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VGA Planets HOST 3.

20
Copyright 1992 - 1995
By Tim Wisseman
DOC Files
Written By: Tim Wisseman
Sept. 3 1995
HOST 3.20 Released Sept 5th, 1995
( SEE FILE VPLHELP.HLP for a Windows HELP version
of this file )

INDEX:
0.0 Error 67!
1.0 Weapons and Fighter Bays
2.0 Starships
2.1 Weapon Killing / Destructive Power
3.0 Friendly Codes Used in Host 3.20
3.1 Friendly Code Battle Order
Intercept attack
4.0 Short Range Fighters
5.0 Torpedo Construction
6.0 Planetary Structure Building
6.1 Taxes
7.0 Warp Speed
7.1 Fuel
7.2 Gravitonic Accelerators
8.0 Gather Missions
9.0 Giving Ships Away
10.0 Minefields
11.0 Ion Storms
12.0 Ship Explosions
13.0 UFO
13.1 UFO File Formate and AUXHOST?.BAT
13.2 Assigned UFO Parent ID Numbers
14.0 Minerals
15.0 Starbase
15.1 Fix Ship
15.2 Recycle
15.3 Starbase Fighters
15.4 Starbase Orders
16.0 Ship Fuel and Cargo
17.0 Ship Missions
17.1 List of Ships that can Cloak
18.0 List of RST / TRN File names
19.0 Intro to VGA Planets
19.1 The Game Scenario
19.2 How Game File Exchanges Work
19.3 How the Host Program is Used
19.4 BBS Host Sysop
19.5 Independent Host
19.6 Planets on One Computer
20.0 Minerals
20.1 Mineral Mines
21.0 Factories

22.0 Defense Outposts
23.0 Supplies
24.0 Taxes and Populations
25.0 Meteor Impacts
26.0 Warp Wells
27.0 Ground Attack
28.0 Sensor Scan Range
29.0 Dark Sense
30.0 Cyborg Assimilation Rate
31.0 Science ships (Terraformers)
31.1 Climat and Population
32.0 Glory Device
33.0 Super Spy (Birdmen)
34.0 Loki Class ( Anti-Cloak )
35.0 Cobol Class ( Fuel Scoop )
36.0 Bio-Scanner
37.0 Aries Class ( Advanced Alchemy )
38.0 Lady Royale ( Gambling Ship )
39.0 Super Star Destroyer
40.0 Minefield Friendly Codes
41.0 Warp Chunnel ( Firecloud Class )
42.0 Tow Capture
43.0 Native Happy Points
44.0 Running Out of Fuel
45.0 Cloaked Ships can Attack
46.0 Hidden Minefields
47.0 No high Ascii Friendly Codes
48.0 Exploding Tow Ship
49.0 Host Assigning New Race Names
50.0 Priority Build Points
51.0 Ion Pulse ( Planet Defense )
52.0 Tech Levels
53.0 Fighters
54.0 Starship Fix / Recycle
54.1 Fuel and Cargo
55.0 Primary Enemy
56.0 Colonize Mission
57.0 Alchemy Ships
58.0 Combat Rules
59.0 Starbase Defense and Fighters
59.1 Starbase's Role in Ship Building
60.0 Score
61.0 List of Starships
62.0 List of Races
63.0 Starting a Game
64.0 List of Race Advantages
64.1 List of Native Race Advantages
64.2 List of Native Governments
65.0 Planetary Defense
66.0 Ship to Ship Combat Math
67.0 Strategy Hints
68.0 Hints and Tips From The Internet
69.0 Cloak
69.1 Cloaked Super Spy
70.0 Anonymous Game Messages
71.0 Engine Shield Bonus
72.0 Ground Attack / Defense
73.0 Destroying Your Own Starbase ( 0 Colonists )
74.0 TONS.HST / TONS.EXE
75.0 HCONFIG settings Explained

76.0 Intercept Attack ( Ship with cloaking device )
77.0 Tim's Amorphous Soup
78.0 Stuff You Can Order from Tim
79.0 Support and FTP site
------------------------
0.0 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.
-----------
1.0 Weapon Banks and Fighter Bays
There are different types of weapon systems that a ship
may have. The main weapon system is the beam weapon (
lasers, phasers, etc. ). A beam weapon draws its power from
the ship's engines. Many ships have only beam weapons.
The auxiliary weapon systems can be one or more torpedo
launch tubes or fighter launch bays. A fighter takes up
one kiloton in the cargo hold. In combat the fighters are
moved from the cargo hold into the fighter launch bay to be
fuel and armed. Ships with a greater number of fighter
launch bays can get more fighters into combat sooner.
Fighter bays are designed into the hull and unlike torpedo
launchers cannot be added. Some races ( such as the
Federation ) have very few, hull designs that include
fighter bays.
A starbase has room for up to 60 fighters to be used in
defense of the base. Ships with fighter bays can also take
on fighters from the starbase by using the load
torps/fighters button.
The torpedo launch tube aims and arms standard
torpedoes. A standard torpedo takes up one kiloton of cargo
space. In combat torpedoes are moved from the cargo hold
into the launch tube. The torpedo is the most powerful
weapon on any starship and has a range second only to
fighters. You can order your ship not to fire its torpedoes or
launch fighters using the "NTP" ship friendly code.

2.0 Star Ships
Starships are built at starbases out of three basic
minerals, tritanium, duranium and molybdenum. The starships

engines and weapon systems of an enemy ship. On the graph killing power is in blue and destructive power (destroy) is colored red. Beam weapons are weaker than torpedoes. but unlike torpedoes you can recharge a beam weapon and fire it again. The destructive power is a measure of how much damage can be done to the superstructure. Starships can be used to transport money and colonists. Torpedo Blast and Kill Power KILL BLAST COST Mines Mark 1 Photon 4 5 1 1 Proton torp 6 8 2 4 Mark 2 Photon 3 10 5 9 Gamma Bomb 15 2 10 16 Mark 3 Photon 9 15 12 25 Mark 4 Photon 13 30 13 36 Mark 5 Photon 17 35 31 49 Mark 6 Photon 23 40 35 64 Mark 7 Photon 25 48 36 81 Mark 8 Photon 35 55 54 100 Laser 1 1 1 X-Ray Laser 15 1 2 Plasma Bolt 3 10 5 Blaster 10 25 10 Positron Beam 9 29 12 Disrupter 30 20 13 Heavy Blaster 20 40 31 Phaser 30 35 35 Heavy Disrupter 50 35 36 Heavy Phaser 35 45 54 Beam weapons are the main weapons on most starships. The funds needed to build starships is taken directly out of the planetary economy. 2.1 Weapon Killing / Destructive Power The damage done to an enemy target is measured in two different ways. They can also battle enemy ships and planets. phasers. Killing power is a measure of how deadly the weapon is to the crew of an enemy ship. Every torpedo has a 65% chance of hitting its target. killing power and destructive power. The main types of beam weapons are lasers. . Beam weapons all have one thing in common.travel at very high speeds between planets performing various missions. A beam type weapon draws its power from the starship's engines. blasters and disrupters. If a crew is killed off the ship is rendered helpless and is captured. They are beams of powerful energy discharged at a target vessel. The weapon powers are plotted against range.

( some ships on special missions can not be attacked using this code ) This can be turned off by the host.When a ship fires all its torpedoes it must return to a starbase to pick up more torpedoes.EXE msc Will scoop up one of your minefields if you are on mine sweep and inside the field. (Registered players only) miN This will lay mines in other races identity.. Or make them using the "mkt" ship friendly code. 3. the ship will produce only tritanium (Registered players only) alm When set on an alchemy ship. mi2 = Lizard Mines) (Registered players only) mdh Drop half of your torpedoes as mines. if you are on a mine laying mission (Registered players only) mdq Drop one quarter of your torpedoes as mines.( some ships on special missions can not be attacked using this code ) This code can be turned off by the host person. (Shareware and Registered players) NUK The nuke friendly code will cause a planet to attack all enemy ships in orbit weather or not if they have any fuel. the ship will produce only duranium (Registered players only) alt When set on an alchemy ship. ) (Registered players only) NAL Turn off the alchemy function of alchemy ship. if you are on a mine laying mission (Registered players only) md5 Drops 50 torpedoes worth of minefield (Registered players only) ald When set on an alchemy ship.20 HOST. (Planetary friendly code) . if you are on a mine laying mission Where N is a number from 1 to 9. the ship will produce only molybdenum (Registered players only ) NTP Tells ship not to fire torpedoes at an enemy. (Shareware and Registered players) ATT The attack friendly code will cause a planet to attack all enemy ships in orbit not if they have fuel. (Shareware and Registered players) mdN Drop N times 10 torpedoes as mines. (Registered players only) bdm Will beam down all of your money to enemy planet. (Shareware and Registered players) bum Will beam up all of your money from planet to all enemy starships and split evenly.0 Special friendly codes used in version 3. (I.E. The N needs to be the ID number of another race (i. md7 drops 70 torpedoes.e.

5. The warp speed and waypoint of any ship that is being cloned (has the friendly code to "cln") is set to 0 during the movment phase of the game.2.4. (Shareware and Registered players) con Set on planet will send you the HCONFIG settings. This will in most cases cancel out the normal starship building on the starbase any turn that there is a starship with this code in orbit.N=race code ( 1.(Shareware and Registered players) btm Will beam money from your starship to all enemy starships and split evenly (enemies in same point in space as your ship ) (Shareware and Registered players) lfm Will load minerals and supplies needed to build fighters and build them (Only if your race can) (Shareware and Registered players) btf Will transfer fighters to enemy starships . The starbases' tech levels must be equal to or greater than the ship being cloned.3.split evenly.b ) The race that you are giving the ship away to must have a ship at the same position in space with colonists on board to take command of the ship.6. Once the games 500 ship limit is reached no more cloning can take place.7. (Shareware and Registered players) . (Shareware and Registered players) dmp Will dump and recycle old parts from starbase. Cloak pop Fascist Fcode that causes Glory Device ships to blow after the ship moves. The Privateers and Crystal People can not clone.9. You can not clone ships that your race can already build. This tells the starbase that you own and are in orbit with to make an exact copy of the ship with this code. (Shareware and Registered players) cln Clone. (Shareware and Registered players) btt Will transfer torps to enemy starships . (Shareware and Registered players) trg Fascist Fcode that causes Glory Device ships to explode when an cloaked enemy ship is detected. Your ship's former crew then becomes a group of "guest" colonists onboard the enemy ship that is assuming control.a. (Planetary friendly code) (Registered players only) gsN Will give starship to N race .8. A ship code. If you have more than 20 Piority Build Points you can both build a normal ship at a starbase while you are also cloning the ship. The cost of cloning a ship (megacredits) is 200% of the original cost of building the ship.split evenly.

There also needs to be enough megacredits present to construct proper tech torp. Here are examples of attack values base on some friendly codes where "x" is any non-number character.. Your enemy's attack values will NOT effect your battle order. If two ships have the same attack value then the ship with the lowest ID number will attack first. There needs to be at least one of each mineral to build a torpedo. A attack value of 1 is the lowest possible attack value. it only effects the battle order. if you are on a mine laying mission Friendly Code "nbr" nbr This code will cause the Privateers or Crystal People to NOT use their tow capture beam to take over enemy ships that are out of fuel. mi2 = Lizard Mines) Friendly Code "mdh" mdh Drop half of your torpedoes as mines. miN This will lay mines in other races identity. They will fight in an order that depends on the friendly code. The N needs to be the ID number of another race (i. Friendly code Attack values xxx 1000 1xx 1 10x 10 01x 1 999 999 123 123 18x 18 x23 23 xx2 2 x1x 1 The ship with the lowest attack value will attack first. The attack values will NOT affect the way in which a ships fights. Battle Ordering: All ship to ship combat has two combat stages: 1.e. This code will cause the Privateers or Crystal People to NOT use their tow capture beam to take over enemy ships that are out of fuel. 3. (Shareware and Registered players) mkt Will cause a starship to make torpedoes. if you are on a mine laying mission Friendly Code "mdq" mdq Drop one quarter of your torpedoes as mines. To use attack values your friendly code must begin with a number value.nbr No boarding party.1 Friendly Code Battle Order All ships have an attack order. The friendly code can give an attack value from 1 to 999. Intercepting ships with a cloaking device attack their .

The Friendly Code Battle order. The highest ID ships with a cloaking device on an intercept mission attack before the lower ID ships with a cloaking device on intercept missions.+2) from a planet will be pulled into the planet. Intercepts Attack Under HOST. When a ship does one of these exact jumps gravity wells will not effect it.2 hyperjumping ships that end up within a box (-2. 2. This will not work if the ship is on an intercept mission. REMEMBER: You must set your primary enemy to the race of the ship you are intercepting if you wish to attack them. The hyperdrive can not be used to escape a tow.20 ships on intercept missions that have a cloaking device will attack their intercept target ship first. The ship will jump about 350 light years and burn 50 units of fuel. The ship will come out of hyperspace at speed zero and with no waypoint set. Friendly Code "md5" md5 Drops 50 torpedoes worth of minefield HOST 3.EXE Version 3. Ships in hyperspace avoid all minefields. unless the waypoint distance is between 340LY and 360LY. Anytime a ship on an intercept mission goes into combat it looses its intercept lock.2 can also use the following friendly codes: md1 mine drop 10 torps md2 mine drop 20 torps md3 mine drop 30 torps md4 mine drop 40 torps md5 mine drop 50 torps md6 mine drop 60 torps md7 mine drop 70 torps md8 mine drop 80 torps md9 mine drop 90 torps md0 mine drop 100 torps HYP Will cause a hyperdrive equipped starship to initiate hyper jump if it has a warp setting and a waypoint beyond 21 light years. A ship using its hyperdrive can not tow another ship Under HOST 3. Under HOST 3.20 If the player sets a waypoint using winplan to any point that is between 340LY and 360LY the ship will jump to this exact point in space.-2)-(+2. . intercept targets. This experimental hyperspace device has been added to 3 ship classes: PL21 PROBE B200 CLASS PROBE FALCON CLASS ESCORT To use the hyperdrive set the ship's waypoint to a point farther than 20 light years and set the friendly code to "HYP".

) Friendly Code "NAL" No Alchemy NAL Turn off the alchemy function of alchemy ship. Friendly Code "mdN" Mine Drop N mdN Drop N times 10 torpedoes as mines. Friendly Code "ATT" Attack ATT The attack friendly code will cause a planet to attack all enemy ships in orbit not if they have fuel. if you are on a mine laying mission Where N is a number from 1 to 9. (I. ( some ships on special missions can not be attacked using this code ) This can be turned off by the host. Friendly Code "bum" Beam Up Money bum Will beam up all of your money from planet to all enemy starships and split evenly.E. (Planet Fcode) Friendly Code "btm" Beam Transfer Money btm Will beam money from your starship to all enemy starships and split evenly (enemies in same point in space as your ship ) . md7 drops 70 torpedoes. the ship will produce only tritanium Friendly Code "alm" Alchemy Molybdenum alm When set on an alchemy ship.Friendly Code "ald" Alchemy Duranium ald When set on an alchemy ship. Friendly Code "bdm" Beam Down Money bdm Will beam down all of your money to enemy planet. ( some ships on special missions can not be attacked using this code ) This code can be turned off by the host person. the ship will produce only duranium Friendly Code "alt" Alchemy Tritanium alt When set on an alchemy ship. the ship will produce only molybdenum Friendly Code "NTP" No Torpedoes NTP Tells ship not to fire torpedoes at an enemy. Also tells ship not to launch fighters Friendly Code "NUK" Nuke NUK The nuke friendly code will cause a planet to attack all enemy ships in orbit weather or not if they have any fuel.

0 Short Range Fighters For use on starbase's as a short range defense against attacking enemy starships.4.3.2. Friendly Code "con" Configure Planet Friendly Code con Set on planet will send you the HCONFIG settings.7. (Planet friendly code) Friendly code "gsN" Give Ship Ship Friendly Code gsN Will give starship to N race .6. If the mission is set to KILL.split evenly. If the mission is not set to KILL and the primary enemy is set then the ship will explode only when that race's cloaked ship is detected.b ) The race that you are giving the ship away to must have a ship at the same position in space with colonists on board to take command of the ship.8. Friendly Code "dmp" Dump Planet Friendly Code dmp Will dump and recycle all old ship building parts from starbase and cancel any ship that is currently under construction.a. Friendly Code "trg" Trigger Ship Friendly Code trg Fascist Fcode that causes Glory Device ships to explode when an cloaked enemy ship is detected. ----------- 4. it will set off the device when any cloaked enemy race appears. Starships with fighter launch .split evenly. Your ship's former crew then becomes a group of "guest" colonists onboard the enemy ship that is assuming control.N=race code ( 1. Friendly Code "pop" Pop Ship Friendly Code pop Fascist Fcode that causes Glory Device ships to blow after moving.9.5. Friendly Code "btt" Beam Transfer Torpedoes btt Will transfer torps to enemy starships .Friendly Code "lfm" Load Fighter Minerals lfm Will load minerals and supplies needed to build fighters and build them (Only if your race can build fighters on ships) Friendly Code "btf" Beam Transfer Minerals btf Will transfer fighters to enemy starships . Torpedoes are not recycled into minerals.

0 Torpedo Construction Torpedoes are the most powerful weapon carried on a starship and have a range greater than beam weapons. factories and defense outposts. The cost of a mineral mine is 4 megacredits. Fighters are very good at defeating very large and heavily armored ships. All fighters fire very powerful tightly focused energy beams that do a good job of wearing down an opponent's shields and can punch holes in vital parts of enemy ships. The major drawbacks of torpedoes are the cargo spaces needed to hold the torpedoes and the mass of the torpedo launchers.bays can carry fighters to attack enemy ships at ranges greater than torpedoes or beam weapons. A launcher is only able to fire torpedoes designed for it.0 Planetary Structure Building You may build planetside structures such as mineral mines. A starbase can hold up to 60 fighters. 35% of all torpedoes fired at enemy ships miss. Very few ships. Some larger carriers can hold over 200 fighters. For example. Ships can convert their torpedoes into deep space mines. ----------- 6. ----------- 5. In combat the torpedo is moved from the cargo hold into the launch tube. Planets that are left undefended by starships can be defeated by an enemy starship with high tech torpedoes. Torpedoes are very good planet and starbase killers. Each structure requires one supply unit and megacredits to build. Many small ships can be destroyed by a single hit from a high tech torpedo. The cost of a factory is 3 megacredits and the cost of a defense outpost is 10 megacredits Mineral mines extract minerals from the planet when at least one the four primary industrial minerals are present in the . however. All torpedoes take up one kiloton of cargo space. Fighters are destroyed by enemy fighters that can gain a weapons lock as the fighters passes within close range of each other as they close in on the enemy ship. The maximum number of each that can be constructed on a planet is proportional to the colonist population. On average. a mark 5 photon torpedo can only be fired from a mark 5 photon torpedo launcher. can defeat a large scale fighter attack with beam weapons alone. An enemy ship can fire a beam weapon at a fighter to destroy it.

