * ( government factor % ) * 0.001
-
- example:
- planet: Kzin
- 8,000,000 natives
- 10% native taxes
- Humanoid / Tribal
- 1200 Colonists
-
- ( 8000000 ) * ( 0.10 ) * ( 0.80 ) * 0.001 = 640 megacredits
-
- If you have 64000 or more colonists ( 640 clans ) you will be
- able to collect the 640 megacredits from the native. Since you only
- have 1200 colonist on this planet you can only collect 12 megacredits.
- The natives will keep 628 megacredits and may still become upset
- with you for taxing them at a rate of 10%.
-
- (12.2) COLLECTING TAXES FROM COLONISTS
-
- megacredits available from colonist =
- ( colonist population ) * ( tax rate % ) * 0.001
-
- EXAMPLE:
- PLANET : Kzin
- 7,000,000 colonists
- 10% native taxes
-
- ( 7000000 ) * ( .10 ) * 0.001 = 700 megacredits
-
- (12.3) TAKING OVER PLANETS WITH COLONISTS
-
- You can take over a planet by dropping off one or more clans
- from a starship using the starships "<C>" command.
-
- Colonists Don't always survive on the planet's surface. They may
- be killed off by amorphous natives or a harsh climate.
-
- Colonists need supplies to survive on planets that have an
- arctic or desert climate.
-
- ------------------------------------------------------------------------------
- (13.0) DEFENSE AND ATTACKS
-
- This is a list of the details of space combat.
-
- (13.1) PLANETARY DEFENSE
-
- Planetary defense systems are very weak when
- compared to the defense systems of even a medium sized starship.
-
- The firepower of the planet is added to the fire power of the
- starbase.
-
- The number of fighters that a planet can launch is the
- number of fighters that on the orbiting starbase plus the
- SQR( defense outposts ).
-
- The number of fighter bays that a planet has is the
- SQR( defense outposts ). If the planet has a starbase then
- the planet gets 5 extra fighter bays.
-
- If a fighter from a planet side based fighter is hit by
- enemy fire he is beamed back to the planet .001 milliseconds
- before the fighter explodes. He is then ready to attack the
- next incoming ship in a new fighter if the planet survives
- the attack. Fighter pilots from a starbase are unable to
- beam out.
-
- The tech level of the beam weapons on a planet is
- SQR( ( defense outposts ) * 0.5 ) or the tech level of
- beam weapons of the starbase ( the greater of the two ).
-
- The number of beam weapons that a planet has depends on the
- SQR( ( defense outposts + starbase defense ) * 0.3 ).
-
- Shield power and resistance to damage in KT/SHIELD is
- 100 + ( defense outposts ) + ( starbase defense )
- You can compare this number to these ships:
-
- B200 CLASS PROBE 30 KT/SHIELD
- OUTRIDER CLASS SCOUT 75 KT/SHIELD
- MISSOURI CLASS BATTLESHIP 395 KT/SHIELD
- BIOCIDE CLASS CARRIER 860 KT/SHIELD
- MERLIN CLASS ALCHEMY SHIP 920 KT/SHIELD
- GORBIE CLASS BATTLECARRIER 980 KT/SHIELD
-
- (13.2) GROUND WAR
-
- You may attack an enemy planet by dropping off colonists.
- Your colonist and the enemy colonist will fight it out until
- there is only one group of colonists left. The kill ratio is one
- of your colonists will kill one of theirs. Who ever has the
- most colonists left after the fight owns the planet.
-
- The exception to the above rule is the Lizards. One Lizard
- colonist will kill 20 enemy colonists before being killed.
-
- You may take over unowned planets by beaming down one or
- more colonists. The following turn the planet will belong to you.
-
- (13.3) SHIP TO SHIP MATH
-
- The strength of the shields and the ship's armor is
- determined by the mass of the ship's hull. The mass of cargo, fuel,
- weapons and engines does not count toward stronger shields.
-
- The percentage of energy lost from a shield that is
- hit by enemy fire follows the formula:
-
- LOSS% = Tetawatts * (80 / (hull_mass + 1 ))
- For a list of weapon energy output stats see (14.0)
-
- All torpedoes have a 35% chance of missing their target.
