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HOST322.TXT
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1997-02-08
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***Note***
This Host update requires HOST 3.2 support and data files, if you are missing the
file VPH35.DLL and the other HOST support files you can not use this host until you get
them. The common name for these support files are HSTSUP32.ZIP.
------BUG FIX LIST-----------
New / Bug fixes in HOST 3.22:
Bug Fix: Bug that caused host to crash during the beaming / transfer stage.
New: 1000 UFO data base can be read and sent to WINPLAN
Bug Fix: Rebels ice planets can support 9,000,000 colonists on ice planets.
(In host 3.20 and 3.21 they could only have this many on temp 1,2 or 3 degree planets.
New: Planet friendly code "noc" disables Config message listing being sent as a message.
New: Host will not change starbase mission back to mission 1 if the starbase mission is
set to 0
New: Universal minefield friendly code setting.
A planet with a friendly code beginning with "mf" will cause
ALL mine fields belonging to your race to have this code as the mine field
friendly code. If you set more than one planet's friendly code
first two letters to "mf" the highest ID planet will be used to set
the mine field friendly code. The character following "mf" can be any
letter or number.
Example: If one of your planets friendly code is set to "mfK" then
all your mine fields will have the friendly code of "mfK".
------
HOST 3.22a
Bug Fixed: Bug that prevented the "noc" planet friendly code from
working has been fixed and tested.
Changed: Universal minefield friendly code rules:
The old minefield friendly code rule now applies again (Rule 1)
Rule 1:
Minefields have friendly codes. The minefield's friendly code will be the
same code as the planet that is owned by the owner of the minefield that is nearest
the mines center. So if you laid a minefield at Nixon and you own Nixon and Nixon's
friendly code is "Q1m" the minefield would have a code of "Q1m". Any starship with
that friendly code would be able to travel through the minefield and not activate
any mines. If the planet's friendly code is changed the minefield's code will
change to match it. The minefield friendly code takes effect as soon as the mines are dropped.
Any ship in a web minefield that has a friendly code that matches the web
minefield will not be drained by the web field.
A ship will not minesweep a minefield with a matching friendly code and it will
not show up on starmaps or in messages.
Rule 2:
A planet with a friendly code beginning with "mf" will cause
ALL mine fields belonging to your race to have this code as the mine field
universal friendly code. If you set more than one planet's friendly code
first two letters to "mf" the highest ID planet will be used to set
the mine field universal friendly code. The character following "mf" can be any
letter or number.
Example: If one of your planets friendly code is set to "mfK" then
all your mine fields will have the universal friendly code of "mfK".
Rule 3:
If a Birdman ship sets the friendly code of any enemy planet using the super spy mission
to a friendly code beginning with the letters "mf" and the planet has more than 30 defense
outposts the planet will use an ion discharge overload to knock the ships out of cloak.
Rule 4:
A ship can use rule 1 or rule 2 to safely pass through a minefield.
Both rules are in effect. The ship can use the "local" friendly code or the "universal"
friendly code.
-----
HOST 3.22b
Bug Fixed: A problem with ships running into "ghost" WEB mines fixed.
-----
HOST 3.22.001
ADDED: A data filter that keeps ships with type 0 engines from
crashing HOST. (Problem caused by third party "cplayer type" programs)
-----
HOST 3.22.002
FIXED: The WEB mine hit messages were giving the player the starting
position of the ship. It has been fixed and now gives the position
in space that the mine was hit.
FIXED: Fuel burn rate of ships on an intercept mission fixed.
Some ships were burning too much fuel and other were burning too
little. It should now match the burn rate of ships moving normally.
-----
HOST 3.22.003
NEW: Newly built ships are given a random ID number ( 1 to 500 )
NEW: Ion storms move faster, powerful storms now move at least warp 8.
FIXED: Bug that caused ships with very little fuel that were intercepting
ships that were intercepting other ships to be thrown hundreds of
light years has been fixed.
-----
HOST 3.22.004
Thanks to the efforts of VGA Planet Host Mark Johnsen, the following
very hard to find bug has been found.
FIXED: A bug that caused a Tim Continuum attack for cheating when
the player was not cheating. The bug triggered when a player lost
one or more fighters for some unknown reason. This was a never should
happen event that happened from time to time.
-----
HOST 3.22.005
NEW: AUXBC.INI Hook file
It runs right before combat if it is found at the path given to host.
You edit it as you would a batch file.
BUG FIX: The Onyx Class now heats planets to 100 deg. It was only
heating planets to 99 before.