Speed Distance traveled in a game turn Warp factor 1 1 light year Warp factor 2 4 light years Warp factor 3 9 light years Warp factor 4 16 light years Warp factor 5 25 light years . If the tax rate is set too high a riot will take place. If the populations are mad at you for several turns they may grow unhappy and start to riot or even start a civil war. Use the mining survey screen to see the minerals present. A factory produces one supply unit each turn. Supply units can be used for building more mines. factories or defense bases. To right of the general feeling toward you is an estimate of how much money may be collected the next turn. 6. like your leadership. The population can love you.EXE programs. Supply units can be sold for 1 megacredit each or transported to other planets in the cargo holds of starships.EXE / WINPLAN. In the bottom left corner is the general feeling about you. Consider it the last line of defense. The population will become upset with you if taxes are too high or there is over population.0 Warp Speed Speed is your current warp factor. Defense bases protect a planet from attacking enemy ships. The amount of taxes that a race can collect per turn can be adjusted in the HCONFIG program. factories or defense posts and an environmentalist movement is active within the population.1 Taxes You may impose taxes on both native populations and the colonists to generate megacredits. During a riot or war the population will kill each other and destroy structures. if the rates are changed they will not match up with the amount projected by the PLANETS. The number of light years your ship with travel in a turn increases as a square of your warp factor. However. not like you or hate you. The maximum amount of taxes that can be collected from the natives depends on the number of colonists on the planet. be undecided about you. ----------- 7. These programs expect the Federation player to get double the credits and all other players to get normal credits. the tax rate will drop to 0% and no taxes will be collected. Higher tax rates slow the birth rate slightly.planet core. One hundred colonists ( one clan ) can collect one megacredit per turn. They may become upset if there are too many mines.

T. The engine construction screen will show you a graph of the fuel efficiency curve of each engine type that you have the engine tech level and materials to construct. The max weight is the maximum mass your ship may have when it has a full load of cargo and a full fuel tank. is your estimated time of arrival at your waypoint in months (game turns). If the ship is able it will do its best to carry out your orders. These three ships travel at a rate of twice that of a normal ship.A. cargo and fuel. The amount of fuel your ship will need is based on your ship's mass and warp factor and the type of engine your ship has. 7.2 Gravitonic Accelerators There are three ships in the game that have GRAVITONIC ACCELERATORS These are the Meteor Class Blockade Runner.13 and later there are also 3 Hyperdrive ships. ) The commands that you are inputting into the ship display screens in WINPLAN. Under HOST 3.T. 7. With high tech engines your ships can travel very fast and use very little neutronium fuel. Tech six engines are very fuel efficient at speeds up to warp factor 6. commands. the BR4 Gun Boat and the BR5 Kaye Class Torpedo Boat. Engine tech may be the most important factor in expanding your empire faster than your enemies. Warp factor 6 36 light years Warp factor 7 49 light years Warp factor 8 64 light years Warp factor 9 81 light years Your E. The weight of your ship is the sum mass of all parts that make up your ship. engines. PL21 PROBE (Evil Empire ) B200 CLASS PROBE (Cyborg) FALCON CLASS ESCORT (Rebels) ----------- . E. weapons. The amount of fuel your ship needs to burn to move increases proportionately to your ship's mass.EXE are just that.EXE. The mass includes the hull. At speeds above warp 6 the engine begins to waste large amounts of fuel. Tech one engines (stardrive 1's) are very poor engines and waste large amounts of fuel at speeds above warp factor one. Please note ships are moved when the Host runs (HOST. At warp factor 9 these ships will travel 162 light years in one turn.A. is based on your speed and distance.1 Fuel Fuel needed is a measure of how much fuel you will need to travel to your waypoint. It is a very good idea to invest the best engine technology possible.

Damage% = 10000 / ( the hull mass )] . An enemy ship has a 1% chance of hitting a mine for every light year traveled. High tech torpedoes are divided into several smaller units that can cover a greater area of space. The starbase then uses the mission "Force a Surrender.8. These missions are mainly to allow trade between the races." The ally race then takes control of the vessel next turn. Minefields are formed when a starship with torpedoes chooses the mission "Lay Mines. You can also use the "btm" friendly code to beam the money directly to the enemy ship.0 Gather Missions When your ship is in orbit around an "enemy" or unowned planet and your ships friendly code friendly code matches the planetary friendly code you can use the <G>ather missions to beam up as much of one mineral as possible." All the ships torpedoes are taken apart by the ships chief engineer and reprogrammed to serve as deep space mines.0 Giving Ships Away To give a ship away to another race just orbit a planet with a starbase and match friendly codes. the new mines will become part of the existing minefield if the minefield belongs to the ship's race. ----------- 9. ----------- 10. The amount of damage done to a ship depends on the mass of the ship's hull. It is very likely that a ship that travels through the above example minefield (all 120 light years of it) will hit a mine. The cargo and fuel masses will not help to save the ship.0 Minefields A minefield 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. If a ship lays mines inside an established minefield. If you know the friendly code of an ally's planet you can unload a mineral to the planet and at the same time beam up another mineral Trading Money You can give money to another race by giving the a ship with money away to a starbase or by using the "gsN" friendly code to give the ship away. but there is still a slim chance that the ship won't. You can also use the Friendly code "gsN" to give a ship away.

after this limit is reached no more mines can be added to the minefield. You will see the range that was set and all other minefield setting the host is using in the config messages that are sent from the host. A ship that is under tow (being towed) cannot be hit by a mine. (default tech level = 7) Normal minefields and web minefields can overlap. The range that a ship can detect an enemy minefield can be set by the host. A ship with a hull mass under 100 KT will be destroyed by a single mine. You will NOT receive sweep information from enemy minefields that have friendly codes that match your ship's friendly code. . whichever is the greater amount. There is a 5% chance of hitting a web mine for every light year that you travel through. Most battle ships are over 500 KT so they can take 5 or more mine hits before being destroyed. Minefields will shrink in size as the outer mine units move inward so that the same level of protection is constant throughout the minefield. Web mines drain 25kt of fuel from a ship every turn that the ship begins the turn in the web minefield. A web mine does 10% of the damage of a normal mine. but are much more difficult to travel through. Next turn you may set a new waypoint and warp out of the web minefield and hope you don't hit another web mine. The number of minefield units that are destroyed per turn by a ship doing a mine sweep depends on the number of beams weapons and their tech level. The Host sets a limit on the size of minefields. Starships with beam weapons that are inside one or more enemy minefields 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 minefield. You will get a report on all minefields within this detection range. A percentage of mines set by the host are also destroyed every turn. One minefield unit is destroyed per turn through natural causes. both yours mines and enemy minefields. Any ship that hits a web mine looses 50kt of fuel OR 1/6 of the amount of fuel in the ships fuel tank. Web Mines Damage% = 1000 / ( the hull mass ) The above default mine hit odds can be configured by the host to make it easier or harder to hit a mine. Starships below a HCONFIG set tech level that hit a space mine will be slowed by 10 LY if it has more than 10 LY to travel when it hits the mine. but causes your ship to become stuck in the web and your ship will be forced to stop moving. Web mines are smaller than normal mines. It is possible that a starship hitting a mine will be slowed by 10LY for every mine hit the ship takes.

The weakening phase: The disturbance's voltage and speed decreases as the diameter of the disturbance increases. . Starchart ----------- 11. The heading vector of a ion disturbance can not change more than 20 degrees per turn. There are five classes of disturbances. All starships can navigate a class 1.unless the mines distroy web mines option is turned on. They are area high speed charged particles that are bounded by a natural warp shell that enables them to travel at faster than light speeds. The energies within the disturbance are constant through out the disturbance. ION Disturbances Class 1: ( Harmless ) Voltage is less than 50 meV Class 2: ( Moderate ) Voltage ranges from 50 to 99 meV Class 3: ( Strong ) Voltage ranges from 100 to 149 meV ___________________________________ Storm Level Class 4: ( Dangerous ) Voltage ranges from 150 to 199 meV Class 5: ( Very Dangerous ) Voltages at or above 200 meV ___________________________________ Storms and disturbances will not harm planets. Sometimes a weakening disturbance will suddenly increase in size while loosing a great amount of both speed and energy. These effect is commonly known as "pan caking". Disturbance have two phases: The power increase phase: The disturbance's voltage and speed will slowly increase as the size of the disturbance decreases to a smaller diameter. class 2 or class 3 ion disturbance with full shields. They are normally prevented from forming by the stellar winds radiating from the stars of the echo cluster. only starships.0 Ion Storms Ion disturbances can form in the deep void of spaces just outside of the echo star cluster. the class is determined by the voltage of the disturbance.

Mass of the ship and the experience level of the crew.0 Unidentified Flying Objects There have been reports of unidentified objects passing trough or appearing in the echo cluster. There have been reports of ion storms with voltages over 451 meV having an unexplained effect on starships. Class 4 and class 5 storms can damage or destroy a starship. Starships that have entered storms of that power and have ether been destroyed or just vanished. Class 4 and class 5 ion storms will drag starships along with them. You are unable to determine the ID number or race that the ship belonged to. They can also kill the ships crew. I have no control over their behavior.All ion disturbances and storms make cloaking impossible. They seem to be coming from outside the known universe. A natural wormhole. The drag speed is 75% of the speed of the storm. be sure to load the ship with as much fuel and cargo as possible. The explosion point will be plotted as a purple starburst ( 8 spokes ) on the starchart. A black hole . Alchemy ships gain experience by using the onboard alchemy machinery. but their victims will if they are distroyed. Crew experience is also gained from flying through a storm. ----------- 12. 2. Crews can gain experience from traveling through space and through combat with enemy starships. They may be one of the following: 1. You will also receive a distress call from the ship with will give you the name and location of the destroyed ship.000 LY. I (The Tim have no knowledge as to the nature of these objects. If you must travel through a ion storm. When a storm enters a class 4 or class 5 ion storm the ships shields will be rendered inoperative. ----------- 13. Solid matter acts as a damper against the effects of voltage fluxes. There are two factors that can prevent a ship from being destroyed.0 Explosions When a starship is destroyed in a battle with another starship in deep space the resulting anti-matter warp core explosion can be detected by anyone within 5. never to be seen again. Ships using their Glory Device ships do not send a distress call.

Nyarlathotep or one of his old friends. WHOST. Weather balloon 8. It will also shell out to a second batch file at this point.EXE and AXWHOST2.EXE will also pass the complete game data path to the AXWHOST1.BAT and pass the current HST data path to it.EXE. HOST will shell out to a program named AUXHOST1.BAT. Host will only try to shell if these programs or batch files exist. Any changes to the HST files and SHIPXY.EXE has completed its run. 3. .1 UFO. (For secret information about UFO's for programmers only see: UFO. The first thing is two "Shells" in HOST. A comet 6.20 (WHOST. ie: AUXHOST1.HST will be used by the host after it resumes. The Nexus 5. All files will be closed before the shell. Planet eater) 4.BAT game1\ All data will be saved before the shell and all data will be reloaded after the shell.EXE) will shell out to AXWHOST1.EXE. The second shell will take place just before the RST files are made (after all normal host commands are finished).HST File Format For programmers only I have added some things for 3rd party programmers that I have no plans of using myself. This second shell will be to a program called AUXHOST2. A space monster (V-ger.EXE game1\ HOST will also shell out to a batch file named AUXHOST1. I have 270K for lower memory free when host 3.EXE and pass the current HSTdata path to it.HST File Format ) 13.EXE. The first shell takes place after all the player commands are assimilated into the host and all cheat checks are done. WHOST. This second shell will be to a batch file called AUXHOST2. Swamp gas 7.EXE will not continue running until AXWHOST1.EXE as a command line. ie: AUXHOST1.20 shells. The Windows version of host 3.

EXE AXWHOST1.EXE AXWHOST2.AXWHOST1.BAT AXWHOST2. 'This is its MS-Basic Type format: 'size = 78 Type UFOTYPE marker As Integer nm As String * 20 info1 As String * 20 info2 As String * 20 x As Integer Y As Integer warp As Integer heading As Integer rangeP As Integer rangeS As Integer edge As Integer parent as Integer End Type The name of the file will be UFO.BAT AXWHOST1.EXE AUXHOST2.BAT AUXHOST2.EXE WHOST.EXE AUXHOST1.20 Programs DOS Windows ---------------------------------- HOST.BAT ---------------------------------- The other thing added is the ability for 3rd party programmers to add objects to the Version 3. 1 to 15 = color of 'object on starmap '( color = QBColor(ufo.HST is found then it will pass the info to the version 3.EXE c:\plan1\univ1\ AXWHOST2.EXE AUXHOST1. The file will be made up of 100 records of UFOTYPE in order from 1 to 100.EXE c:\plan1\univ1\ Version 3.1) * 78 + 1 If UFO.HST and it will be in the normal HST game universe file area.5 player's starchart. first byte of each record = (UFONUMBER .5 for Windows starcharts.marker) ) '( Quick Basic color format ) 'The object will show up as a X 'with a square around it nm as string * 20 'The name of the object 'this will be shown on the starmap 'at high ZOOM levels info1 as string * 20 'extra info that the starmap . marker as integer '0 = no object.

2 Assigned Parent ID numbers: 101 to 150 Dan Gale 151 to 200 Jan Peter Dijkstra 201 to 250 Sean Martens 300 to 310 Norman Violet 311 to 350 Scott Zissell ----------- 14. Y ) coordinates Y as integer warp As Integer 'the warp speed of the object 'ranges from 0 to 15 heading As Integer 'heading in degrees '0 = UP '90 = Right '180 = Down '270 = Left rangeP As Integer 'Range that a planet that you own can 'see the object rangeS As Integer 'Range that a ship see the object edge As Integer 'The outer edge of the object 'ranges from 0 to 5000 light years 'The edge will be plotted as a colored 'circle on the Version 3. Please uses only your assigned parent ID numbers.HST is found in the HST data directory. You will need at least one ID number for each program that you write. If you are programming an add on for host and will be using the UFO. 'will show if object is selected info2 as string * 20 'ditto X as integer '( X . before writing new data.HST you can request to have a range of ID numbers assigned to you. There are five grades of mineral concentration. 13. Please have your program check the UFO record to see if the record is in use by another program. 1.0 Minerals The rate that your mines can extract ore out of the ground depends on the concentration of the ore.5 starchart 'color of circle = marker color 'The radius of the circle equals edge parent as Integer 'the ID number of the parent program 'this is to tell all programs who owns 'this UFO record This feature will only turn on if a UFO. very scattered .

concentrated 5. scattered 3. The command also allows you to load torpedoes and fighters onto ships that are equipped with handle ether one. The hull is broken up and converted into minerals. Tritanium is a mineral that can withstand very high pressures and temperatures. ----------- 15. 15. common 5. The fighters on board a starbase will be used to defend the base and planet against attack. You may have up to 60 fighters in a starbase and you may put fighters on board any ship equipped with fighter bays. It is important for weapon construction and engine construction. very common 6. When you build torpedoes using the build torp command remember to build only the torpedo types that match the launcher types that you are using on your ships.2 Recycle Recycle command will have all the ship's parts taken off the ship and put into storage. It is used widely in starship construction. rare 4. very rare 3. 1. large masses ( one mine can extract a KT per turn ) The amount of minerals in a planet is rated at five different grades.1 Fix Ship The Fix command allows you to repair damaged ships in orbit around this starbase's planet. 2. Duranium is a very strong mineral used to build the frame work of starship components and the armor skin of starbases and fighters. otherwise the torpedoes will remain in storage. dispersed ( three mines can extract a KT per turn ) 4.3 Starbase Fighters The build fighters/torps command switches to the fighter construction screen. abundant Neutronium is the super dense mineral used for fuel on starships. It is far too unstable for use in building ship components. none 2. High tech components tend to use greater amounts of molybdenum than lower tech components. Molybdenum is used mainly in high power energy wave guides.0 Starbase 15. . 15.

Neutronium is a superdense material found at the core of many planets. 2. ----------- 16. The fuel is millions of times denser than common elements such as lead or gold.4 Starbase Orders The Primary base orders command instructs the base to take one of the five automatic actions. 15. The higher the defense strength of both the planet and the starbase. 5. It is also know as "neutronic" fuel. If a planet comes under attack the fighters on the starbase and the fighters on the planet's surface are launched against the attacking ship. 3. engines and weapons. 1. In the build screen you may select the hull type and engine type and add weapons if possible. Max defense: The base will automatically build up defense strength to max. Unload Freighters: The base will automatically unload all cargo and money from ships at the base location that are of your race or have the same friendly code as the planet. Fuel must be stored in a very powerful inertial damping field to prevent damage to the starship's superstructure. Repair Base: The base will repair damage done to the base by enemy ships. 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. Load Torpedoes: Base will automatically load torpedoes of the proper type onto all ships that have torpedo launchers. 6. 4. The build ship command button switches to the build ship screen that allows you to construct starships from components in storage. Beam weapons on the planets surface and the beam weapons on the starbase will be fired against the attacking ship. From the build screen you can select sub screens that allow you to construct new starship components such as hulls. The parts that you build may all be converted back into minerals if you use the "dmp" planetary friendly code. Ships without fuel will surrender no matter what the friendly codes are.0 Ship Fuel and Cargo All starships use neutronium for fuel. Force a surrender: The base will force all "enemy" ships with the same friendly code as the planet to surrender to the starbase. The ships must be yours or have the same friendly code as the planet. The amount of fuel that a starship can carry is limited by the strength of the inertial damping field only and not the cargo room . the greater number and power of the planetary beam weapons.