-
- The percentage of damage done to a ship's hull follows
- The formula:
-
- DAMAGE DONE % = Tetawatts(E) * SQR [ ( 80 / (hull_mass + 1) ) ]
- CREW KILLED = Tetawatts(K) * [ ( 80 / (hull_mass + 1) ) ]
-
- (13.4) SHIP DAMAGE EFFECTING WEAPONS AND ENGINES
-
- A damaged starship may loose some of its firepower and
- shield strength.
-
- SHIELD STRENGTH = 100 - ( SHIP_DAMAGE )
- MAX BEAM BANKS = 10 - ( SHIP_DAMAGE / 10 )
- MAX FIGHT BAYS = 10 - ( SHIP_DAMAGE / 10 )
- MAX TORP TUBES = 10 - ( SHIP_DAMAGE / 10 )
- A damaged starship must slow.
-
- MAX WARP SPEED = 10 - ( SHIP_DAMAGE / 10 )
-
- ------------------------------------------------------------------------------
- (14.0) SHIP WEAPON AND ENGINE STATS
-
- Starship torpedo and beam stats:
-
- *Gamma radiation kills enemy crew
- *Explosive yield damages enemy ship's hull
- *Energy is measured in TetraWatts
-
- TECH COST KILL EXPLOSIVE
- Mark 1 Photon: 1 1 4 5
- Proton torp: 2 2 6 8
- Mark 2 Photon: 3 4 3 10
- Gamma Bomb: 3 10 15 2
- Mark 3 Photon: 4 12 9 15
- Mark 4 Photon: 5 13 13 30
- Mark 5 Photon: 6 31 17 35
- Mark 6 Photon: 7 35 23 40
- Mark 7 Photon: 8 36 25 48
- Mark 8 Photon: 10 54 35 55
-
- Laser: 1 1 10 3
- X-Ray Laser: 1 2 15 1
- Plasma Bolt: 2 5 3 10
- Blaster: 3 10 10 25
- Positron Beam: 4 12 9 29
- Disruptor: 5 13 30 20
- Heavy Blaster: 6 31 20 40
- Phaser: 7 35 30 35
- Heavy Disruptor: 8 36 50 35
- Heavy Phaser: 10 54 35 45
-
- Engine specs
-
- TECH COST MAX SAFE WARP
- StarDrive 1: 1 1 1
- StarDrive 2: 2 2 2
- StarDrive 3: 3 3 3
- SuperStarDrive 4: 4 10 4
- Nova Drive 5: 5 25 5
- HeavyNova Drive 6: 6 53 6
- Quantam Drive 7: 7 170 7
- Hyper Drive 8: 9 200 8
- Transwarp Drive: 10 300 9
-
- ------------------------------------------------------------------------------
-
- (15.0) MOUSE DRIVER SCALING FACTORS
-
- Some users may find it hard to control the movement of the
- mouse. There are many different types of mouse devices all of
- which have different levels of sensitivity.
-
- There are two kinds of scaling factors built into most mouse
- drivers. One is sensitivity (or speed) and the ballistic gain.
-
- Sensitivity is measured from 1 to 100 (100 being the fastest)
-
- Mouse sensitivity switches
-
- /S sets both horizontal and vertical sensitivity
- /H sets the horizontal sensitivity
- /V sets the vertical sensitivity
-
- For example: /S50 is an average speed mouse
-
- Ballistic gain profiles number from 1 to 4
-
- /M1 select ballistic profile 1 (slow acceleration)
- /M2 select ballistic profile 2 (moderate)
- /M3 select ballistic profile 3 (fast)
- /M4 select ballistic profile 4 (no acceleration)
-
- Most users like the setting when playing planets:
-
- MOUSE /S30 /M1
-
- You can set your mouse sensitivity by editing
- it in your CONFIG.SYS file. For example:
-
- DEVICE=C:\MOUSE\MOUSE.SYS /S50/M1
-
-
- ------------------------------------------------------------------------------
- (16.0) HCONFIG.EXE
-
-
- The host utility program HCONFIG.EXE allows the host to change
- the set up of the game.
