VGA Planets HOST 3.1
Copyright 1992 - 1993
By Tim Wisseman
The VGA Planets server HOST.EXE and
It's configuration program HCONFIG.EXE are
freeware programs. They may be used and given
out free of charge. You can download the
latest version from the:
The Tim Continuum BBS (209) 877-4921
The VGA Planets client program
PLANETS.EXE is a shareware program.
Players are asked to please register PLANETS.EXE.
PO Box 204
VGA Planets is a player supported program.
My thanks to everyone that registered!
Version 3.1a Host Released August 16, 1993
Version 3.1b Host Released August 17, 1993
Version 3.1c Host Released August 17, 1993
Version 3.1d Host Released August 18, 1993
Version 3.1e Host Released August 20, 1993
Version 3.1f Host Released August 20, 1993
Version 3.1g Host Released August 23, 1993
Version 3.1h Host Released August 26, 1993
Bug History: ( These bugs were found in these versions )
Version 3.1a : Starbases are unable to build fighters.
( Bug found by: Richard Sun )
Version 3.1b : Crashed when ships used sensors on enemy planets.
Mine sweep messages repeated WAY too many times.
Version 3.1c : All planets get plagued when the total population of
the empire reaches 1,000,000,000 Clans. Everyone
Version 3.1d : Fighters blow up or disappear when players sell supplies
for credits. ( Bug found by: Patrick Reeves )
Version 3.1e : Ships not attacking each other.
( Bug found by: Ted York )
Version 3.1f : "3600 mega credits found counterfit!" Bug.
This bug hits a player that builds a starbase on
a planet that has a native race tech bonus.
The host did not understand where that extra tech 10
was coming from.
( Bug found by: John W.Smith )
Version 3.1g Cyborg bug fixed.
Everytime the Cyborg beamed colonists to a planet
with native all the native disappeared.
New in version 3.1g
Warnings: ( >>>GREEN<<< , >>>YELLOW<< and >>>RED<<< )
When host runs it now gives a "Data Status Message"
Green means the data from the player and in the host records are
Yellow means that there is a slight glitch in the data or
program. ( Bug? ) Don't worry about this error too much,
it is mostly harmless. But still should not happen.
The host has found that minerals or money are missing.
Red means there is some sort of problem. From one little bit
being in error to wholesale massive cheating. This means that
minerals or money has showed up in a player's empire and the
host can not understand why. The host will take action to
"correct" the problem during a red data status.
>>>WARNING<<< >>>WARNING<<< >>>WARNING<<<
Running METEOR.EXE will cause a >>>RED<<< or >>>YELLOW<<< data
status from time to time. There is nothing that can be done
to prevent this. It is best not to run METEOR.EXE when using
Cargo Transfers: ( When playing planets )
You can hold down the or to move 100
units of cargo at a time.
HOST HCONFIG PROGRAM SWITCHES:
These are all things that the host can turn on and off now.
If anything is changed during a game a message will be sent to
all players by HOST.EXE.
Recycle rate of ships colonizing
Meteor impact odds ( Only ONE meteor )
Allow alchemy ships
Delete old unread messages
Disable the passwords in a game
Rebels build fighters in space
Robots build fighters in space
Colonies build fighters in space
Number of "no money" fighters from starbases
Lizard HISS mission
Rebel ground attack
Cloaked ships may be robbed by privateers
Fed super refit
Web mine decay rate
Odds of hitting a web mine
Odds of hitting a regular mine
Regular mine decay rate
Maximum mine field size
Planets attack ships
Ships without fuel can move on "impulse"
All ground attack and defense rates
All mineral mining rates
All tax income rates
Cloaking device failure rate
Mine field detect range
Dark sense range
Cloaked ship fuel burn rate
New natives appearing
Sensor mission range
Planets attack ships in orbit ( "ATT" friendly code )
Cyborg assimilation rate
New minerals ( Isotopic breakdown rate )
"Overpopulation eating supplies" can be turned off
Mines may destroy enemy mines
NEW FRIENDLY CODE ORDERS:
All ships have a new attack order.
They will now fight in an order that depends on three things
the mission, the primary enemy and the friendly code.
The friendly code can give an attack value from 1 to 999.
To use attack values your friendly code must begin with a
number value. The attack values will NOT affect the way in
which a ships fights, it only effects the battle order.
Your enemy's attack values will NOT effect your battle order.
A attack value of 1 is the lowest possible attack value.
Here are examples of attack values base on some friendly codes
where "x" is any non-number character.
Friendly code Attack values
The ship with a "KILL" mission the lowest attack value will
attack first. If two of your ships have the same attack value
then the ship with the lowest ID number will attack first.