It is also used at starbases that have primary mission orders set to refuel. unless there are enemy colonists already on the planet. A starbase with the primary mission orders set to refuel acts as an automatic refueling station to all ships that stop there that have the same friendly code as the planet. The command is designed mainly for fuel tankers so they can transfer fuel to ships that are in need of fuel. colonists. in which case a planetside war will take place. duranium and molybdenum. sensor sweep. ----------- 17. Cargo that ships may carry includes supplies.available on the ship. The <C>argo command orders cargo to be unloaded onto a world that you currently do not own. colonize. You may only jettison cargo in deep space and not over a planet. After one or more colonist clans are unloaded onto a planet that planet then becomes yours the following turn. tow and intercept. kill. The exploration mission orders the ship to spy on planets to see if any enemy colonists are living there and if they have a starbase. Some ships can cloak. . This is so different races can share fuel and torpedoes in the event they form an alliance against a common enemy. tritanium. The lay mine mission reprograms the all torpedoes onboard a starship to become deep space mines and lays them in a circle around your current position ( if the Host has enabled the minefield option ). lay mines. mine sweep. The <T>ransfer command moves cargo from your ship to any other ship at the same location in space. The friendly code is used when your ship is in orbit around an 'enemy' planet with a matching planetary friendly code. load torpedoes or unload all freighter cargo. The <C>argo command can also be used in an emergency to jettison cargo (in deep space only) to make the ship lighter so the ship can travel faster or to prevent an enemy from seizing the cargo if the ship is in danger of being captured. The primary <E>nemy is an order to this ship to attack any ship that belongs to this race that is located in the same position in space.0 Ship Missions Each ship can perform one of eight various missions that include exploration. If a ship has one or more torpedo launchers the ship may carry torpedoes. If the ship has one or more fighter bays the ship may carry fighters.

It is usually better to beam the colonists down to an unowned planet using the <C> ship command.66%) For every enemy planet within the sensor scan range. The more beam weapon and the higher tech the weapons the greater the number of mines that can be destroyed per turn.Defense Outposts * 6. the target ship disappears behind a planet or cloaks. Most matching friendly code will override the kill mission. The tow mission orders the ship to lock a tractor beam on a ship that is at the same position in space. That way you can reuse the same ship again. The percentage odds that an enemy planet will show up on a scan are: (100% . The intercept mission orders the ship to intercept ships by ID number. the ship with the higher warp factor will tow the ship with the lower warp factor. but it will give you the location and size of the nearest minefield that you own. If the ship that is the target of the tractor beam has a warp factor greater than the ship using the tractor beam the target ship will break free of the tractor beam if the waypoint setting of the ship trying to break free is set to a range that will take more than 1 month to travel to. cargo and fuel on the ship to the planet's surface. . The mine sweep mission will not destroy mines that belong to you. There must be at least 15 factories or 20 mines on the surface before the sensors can begin to detect the activity. The intercept mission does not order the ship to attack the ship it is intercepting. Most of the time it is best not to use the colonize mission. Ships with the kill mission will always fight first in a battle were there are ships attacking under order of primary enemy. Your ship will follow the intercept target ship until your ship runs out of fuel. as well as the primary enemy setting The colonize mission orders the ship to disassemble the starship when it reaches an unowned planet and to use the ships parts to make supplies for the colonists after unloading any colonists. The kill mission orders the ship to attack all ships of any race race other than your own that are located in the same position in space as your ship. The Sensor Sweep Mission scans planets within the sensor scan range for any readings that might suggest enemy activities. You may intercept your own ships. You can use list and view commands to find the ship ID number of the ship you wish to intercept. The mine sweep mission has the ship fire its beam weapons set on wide. The amount of fuel the towing ship will burn is proportional to the sum of the masses of both ships. Any planets with 15 defense outposts cannot be picked up on Sensor Sweeps. It will attack the ship if the Primary Enemy is set to the race of the ship that it is intercepting. If both ships are using tractor beams on each other.

rst The Colonies These are the names of the TRN ( TURN files ) used in .if you wish. Ships must have fuel to do this extra mission. the ship will do its very best to win the fight.rst The Cyborg player7. 17. REMEMBER: You must set your primary enemy to the race of the ship you are intercepting if you wish to attack them.Under HOST. Reptile Class Destroyer Lizard Class Cruiser Saurian Class Light Cruiser White Falcon Class Cruiser Swift Heart Class Scout Fearless Wing Cruiser Dark Wing Class Battleship Resolute Class Battlecruiser Bright Heart Class Destroyer Deth Specula Class Frigate BR4 Gun Boat BR5 Kaye Class Torpedo Boat Red Wind Class Carrier Meteor Class Blockade Runner D3 Thorn Class Destroyer Dwarfstar Class Transport D7 Coldpain Class Cruiser Ships without fuel cannot cloak.1 List of ships that can cloak These are the ships that have a cloaking device.rst The Rebels player11.rst The Robots player10. Most races have an extra mission that is all their own. No matter which mission a ship is on when it enters a battle.20 ships with a cloaking device on an intercept mission will attack their intercept target ship first.rst The Lizards player3. Intercepts Attack .rst The Privateers player6.rst The Crystal People player8.rst The Evil Empire player9.rst The Fascists player5. ----------- 18.0 List Of RST/TRN file names Your RST file will have one of the following names: player1.EXE Version 3.rst The Solar Federation player2. Mission in no way affects the way in which a ship will fight.rst The Birdmen player4.

Although there is an economic component to the game.trn The Cyborg player7. They will then send you a Email message back with your RST file attached to it so that you can play your next turn.trn The Privateers player6. in most cases this machine is a remote BBS.trn The Birdmen player4.EXE program. with or without the sysop's help.trn The Fascists player5. a . The game is designed to be a BBS or Net game. If you are playing on a large network that allows file transfers between users.trn The Solar Federation player2. They will download your TRN file and place it in the correct directory for processing by the HOST. but it is mainly a tactical and strategic wargame.trn The Rebels player11. The game can be played on any BBS that supports file transfers. Although the player with the best economy usually has the best potential to win. colonization and the construction of starships. ----------- 19.trn The Colonies This are the files that contain your new commands. you are given a planet. such as build orders and combat and movement orders. This game can also be played on one computer alone. The players compete against each other economically and militarily on a galactic scale.0 Intro VGA Planets is a graphical multiplayer play by turn war game that simulates combat in space between galactic empires.trn The Crystal People player8. The file for the race that you are playing must be transferred to the machine that is hosting the game. The game system allows players to construct their own starships by selecting various components and placing them on a given hull type. you can attach your TRN file to a Email message and send it to the HOST user. To begin the game. Many people are playing VGA Planets over the NET using Email and UUENCODE. The game emphasizes mining.trn The Robots player10.trn The Lizards player3.VGA Planets: player1. Most BBS machines running the game use a DOOR program that sorts the RST files that you are to download and sends your TRN files that upload to the correct game directory.trn The Evil Empire player9. such as AOL or CompuServe. This game can handle from two to 11 players. its not the purpose of the game and the scoring system reflects this.

. The coils are shipped to all the major homeworlds by Endoane traders. 19. The highest tech level ever achieved by your race has been tech 10. You left home with four very special ships that were equipped with tech 17 Bussard Ramscoops which gather low grade matter from the interstellar medium and converts it to antimatter fuel. You then begin to fear the worst. a full scale galactic war may have broken out and your small fleet may be the last of your race.starbase. VGA Planets can be compared to a 11-player chess game in which all players move all their pieces simultaneously. A small local system freighter and a small capital ship were built when your starbase was completed. Of course. A shipment of supplies which included 20 new CLBF coils was following one year behind your fleet until it was lost to an unknown band of pirates. Half way through your journey you lost all contact with fleet command. factories and one low tech starbase. one turn at a time. You have to manage your planet's population and resources wisely.1 Scenario THE SCENARIO Ten years ago a small fleet of freighters left your home world in a quest to find new worlds to colonize. Your fleet finally arrived at your goal. so it is really very unlikely that you will ever be able to build any CLBF coils on your own. the only know source of CLBF coils is small super high tech research station ran by a group of Andromedians near the galactic core 30000 light years away. your fleet was than forced to make the rest of the journey burning low grade neutronic fuel. The last fuel base you passed is over 7000 light years away and you are unable to build new CLBF coils. and two ships. the other players are attempting to do the same thing. Upon arrival at the first world you came to all your starships were landed on the planet's surface to be converted into raw materials for the building of mineral mines . This open cluster contains 500 planets that are all named after the stars from your home star sectors. The game can also be set up so that players start with just freighters and no homeworlds. Unless you reestablish contact with your homeworld or a supply shipment shows up you can regard this as a one way mission. the small Echo open star cluster on the outer tip of third major arm of the Milky Way. In fact. The tech 17 Bussard Ramscoop Ramscoop Fuel Ships served you well until you lost the last one a year ago when the final cobalt-lanthanide-boronite fractionator coil (CLBF coil) burnt out. You can create more ships and expand your domain through colonization or conquest of neighboring planets.

Then the main program PLANETS/WINPLAN is run to play the game. Players then run an UNPACK program that decodes and expands the game result file (RST) into several data files. After the TRN files from all the players are gathered into one directory by the person hosting the game the program HOST is ran to decode all the TRN files at once. They are meaningless to the host. When you are playing the game you can order your starships around. Your best hope is to send small freighters in every direction to drop off colonists and supplies so that they can grow in numbers on new planets and extract the minerals that your starbase needs to build more ships. You must now put every effort into building the most powerful fleet of war ships possible before you are attacked. . build new starships. Ships will continue the same coarse and speed and planets will continue to mine minerals and produce supplies. 19. Good luck 19. receive messages and do many other fascinating activities. TRN files from other games are rejected by HOST and erased. and produces a result (RST) files that are sent back to the players. New RST files are generate by the HOST program. Moving across your starcharts are enemy races that have followed you to this star cluster. You can only run HOST once per game turn. because you can see your enemy's ships as they travel between planets. You soon learn that you are not alone. The players run the local program to view their situation and set up their orders for the next turn. When a player has completed their game turn they run MAKETURN that packs the new data into a TRN file that is sent back to the host computer.2 Game File Exchange Players upload their turn (TRN) files to the host BBS or Email account. A missed turn can't be made up! The host cannot use old TRN files. The host runs the actual calculations involved.3 Host Program All the TRN files of the players from all the players who are taking part in the current turn must be in the game data directory when you run HOST. NOTE: If any player miss out on a turn the game will continue just fine. You need to act fast because your enemies will most likely be trying to expand also. Pay close attention to the starchart. Their ships and planets will continue performing their last order. These new RST files are then sent back to all the players.

The last turn because they had not turned in their TRN files yet and the current turn because the files that they did turn in were stale and had to be rejected. perform a game turn ( run HOST ) and copy the PLAYER RST files into a directory from which the players can then download their file. What went wrong? Answer: When HOST was run the second time all old TRN files and RST files became stale files from last turn. The HOST program rejects all stale TRN files. HOST needs all the TRN files all the players who are going to be in on the current game turn. because all the action and interaction between players TAKES PLACE AT ONCE. They next day everyone puts all ten of their TRN files in the host directory and HOST is run. The player with the stale file will miss a turn. Fresh File: A RST or TRN from the current game turn. ONLY RUN HOST ONCE PER TURN. all your data files will be stale and you will end up producing a stale TRN file when you run MAKETURN. You may wish to make a backup directory to store all the current RST files after you run HOST.4 BBS Host Sysop Just how many turns there are per day are completely up to the person hosting the game. If you are a sysop you may wish to just put in a little batch file that is run every day at clean up time that has your machine copy all the PLAYER TRN files into the proper directory. when HOST is run. 19. One person somehow lost their RST file. A person hosting a game called me up and told me about the following problem: Nine people are currently playing a game. You may wish to have only one game turn per day. The player with the missing file then put the new RST file on floppy and went home. Everyone notices none of their new commands are recognized and the HOST says all but one file is stale. Don't let anyone talk you into running HOST before the players have sent in their current TRN files. Or they will end up making a stale TRN file. All ten of the other players missed TWO turns because of this. When a person misses a game turn. Stale File: A RST or TRN from a previous game turn. just in case someone loses their RST file. Only the player that lost the RST has a fresh file after they grabbed the new RST file after the HOST program ran. So they had the person hosting the game run HOST again. they MUST get a fresh RST file from the host computer. . If you unpack a stale RST file.

Players can also turn off the password check by changing the password to "NOPASSWORD". Many sysops compress the PLAYER RST files using PKZIP. but the change does not take effect until the next turn.TRN". ARJ or LHA to make RST download times faster. The file that I upload to the BBS host computer is "PLAYER2. Net Host or AOL user An independent host is a BBS user ( or a Net user ) that is hosting a VGA Planets game on their own computer. One easy way of moving the files around is to attach the files to Email. The game administrator has the option when first starting the game to give each race their own password. so that even if a player downloads another player's RST file that player will be unable to open it without the real player's password. when the next turn will take place and when they can log back onto the BBS to pick up their new RST file. 19. There are not several very good door programs that makes setting up BBS games very easy. If the host crashes while running it will log the error to the error log file and exit to dos. The file that I download from the BBS host is "PLAYER2.RST". Once a day the person acting as the independent host downloads all the TRN files sent to him from all the players in the game. Players can change their password during their turn. When you have 350K or more of free memory you can run HOST 3. Nobody else should be able to upload a file named "PLAYER2. The files are moved into the planets data directory and HOST is run. The result files (RST) are then mailed back to all the players. The independent host should be sure to tell all the players what time the TRN files have to be in by.6 Planets On One Computer A group of people can set up a game on one .20 from a DOS shell. The independent host uses the BBS only for a means of transferring the RST and TRN files to and from all the players in the game. unless you feel that you can trust your players. 19. For example: I am player 2 ( The Lizard Player ).5 Independent Host Non-Sysop host.TRN" and mess up my turn. I strongly advise the sysop set up the BBS so that the TRN files can only be uploaded by the proper players.

...computer and take turns playing out their turn.. UNPACK 4... Place the "RST result files" floppy into the host computer and copy all the RST files from the Planets directory onto it.. Label floppy one "RST result files"... the Lizard player... _______________________ AN EXAMPLE: Player 2... Play PLANETS goto 1 Planets On Many Computers in the Same Building Every Windows machine running VGA Planets version 3. You can use a network to transfer RST and TRN file back and forth or you can use a pair of floppies.. ..EXE is then run.... Pass the floppy around to each player so that they can copy the file that belongs to them into their Planets directory.. The game administrator then runs the UNPACK command in the PLANETS game list windows to have the PLANETS program recognize the new game data files... One computer must act as host and have the host files installed...... The TRN files are then moved to the game universe directory.... MAKETURN 2.............5 requires its own registered copy of VGA Planets..............rst c:\planets The Lizard player then passes the floppy along ... HOST.. The HOST program absorbs all the players TRN at once and produces new RST files. 1.. has the game installed in directory c:\PLANETS The Lizard places the "RST result files" floppy into drive a: copy a:\player2.. HOST 3. Players can then again take turns playing out their turn... If you install the same program (same serial number) on more than one machine the players using the same registered copy will be destroyed by something called "The Tim Continuum" All the computers must have the planets player files installed in a directory... Using a pair of floppies: . After everyone has had their chance to play out their turn the windows game administrator will then run the MAKETURN program by clicking the MAKETURN command button....

..... . The game administrator will then run HOST.... . Pass "TRN the players turns" around to each player that has finished their game turn and ran MAKETURN already..... the federation player... Label floppy two "TRN the players turns"..... The players may then run PLANETS and play the game............ .. After finishing their turn they exit the game and run MAKETURN that generates a new TRN file...... ..to the next player who hasn't yet gotten their RST file yet. they are all copied into the host's data directory from the floppy "TRN the players turns". This will decode all the TRN files and generation brand new RST files............. _______________________ After all the TRN files are gathered... The whole cycle repeats . All VGA Planets DOS programs will accept a path.. The players then copy the TRN file in their game directory onto the floppy and pass the floppy along to the next player...... _______________________ Players must run UNPACK to decode the RST into data files. ... _______________________ AN EXAMPLE: Player 1...... If you do not specify a path the programs will look for the data in the current directory.trn a: The fed player then passes the floppy along to the next player.. has the game installed in the directory c:\PLANETS The fed player places the floppy "TRN the player turns" in drive a: copy c:\planets\player1. Host Paths Version 3 is the ability to specify a path to where the data files for the game are stored...

if you should ever need to move a game to another computer.whether or not each race will have a starting password. the game-in-progress will be lost.which races will be participating? . You can zip up all the files in the game data directory and move them to another computer. All the EXE programs will look for game data at the path given and they will also look for the static data files in the current directory. MASTER. By using the path option you can have many games running at once on your machine and use very little extra disk space. These parameters cannot be changed without destroying the game and starting over. you should know that the data files for each game MUST be kept in separate directories! If you run MASTER.EXE will create it if it can. . .the starting population of the planet . If "dirname" does not exist. master dirname Where "dirname" is the name of the directory where this VGA Planets game's data files are to reside. overwritten by the newly started game. Example: ( INSTALLING THREE GAMES ) You have installed the game on your hard drive at C:\PLANETS c: cd \planets . .whether friendly codes on planets will be randomized. It is recommended that an empty directory be used for new games of VGA Planets. When you run MASTER with a path all the data important to a game will be moved to the game data directory.EXE allows the host to control several key game parameters: .mineral richness of all homeworlds. The static data files are installed on your hard drive when you install the game.range of starting distances between homeworlds. MASTER. . You don't really need to use the path option unless you are running more the one game. In case you are hosting more than one game of VGA Planets.starting engine tech level for all homeworlds' starbases.EXE and specify a directory containing a VGA Planets game-in- progress.