-
- The HCONFIG.EXE will except a path to game data directory in the
- same way as HOST.EXE does.
-
- For Example:
-
- HCONFIG GAME1
-
- This will configure the game in game data directory GAME1.
- When host is ran it will look for the host configure file HCONFIG.HST
- and process the game data as you configured it.
-
- The HCONFIG.EXE program configures the HOST.EXE in four different
- areas.
-
- (16.1) CONFIGURE STARSHIP RECYCLE RATE
-
- This is the percentage of the minerals that are recovered from a
- starship that colonizes a planet. The minerals that were used to
- build the hull and weapon systems are transformed back into
- minerals and laid out on the planet's surface. Money spent
- to build the ship cannot be recovered. Fighters are recycled.
-
- FOR EXAMPLE: You have a very old battleship with tech 3 engines
- and laser beams and mark 1 torpedoes. You feel this
- ship is outdated so you set the mission to
- "Colonize". The Host program will unload all the
- fuel and cargo from the ship and then convert a
- percentage of the minerals that were used to build
- the ship back into minerals. The torpedoes,
- their launchers, the laser beams, the engines and
- the battleship hull are all converted back to a
- percentage of the original minerals.
-
- (16.2) CONFIGURE METEOR IMPACT ODDS
-
- The odds of a very large meteor crashing into one of the 500
- planets. This is meant to be a way for the game host to inject
- new minerals into the game, if they feel there is massive shortage
- of minerals or if they want to make the game a little more
- interesting. The odds run from 0% to 100% that ONE large meteor
- will strike a planet.
-
- When a meteor strikes a planet, massive amounts of new minerals
- and fuel ore will be buried deep into the planet's core. That planet
- will then become mineral rich world and a very good place to
- build mineral mines.
-
- Many bad things happen to a planet that is hit by a meteor.
- A great number of the population will be killed. Many mines,
- factories, and defense outposts will be destroyed and the planet
- may be plunged into a civil war.
-
- Your starbase and all ships in orbit will be safe from the
- effects of the meteor.
-
- When a meteor hits the resulting explosion is so large that
- all the races will know what planet and the amount of minerals
- that were in the meteor (everyone will receive a message). This
- could trigger a "mineral rush" to get to that planet first and
- setup a colony there first. The impacted planet should have
- enough minerals buried in it to build a starbase and many new
- ships. That makes the planet a real prize.
-
- (16.3) CONFIGURE MINE FIELDS
-
- You may have mine fields or choose not to have them.
-
- A mine field is a small area of space that is peppered with
- warheads that track and launch themselves at passing enemy ships
- that are unlucky enough to trigger one of them.
-
- Mine fields are formed when a starship with torpedoes chooses
- the mission "Lay Mines." All the ships torpedoes are taken apart
- by the ships chief engineer and reprogramed to serve as deep space
- mines. High tech torpedoes are divided into several smaller
- units that can cover a greater area of space.
-
- The number of mine field units = number of mines * ( tech level )^2
- The radius of a mine field = SQR( number of mine field units )
-
- Example:
- (100 tech 6 mines would yield 3600 mine units)
- (the mine field would have a radius of 60 light years)
- (the mine field would be 120 light years across)
-
- An enemy ship has a 1% chance of hitting a mine for every light
- year traveled. It is very likely that a ship that travels through
- the above example mine field (all 120 light years of it) will
- hit a mine, but there is still a slim chance that the ship won't.
-
- The amount of damage done to a ship depends on the mass of
- The Ship's hull. Cargo and fuel masses will not help to
- save the ship.
-
- Damage% = 10000 / ( the hull mass )
-
- A ship with a hull mass under 100 KT will be destroyed by a
- single mine. Most battle ships are over 500 KT so they can
- take 5 or more mine hits before being destroyed.
-
- A ship that is under tow (being towed) cannot be hit by a mine.
-
- Web mines are much smaller then normal mines, but are much more
- difficult to travel through. There is a 5% chance of hitting a
- web mine for every light year that you travel through. A web
- mine does 10% of the damage of a normal mine, but causes your
- ship to become stuck in the web and your ship will be forced to
- stop moving after hitting the mine. Next turn you may set
- a new waypoint and warp out of the web mine field and hope
- you Don't hit another web mine.