The ship with a "PRIMARY ENEMY" set and the lowest attack value
will attack after all the "KILL" mission ships are done.
Ships with their mission set to "KILL" will fight as a first group.
Ships with a mission other then "KILL" and the primary enemy
set will fight as a second group.
All other ships will be protected by the "KILL" and primary enemy
ships until those ships are destroyed or captured.
Ships that are not on a kill mission and don't have a primary enemy
set will defend themselves in an order based on the friendly
code attack values.
PLANETS ATTACKING SHIPS:
The game can be configured so that the planetary friendly code "ATT"
or "NUK" causes a planet to attack any enemy ship in orbit.
This will override matching friendly codes. ( ATTack or NUKe )
DISABLE TORPEDO SYSTEMS:
A ship may now disable it's 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. This is also a special case where matching
friendly codes does not count.
The "NTP", "ATT" and "NUK" must be all in uppercase.
Very bad things happen to people that try to cheat. . .
The Tim Continuum is watching a little closer now.
It sees money from nowhere, minerals appear, torpedoes
turning into fighters, etc. . .
The range that you can see enemy ships is now limited by a
scan range that the host can configure. Ships beyond the
scan range in open space can NOT be seen. An enemy ship in orbit
around a planet that you do not own and do not have a ship in
orbit around can not be seen.
Ships that have no fuel can not intercept or tow.
The host can decide if he will allow ships without fuel to
move short distances. ( The old no fuel "impulse" ship drift )
All planets place a stress on the time space continuum for a
distance of 2 light years in all directions. Any ship that
warps within a distance of 2 light years to a planet will fall
into the planets warp well and end up at the planet.
GROUND ATTACK: ( Dropping colonists )
The host can configure the ground attack and defense factors of
all races. Every 20 defense outposts add a defense factor to the
planet. ( 100 defense outposts would make a planet 5 times stronger
then it's normal defense factor. )
SENSOR SCAN RANGES:
Ships can now have a very good chance of detecting all planets
within the sensor range that have less then 15 defense outposts and
has ether more then 15 factories or more then 20 mineral mines.
Every defense outpost reduces the odds of being detected by 6.6666%.
Any planet with no defense and more then 15 factories or more then
20 mineral mines will be detected.
The Evil Empire can now dark sense ALL planets within dark sense range
that have enemy colonists, except for Rebel colonies.
The Dark Sense is unable to find the Rebels.
Ships with damage can not cloak.
Ships may have to burn fuel to cloak. ( This is up to the host. )
There are odds that a ships cloak may fail from time to time
and be seen. The odds of this is up to the host and can range
from 0% to 50%.
ANTI-SHIP MINE FIELDS:
The number of mines that a ship can sweep has increased.
Beam weapons sweep ( tech^2 * ( 2 ) ).
This is 2 times more then version 3.00f of host.
The ships now sweep ALL mine fields that they are
in and all mine fields within 25 light years.
Colonial fighters now sweep 40 mines for each fighter.
This is 10 times more then version 3.00f of host.
They still have a mine sweep range of 100 light years.
The host now has the option of letting overlapping enemy
mine fields destroy each other.
Both mines and web mines have a decay rate at which they
disappear do to natural causes. The default is 5%.
There is a maximum size that mine fields can be. If a ships tries
to expand a field beyond the maximum no more torpedoes will
be converted to mines. If a ship keeps it's mission to lay mines
the mines lost to decay will be replaced by new mines so long
as the ship has torpedoes.
Minefields of the same race may overlap as long as the perimeter of
one does not take in the center point of the other.
The odds of hitting a regular or web mine can be changed by the
Minefields no longer merge.
There is now a limit on how far you can you can detect mine fields,
however you will now get a report on all mine fields within this
detection range. Both yours and enemy minefields.
The mineral mining rates of all races can be adjusted in the
The HCONFIG can set the rate at which new minerals are formed in the
planetary code of all worlds. The new minerals are formed by the
natural isotopic break down of uranium into trans-unranium elements.
Density ranges from 100 ( Large Masses ) to 1 ( Very Scattered )
The amount of taxes that a race can collect per turn can be adjusted
in the HCONFIG program. However, if the rates are changed they will
not match up with the amount projected by the PLANETS.EXE.
There is a switch in HCONFIG that that allows native races to be
discovered from time to time on worlds without native life.
LONG RANGE SENSORS AND DISTRESS CALLS:
Starships that explode in battle will now be detected by all the
other races in the game. They will detect the (x,y) location of
the explosion and the name of the ship given in the distress call,
but nothing else. Ships that are captured and planets that are taken
over can not be detected on the long range sensors.