Or have the TRN and RST files PKZIPPED before they are transferred.make the first set of RST files ---------------------- < Time out while you play your turn > RUN WINPLAN ----------------------- < START A SECOND GAME > mkdir game2 master game2 host game2 < START A THIRD GAME > mkdir game3 master game3 host game3 < you now have three games going > ____ game1 | c:\planets\-+---.* give game1.zip to the other sysop Xmodem and Ymodem Xmodem and Ymodem transfer protocols should not be used to transfer TRN and RST files.zip *.0 Minerals There are 4 types of minerals: Neutronium is the super dense mineral used for fuel on starships.make the game universe host game1 <. ----------- 20. mkdir game1 <.you make the directory for the game master game1 <.game2 | ---.game3 Example: ( MOVING GAME ONE TO ANOTHER MACHINE ) cd \planets\game1 pkzip game1. Xmodem and Ymodem may cause data transmission errors. It is far too unstable for use in building ship . Use Zmodem if possible. This will protect them from being changed by Xmodem or Ymodem.

mines are completely useless. Ships can detect the amount of minerals on any unowned planet that it is over. New minerals can form in the core of a planet due to the ISOTOPE TRANS-URANIUM MUTATION RATE 20. When a planet runs out of minerals all the mines on the surface become useless junk that cannot be recycled. There are five grades of mineral concentration. Enemy planets can not be scanned for minerals by a ship in orbit. The maximum number of mines that can be constructed on a planet is limited by the size of your colonist population. concentrated 5. Molybdenum is used mainly in high power energy wave guides. Mines only remove minerals from the ground. they DO NOT produce minerals out of thin air. Duranium is a very strong mineral used to build the frame work of starship components and the armor skin of starbases and fighters. Tritanium is a mineral that can withstand very high pressures and temperatures. The cost of building a mine is 4 megacredits and a supply unit. dispersed ( three mines can extract a KT per turn ) 4. High tech components tend to use greater amounts of molybdenum than lower tech components. All unexplored planets will have some minerals sitting on the planet's surface along with minerals buried in the planet's core that can be mined.1 Mineral Mines Mines extract minerals from the planet's core as long as one of the four minerals are present. The rate that your mines can extract ore out of the ground depends on the concentration of the ore. scattered 3. The survey will also tell you the number of mines present on the planet. If no minerals are present. The enemy colonists are able to jam enemy starship sensors. It is used widely in starship construction. It is important for weapon construction and engine construction. very scattered ( ten mines can extract a KT per turn ) 2.components. large masses ( one mine can extract a KT per turn ) . they will stop giving you minerals when the planet runs out of minerals. Mines are permanent scars on the planet's surface and will add to the planet population's discontent. Starships and colonists can take a mining survey of the planet that will show you a graph of the amounts of minerals remaining unmined in the planets core and a listing of the amounts of ore that have been mined so far and are ready for use. 1. The ship can use its mineral survey or mineral detect screens to view the minerals.

very rare ( 0 to 99 KT ) 3. rare ( 100 to 599 KT ) 4. The maximum number of factories that you can build on a planet is limited by the size of your colonist population. If it is set to 3 than up to 3 of each type of structure can be lost in a single turn on a planet that does not have enough colonists to support. If you notice that your supply production has stopped or slowed than you are having an over population problem. ----------- 21. Mineral mines and factories risk showing up on enemy sensors unless the planet has more than 15 defense outposts. common ( 600 to 1199 KT ) 5. The rate is the number of undermanned structures that can be lost in a single turn. very common ( 1200 to 4999 KT ) 6. The cost of building a factory is 3 megacredits and one supply unit. If it is set to 3 than up to 3 of each type of structure can be lost in a single turn on a planet that does not have enough colonists to support. Some planets can reach a state of over population at around 1. factories and defense outposts. 1.000 on your homeworld) the colonists will be forced to eat and use supplies to keep from starving.000 colonists if they have an arctic or desert climate. The rate is the number of undermanned structures that can be lost in a single turn. When there is not enough manpower on the planet to maintain structures on the planet's surface the structures will decay at a rate set by host. but planets with abundant minerals will produce minerals for a very long time.000.000.0 Factories Factories produce one supply unit each turn. none ( 0 KT ) 2. This applies to mines . If you build a great number of mineral mines the population on the planet will unhappy and you will be forced to drop the tax rate to keep them happy or else face the risk of riots and war. When there is not enough manpower on the planet to maintain structures on the planet's surface the structures will decay at a rate set by host. This applies to mines. abundant ( 5000+ KT ) Most planets can be mined clean in just a few turns. The amount of minerals in a planet is rated at five different grades. When a planet becomes over populated (at somewhere around 11. There are a few desert and arctic planets were the climate is so bad that 1 clan is considered over populated. factories .

----------- 24.NUMBER OF DEFENSE POSTS * 6. They may become upset if there are too many mines. The maximum number of defense posts you can build on a planet is limited by the size of your colonist population. When there is not enough manpower on the planet to maintain structures on the planet's surface the structures will decay at a rate set by host. The rate is the number of undermanned structures that can be lost in a single turn. The number of fighters that a planet can launch to defend the planet from enemy ship attacks equals SQR( NUMBER OF DEFENSE POSTS ). factories and defense outposts.0 Supplies The supplies produced by your factories can be carried by starship to new planets to be used to build new factories. Supplies are also used to repair damaged ships. The odds of detection are (100 . a starbase and starship components.You can also sale supply units for one megacredit each. Defense posts will screen the planet's industrial activity from long range sensor sweeps by enemy ships. This applies to mines . mines and defense outposts. Alchemy ships can use supplies to make minerals and fuel. factories. The populations will become upset with you if the tax rate is too high or if there is over population. or .66 )%.0 Defense Outposts Defense posts protect the planet from attacking starships. ----------- 23. defense outposts. If it is set to 3 than up to 3 of each type of structure can be lost in a single turn on a planet that does not have enough colonists to support. factories. Fighters from a planet are regenerated after each attack. ----------- 22. Cost of building a defense post is 10 megacredits and one supply unit.and defense outposts.0 Taxes and population By taxing the colonist and native populations you can generate megacredits for building mines. Five KT units of supplies will repair 1% of damage to a starship (automatically).

That makes the planet impacted a real prize. This could trigger a "mineral rush" to get to that planet first and setup a colony there first. Many bad things happen to a planet that is hit by a meteor. ----------- . factories and defense outposts.0 Climate A planet's climate will also affect the maximum population and the birth rate. That planet will then become a mineral rich world and a very good place to build mineral mines. When a meteor strikes a planet. Many mines. the colonists will consume supplies to survive.0 Meteor Impacts Meteor Impacts The Host person can set the odds of ONE very large meteor crashing into a planet by using the HCONFIG program. will be destroyed and the planet may be plunged into a civil war. When a meteor hits the resulting explosion is so large that all the races will know which planet was hit (everyone will receive a message). Keep in mind that a population with a tax rate of 0 will cause the population to expand at the maximum rate. If the population is ever greater than the population that the planet's climate can sustain. The impacted planet should have enough minerals buried in it to build a starbase and many new ships. A great number of the population will be killed. ----------- 26. You can use this factor to prevent over population. Temperate warm planets provide the best possible conditions for all lifeforms. A high tax rate slows the birth rate.defense posts due to environmentalist movements begins within the population. Your starbase and all ships in orbit will be safe from the effects of the meteor. ----------- 25. If this happens they will kill each other and destroy your mines. factories and defense posts. If the climate is too harsh you may have to make regular freighter runs of supplies to the planet to keep the colonists alive. massive amounts of new minerals and fuel ore will be buried deep in to planet's core. Desert and arctic planets are the worst possible conditions for life. Over several turns the populations of a planet may become very unhappy. If a riot starts the tax rate will be instantly set to 0% to prevent a civil war. If they ever become too unhappy they will start a riot or even a civil war.

( 100 defense outposts would make a planet 5 times stronger than its normal defense factor. Any buildings on the surface of the planet will disappear slowly at a decay rate set by the host. A ship that is doing an EXACT point to point HYP jump is not effected by warp wells.6666%. Ships with a warp speed of 1 are not effected by warp wells. except for Rebel colonies. This means 1 Lizard colonist will kill 20 normal colonists on a planet with no defence outposts.0 Dark Sense The Evil Empire can dark sense ALL planets within dark sense range that have enemy colonists. ) A gound attack is done by beaming colonists down to a planet that is owned by an enemy. ----------- 27. Any ship that warps within a distance of 3.0 Warp Wells All planets place a stress on the time space continuum for a distance of 3 light years in all directions. ----------- 28. 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.26. By default the Lizards have a 20:1 ground attack advantage. Every 20 defense outposts add a defense factor to the planet. Any planet with 15 or more defense outposts ----------- 29. The Dark Sense is unable to find the Rebels. Any planet with no defense and more than 15 factories or more than 20 mineral mines will be detected. WARNING: If a planet is left with 0 colonists any starbase in orbit will be lost.0 Ground Attack The host can configure the ground attack and defense factors of all races.001 light years of a planet will fall into the planets warp well and end up at the planet. Every defense outpost reduces the odds of being detected by 6. The Dark Sense is a mission that all Evil Empire ships .0 Sensor Scan Range Ships can now have a very good chance of detecting all planets within the sensor range that have less than 15 defense outposts and has ether more than 15 factories or more than 20 mineral mines.

Each ship will change the climate type by 1 each turn.0 Science Ships The climate temps of all planets range from 0 (ice planet) to 100 (hot desert). Bohemian Class Survey Ship: Will make planets warmer until climate type 50 is reached. The rate is the number of undermanned structures that can be lost in a single turn. The Crystalline and the native race of Siliconoids do best in hot desert climates. Onyx Class Frigate: Will make any planet turn into a hot boiling pool of rock and desert (temp 100). The Lizards are unable to regulate their body temp so . A climate type 50 is the best at supporting all forms of humanoid life. The default rate is 100%. This means that for every colonist on the planet there will be 1 native assimilated. ) ----------- 30. ( If it is set to 3 than up to 3 of each type of structure can be lost in a single turn. There are three ship classes that are able to transform a planet's climate just by orbiting it. Structure Decay You can set the rate at which structure on a planet decay when there is not enough manpower on the planet to maintain them. ----------- 31. Both races have their maximum growth rate on hot worlds.can do. 31.1 Climate and Population All humanoid type races do best on a type 50 planet ( Temperate . The rate that set by the host person and is out of the players control.warm ). The Crystalline race does best on temp 100 ( Desert World ). The Siliconoids also like temp 100 worlds. Eros Class Research Vessel: Will make a planet cooler until climate type 50 is reached. When their mission is set to Dark Sense any information that the ship discovers will be sent to the player as a message next turn.0 Cyborg Assimilation Rate The rate at which the Cyborg player turns the native population into Cyborg colonists can be set from 0% to 100% of the current number of Cyborg colonists on the planet.

Bovinoids are immune to Glory Devices' effects. Siliconoid. When one of these ships set off the glory device it does 1 mine hit of damage to all ships at the same point in space. if they have fuel and any cloaked enemy ship is detected.000 colonists. All other races can only have one clan on a desert or arctic planet. If the explosion takes place over a planet it can also kill a large number of enemy colonists and natives as well as destroy objects on the ground. The device emits deadly berthold rays during the explosion. If you set the mission of the D19 or Saber to "Kill" the glory device will be set off by any cloaked enemy ship. These two ships are the D19 and the Saber Class starships. If you do not set your primary enemy or set you mission to "Kill" the trg will not work.they to like type 50 planets the best. The resulting Berthold rays will kill ALL Amorphous life on a planet that occupies the same point in space as the exploding starship. . ----------- 32. Any cloaked ship that is damaged by a glory device and goes over the cloak damage limit will come out of cloak at once.000 colonists on ice planets. The D19 will do 20% normal damage and the Saber will do 10% damage. Ships which are transforming the climate of a planet will report the temperature of the surface of the planet each turn. Two races are able to withstand desert climates well enough to support a small desert outpost of 6. You can set your primary enemy to the race that you want to detect.0 Glory Device Two ships have an explosive device built into the hull called a glory device. They will be converted at a rate of 1 supply unit per 1000 natives. if they have fuel. "trg" This code will cause the D19 or Saber class starships to EXPLODE after moving. This will cause all of the Amorphous natives to be converted directly into supplies.000. Reptiles. Glory device codes: "pop" This code will cause the D19 or Saber class starships to EXPLODE after moving. These races are: Robots Fascists The Rebels are able to build outposts that support up to 9. such as factories. An ice planet is any planet with a temperature of 19 or less. The glory device does less damage to your ships than enemy ships.

20 or Better) ----------- 35. Birdmen starships on a super spy mission are immune to the surrendering functions of starbases as long as they have at least one unit of fuel. The Ram Scoop will . All Birdmen ships in orbit add to the chances of success. It is likely that an enemy race that depends on cloaking to survive will use intercept attacks to destroy or damage a Loki that is a member of a fleet.0 Super Spy The Birdmen's super spy has been enhanced. The starships will each have a cumulative 20% chance of changing the planets friendly code to match the friendly code of the Birdmen starship. This means that if are 5 starships the Birdmen will can control the planets friendly codes. regardless of their mission.20 or Better) ----------- 34. It will still go after movement. The Birdmen starship will remain cloaked while performing this mission. WARNING! If the Birdmen ship switches its mission to something other than Super Spy it will surrender to a planet's starbase if it has a matching friendly code and the starbase mission is set to force surrender. Cloaked ships within 10 LY of a Loki before or after the ship movement phase will uncloak. This effect is cumulative and five starships can effectively control a planets code.0 Loki Class Destroyer The Loki emits a tachyon pulse that causes all cloaked ships within 10 light years of its' position to come out of cloak. The Super Spy portion of the mission will remain the same. (Only works with HOST Version 3.----------- 33. but the new part of the mission will go before movement. The Loki must have fuel and less than 20 points of damage in order to decloak enemy ships. It has the following effects. When a player selects the Super Spy mission it will now have two parts. (Friendly code change only works with HOST Version 3. Cloaked Federation and Lizard ships are completely immune to the effects of the Loki.0 Cobol Class Research Vessel The Cobol Class Research is equipped with a simple Ram Scoop as a part of its hull design.

The only way to prevent the alchemy process from occurring is to have the starships fuel tanks full. owns the planet.20 or Better) ----------- 36. The amount of fuel that the Cobol can scoop can be adjusted by the host to any thing from 0kt to 4kt per light year. if it used less than 20 KT of fuel to go that 10 light years the starship would experience a net gain in fuel. So in theory. The range of the native life detecting is the same as the sensor sweep range. The Evil Empire can not fool the bio scanners of ships belonging to the Rebels. (Only works with HOST Version 3.produce 2 KT of Neutronium per light year traveled by the starship. The Cobol Class does not scoop fuel when it is on an intercept mission.0 Aries Class Transport The Aries Class Transport is an advanced alchemy starship. The planets that you own will not be scanned by the bio scanner. So if the Cobol traveled ten light years it would generate 20 KT of fuel. The mission will tell you the type and number of natives that are living on a planet with in its sensor range. So if one unit of Tritanium is loaded onto this starship it will be converted directly into one unit of fuel. The Aries will convert minerals into Neutronium. it is unknow why.0 Bio Scanner The Cobol. The bio scanner on the Pawn will scan 100% of all planets with in range. Pawn and Brynhild class starships are capable of detecting native life on other planets. This process requires neither supplies or megacredits to be performed. The Evil Empire is able to cause bio scanners to return false readings. The mission will not tell you which race. Twenty or more defense outposts will shield a planet from the bio scanners. If the tank is less than full the starship will convert enough minerals to fill it until it runs out of minerals. (Only works with HOST Version 3. if any. (Only works with HOST Version 3. It will do this at a rate of one unit of fuel per unit of any other mineral that in placed in the starships cargo holds. It will also tell you the climate of a planet with native life.20 or Better) ----------- 37. being towed or towing another ship. If the starships mission is sensor sweep this ability will be activated. The bio scanner on the Cobol and Brynhild is be able to lock onto about 20% of all planets in range per turn.20 or Better) ----------- .

0 Minefield Friendly Codes Minefields have friendly codes. This will work against all planets.20 or Better) ----------- 39. Any race owning a Super Star Destroyer can perform this mission. A ship will not minesweep a minefield with a matching friendly code. NOTE: This will only work if the ship has NO DAMAGE. This starship is immune to the planetary ATT and NUK friendly codes. The minefield friendly code takes effect as soon as the mines are dropped.20 or Better) ----------- 40. Any ship in a web minefield that has a friendly code that matches the web minefield will not be drained by the web field. Once this is accomplished the planet will be captured. The only defense against this is actually damaging the starship before it can drop clans. To perform this attack the starship needs to drop ten clans on an enemy planet." Any race that owns this starship can use this ability to their benefit.0 Super Star Destroyer The Super Star Destroyer with no damage can perform an "Imperial Assault. 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 mine's center. (Only works with HOST Version 3.0 Lady Royale The Lady Royale is a pleasure starship. 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. The assault will destroy all defense outposts. 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". 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.38. When there are clans on board this starship it will generate one megacredit per clan on board from gambling earnings. (Only works with HOST Version 3. . If the planet's friendly code is changed the minefield's code will change to match it. Any starship with that friendly code would be able to travel through the minefield and not activate any mines.

since they are being pushed along by the collapsing Chunnel (subspace temporal rift). To open a Warp Chunnel a Firecloud needs to have at least 50 KT of fuel.0 Chunnel Chunneling is the process where a Firecloud Class Cruiser uses a temporal rift in the subspace time continuum. If the warp factors are not set to zero or the ether of the Fireclouds are under tow the Chunnel will not occur. the traveling (or initiating) Firecloud needs to set its friendly code to the ID number of the Firecloud it wishes to travel to.----------- 41. This rift is a maelstrom of tachyon energy formed in the shape of a tunnel. shutting down the warp systems during the Chunnel. I. 099.E. How to Initiate a Chunnel To start a Chunnel. The generation of this high energy beam uses up 50 KT of fuel from the projecting Firecloud. as stated above. 001. strips the starship(s) of their shields for that turn. The Chunnel. As the Chunnel collapses it pushes the Firecloud (and any other starships that were in the same point in space as the Firecloud) along in front of it as it collapses. This causes a targeting subspace signal to be generated. 023. in effect. So it is possible for starships to move TO the Firecloud before it Chunnels and then move with it. It then selects its friendly code to the ID number of another Firecloud. . By the next turn the shielding systems will be functioning again. The Firecloud then projects a stream of accelerated tachyon particles that cause a rift in the subspace time continuum. This causes the Chunnel to collapse. Cloaked starships moving through a Chunnel will remain cloaked. traveling through a high energy rift comprised of tachyon particles can have an adverse effect on your starship systems. This movement expends uses no fuel on the Chunneling starship(s). Any starship completing a Chunnel will exit subspace with its shielding systems inoperative. Chunneling happens as part of the movement phase of the host. Once the Chunnel is generated the Chunneling Firecloud moves into the Chunnel. This rift is anchored to the destination Firecloud. Needless to say. Both Fireclouds need to have their warp factor set to zero (0). For ID numbers 1 to 99 place leading zeros in front of the number. It is the last segment of the movement phase.