BUG FIX: Ion storms kill no more crew than you have on the ship.
The ion storm messages were in error. They were claiming to kill
more crew than was on the ship.
NEW: The Resolute and the Darkwing have advanced cloaking devices.
They do not burn any extra fuel to cloak as all other cloaking
ships do. They can cloak in an ion storm, they are the only ships
that can cloak in an ion storm.
-----
HOST 3.22.006
BUG FIX: If the host sets ION storms to 0, they are removed and do
not "ghost". They were showing up in winplan when they are not really
there.
BUG FIX: Ships can not use the friend code "NUK" or "ATT" to avoid
being attacked by a planet.
BUG FIX: If a person with the greatest number of build points does not
build a ship the next race with the second greatest number of points over
20 will build a ship instead.
BUG FIX: If a planet population drops to 0 due to riots it is now marked
as unowned the same turn.
BUG FIX: PBP no longer causes the ship build queue to "stick" on a
single base for more than one turn.
-----
HOST 3.22.007
NEW: Locking alliance codes. If a ship sets its friendly code to
"ffX" where X is the race code ("123456789ab") that race
becomes an ally race. Your mines will not effect them and your
ships will not attack theirs. Your ships will never attack
their planets. The alliance can be canceled with the ship code
"eeX". Once a alliance is set it will stay set until it is
canceled. You can see and sweep your friends mines. Web drain
will not effect you. The switch ONLY takes place when a ships
friendly code is changed. If all your ship friendly codes have
been "ff1" for that last few turns and one ship changes its
friendly code to "ee1" (Note: it is the only ship changing its
code this turn) then race 1 will no longer be considered an
ally.
The alliance information will show up in the Priorty Build Points
message. After the race name, if you see a "!" they have marked
you as an ally, if you see a "+" you have marked them as an ally.
I.E if you see: Lizards +! : they and you are both friends.
----
Host 3.22.008
NEW: You can see your allies minefields but you do not sweep your
allies minefields.
NEW: If a ( 3rd party computer player program* ) sets a ships warp speed to -330 this
host will reset the warp speed to 0 to avoid an "error 6" overflow error
in host. (-330 ^ 2 exceeded max int)
*NOTE: The Author of the 3rd party program in question has stated that
it is impossible for this bug to exist in his program therefore
the Author does not want the name of the program made public,
because I have made a mistake in claiming such a bug exists.
Without a hard proof of such a bug feels that the name of the program
in question should be withheld, pending the discovery of the
true cause of the bug.
But if you are using a 3rd party cplayer program and your host crashes
from an "error 6" this host will fix it.
----
Host 3.22.009
Bug Fix: If a player declared another player an ally his planets
could not be attacked. Now only if both players have declared
each other allies will the planets not be attacked.
New: The Glory device is no longer triggered by ally ship.
Loophole Closed: You no longer get PBP's for capturing a ship.
People were trading groups of small ships back and forth in
galactic PBP sewing circles.
----
Host 3.22.010
Bug Fix: Ships were unable to beam up minerals from unowned planets with
the same ID number. I.E. Ship 455 could not beam up stuff from
planet #455.
New: Check added to make sure ship has a cloaking device before allowing
it to cloak. A computer player is cloaking ships that are not
suppose to cloak. This blocks that computer player from doing that.
Also a 3rd party player side program was allowing players to cloak any
ship. This blocks that program from doing that as well.
Changed: Ally functions Ship to planet / planet to ship combat.
1. If ship is ally, ATT and NUK do not attack.
2. If planet is NOT ally of ship the ship will attack planet if
PE = planet race or KILL Mission set, even if SHIP is an ally of
the PLANET.
(Old Way: If both ship and planets allies no combat was possible. If
only one side was an ally of another side the ally setting did nothing)
Checked: The ally system for the minefield sweeping, mine hits and ship to ship combat has been checked and
seems to be working. If you spot any odd ally function behavior please report it.
NEW: If a planet has a friendly code set to "dmp" or "bum" it can not unload cargo from ships belonging
to other races using the starbase mission "unload ships".
NEW: The code "lfm" can be used over a planet that has you set as an ally.
NEW: Super spy reports number of supply on a planet.
NEW: A Bird Man ship will not try to change a planet's friendly code during a Super Spy mission if it
uses a friendly code beginning with the letter "X", case does not matter.
NEW: Blockage of the use of a 3rd party player side helper program that allows players to cheat by building
any number of factories they wish, no matter what the population of the planet is.