-
- Web Mines Damage% = 1000 / ( the hull mass )
-
- Starships with beam weapons that are inside one or more enemy
- mine fields can destroy the mines using the "Mine Sweep" mission.
- The ship will fire its beam weapons at random and at a wide setting
- to blanket an area of space with energy that will knock out the
- mine field. The mine field will shrink in size as the outer
- mine units move inward so that the same level of protection is
- constant throughout the mine field.
-
- The number of mine field units that are destroyed per turn by
- a ship doing a mine sweep depends on the number of beams weapons
- and their tech level.
-
- number of units destroyed = ( number of beam banks ) * ( beam tech )^2
-
- Examples: A Battleship with 10 heavy phasers ( tech 10 )
- can destroy 1000 mine field units per turn
-
- A Scout with 2 X-Ray Lasers ( tech 2 ) can
- destroy 8 mine field units per turn
-
- One mine field unit is destroyed per turn through natural
- causes.
-
- (16.4) CONFIGURE ALCHEMY SHIPS
-
- You may allow alchemy ships to perform their alchemy function or
- you may disable the function and the ships will behave as standard
- freighters.
-
- There are two classes of alchemy ships, the Neutronic Refinery Ship
- and the Merlin Class Alchemy Ship.
-
- The NEUTRONIC REFINERY SHIP can convert minerals plus supplies to
- neutronic fuel (neutronium).
-
- Here are three alchemy reactions that a refinery ship can use:
-
- 1 * ( duranium ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
-
- 1 * ( molybdenum ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
-
- 1 * ( tritanium ) + 1 * ( supply unit ) ---> 1 * ( neutronium )
-
- The neutronic refinery ship will automatically preform the refinery
- function if all three of the following conditions are met. The
- ship will continue to refine fuel until one or more of the conditions
- are no longer met.
-
- (A) There is at least one KT of duranium or molybdenum or tritanium
- on board the ship.
-
- (B) There is at least one KT of supplies on board the ship.
-
- (C) There is at least room for one KT of fuel in the fuel tank.
-
- The neutronic refinery ship is a tech 9 ship with 10 engines and
- 1050 KT of cargo room. The fuel tank will hold 800 KT of fuel. The
- hull is very massive, 712 KT. The ship is armed with 6 beam weapons.
- The ship can produce up to 525 KT of fuel per turn. The ship hull
- costs 970 megacredits to build.
-
- To refine fuel, first unload fuel or transfer fuel to other ships.
- Load the ship with half supplies and half minerals (any type or
- mix of). Now you just wait till next turn and the fuel will be
- produced and stored in the refinery ship's fuel tank.
-
- -----------
-
- The MERLIN CLASS ALCHEMY SHIP can convert supply units into minerals.
-
- Here is the chemical reaction:
-
- 9 * ( supply unit )----+---> 1 * ( duranium )
- +---> 1 * ( tritanium )
- +---> 1 * ( molybdenum )
-
- 9 KT units of supplies yield 1 KT of duranium and 1 KT tritanium
- and 1 KT molybdenum.
-
- The ship will continue to convert the supplies to minerals as
- long as the following condition is met:
-
- (A) There is at least 9 KT of supplies on board.
-
- The Merlin Class Alchemy Ship is a tech 10 ship with 10 engines
- and 2700 KT of cargo room. The fuel tank can hold 450 KT of fuel.
- The Ship's hull has a mass of 920 KT, which makes it one of the
- largest ships in any fleet. The ship is armed with 8 beam weapons
- and costs 840 megacredits to build. The ship can produce a maximum
- of 900 KT of minerals per turn ( 300 KT duranium, 300 KT tritanium
- and 300 KT molybdenum ).
-
- To transform minerals, just load the ship with supplies and
- wait till next turn. The supplies will be turned into minerals
- automatically.