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, be cloaked, out
of fuel or have a friendly code that matches the friendly
code of the ship opening the chunnel to enter the chunnel
(way point setting does not matter). The chunnel ship's race
can enter the chunnel at any warp speed as can cloaked ships
or ships with matching friendly code belonging to all races.
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 power will enter the chunnel,
but any ships that they are towing will.

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
Maximum range of chunnel: 5000LY

(Only works with HOST Version 3.20 or Better)
-----------
42.0 Tow Capture

The Privateers and Crystal People can capture starships
in space that are out of fuel. To capture the helpless
enemy starships they need to lock a tow beam onto the enemy
starship. When they do this the capturing vessel beams over
armed crew members to take over the enemy starship. When the
starship is secured (all the enemy crew jettisoned into
space) half of the capturing starship's crew or a full
compliment for the captured starship (which ever is less)
will beam over and man the captured starship. (i.e., Say
starship A has 500 crew and captures starship B which
normally has a crew of 1000. 250 crew member from starship
A will man starship B. If B had only required 100 crew
members to be full only 100 crew members would have beamed
over to run the starship).
The tow capture can be disabled by using the Friendly
Code "nbr"
Tow capture takes place during the tow phase of the
movement stage of host. The 3 movement phases of host are:
1) Move Tow
2) Move Most (Not Towing, Not being towed and Not intercepting)
3) Move Intercepting ships
As stated above the crew of the captured starship is
ejected into space except for Solar Federation, Privateers ,

Evil Empire and Colonial Colonial starships. With these
races some of the crew members will rather go traitor than
be ejected into space. the following shows the percentage
of original crew members that grovel well enough to be kept
on as lesser crew members.
Race %traitor
Feds 90 %
Privateer 100 %
Empire 40 %
Colonial 70 %
(Only works with HOST Version 3.20 or Better)
-----------
43.0 Unhappy Natives
Natives will accumulate loose happiness points each time
their planet is attacked. The more a planet is exchanged
between players the lesser the happiness of the natives .
(Only works with HOST Version 3.20 or Better)
-----------
44.0 Running Out of Fuel
If your enemies can see your starship and you are out of
fuel they will be able to know it. If you are out of fuel
and your enemy scans you with the view command [V] your
starship will appear as going warp zero.
(Only works with HOST Version 3.20 or Better)
-----------
45.0 Cloaked Ships Can Attack
A ship that is cloaked can attack starships belonging to
its primary enemy
(Only works with HOST Version 3.20 or Better)
-----------
46.0 Hidden Minefields
All races, except for the Colonies of Man, can not see or
sweep a minefield that is inside an ion storms.
(Only works with HOST Version 3.20 or Better)
-----------
47.0 No High Ascii Friendly Codes
You can not set your friendly codes to any non-printable
ascii code. If you do it will be reset to "AAA"

(Only works with HOST Version 3.20 or Better)
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48.0 Exploding Tow Ship
If a ship that is towing another ship explodes from damage
cause by minefield hits, the ship that was under tow will be
dropped at the position of the explosion.
(Only works with HOST Version 3.20 or Better)
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49.0 New Race Names

If the host person changes the name of the races and
places the new RACE.NM file into the universe directory
(where the *.HST are), the new names will be transferred to
all players using the version 3.5 WINPLAN.EXE for MS Windows
client program.
(Only works with HOST Version 3.20 or Better)
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50.0 Priority Build Points
Every time you destroy 100kt of enemy starship hull you
earn 1 PBP. Ships under 100kt count as 1 point.
If you have more than 20 PBPs you get to build new
starships before anyone else with less PBPs than you.
This bypasses the normal starbase build queue.
Every build make or every clone you make will cost you 1
PBP per every 50KT of hull that you make. Ships under 50kt
will cost you 1 point.
If you have more than 20 PBPs you might be able to both
clone and do a normal build at the same starbase at the same
time, if your PBPs don't drop below 20 during the
builds/clones.
You get 1 PBP if you set off a glory device or
colonize/scrap a ship.
(Only works with HOST Version 3.20 or Better)
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51.0 Ion Pulse
If a planet detects that it is a victim of a super spy
mission and it has more than 30 defense outposts, it can
burn up 10 of the defense outposts to emit an ionic pulse
that will uncloak all cloaked ships in orbit.

starship beam weapons and starship torpedos. The more massive the ship the greater number of hits the ship can take and the more powerful the ship's shields will be. depending on the race you are playing. this is before movement and combat. Hull The most important part of a starship is the hull. Starships that have torpedo launchers can carry and fire torpedoes at enemy ships. At hull tech level one you have a choice of only about 3 different types of hulls. At higher tech levels you may have as many as 20 different types of hulls. These are the main weapons used on starships. Beam weapons are very useful at destroying enemy fighters as well as firing directly at the enemy ship. . Hulls require anywhere from one to as many as ten engines depending on the type.0 Tech Levels There are four different tech levels at every starbase. When you build a new starbase all four tech levels normally start at level 1. There are 10 different types. Some hulls come with fighter bays. The amount of damage that a ship can withstand depends on the ship's mass. starship hull. Four of the native races give a tech level 10 bonus for building a starbase . The cost of high-tech starship components is far more than the basic low tech version of the same components. The cost of each jump in tech levels increases as you move up in tech levels. Most ships can have beam weapons. This takes place at random. These ships can carry and launch fighters. As a rule smaller ships have only one or two engines. This takes place during the super spy phase of host. Some ships have areas that you can mount torpedo launchers. (Only works with HOST Version 3. A planet has about a 20% chance of pulling this off. There are 10 different types of torpedoes and torpedo launchers. These four tech levels are. The hull is the spaceframe that all other starship components are mounted on to form a ship. Every starbase's tech levels are independent of all other starbases. Your choice of starship components increases as you increase your tech level.20 or Better) ----------- 52. You must spend megacredits for each leap in tech level you take. There is no way for the player to cause this to happen or turn it off. starship engines.

Some larger carriers can hold over 200 fighters. this leaves the ship free to perform some other mission while the fighters are being made. An enemy ship can fire a beam weapon at a fighter to destroy it. The Rebels . The Rebels do not need to set the ship mission to anything for this to happen.0 Starship Fix / Recycle After a starship has returned from a mission or has . Fighters can be destroyed by enemy fighters that can gain a weapons lock as the fighters passes within close range of each other as they close in on the enemy ship. Very few ships. Starships with fighter launch bays can carry fighters to attack enemy ships at ranges far greater than torpedoes or beam weapons. It is possible for some races to receive "free" fighters each turn at each starbase. The Rebel's droids will all perform this mission automatically. a weapon or even a starship hull. All fighters fire very powerful. A starbase can hold up to 60 fighters. If you lack a part you can call a sub screen that allows you to build a new part. After the fighters are built they can then be transfered to a starbase or other ships. can defeat a large scale fighter attack with beam weapons alone. Robots andColonies of Man are all by default able to build free fighters in space by placing 5 supplies. however. such as an engine. it can be used again. The fighters still require minerals to build them. ----------- 53. tightly focused energy beams that do a good job of wearing down an opponent's shields and can punch holes in vital parts of enemy ships. Each fighter requires 3 tritanium and 2 molybdenum units to build. 3 tritanium and 2 molybdenum units for each new fighter that they want to build on a ship with at least 1 fighter bay. ----------- 54. The Robots and Colonies of Man must set their ship mission to "Build Fighters In Space" in order to build the fighters. This number is set by the host. Fighters are very good at defeating very large and heavily armored ships. In some cases a fighter can do more damage than even the best torpedo and if the fighter survives. The default is 5 for the Evil Empire only.0 Fighters For use on starbases as a long range defense against attacking enemy starships. From the starbase's starship starship building screen you are given a chance to pick the components that you wish to put together to form a ship. without being told to do so. After you have selected all the parts to put together to form a new ship your plan is submitted to the starbase. Your new ship will be completed the following turn.

in which case a planetside war will take place. colonists tritanium. You can have the ship unload cargo onto a world that you currently do not own. Their ships can set their mission to "Super Refit". Fuel is millions of times denser than common elements such as lead or gold. all the ship's beam weapons and engines are removed and placed into storage. Starships without fuel cannot attack enemy ships. New ships begin the game with no fuel. Bad climates or amorphous natives may also kill . Destroying helpless ships would be a tragic and senseless loss of life. unless there are enemy colonists already on the planet. The treaty states "No ship may attack or destroy a ship that is out of fuel." Starships without fuel cannot cloak or perform most missions. unless the starbase primary mission is set to refuel. Such ships are helpless and unable to protect themselves. Player one ( The Solar Federation ) is the only race that can upgrade the tech levels of an old starship. due to the treaty of Nimbus 7. The ship's torpedo tubes and torpedoes are also removed and placed in storage. The amount of fuel that a starship can carry is limited by the strength of the inertial damping field only and not the cargo room available on the ship. If a ship has one or more torpedo launchers the ship may carry torpedoes. 54. It is also known as "neutronic" fuel. duranium and molybdenum.just been constructed you can use the starbase to fix the ship. Use the transporters to beam fuel and cargo onto and off the ship. The fix command will repair all the damage done to the ship in one game turn. When you fix a ship you have the chance to load torpedoes or fighters onto the starship if it can handle them. Neutronium is a superdense material found at the core of many planets. The hull is converted into minerals and stored on the planets surface. using the recycle command. The starbase fix mission will not upgrade the tech level of any parts of the starship.1 Fuel and Cargo All starships use neutronium for fuel. After one or more colonist clans are unloaded onto a planet that planet than becomes yours the following turn. Enemy ships are not allowed to attack ships that are out of fuel. Cargo The cargo that a ship may carry includes supplies. When a ship is recycled. The Starbase can also recycle old ships. The fuel must be stored in a very powerful inertial damping field to prevent damage to the starship's superstructure. If the ship has one or more fighter bays the ship may carry fighters.

The Host person can set the recycle rate using HCONFIG. 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. The command is designed mainly for fuel tankers so they can transfer fuel to ships that are in need of fuel. A matching friendly code will override the primary enemy setting as well as the kill mission.off colonists. To repair a ship just load the damaged ship with supplies and the ship will be repaired next turn. You feel this ship is outdated so you set the mission to "Colonize".00 For DOS *** When beaming cargo up or down hold the <ALT> or <SHIFT> *** down to beam 100 units at a time. This is a standing order to attack any ship that belongs to the primary enemy race that is located in the same position in space. This is the percentage of the minerals that are recovered from a starship that colonizes a planet. ----------- 56. FOR EXAMPLE: You have a very old battleship with tech 3 engines and laser beams and mark 1 torpedoes. Fighters are recycled. Cloaked ships can not attack enemy planets.0 Colonize Mission Starship have a recycle rate. Money spent to build a ship cannot be recovered. In the Older VGA PLANETS version 3. Repairs in Space Starships can repair damage in space using supplies. Five supply units will repair 1% of ship damage. The Host person can set the recycle rate to any thing from 0% to 100%. Default setting is 75%. Cloaked ships with the primary enemy set can attack that race's ships while cloaked.0 Primary Enemy You can set the primary enemy of each ship. Cargo can in an emergency be jettison into deep space to make the ship lighter so the ship can travel faster or to prevent an enemy from seizing the cargo if the ship is in danger of being captured. Repairs in space DO NOT add mission crew to the ship. The Host program will unload all the fuel and cargo from the . Ships can transfer cargo from and to any other ship located at the same location in space. ----------- 55.

(A) There is at least one KT of duranium or molybdenum or tritanium on board the ship. ----------- 57. engines and hull are all converted back to a percentage of the original minerals. The neutronic refinery ship is a tech 9 ship with 10 engines and 1050 KT of cargo room. 712 KT. The ship hull costs 970 magacredits to build. . the Neutronic Refinery Ship and the Merlin Class Alchemy Ship. HCONFIG will configure the HOST to allow or not allow alchemy ships. The torpedo launchers. (C) There is at least room for one KT of fuel in the fuel tank.0 Alchemy Ships The Host person may allow alchemy ships to perform their alchemy function or you may disable the function and the ships will behave as standard freighters. The ship is armed with 6 beam weapons. The NEUTRONIC REFINERY SHIP can convert minerals plus supplies to neutronic fuel (neutronium). Fuel tank will hold 800 KT of fuel. There are two classes of alchemy ships. This ship can produce up to 525 KT of fuel per turn. Now you just wait until next turn and the fuel will be produced and stored in the refinery ship's fuel tank. laser beams. first unload fuel or transfer fuel to other ships. The ship friendly code of "NAL" will disable the alchemy function. Load the ship with half supplies and half minerals (any type or mix of). The hull is very massive. (B) There is at least one KT of supplies on board the ship. 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 perform the refinery function if all three of the following conditions are met. To refine fuel.ship and than convert a percentage of the minerals that were used to build the ship back into minerals. The ship will continue to refine fuel until one or more of the conditions are no longer met.

300 KT tritanium and 300 KT molybdenum ). 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. 7. 3. Ship shield strength is carried over from the last battle during the same turn. 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 fuel tank can hold 450 KT of fuel. The ship is armed with 8 beam weapons and costs 840 magacredits to build.0 Combat Rules 1. ----------- The MERLIN CLASS ALCHEMY SHIP can convert supply units into minerals. . ----------- 58. Planets can not capture ships. Amount of damage done to a ship decreases as the mass of the ships hull increases. To transform minerals. 4. Torpedoes and beam weapons tend to do more damage to smaller ships than fighters. 5. The ship's hull has a mass of 920 KT. beam weapons fire last. which makes it one of the largest ships in any fleet. Fighters are launched first. just load the ship with supplies and wait till next turn. The supplies will be turned into minerals automatically. The ship will continue to fight the planet until it explodes. Fighters tend to do more damage to larger ships than torpedoes. Beam Beam weapon banks with more than 60% energy will fire at enemy fighters. The ship can produce a maximum of 900 KT of minerals per turn ( 300 KT duranium. When a ship's crew is dead the ship is captured if it is fighting an enemy ship. The Merlin Class Alchemy Ship is a tech 10 ship with 10 engines and 2700 KT of cargo room. 2. torpedoes are armed second. 6.

Matching friendly codes overrides the kill mission and primary enemy settings. which are equal to the empty hall mass of the ship. 11. The defense_factor = 100 + starbase_defense + planet_defense You can compare this defense factor with starship defense factors. The higher the defense strength of both the planet and the starbase. 10. The fighters onboard a starbase will be used to defend the base and planet against attacks from enemy starships.0 Starbase Defense and Fighters You may add to the starbase's defense strength through the use of duranium and megacredits. 8. the better able the base is to adsorb damage from attacking enemy ships. the greater number and power of the planetary beam weapons. 13. (With the exception of "NTP" and "lfm") A ship may disable its torpedo systems by using the friendly code "NTP". ( No TorPedoes ) If two ships that are enemies use the "NTP" friendly code they will still fight. 12. The planetary friendly code of "ATT" will cause a planet to attack any enemy ship in orbit that has fuel. Ships with the same friendly code WILL NOT FIGHT. Ships without fuel cannot be attacked by enemy ships. If a planet comes under attack the fighters on a starbase and the fighters on the planet's surface are launched against the attacking ship. Defense posts on the planet's surface and the defense weapons on the starbase will be fired against the attacking ship. 9. The planetary friendly code of "NUK" will cause a planet to attack all ships in orbit. 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. in both shield strength and damage resistance after the shields are down. The number of beam weapons that a planet/starbase has equals the square root of one third the defense factor. The order that ships fight is determined by the friendly codes of the ship. even ones without fuel. The more massive a ship the stronger the shields are. ----------- 59. . Ships without fuel cannot attack enemy ships. The higher the defense strength of a base. 14. Defense factor is the resistance to enemy fire.

Starbases may also recycle one ship per turn. If the ship has torpedo launchers or fighter bays and cargo room. The repairs will be finished next turn. This fix command also replaces mission crew. You can also construct and store new starship components such as hulls. engines engines and weapons for use at a later time. When a ship is recycled the engines and weapons are placed in storage and the hull is converted to minerals. Fix will NOT upgrade the engine or weapon systems of a starship. which ever is higher. otherwise the torpedoes will remain in storage. number_of_beams = SQR( defense_factor / 3 ) The tech level of the beam weapons is the square root of one half the defense factor or the beam tech level of the starbase. Starbases can build both torpedoes and fighters. . Set a date when the game will end. Starbases can construct one starship per turn from starship components in storage.0 Score It is best if everyone playing the game agrees on what the exact victory conditions are before starting the game.1 Starbase's Role in Ship Building Each starbase has four independent tech levels. 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. The player with the highest score at that date is declared The winner. The starbase fix command will repair all damage to the one starship. you may load torpedoes or fighters onto the ship. You can play a timed game. but you may only repair the damage of one ship per turn. The starbase can load torpedoes and fighters onto ships that are equipped to handle them by using the "fix" starbase command. When you build torpedoes remember to build only the torpedo type that matches the launcher types that you are using on your ships. starship beam weapon and torpedo launcher construction. The starbase can fix one damaged ship per turn that is in orbit around the same planet as the starbase. starship engines. tech_of_beams = SQR( defense_factor / 2 ) 59. ----------- 60. You may load torpedoes and fighters onto as many ships per turn as you wish. The four areas of technology are starship hulls.