Enemy planets can not be scanned for minerals by a ship in orbit any
longer. The enemy colonists are now able to jam enemy starship sensors.
The host.exe now saves a record of the last run to a host.log file.
Everything that was sent to the screen will be in the file.
If overpopulation is turned off the colonist will no longer have
to eat supplies to survive. The population will stop growing at
You can set the rate at which structure on a planet decay when there
is not enough manpower on the planet to maintain them. The rate is
the number of undermanned structures that can be lost in a single
turn. ( If it is set to 3 then up to 3 of each type of structure
can be lost in a single turn. )
NO MONEY FIGHTERS:
The number of "free" fighters that each race gets at each starbase
each turn can now be configured. The default is 5 for the Evil Empire
only. The fighters still require minerals to build them. Each fighter
requires 3 tritanium and 2 molybdenum units to build.
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.
If the passwords are disabled then all the players in the game
will have their passwords set to "NOPASSWORD" every turn.
DETAILS OF THE HCONFIG.HST FILE
YES = 1
NO = 0
INTEGER = 2 Bytes ( Signed two's complement values )
1 recycle AS INTEGER '% of ore recovered from colonizing ships
3 meteor AS INTEGER '% odds of one large meteor impact
5 mine AS INTEGER 'flag mine fields yes (1) or no (0)
7 alchemy AS INTEGER 'flag alchemy yes (1) or no (0)
9 delold AS INTEGER 'flag delete old messages yes (1)
11 nopassword AS INTEGER 'flag disable passwords yes (1)
13 gkill(0 TO 11) AS INTEGER 'ground combat kill ratios
37 opkill(0 TO 11) AS INTEGER 'ground combat defense factor
61 freefighter(0 TO 11) AS INTEGER 'number of free fighters
85 minerates(0 TO 11) AS INTEGER 'mineral mining rates
109 taxrate(0 TO 11) AS INTEGER 'tax 50% to 500%
133 rebelbfs AS INTEGER 'build fighters in space
135 coloniesbfs AS INTEGER 'build fighters in space
137 robotbfs AS INTEGER 'build fighters in space
139 cloakshipopps AS INTEGER '0% - 50% cloak ship failure
141 robcloaked AS INTEGER 'rob cloaked ships (yes/no)
143 shipscan AS INTEGER 'ship scan range limit
145 darkrange AS INTEGER 'range of dark sense
147 hiss AS INTEGER 'hiss mission on and off
149 rebelga AS INTEGER 'rebel ground attack on and off
151 fedsr AS INTEGER 'super refit on and off
153 Web AS INTEGER 'web mines on and off
155 cloakburn AS INTEGER 'cloaked ship fuel burn 1 to 50 kt
157 sensorrange AS INTEGER 'range of the sensor mission
159 nativenew AS INTEGER 'add new natives
161 planetattack AS INTEGER 'planets attack ships (yes/no)
163 cyborga AS INTEGER 'cyborg assimilation rate (1-100)
165 webdecay AS INTEGER 'web mine decay rate
167 minedecay AS INTEGER 'mine field decay rate
169 maxmine AS INTEGER 'max mine field size
171 isotope AS INTEGER 'new mineral form rate
173 decay AS INTEGER 'decay of structures on underpop planet
175 overpop AS INTEGER 'eat supplies? (yes/no)
177 nofuelmove AS INTEGER 'ships without fuel can move (yes/no)
179 oddsmine AS INTEGER 'odds of hitting a mine
181 oddsweb AS INTEGER 'odds of hitting a web mine
183 mineseerange AS INTEGER 'range that you can see mines
185 antimine AS INTEGER 'mines destroy enemy mines
recycle = 75
meteor = 2
mine = 1
alchemy = 1
delold = 0
nopassword = 0
FOR i = 1 TO 11
gkill(i) = 1
opkill(i) = 1
freefighter(i) = 0
minerates(i) = 100
taxrate(i) = 100
gkill(2) = 30
opkill(2) = 10
freefighter(8) = 5
minerates(1) = 70
minerates(2) = 200
taxrate(1) = 200
rebelbfs = 1
coloniesbfs = 1
robotbfs = 1
cloakshipopps = 0
robcloaked = 1
shipscan = 300
darkrange = 200
hiss = 1
rebelga = 1
fedsr = 1
web = 1
cloakburn = 5
sensorrange = 200
nativenew = 1
planetattack = 0
cyborga = 100
webdecay = 5
minedecay = 5
maxmine = 300
isotope = 5
decay = 1
overpop = 0
nofuelmove = 1
oddsmine = 1
oddsweb = 5
mineseerange = 200
antimine = 1