-
- ( SEE HOST314.DOC for more info on HCONFIG.EXE and HOST.EXE )
-
- ------------------------------------------------------------------------------
- (17.0) ERROR MESSAGES
-
- HOST ERROR MESSAGES
-
- -----
-
- Fatal Program Error or Hard Drive IO Error (bad clusters)"
- Host program stopped before completion.
- BASIC Error number : ??
-
- Very bad hardware / software related errors.
- RUN CHKDSK / F(MS - DOS) OR CHKDSK / M(DR - DOS)
- just to make sure your hard drive is well.
- Then report the error to the author as a major bug.
-
-
- Player #? TRN file is stale!
-
- A player has used data from a past turn to produce
- his current turn file. This player may have messed an
- earlier turn and then forgot to download a new result file.
-
- -----
-
- ERROR: ALL 500 SHIP SLOTS ARE FULL!!!
-
- 500 ships are the limit. I have never heard of this
- happening, but you never know. No new ships may be built
- until some ships in that game are destroyed or scraped.
-
- -----
-
- Disk read/write error
-
- The host is reading data from the disk that it does not
- understand.
-
- -----
-
- ERROR: Player ? Tried to build a ship without an engine
- Player #? .TRN is trying to cheat!
- ERROR: The file has been corrupted!
- Race Message ERROR ? message #?
- ERROR: Bad file size!
- ERROR : Data transmission error (or HACKER WARNING!)
- ERROR : File has been garbled . . . will try to fix. . .
- ERROR IMPOSSIBLE ENG SPECS
- ERROR! Impossible Hull specs! Player #?
- Warning: ??? has bad warp speed data.
-
- Errors caused by the strange data in the incoming
- TRN files. There is no easy fix for these.
-
- -----
-
- WARNING: Towing ship and tow target have different (X,Y)
-
- A ship that is being towed may be trying to tow
- a third ship. This is not really a problem. The player
- is trying to do the impossible.
-
- -----
-
- WARNING: Host Ship data file Corrupted! Fixing...
- Host Ship data files Corrupted! FATAL ERROR!
-
- Something strange has happened to the host's HST data
- files.
-
- -----
-
- ERROR: Data fragments from old game files are in conflict
-
- There is data from another game in this game's directory or
- the host data files have been edited.
-
- -----
-
- Player #? registration error
-
- This player has given away their registered copy of
- planets to another player or has a stolen copy of the
- registered version.
- They will be attacked by the Tim Continuum . . .
-
- -----
-
- ERROR: Player #? is CHEATING! ( money from nowhere has appeared )
- ERROR: Player #? is CHEATING! ( minerals from nowhere )
- ERROR: Player #? is CHEATING! ( impossible tech upgrade on starbase )
- ERROR: Player #? is CHEATING! ( impossible tech upgrade on starship )
-
-
- The host is 99.9% sure that this player has cheated in the
- above manner. Host will destroy the offending planet or
- starship. All other players will be warned of the cheater in
- a message from the Tim Continuum. The person cheating will
- not be told that he has been found out.
-
- -----
-
- PLANETS ERROR MESSAGES
-
-
- ERROR: Data file XYPLAN.DAT has been tampered with
- Program terminated to avoid a security breach
-
- ERROR: Main data files have been tampered with.
- Program terminated to avoid a security breach.
-
- DATA files may be missing, edited or there are
- bad clusters on your hard drive.
-
- -----
-
- Switching PLANETS.EXE programs in the middle of a turn
- is not allowed. Switch to a new PLANETS.EXE program just
- after you run UNPACK.EXE or before you run UNPACK.EXE
- This is to prevent errors and cheating
-
- -----
-
- ERROR! : UNRECOVERABLE DATA ERROR
-
- The player data files unreadable by the program.
- This may be caused by hacking, bad clusters on the
- hard drive. The problem may also be caused by the
- computer being cut off or rebooted while the program
- is writing to the hard drive.
-
- -----
-
-
- MAKETURN ERROR MESSAGES
-
- -----
-
- ERROR: Data hallucination!
-
- DATA from another game is in this game directory.
-
- Run SWEEP.BAT to fix.
-
- -----
-
-
- ------------------------------------------------------------------------------
-
- VGA Planets Dictionary
-
- Capital Ships Any ship that has weapons
- (torpedoes, beams, fighters).