EXE program decide the winner. Here is a break down of the points for each item owned. ships and starbases that you own. Freighters : 1 point each Planets : 10 points each Capital Ships : 10 points each Starbases : 120 points each You may also have the REF. The score is based on the number of planets. ----------- 61.0 List of Starships ( * stolen ship design from another race ) Solar Federation ships: Tech Level: 1 Outrider Class Scout Tech Level: 2 Nocturne Class Destroyer Tech Level: 3 Bohemian Class Survey Ship Tech Level: 3 Medium Deep Space Freighter Tech Level: 4 Eros Class Research Vessel Tech Level: 5 Vendetta Class Frigate Tech Level: 6 Nebula Class Cruiser Tech Level: 6 Banshee Class Cruiser Tech Level: 6 Large Deep Space Freighter Tech Level: 7 Brynhild Class Escort Tech Level: 8 Loki Class Destroyer Tech Level: 8 Arkham Class Frigate Tech Level: 8 Missouri Class Battleship Tech Level: 9 Thor Class Frigate Tech Level: 9 Diplomacy Class Cruiser Tech Level: 9 Kittyhawk Class Carrier Tech Level: 9 Refinery Ship Tech Level: 10 Nova Class Super-Dreadnought Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter Lizard ships: Tech Level: 1 Small Deep Space Freighter Tech Level: 1 Serpent Class Escort Tech Level: 3 Reptile Class Destroyer Tech Level: 3 Neutronic Fuel Carrier Tech Level: 3 Medium Deep Space Freighter Tech Level: 4 Lizard Class Cruiser * Tech Level: 4 Eros Class Research Vessel * Tech Level: 5 Vendetta Class Frigate Tech Level: 6 Large Deep Space Freighter Tech Level: 7 Saurian Class Light Cruiser * Tech Level: 8 Loki Class Destroyer Tech Level: 9 Madonnzila Class Carrier Tech Level: 9 Refinery Ship Tech Level: 10 T-Rex Class Battleship Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter .

Birdmen ships: Tech Level: 1 Small Deep Space Freighter 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: 3 Medium Deep Space Freighter * Tech Level: 4 Small Transport Tech Level: 5 Fearless Wing Class Cruiser Tech Level: 5 Skyfire Class Cruiser Tech Level: 6 Valiant Wind Class Carrier Tech Level: 6 Deth Specula Class Frigate Tech Level: 6 Large Deep Space Freighter Tech Level: 7 Resolute Class Battlecruiser Tech Level: 8 Red Wind Class Carrier Tech Level: 9 Refinery Ship Tech Level: 10 Dark Wing Class Battleship Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter Fascist ships: Tech Level: 1 Small Deep Space Freighter Tech Level: 2 D7a Painmaker Class Cruiser Tech Level: 2 Little Pest Class Escort Tech Level: 3 Neutronic Fuel Carrier Tech Level: 3 Medium Deep Space Freighter 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 Nafarious Class Destroyer * Tech Level: 6 Valiant Wind Class Carrier * Tech Level: 6 Deth Specula Class Frigate Tech Level: 6 Large Deep Space Freighter Tech Level: 8 Saber Class Frigate Tech Level: 9 Refinery Ship Tech Level: 10 Victorious Class Battleship Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter Privateer ships: Tech Level: 1 Small Deep Space Freighter * Tech Level: 1 Outrider 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: 3 Medium Deep Space Freighter Tech Level: 3 Neutronic Fuel Carrier * 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: 6 Large Deep Space Freighter Tech Level: 8 Red Wind Class Carrier Tech Level: 9 Refinery Ship Tech Level: 10 Bloodfang Class Carrier Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter Cyborg ships: Tech Level: 1 Small Deep Space Freighter 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: 3 Medium Deep Space Freighter Tech Level: 5 B222 Destroyer Tech Level: 5 Quietus Class Cruiser Tech Level: 6 Firecloud Class Cruiser Tech Level: 6 Large Deep Space Freighter Tech Level: 9 Biocide Class Carrier Tech Level: 9 Refinery Ship Tech Level: 10 Annihilation Class Battleship Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter Crystalline ships: Tech Level: 1 Small Deep Space Freighter Tech Level: 2 Opal Class Torpedo Boat Tech Level: 3 Ruby Class Light Cruiser Tech Level: 3 Topez Class Gunboat Tech Level: 3 Medium Deep Space Freighter Tech Level: 3 Neutronic Fuel Carrier Tech Level: 4 Small Transport Tech Level: 5 Sky Garnet Class Destroyer Tech Level: 6 Emerald Class Battlecruiser Tech Level: 6 Large Deep Space Freighter Tech Level: 8 Onyx Class Frigate Tech Level: 9 Diamond Flame Class Battleship Tech Level: 9 Refinery Ship Tech Level: 10 Crystal Thunder Class Carrier Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter The Evil Empire's Ships: Tech Level: 1 Small Deep Space Freighter 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: 3 Medium Deep Space Freighter Tech Level: 3 Neutronic Fuel Carrier Tech Level: 4 Super Star Frigate Tech Level: 5 Super Star Carrier .

Tech Level: 6 Super Star Destroyer Tech Level: 6 Large Deep Space Freighter Tech Level: 9 Super Star Cruiser Tech Level: 9 Refinery Ship Tech Level: 10 Gorbie Class Battlecarrier Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter Robot ships: Tech Level: 1 Small Deep Space Freighter 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: 3 Medium Deep Space Freighter Tech Level: 4 Cybernaut Class Baseship Tech Level: 6 Instrumentality Class Baseship Tech Level: 6 Large Deep Space Freighter Tech Level: 9 Automa Class Baseship Tech Level: 9 Refinery Ship Tech Level: 10 Golem Class Baseship Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Super Transport Freighter Rebel ships: Tech Level: 1 Small Deep Space Freighter * Tech Level: 1 Cygnus Class Destroyer * Tech Level: 1 Taurus Class Scout Tech Level: 2 Falcon Class Escort Tech Level: 3 Deep Space Scout Tech Level: 3 Medium Deep Space Freighter Tech Level: 3 Neutronic Fuel Carrier Tech Level: 4 Guardian Class Destroyer Tech Level: 4 Armored Transport Tech Level: 5 Sage Class Frigate * Tech Level: 5 Sagittarius Class Transport Tech Level: 6 Tranquillity Class Cruiser Tech Level: 6 Patriot Class Light Carrier * Tech Level: 6 Gemini Class Transport Tech Level: 6 Large Deep Space Freighter Tech Level: 9 Iron Lady Class Frigate Tech Level: 9 Refinery Ship Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Rush Class Heavy Carrier Tech Level: 10 Super Transport Freighter The Colonies of Man Colonies of Man Ships: Tech Level: 1 Small Deep Space Freighter Tech Level: 1 Taurus Class Scout Tech Level: 1 Cygnus Class Destroyer Tech Level: 2 Little Joe Class Escort Tech Level: 3 Medium Deep Space Freighter Tech Level: 3 Neutronic Fuel Carrier .

The Solar Federation is very good at making friends with the natives that they contact. The Solar Federation has a set of strict laws that are enforced by the universal environmental protection agency (UEPA). After all anyone who would light up their ships so brightly has to be unafraid of all enemies and have a very powerful ship or they are just completely stupid. The Federation has two terraforming ships: Bohemian Class Survey Ship: Will make planets warmer until climate type 50 is reached. They collect twice the megacredits per turn per tax rate percentage point from both the natives and the colonists. but it also has the effect of scaring the daylights out of enemies. For some unknown reason they like to paint their warships bright white and put external lighting systems on them. The chief engineer will remove the engines. Tech Level: 4 Cobol Class Research Vessel Tech Level: 4 Aries Class Transport Tech Level: 5 Sagittarius Class Transport Tech Level: 5 Lady Royale Class Cruiser Tech Level: 6 Gemini Class Transport Tech Level: 6 Scorpius Class Light Carrier * Tech Level: 6 Tranquillity Class Cruiser * Tech Level: 6 Patriot Class Light Carrier Tech Level: 6 Large Deep Space Freighter Tech Level: 9 Refinery Ship * Tech Level: 9 Iron Lady Class Frigate Tech Level: 10 Merlin Class Alchemy Ship Tech Level: 10 Virgo Class Battlestar Tech Level: 10 Super Transport Freighter ----------- 62. This tends to make them easier targets in a fight. In order to follow all the laws the Solar Federation can only mine at 70% the normal rate. They have only one ship that can serve as a fighter carrier. The Solar Federation is the only race that can upgrade the tech levels of old starships. Eros Class Research Vessel: Will make a planet cooler until climate type 50 is reached. beam weapons and torpedo launchers and replace the parts with the highest tech level parts available from the starbase's parts inventory. The weapon they most favor is the torpedo. The Feds do not like to use fighters except as a last ditch measure when starbases or planets fall under attack. Their members are more productive than the average. If a Federation ship sets their mission to "Super Refit" and is at a Federation starbase for one turn.0 List of Races Federation The Solar Federation Of Planets: The Feds fleet is made up of many medium size ships that are designed to serve a variety of missions. If a higher .

A ship with a Lizard crew can survive over 150% damage before blowing up. They are very resistant to extreme cold and heat and weapons of all types. Normal ship building takes place before the super refit. so if some other ship uses the refitting ship's parts before hand. Eros Class Research Vessel: It will make a planet cooler until climate type 50 is reached. NOTE: If the Nova has 10 torp tubes and 10 beam before the super refit. the super refit will not take place and the ship will be left with no weapons. They have the plans to one Fed research vessel that the like to use for scouting out minerals and cooling hot planets. Lizards The Lizards are a very small alliance of large boulder throwing humanoid lizard men with large nasty teeth. Their skin acts as a very tough natural armor. The Feds can also build the Loki Class Destroyer that can decloak all enemy ships within 10 light years. Lizards love to take over colony worlds by just landing Lizard colonists. . Eros Class Research Vessel: Will make a planet cooler until climate type 50 is reached. There are only a few starships types that they build. The Lizards are a strong and powerful physically. Lizards are 30 times more skilled at ground combat that any other race. The Lizard crew can not hold a planet together when combating and enemy planet. They are very good at extracting minerals from the ground. The weakest Lizards can toss 500 pound boulders around with ease. The Federation has two terraforming ships: Bohemian Class Survey Ship: Will make planets warmer until climate type 50 is reached. The planetary tidal forces are too great for the crew to prevent the hull from braking up. Super refit requires a full set of parts for the ship to work correctly. Old parts taken off the ship will be placed in storage. For Example: To super refit a Nova Class you need at least 10 beams of any one type on the starbase and at least 10 torpedo tubes of any one type on the starbase. All starships with a Lizard crew can withstand 150% damage before exploding. when in combat against any enemy ship. it will have the same weapons after if there were not a full set of better parts on the starbase. The smaller Lizard ships tend to be solidly built with large cargo holds and medium firepower.tech part is not available the chief engineer will not swap parts. All Lizard mineral mines produce twice the minerals as any other race.

The tech level 5 Fascist Battlecruiser as much beam weapon firepower as a battleship ( 10 banks! ). Cloaked ships are less likely to hit a space mine than a visible ship. including ships that are on a super spy mission. 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. Birdmen The Birdmen share several ship designs with the Fascists. however 20% of the time the enemy will catch the spy team and be warned that the friendly code has been discovered. Birdmen 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. Any ship that can cloak will be cloaked during the "Super Spy " mission. Birdmen ships tend to be solidly armored and pack heavy firepower. Many Fascist ships . Their ships do better than most when they are attacked by fighters. (Only ships with beam weapons can do the HISSSSS mission) The Lizards can also build the Loki Class Destroyer that can decloak all enemy ships within 10 light years. The Birdmen can sip on enemy planets and even change their friendly codes using the super spy mission. Cloaking does not protect a ship from web style mines. They have a tech 6 carrier that can hold up to 80 fighters that can be very dangerous. The Lizards have a special "HISSSSSSSSSS" Mission that will stops civil wars by transmitting threatening radio and video messages to planetary populations. The Birdmen are very good at spying on enemy planets. The Birdmen battleship is slightly larger than the Lizard battleship and has more firepower. The fear of big Lizards stomping on their planet tends to calm them down. Fascists The Fascist weapon of choice is the beam weapon. Some small Lizard ships can cloak. There is a danger of the enemy planet setting off an Ion Pulse that will uncloak any ships that are cloaked above the planet. Ships that are out of fuel cannot cloak. Many of their ships can hide using a cloaking device built into the space frame (hull) of their ships. The Birdmen are very sneaky. because of the higher them average number of beam weapons that can be used to destroy the incoming fighters. Cloaked ships do not show up on enemy scanners and protect them from enemy attack.

They have the ability to pillage planets for megacredits and supplies. Fascist starships can plunder a planet for money and supplies. Under HOST version 3. This makes them very skilled at capturing enemy ships by killing off the crew. Three of their ships can cloak. When a planet is plundered 20% of the population (native and colonist) is killed off and their personal belongings are converted into supply units. Only ships with beam weapons can use the "Rob Ship" mission. The three ships that have the GRAVITONIC accelerators are the Meteor Class Blockade Runner. These ships can also cloak. Plundering for about 11 turns will cause a civil war. supplies are also beamed up and any leftover supplies are sold for megacredits and beamed up to the ship. Their favorite activity is stealing unescorted freighters. the BR4 Gun Boat and the BR5 Kaye Class Torpedo Boat. They are also unable to survive even a single impact with a space mine. They have two ships with the glory device that are designed to destroy enemy cloaking ships. Privateers make very good use of mineral resources because of the small size of their ships. These three ships travel at a rate of twice that of a normal ship. 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. The Privateers are also very skilled at robing fuel and minerals from enemy ships using the "Rob Ship" mission. At warp factor 9 these ships will travel 162 light years in one turn. Privateers The Privateers tend to use very small ships. The Privateers are the only race that can build ships that have GRAVITONIC accelerators.are of Birdmen design. . They have a few ship designs that they stole from the Fascists. Plundering for around 6 turns will cause riots. The major drawback of these ships is their very small size and cargo room. They can capture any enemy ship that is out of fuel just by locking a tow capture beam on the hapless vessel. but in a toe to toe war they don't stand much of chance. but very few of the inhabitants will still be alive.20 the megacredits from the planet are beamed up to the ship after the pillage. Enemy ships won't find out about being robbed until it is too late. The rob mission takes place before movement and combat. 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.

They have two large glowing eyes in the middle of their polyhedron form. The Crystal People can lay WEB MINES in space that cause starships to come to a dead stop for one month. the Firecloud Class Warp Chunneler . Their main weapon of choice is the dreaded web minefield. A Cyborg ship that is repairing cannot move. They own a ship that will turn all planets into deserts. drain them of fuel and then tow the victim home after it is out of fuel to force it to surrender using a tow capture . When a Cyborg ship destroys an enemy ship the hull debris and fuel is beam aboard in the form of minerals. a ship that can deliver a fleet of combat vessels to any point in space. Any ship that is in a web minefield loses 25 KT of fuel per turn trying to keep the shields up. The natives are converted to Cyborg at a rate of one native for every Cyborg on the planet. The assimilation rate can be configured by the host from 0% to 100% The own one of the most feared weapons ever seen in the echo cluster. The Cyborg are able to assimilate natives into colonists. They have several small ship types that are useful in exploring planets and capturing freighters. Cyborg colonists that are placed on a planet that has native population will be assimilated into Cyborg colonists. . The Cyborgs have some of the most powerful starships. the Cyborg Cube ships. They use these fields to trap enemy vessels.Cyborg The Cyborg are a half humanoid and half machine race. All damaged Cyborg ships can stop and repair themselves at a rate of 10% per turn. Larger Crystalline ships are very powerful and tend to favor beam type weapons. The Cyborg battleship is the size of two Birdmen battleships. Onyx Class Frigate: Will make any planet turn into a hot boiling pool of rock and desert (temp 100). The Cyborgs have many small scout ships and probes.) Crystal People are a silicon based life forms about 3 foot tall. with no limbs and a metallic color. The Cyborg ships are able to repair in space at a rate of 10% per month. Crystal People (New topic text goes here. These come in very handy in finding their enemy's home world.

The favorite ship in the Robotic fleet is the tech 6 Instrumentality class baseship. However. The REBEL GROUND ATTACK MISSION (sabotage planet). The Pawn Class comes with a Bio Scanner . which is most impressive for a carrier.Evil Empire The Evil Empire depends heavily on fighters for attacking enemies. whatever the ship's mission. Their ships follow no standard design. All robot ships with fighter bays can build fighters in space using 3 tritanium. The largest basestar can carry 300 fighters . It is the size of a battleship and can carry up to 80 fighters. Rebel ships have only a few weapon banks at best. Can lay mines far better than all other races. Even the Robot's fuel tanker can launch fighters. Most of the Empire's ships are very large and expensive. Robots The Robots are a race of that has survived the death of their makers. They can make four times more mine units per torpedo. 2 molybdenum and 5 supply units per fighter. This makes their minefields 4 times as larger than normal. They have many small friendly robots on board all their fighter carriers that build fighters when ever they can find 2 tritanium. The Robots base most their ship designs around the basestar fighter carrier design. Any of the Rebel's ships can land a very small team of . The Empire's battle carrier is the largest and most heavily armored fighter carrier in the universe it has 10 beam weapon banks. 3 molybdenum and 5 supply units laying around. It is thought that the makers of the Robots were a race similar to the Lizards only smaller and weaker. 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." They can build the Super Star Destroyer assault ship that can take over enemy planets just by dropping 10 clans onto the planet. the Cat's Paw Class Destroyer. The ships may not be pretty but they get the job done. only one robot ship can lay mines. Rebels The Rebels are a group of warriors who depend on their fighters to provide a low cost offensive power. Robots have only one ship type that can launch torpedoes. They are mostly converted freighters and armored transports. The "Dark Sense" is never wrong! Nothing can hide a planet from the power of the "Dark Sense. They have only one ship type that can launch torpedoes.

Rebels can "self-destruct" their own planets if they wish by using this ground attack mission. The flag ship of their fleet is one of the most powerful ships in the universe. Rebel planets can not be detected by the Imperial "Dark Sense" mission. you must . If the ship doing the mine sweeping has beam weapons then the ship will also use the beam weapons to destroy mines simultaneously. After you have run the MASTER.EXE when you want to start a new game.000 colonists on ice planets with temperatures of 19 or less.EXE to build the game universe master data files.EXE program. 60% of the mineral mines and 30% of the factories.000. The team will destroy 30% of the planet's money. Each fighter can destroy 4 mines per turn. 20% of the defense outposts.saboteurs onto the planet's surface. It is not known why. The Colonies can build the Cobol Class Research Vessel and Lady Royale . choose the races you wish to be in the game and assign a game password to each player. This will really upset the colonists! If there are any natives on the planet they will be very pleased about everything being destroyed. Colonial ships that have fighters bays can build fighters in space using 3 tritanium. The Colonials can use fighters to sweep for mines. The mine sweeping fighters can travel 100 light years from the carrier when on a mine sweeping mission. In doing so 20% of the colonists on the planet will be killed off. 40% of the planets supplies.0 Starting The Game STARTING THE GAME If you are hosting the game you must run MASTER. The Empire is also unable to fool the bio scanners of a ship that is owned by the Rebels. Colonies of Man The Colonies of Man are very similar to the rebels and share many of the same ship designs. 2 molybdenum and 5 supply units per fighter. Even with all those fighters it still has room for beam weapon banks. ----------- 63. Rebels are able to support up to 9. Running it after you have started a game will erase the game currently being played. This mighty ship is the tech 10 Virgo class battlestar that can hold up to 40 more fighters than the Evil Empire's battlecarrier and is only about half the size. Only run MASTER.

The whole game resides on the host computer.run HOST. ----------- 64.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. Then you transfer your RST file from the computer that is hosting the game by way of BBS. Loki anti-cloaking ship Can clone captured enemy ships PLAYER 3 ( The Birdmen ) Cloaking ships (Including a cloaking battleship) Super Spy Mission Can change enemy planet Friendly Codes Can clone captured enemy ships PLAYER 4 ( The Fascists ) Plunder natives and colonists for money and supplies Cloaking ships Glory device Can clone captured enemy ships PLAYER 5 ( The Privateers ) Rob enemy ships .EXE program allows the TRN files from the players to interact with the universe master data files and other player files. in the HST files ( these are the universe master data files ). STARTING IF YOU ARE NOT HOSTING THE GAME All you have to do is install the player files on to your computer.0 Race Advantages PLAYER 1 ( The Solar Federation ) Super Refit ( update tech of old ships ) 2X income from planetary taxes Crew bonus ( weapons repaired in combat. shield boost ) Terraforming ships Loki anti-cloaking ship Brynhild bioscanner ship Can clone captured enemy 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. Run WINPLAN and tell it where the RST is located on your system. Net or Floppy to your computer system. The HOST. After you have played your turn you click the MAKETURN button to produce a TRN file that is transferred back to the HOST computer system. Email.

3X crew kill when using beam weapons Cloaking ships Tow Capture beam Lady Royale gambling ship Three ships with GRAVITONIC Accelerators PLAYER 6 ( Cyborg ) Assimilation of natives Recover minerals and fuel form the hull of defeated enemy ships Ship repair self in space 10% per turn while stopped Hyperjumping probe Firecloud warp Chunnel Can clone captured enemy ships PLAYER 7 ( The Crystal People ) Web space mines that entrap enemy ships and drain fuel A desert Terraforming ship Likes desert worlds Tow Capture beam PLAYER 8 ( The Evil Empire ) The Dark Sense Starbases build 5 free fighters per turn using minerals only. HUMANOID .1 Native Race Advantages Every native race has an advantage or behavior that in most cases can be used for your advantage. Super Star Destroyer Imperial Assault ship Hyperjumping probe Can clone captured enemy ships PLAYER 9 ( The Robots ) 4X Space mine laying bonus ( 4X the number of mines per torp ) Can build fighters in space Pawn class bioscanner ship Can clone captured enemy ships PLAYER 10 ( The Rebels ) Can sabotage planets ( destroy structures and start a civil war ) Can build fighters in space Hyperjumping Falcon Class Can clone captured enemy ships PLAYER 11 ( The Colonies of Man ) Can use fighters to mine sweep Can sweep minefields in an ion storm Can build fighters in space Cobol Class Bioscanner with fuel scooper Aries Class advanced fuel refinery ship Lady Royale class gambling ship Can clone captured enemy ships 64.

They will gladly help your colonists mine and move large boulders. To collect the supplies you must have 100 colonists (one clan) for every supply that you collect.2 Native Governments Anarchy : 20% of normal may be collected Pre-Tribal : 40% Early-Tribal : 60% Tribal : 80% Feudal : 100% (same as colonists) . INSECTOID Insectoids produce twice the normal amount of credits per turn per percentage as other native races. BOVINOID Every 10000 Bovinoids will produce 1 supply unit per turn. GHIPSOLDAL Any starbase that is built around a ghipsoldal planet will have tech 10 engine technology automatically. Also see: Native Governments 64. They will not pay taxes and will become upset if you try to tax them. REPTILIAN If there are 100 or more Reptilians living on a planet then your mining rate will be doubled. Any starbase that is built around a humanoid planet will have tech 10 hull technology automatically. AMPHIBIAN Any starbase that is built around an amphibian planet will have tech 10 beam weapon technology automatically. 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) AMORPHOUS The Amorphous lifeforms eat 500 colonists ( 5 clans ) per turn. Only the Glory device can kill them. The Cyborg cannot assimilate them. They can then be made into soup . SILICONOID Any starbase that is built around a siliconoid planet will have tech 10 torpedo technology automatically.

Monarchy : 120%
Representative : 140%
Participatory : 160%
Unity : 180%

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%.
There is a switch in HCONFIG that that allows native
races to be discovered from time to time on worlds without
native life. They will be found only on worlds that do not
already have native life.
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
-----------
65.0 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
Planets can attack ships in orbit using the "NUK" or
"ATT" planetary friendly codes.
-----------
66.0 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 Weapon Killing / Destructive Power
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) * ( 80 / (hull_mass + 1))
CREW KILLED = Tetawatts(K) * ( 80 / (hull_mass +1) )

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 )
-----------
67.0 Strategy Hints
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.
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

Be aware of your enemies special Race Advantages . Wednesdays.RST files get distributed)? o How often will turns be run? [Once per day.This will really cause great pain to your enemies. give consideration to international players by including a GMT time as well as your local zone. intermediate.games.pbm with a subject such as "VGA Planets players wanted. post an announcement to alt. ----------- Hints and Tips From The Internet by W.vga-planets and/or rec. you want players to compress . expert] o Which version of the game will be used? [Shareware or Registered.0?] o Are private alliance negotiations allowed? [Usually. o What skill level will the game be? (In practice.games. Be aware of your special Race Advantages and use them. Attack enemy freighters with small warships (capital ships). when will the first . ARC. Fridays] o When are the turn deadlines. and make sure you have connectivity to each player's site before starting the game. so its only fair to warn them off. and compress. try to cover the following points when recruiting. Version 2. Mondays. Some common compression programs are ZIP.e." Whatever your source of players.x or 3.) o When will the game be starting (i. and when will turns be sent out? If using internet.parts of space where nobody will bother you.TRN files before sending them back to you. yes] o Are player passwords in use? [Normally not. ARJ. If you are using internet. (Typical answers are shown in square brackets. over Email] o How should players choose races? ["State first . o Will you be playing in the game? Some players don't like the Game Host to play. what sort of player are you looking for?) [Novice. leave at least a few days for responses to come in. William Stoll & Roger Burton RECRUITING_PLAYERS If you are recruiting from the internet.

three choices" seems to work well. Some Game Hosts compress .Odds of a large meteor impact? [0-100%] . Uudecode translates the text file back to data.Mineral richness of homeworld? [Normal or Extra Rich] .) Uuencode is a program that will encode a datafile as text so that it may be treated as a text file.TRN files. Remind internet players that they will need a uuencode and uudecode package. Running the game is easiest if the directory is a new.Alchemy ships allowed? [YES or NO] o What subject line should Emailed turns carry? (Useful if you can extract files automatically. This can easily be done using these commands: c: cd \planets master game1 hconfig game1 master game2 hconfig game2 .Starting Engine tech level? [1-10] .Minefields allowed? [YES or NO] . o Any other information. (You could use something unusual. suppose you have installed the game at C:\PLANETS and wish to host two games in directories "game1" and "game2". or Very Long] . highest score on specified date. Its recommended that the game data files be put in C:\PLANETS\GAME1 and C:\PLANETS\GAME2. last player or alliance left alive] o What is the game configuration: . empty subdirectory of the directory containing the game executables.) o Where should players send their . this usually means a clearly-specified Email address. For example. if you do that.Recycle rate of colonizing ships? [0-100%] . Medium. GAME_SETUP Select a directory to contain the data files for the game being hosted. and where should they address questions? If using internet. Roughly 500K of space is needed for a game with eleven players. be sure that everyone has a copy of your compression program before you start. Long. but its probably not worth it.] o Are non-standard race names usable? [Up to you as host] o What is the ending condition for the game? [First to reach a specified number of points. like PGP radix-64 or xxencode.Distances between homeworlds? [Short.RST files before distributing them.

Ships will continue on the same course and speed. Just be careful not to host two games in the same directory! THE_GAME_CYCLE HOST:_PROCESSING_TURNS The HOST.LOG" in the game data directory. A missed turn CANNOT be made up! There is a .be sure you understand them! 1. This comment will make more sense when you read the section "HOST: PREPARING TO PROCESS TURNS (. she/he can run HOST.TRN files in your game data directory.EXE). If it is not practical for you to host games in subdirectories of the game directory. and an error log in the file "ERROR. They do not apply to the run of HOST.EXE and possibly HCONFIG. the game will continue with no problems. that's fine.EXE has several caveats that have the potential to make players very angry with the Game Host.TRNs are missing will continue performing their last order. or MAKETURN.TRN files are missing. Turn files have names of the form PLAYERx. suppose you have installed the game at C:\PLANETS and are hosting a game in subdirectory "game1".EXE.EXE from a DOS shell. PLANETS. If the Game Host has 300K or more of free memory. and packages individual player turns into turn files which must be delivered to the appropriate players. This feature can be taken advantage of in playtesting. For example. where x is a number from 1 to 11 corresponding to the player's race number.EXE ten times (don't bother running UNPACK. and planets will continue to mine minerals and produce supplies. The first time you run HOST. Here they are -. this is normal. and your planet should be at its destination (if it had enough fuel!) 2. HOST.TRN FILES)" below. Order a ship to go to a destination that it will take ten turns to reach. Players are usually not hurt badly by missing a turn in this way.EXE).RST. Any directory that meets the 500K space requirements may be used. don't worry that there are no . Ships and planets belonging to players whose .EXE. then simply run HOST. Then play the turn. The following commands will process the current game turn: c: cd \planets host game1 HOST.EXE program processes the current game turn. If any .EXE produces a few pages of output to the screen.EXE (right after running MASTER.EXE done right after the game is created.

and the file is ignored.EXE is run.EXE decodes the PLAYERx. HOST.EXE! The .EXE. A message is printed. running it plays the game.EXE knows when a .EXE when their turns are completed. and copy their PLAYERx.EXE. It is strongly suggested that everyone register their OWN copy. 3. DO NOT try to fix this mistake by putting the . Suppose their VGA Planets executables are in directory C:\PLANETS. then any .RST file into data files that can be read by PLANETS. copy in the (hopefully correct) .EXE. and the game will advance yet *another* turn. 4. PLAYERS:_PLAYING_TURNS Players select a directory for playing their game turns.EXE. and rejects it as stale. and this counter is kept in a game data file.TRN file was generated from a previous turn. Players should exit PLANETS. The best way to prevent this sort of problem is to make a backup of the game data directory after every invocation of HOST.TRN files.EXE will punish such players in unexpected ways.EXE will display messages from the "TIM CONTINUUM" when two or more players in the game are using the same registered copy.RST file there.TRN files.turn counter that is incremented every time HOST. HOST.TRN files in the game data directory before running HOST. restore the game data directory from backup.RST to C:\download: c: copy c:\download\player3.TRN files will simply be rejected. PLANETS. Also make a habit of backing up the most recently received . 5.TRN files in the game data directory and rerunning HOST. There is no reason for anyone except the Game Host to run HOST. and they just finished downloading PLAYER3.EXE. and all players will be treated as having missing .rst c:\planets\mygame cd \planets unpack mygame planets mygame maketurn mygame UNPACK. and rerun HOST.EXE.EXE.TRN files present will be rejected as stale. If there is a problem with the HOST. If you accidentally forget to put the latest . If a player exits then suddenly realizes that they want to make a change. The turn can be replayed up to the point that the .EXE run. there is no problem rerunning PLANETS. HOST. they are playing this game using game data directory C:\PLANETS\MYGAME.EXE is the main program in VGA Planets.TRN files before running HOST.

you can uuencode the . In this case.RST_FILES) The Game Host will find PLAYERx. BBS hosts are advised to set things up in such a manner that .RST file and Email it. When running on a single computer out of a single game data directory.EXE..TRN_FILES) The PLAYERx.TRN files.. uuencoded archive so that they can Email the same file to all players.EXE is run (x is 1-11). PLAYERS:_RETURNING_TURNS_TO_HOST_(. File compression/decompression is also an option. for example: c: cd \planets . If this is the case.RST file and Email it or post it as text.EXE again.EXE and MAKETURN. o ON A SINGLE COMPUTER: there is no need to transfer files if everyone is playing on the same computer. File compression/decompression is also an option. These files must be given to the appropriate players.TRN file (produced by MAKETURN.RST files together in a compressed. o ACROSS INTERNET: usually uuencode the . Some Game Hosts may wish to lump all .. the Game Host should be the only one to run UNPACK. HOST:_DISTRIBUTING_TURNS_(. o FROM A BBS: most BBSs support attaching an uploaded data file to an Email message.EXE) is delivered to the Game Host.TRN files must be delivered to the Game Host. out of the same directory. When game is being hosted. the Game Host should run UNPACK.RST files in the game data directory after HOST. Alternatively.RST files to individual floppies and distribute them to the respective players.RST file to the game data directory. ready to be delivered to the Game Host. When hosting.EXE. This can be done by copying the backed-up PLAYERx. then running PLANETS. Here are some suggestions for various host scenarios.TRN file and Email it or post it as text. MAKETURN. though the uploads/downloads are usually quite small (less than 10k).TRN files can only be uploaded by the proper players. o WHEN NO NETWORK AVAILABLE: simply copy the . running UNPACK. player passwords should be enabled at game configuration time.EXE at this time. though the uploads/downloads are usually quite small (less than 10k). o FROM A BBS: most BBSs support attaching an uploaded data file to an Email message.PLAYERx. you can uuencode the . Here are some suggestions for various host scenarios.. unless player trust is not an issue.EXE converts the player data files into PLAYERx. Alternatively.

o ACROSS INTERNET: usually uuencode the . Then (assuming VGA Planets executables are in C:\GAMES\PLANETS\MOVED on machine #2). Simply copy the game data directory and all its contents to the new directory or machine.TRN files. out of the same directory. and the current . If this is the case.EXE at this time.TRN files compressed first. MOVING_HOST_TO_A_NEW_COMPUTER Its easy to move the game data directory to a new directory or even a new machine.EXE at their leisure. you can run HOST.EXE as follows: c: cd c:\games\planets host moved . for example: c: cd \planets maketurn gamedirname o AND NO NETWORK IS AVAILABLE: simply copy the . o ON A SINGLE COMPUTER: there is no need to transfer files if everyone is playing on the same computer. then copy all files from the floppy disk to machine #2's C:\GAMES\PLANETS\MOVED. and copy them to the game data directory. and/or may want a particular Subject line so that they can more easily automate the .trn c:\planets\game1 The Game Host is now ready to begin the cycle again by running HOST.TRN_FILES) The Game Host should backup the players' .EXE. the VGA Planets executables must also be present on the new machine to be able to run the game! For example.TRN file and Email it. the game data directory is C:\PLANETS\GAME1. One way to do it is to copy all files from machine #1's C:\PLANETS\GAME1 to a floppy disk. unpack gamedirname then alert the other players that they can run PLANETS. Suppose the VGA Planets executables are in directory C:\PLANETS. Of course.TRN extraction process. suppose I want to move a game from C:\PLANETS\GAME1 on machine #1 to C:\GAMES\PLANETS\MOVED on machine #2. the Game Host should run MAKETURN.TRN file to a floppy and deliver it to the Game Host. Some Game Hosts may want . HOST:_PREPARING_TO_PROCESS_TURNS_(. and run the VGA Planets executables using the new directory.TRN files are backed up in C:\download: c: copy c:\download\*.

69. If a ship is damaged it might be unabled to cloak. The default failure rate is 0%. this is the Damage That Prevents Cloak level that is set by the host. Cloaked ships will not attack planets. The message will appear to come from a unknow source.20 cloaked ships can attack their primary enemy. Under HOST. Any message that is sent to the host is stored in the file HOSTMESS. Cloaking burns at least 5kt of fuel a turn.1 Cloaked Super Spy A Birdmen ship performing a Super Spy mission are cloaked.EXE.----------- 69. There are cloaking ship counter measures that can be used to stop cloaked ship.EXE version 3. The Engine Tech shield bonus. The cloaking device sometimes fails.0 Messages Players can send anonymous messages to other players in host 3. The D19B and the Saber class starships have a Glory Device that can be set to explode when a enemy cloaked enemy ship is detected. The anonymous messages are sent after the normal race messages are sent. Their is a danger that an enemy planet will detect the cloaked super spying ship and fire an Ion Pulse that will decloak all cloaked ships in orbit. ---------- 71.0 Engine Shield Bonus A switch in HCONFIG. Cloaked ships can attack primary enemy ships while cloaked.0 Cloak Failure Many ships can hide using a cloaking device built into their space frame. Cloaked ships do not show up on enemy scanners and are protected from enemy attack. Ships can be stopped and drained of fuel by web minefields.2 if they place the code *w* somewhere in the body of the message. If a ship does not have enough fuel to remain cloaked it will come out of cloak and burn no fuel. The .TXT on the host system after host runs. The tachyon beam emitting Loki Class Destroyer will force most cloaked ships within 10LY of it (before and after movement) to become visible to all ships in the area. ---------- 70. Ion Storms will cause any cloaked ship in them to decloak. the failure rate in dependent on the failure rate set by the host. Messages can be cut and pasted from and to the windows clipboard using the cut and paste buttons or by using Ctrl-c and Ctrl-v. Cloaked ship can be destroyed by minefields. The ship might burn more than 5kt of fuel if its hull mass is over 100kt.

power from higher tech engines increases the shield power of the ship.0 Destorying You Own Starbase If a planet is left with 0 colonists any starbase in orbit will be lost.HST The file name is "TONS.0 TONS.2) as long' (4 bytes each) f4 = FreeFile Open gamepath + "TONS. 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. This shield bonus is based on the tech of the engines and not the number of engines on the ship. a ship with transwarp engines fights like a ship that is 300 kt more massive. ---------- 72. The second 11 records (4 bytes each) are the amounts for this turn only.HST file dim tont(11. ---------- 73. The shield bonus does not apply to ships attacking planets. Every 20 defense outposts add a defense factor to the planet. Any buildings on the surface of the planet will disappear slowly at a decay rate set by the host.HST". The cost of one engine is added to the combat mass of the to ship take in to account of the effect of the higher tech engines powering the shields. The engine tech shield bonus rate is set by the host.HST" For Binary As #f4 For i = 1 To 11 . The tech of weapons does not effect the rate of weapon recharge. How much? At 100%. ---------- 74.0 Ground Attack / Defence The host can configure the ground attack and defense factors of all races. This means 1 Lizard colonist will kill 20 normal colonists on a planet with no defence outposts. The engine tech to not effect the charge rate of the weapons. ( 100 defense outposts would make a planet 5 times stronger than it's normal defense factor. ) By default the Lizards have a 20:1 ground attack advantage. 'This code will read the TONS.