-
- Waypoint The location in space that a starship is going to
- travel to.
-
- .RST files The "Result Files" are the files compiled by the
- HOST.EXE program on the BBS the files are labeled
- PLAYERx.RST ( x = 1 to 11 ). These files are
- DOWNLOADED by players (one each) and converted
- to data files by the UNPACK program. The data files
- are used by the PLANETS.EXE program.
-
- .TRN files The "Turn Files" are the files that are compiled by the
- MAKETURN.EXE program by the players on their home
- computers. The MAKETURN.EXE program scans the data
- and looks for any new commands that were ordered by
- the player when the player was running PLANETS.EXE.
- MAKETURN.EXE compiles a file that is a list of new
- commands. These files are labeled PLAYERx.TRN.
- These files are uploaded to the host BBS.
-
- Host The computer/person/BBS that is running the
- HOST.EXE program. Where the RST and TRN files
- are uploaded to and from.
-
- Player One of eleven people that are playing the game.
- They upload one TRN file each to the Host before
- the HOST.EXE runs and download one RST file from the
- Host after the HOST.EXE runs. The players
- run UNPACK.EXE, PLANETS.EXE and MAKETURN.EXE.
-
- Warp Factor The speed of a starship. The distance traveled
- per turn increases as a square of the warp factor.
- The number of light years traveled per turn
- is (Warp Factor)^2.
-
- Supplies Common hardware and goods produced by factories.
- One supply unit is produced per factory per turn. Colonists use
- the supplies to build mines, factories and
- defense outposts. Supplies can be sold and
- carried on starships to other planets. Colonists
- on overpopulated planets consume supplies to
- survive.
-
- Fighters Very small craft that take up one cargo space on
- starships. A starship must have fighter bays to
- carry fighters.
-
- Megacredits Money. Megacredits may be moved from planet to planet
- on starships. Every ship can carry up to 10,000
- Megacredits ( MC ).
-
- ------------------------------------------------------------------------------
-
- +--------------------------------------+
- | Strategy Hints for VGA Planets 3.0 |
- +--------------------------------------+
-
- Things to remember . . .
-
- Don't WASTE your fuel!
- (HINT: Don't fly around at warp 9 with low tech engines, that
- is VERY stupid)
-
- Have your freighters bring fuel home.
-
- High technology engines are very important.
-
- Your planets will quickly run out of minerals. There is only a
- limited amount of minerals in to core of each planet. It is very
- important for you to search for new planets with minerals and bring
- the minerals back home to your starbase.
-
- Mines only remove minerals from the ground, they DO NOT
- produce minerals out of thin air, they will stop giving you
- minerals when the planet runs out of minerals. When a
- planet runs out of minerals all the mines on the surface
- become useless junk that cannot be recycled. Mines are
- a permanent scars on the planets surface and will add slightly
- to the planet population's discontent.
-
- Molybdenum is the rarest mineral of all.
-
- Be careful not to run out of any one mineral or you
- won't be able to build any new ships.
-
- Don't leave your friendly code set to "AAA" or else enemy
- ships will very easily steal fuel and minerals from your planets
- and enemy starbases my force you to surrender. Think of the
- friendly codes as the planets or ships "password" that allows
- access to the starship transporters and planetary defense
- shields.
- Also two ships or a ship and a planet of different races will
- not attack each other if they have matching friendly codes.
-
- Change the friendly code on the starships that are defending
- your planets. If you don't enemy ships can set their friendly codes
- to "AAA" and fly right past the ships that are guarding your
- planet and attack your planet.
-
- It is very dangerous to be next to an enemy STARBASE if they
- know your friendly code. This gives the power to the starbase
- to drop your shields and beam your whole crew off in a matter
- of seconds and force your ship to surrender.
-
- Do as much exploring as possible. Small freighters are great
- scout ships and they are dirt cheap. Send them out to parts
- of space where nobody will bother you.
-
- Attack enemy freighters with small warships (capital ships).
- This will really cause great pain to your enemies.
-
- Be aware of your special race advantages and use them.
-
- Be aware of your enemies special race advantages.
-
-