( Hook requested by: Eat Flaming Death! BBS ) ---------- 75. x1 + 44. Odds of a large meteor impact The percentage odds that ONE large meteor will hit one of the 500 planets. This setting has NOTHING at all to do with the last full screen of meteor settings.0 HCONFIG Settings Explained ISOTOPE TRANS-URANIUM MUTATION RATE The HCONFIG can set the rate at which new minerals are formed in the planetary core of all worlds.HST to a log file.TXT file in the hst data directory that it is configuring when you save. x1 = (i . 1) Get f4.EXE now makes a CONFIG. tont(i. If set to 5 (default) and a planet has a density of 100% (Large Masses) 5 kt of each mineral will appear each turn in the planet's core. Minefields YES/NO Allows new mines to be dropped. .EXE program will convert the TONS. Host Configure Settings Explained HCONFIG. This a text file is a listing of the current config settings being used in the game. Will NOT turn off mines that already exist. Recycle rate of colonizing ships The percentage of minerals recovered from the hull of a ship that is crashing on to a planet on a colonize mission. it does nothing else with it. The new minerals are formed by the natural isotopic break down of uranium into trans-unranium elements. tont(i. This takes place every turn. This must be extracted by mineral mines to be used to build ships. The TONS.1) * 4 + 1 Get f4. 2) Next i Close #f4 Host only generates this file. Density ranges from 100 ( Large Masses ) to 1 ( Very Scattered ) More minerals are formed on planets with higher mineral densities than on planets with lower mineral densities. x1.

Alchemy Ships YES/NO Allows alchemy ships to do their job of alchemy/fuel making. Taxes collected The percentage of normal that tax money is collected from the colonists and natives. Web Minesfields YES/NO Allows new web mines to be dropped. Cloaked ships may be Robbed YES/NO The Privateers can rob money. Disable all passwords YES/NO Turn off passwords every turn. Will NOT turn off mines that already exist. Free starbase Fighters The number of "no money" fighters made at that race's starbases each turn. Robots build fighters in space YES/NO Robots can build fighters in space aboard ships with fighter bays and 5 supplies/3 tritanium/2 molybdenum for each fighter built. fuel and minerals from ships that are cloaked. Delete old messages YES/NO Deletes old unread messages each turn. Ground Combat ratio The number a race will kill when attacking an enemy by dropping (beaming down) one colonist on an enemy with a ground defense ratio of 1. Empire's Dark Sense range The range of the dark sense will work from an Evil Empire ship to an enemy planet in light years. Rebels build fighters in space YES/NO Rebels build fighters in space aboard ships with fighter bays and 5 supplies/3 tritanium/2 molybdenum for each fighter built? Colonies build fighters in space YES/NO The Colonies of Man can build fighters in space aboard ships with fighter bays and 5 supplies/3 tritanium/2 molybdenum for each fighter built. (Each fighter requires 3 tritanium and 2 molybdenum) Mineral Mining rate The percentage of normal that a race's mines extract minerals from the ground. Ground Defense ratio The number a race will kill when defending against an enemy with a ground combat ratio of 1 that is dropping (beaming down) colonists on them. Or do nothing. .

the super refit will not take place and the ship will be left with no weapons. Cyborg Assimilation Rate The percentage rate that the Cyborg colonists can convert native races to Cyborg. Colonial fighter can sweep webs YES/NO If yes then the Colonial fighters can sweep web mines as well. "Eros" and "Onyx" class science ships are allowed to change the climate of planets that they are . so if some other ship uses the refitting ship's parts before hand. Colonial fighter mine sweep rate The number of mine units one Colonial fighter can sweep in a turn at a range of up to 100 light years. A planet's "Happy Units" range from 100 (Happy) to 0 (WAR!) to -300 (AARRRGG!!!!!!) Rob mission failure rate The percentage of the time that the rob mission does nothing. Super refit requires a full set of parts for the ship to work correctly. ( This takes away the Fascist pillage attack ) Science ship bonus YES/NO The "Bohemiam". Lizards can use hiss mission YES/NO Lizards can use the HISS mission to claim down the natives. Effect of HISSS mission The number of "Happy Units" that a HISS mission hits a planet with per ship. Rebels can use ground attack YES/NO Rebels can use the ground attack mission to mess up enemy planets. which ever is the smaller of the two. The Feds can super refit YES/NO The Feds can fix up old ships by putting new parts on them using the Super Refit mission. At 100% the number of natives converted equals the number of Cyborg colonist or the number of natives. it will have the same weapons after if there were not a full set of better parts on the starbase. Normal ship building takes place before the super refit. NOTE: If the Nova has 10 torp tubes and 10 beam before the super refit. ( This takes away the Rebel ground attack ) Planets can attack Fascist ships YES/NO A planet can attack a Fascist ship in orbit using the "NUK" / "ATT" Friendly codes. For Example: To super refit a Nova Class you need at least 10 beams of any one type on the starbase and at least 10 torpedo tubes of any one type on the starbase. Planets can attack Rebel ships YES/NO A planet can attack a Rebel ship in orbit using the "NUK" / "ATT" Friendly codes.

Ship visible range (StarCharts) The range in light years that a ship that is not cloaked and not behind a planet can be seen. If set to NO the supplies are continued to be produced and the population stops growing. All Fed fighter ships with less than 9 fighter bays will get 2 extra fighter bays than a normal ship of the same class. New natives will appear YES/NO One planet is picked. If it has no natives then a new group of natives will appear. The amount of new minerals is less on planets that have a lower mineral density. Planetary "NUK" friendly codes YES/NO Planets can attack a ship by setting their friend code to "NUK" or "ATT" . Planets will attack even if the ship is out of fuel. All Damaged weapons are still able to fire.in orbit around. ISOTOPE TRANS-URANIUM MUTATION RATE The number of KTs of new minerals produced in the cores of all planets from the break down of natural uranium. This is the number of KTs that would be produced on a planet with a mineral density of LARGE MASSES per turn. Fed crew bonus YES/NO All Fed ships get a 25% shield boost between battles. Overpopulations eat supplies YES/NO Planets will eat supplies to survive when the planet becomes overpopulated. Minefield decay rate . Planetary structures decay rate The number of surface structures that disappear each turn when the number of structures on a planet is greater than the maximum number of structures allowed. Web mine decay rate The percentage of Web mines that are lost each turn from each field. Sensor mission range The range in light years at which ship sensors will work to detect enemy mines and factories. Fuel used to cloak The amount of fuel in kilotons needed to cloak 100 KT of ship hull. (Cargo and weapons don't count) Ships without fuel can move YES/NO Ships without fuel can move without fuel on "impulse power" alone. Odds that a cloak will fail The percentage chance that a ship's cloak fails to work.

Odds of hitting a mine per L/Y The odds that you will hit a mine per light year the ship travels. . Cloaked ship will hit mine odds Odds that a cloaked ship will hit enemy mines per light year traveled. Web Minefield sweep range (LY's) How close in light years a ship must be before it can sweep enemy web mines. Engine tech boosts shield power YES/NO The power from higher tech engines increases the shield power of the ship. Travel 100 light years through mines the die will be rolled 100 times (You might make it). The percentage of normal mines that are lost each turn from each minefield. Engine tech boosts shield power % The percentage of boost that an engine will boost the ship's shields. Minefield sweep range (LY's) How close in light years a ship must be before it can sweep enemy minefields. A die is rolled for each light year traveled. Odds of hitting a web per L/Y The odds that you will hit a web mine per light year the ship travels. Mine detect range The range at which enemy ships will detect the minefield in light years during a mine sweep mission. Minefield sweep rate The number of mine units that one x-ray laser can sweep in a turn and how many hundreds of units a heavy phasor can sweep in a turn. Mines destroy enemy mines YES/NO When two (enemy) minefields meet they blow each other up. Web Minefield sweep rate The number of web mine units that one x-ray laser can sweep in a turn and how many hundreds of units a heavy phasor can sweep in a turn. A die is rolled for each light year traveled. Maximum Minefield radius The maximum radius that a minefield can have in light years. (Cloaking does not effect a ship's chances against web mines) Amount of damage that prevents cloak If a ship has this or greater amount of damage then it can not cloak.

Ion Storms Hide Mines If yes the ion storms will hide deep space mines from mine sweeps.000 on temperate-warm worlds.000. including ice and desert planets. Spy Boost ( Deluxe Super Spy ) If yes the Birdmen will be allowed to change the friendly code of the planet to match the friendly code of their ship. Normal mines destroy web mines If yes and mines destroy mines switch is also yes then normal mines will destroy web style mines when they overlap. Climate limits populations If set to yes (default) the climate of a planet will limit the number of people that can live on the planet. Ships with one engine can tow If set to no a one engine ship can not tow another ship and can always be towed by a ship with two engines. A max pop of 5. Maximum Income This is the maximum amount of megacredits that a planet can produce in a single turn.001 light years are pulled in to the planet.000 on all planets. Default is NO. (Some races have a climate bonus on desert or arctic planets). Ion Storms The maximum number of active ion storms in the game. Hyperdrive ships If set to yes then the 3 ships with hyperdrive are allowed to use it. Glory Device If yes the D19 and Saber class ships will be able to engage a device that causes their ship to explode. Crystal people like desert worlds If yes the Crystal People have a max population on desert worlds. Planets have gravity wells If yes most ships that come within 3. these number can range from 0 to 50. Loki Class Destroyer Anticloak If yes the Loki class ship will cause all ships within . Climate death rate The percentage of population that dies on a desert or arctic planet until the population reaches 1 clan.000. If set to no you can pack up to 25. Chunnel If yes the Firecloud will be able to make a Warp Chunnel.

A die is rolled for each planet. Send Meteor Messages YES/NO A message will be sent to each player for each large meteor to hit anywhere and a message for each small meteor to hit a planet that the player owns. Cloaked Ships Can Attack If yes all cloaked ships can attack any visible enemy ship that matches its primary enemy. just by locking a tow beam on the enemy ship. Number of LARGE meteors impacting This number of large meteors will hit. If yes the Lady Royal will make 1 megacredit for every colonist clan on board the ship.10 light years to decloak. Cobol fuel scoop 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 (range 0 to 4 ) default = 2 Aries Alchemy If yes the Aries class starship will convert minerals into fuel. Bio Scanner If yes the Cobol. Cloak If yes all races. Ship hulls below this setting will be slowed by 10 LY when they hit a space mine. Boarding Parties If yes the Privateers and Crystals can capture any enemy ship that is out of fuel. except the Privateers and Crystals can clone captured enemy ships at a 200% cost of normal. Imperial Assault If yes the Super Star Destroyer will capture any enemy planet just by dropping 10 clans onto its surface. Ship hulls at this tech level and above will not be slowed by a mine hit. 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. . Lady Royale makes money. (range 1 to 10 ) default = 7 Odds of small meteor impact on all The odds that a small meteor will hit a planet. Pawn and Brynhild class starships are capable of detecting native life on other planets.

Anytime a ship on an intercept mission goes into combat it looses its intercept lock.EXE Version 3. Intercepting ships with a cloaking device attack their intercept targets. Intercepts Attack . 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. The Friendly Code Battle order.---------- 76.0 Intercept Attacks Battle Ordering: All ship to ship combat has two combat stages: 1. . 2. Cover and let simmer for 8 minutes. REMEMBER: You must set your primary enemy to the race of the ship you are intercepting if you wish to attack them.0 Tim's Amorphous Soup Tim Wisseman's Famous Amorphous (Shrimp) Soup: (The official soup of VGA Planets) 4 cups of Chicken and Rice Soup (two 16oz cans) 2 cups water 1 pound of frozen or canned shrimp 6 green onions (cut up) 3 small zucchini squash (cut up etty-bitty) 2 cups bamboo shoots 1 cup water chestnuts 1 pack mushrooms (about 30 medium sized) 5 teaspoons soy sauce 1 teaspoons salt 1/4 teaspoon curry powder 1 teaspoon ginger powder 1/4 teaspoon "5 Spice" power 1 pinch red pepper 1 pinch black pepper 2 teaspoons sesame seed oil juice from an orange (Squeeze halves over soup pot) 1 pound of tofu (bean curd) cut into small pieces (rinse and add Tofu after soup is cooked) Put all into a LARGE pot (except tofu) and heat over medium heat until it begins to boil. The highest ID ships on an intercept mission with a cloaking device will attack before the lower ID ships on intercept missions. This allows ships with higher IDs and a cloaking device to intercept intercepting ships before they reach their target. ---------- 77.20 ships on intercept missions with a cloaking device will attack their intercept target ship first.Under HOST. Add tofu.

friendly codes.44meg Diskettes or 4 HD 5. This is great reusable starchart.5" x 11" sheets of paper. Shows a Rebel fighter being chased and fired on by a Colonial fighter. host explanations and much more. Price: 17$ (USA/ North America) 26$ Foreign Air (17$ Surface) ( Sizes: S. Requires Windows version 3. (16" X 16" ) Shipped in a mailing tube.1 or better. Requires a Color VGA Video Card and a 286 or better CPU.2meg Diskettes.5 Players files and current host files. Done! Send soup comments to: cocomax@aol.2meg Diskettes. as well as a planet.25inch HD 1.$15 (Foreign and Domestic) VGA Planets Starcharts:.5inch 1.EXE) and the current host files. The information was compiled from some of the very best players in the world.The Complete Users Manual. This guide includes information that will help you learn the game.44meg diskette or two 5.0 Stuff The following are items available from Tim Wisseman for VGA Planets. The art work was transferred from original airbrush work and is beautiful. Price: 9$ (USA / North America) .5 for Windows The GAME . This is a complete guide to the game.00 Player files (PLANETS. Price. It shows the Echo cluster as one contiguous piece and you can write on it with dry erase markers. Version 3.5inch 1.35$ Foreign Air (23$ Surface) VGA Planets T-shirt. VGA Planets-Version 3. formulas. Shipped on 3 HD 3.12$ Foreign Air (9$ Surface) VGA Planets . There is a starfield behind the ships. These sheets make great disposable data recording devices as you play a game. Shipped on one 3. M. Price: 23$ (USA / North America) .00 for DOS.25inch 1. A set of four 8. Price: $20 (Foreign and Domestic) VGA Planets Version 3. XXXL ) . Each showing a quadrant of the Echo Cluster (the area space the game is played in). 4meg of ram and 7 meg of free disk space. This was written by Dave Killingsworth and is 129 pages and in color. L. XL. It will also help teach you how to set up and host your own game. Version 3. Price: 3$ (Foreign and Domestic) VGA Planets Big Plastic Starchart: This is a laminated ONE Piece map.com Ordering ---------- 78. It includes race descriptions. It has strategies and hints for both the advanced and new players.

[ ] Two day priority mail $3 extra ( USA only ) Amount enclosed: $__________ Mail to: Tim Wisseman PO Box 204 North Fork.5" X 11" )( $3 NA ) ( $3 Foreign Air ) ____ additional starchart sets ( $1 NA ) ( $1 Foreign Air ) [ ] 16" X 16" Plastic starmap ( $9 NA ) ( $12 Foreign Air ) [ ] VGA Planets Complete Users Manual ( $23 NA) ( $35 Foreign Air ) 8. North Fork.Order from: Tim Wisseman .00 DOS registered version ( $15 NA ) ($17 Foreign Air ) (with the latest HOST. NA = North America ( USA + Canada + Mexico ) [ } VGA Planets 3. CA 93643 ------------------------------------------------------------ ---------------------------------- SOFTWARE ORDER FORM FOR 1995 AND 1996 Name__________________________________________________ Address________________________________________________ City_______________________________State______ZIP_______ Country (if outside USA) __________________________ Circle disk size: 5 1/4" 3 1/2" 1.5 for MS-Windows ( $20 NA ) ($20 Foreign Air ) [ ] VGA Planets 3.com VGA Planet Support BBS: (209) 877-4921 Important: Make checks payable to "Tim Wisseman " I would like to update my list of BBS's where planets is being played to help new planets players find a place to play.44M Which item(s) do you wish to order.2M 1.5" X 11" 129 pages in color ( $23 Foreign Surface Mail ) By: Dave Killingsworth The price includes normal postage.EXE) [ ] VGA Planets starcharts set ( four 8. CA 93643-0204 Internet Email: cocomax@aol. PO Box 204. Do you know of a BBS where Planets is being played? BBS NAME/NUMBER__________________________________________ .

net/vgaplanets/vgap1.net WWW: http://www.wilmington.wilmington.htm .VGA Planets SUPPORT BBS ( The Tim Continuum (209) 877-4921 ) FTP SITE: ftp.