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RACEPLUS ADD-ON:  
  RacePlus v2.0 (Shareware) for VGA Planets 3.5  
  Copyright (C) 1995-1996  Dave Killingsworth - All Rights Reserved  
  VGA Planets is a trademark of Tim Wisseman  
  Overview  
  The RacePlus is an add-on utility for VGA Planets 3.0 / 3.5 that takes advantage of the AUXHOST features  
  found in HOST 3.20.  This add-on  provides all eleven races with new racial and ship abilities.    
  This add-on allows for abilities ranging from a modest native government modification ability  
  to the ability for a ship to generate a massive gravity well. The abilities provided to the races are  
  many and varied.  
  There have been 21 new friendly codes added.  They are divided by race as follows:  
  Feds:     
  HUD Improve native government up to Feudal. (Planet code)  
  Lizards:  
  !xx   Activate Chameleon Device and emulate ship type xx (see chart in Lizard Ability Section)  
  !!x   Activate Chameleon Device and emulate ship type 10x (see chart in Lizard Ability Section)  
  (Ship Codes).  
  Birds:  
  EGG To place a bomb on targeted enemy ship. (Ship code).  
  Fascists:  
  BAC To send boarding part on to enemy spacecraft. (Ship code).  
  Privateers:  
  TCC Transfer clans as crew to target vessel. (Ship code).  
  Cyborg:  
  STB Activate Super Tractor Beam. (Ship code).  
  Crystals:  
  MKx Planet code for starbases built over Siliconoid Planets.(x = 1-8 or P = proton torps, G=Gamma  
  Bombs).  
  Empire:  
  SUK Activate Gorbie Gravity Well Generator. (Ship code).  
  Robotics:  
  RDV Repair Damaged Vessel. (Ship code).  
 
  Rebels:  
  BBT Activate Boobytrap (Planet code) - On a Rebel ship this friendly code makes  
  them immune to boobytraps.  
  Colonials:  
  SFG Stealth Fighter Gather mission activation. - If set on target planet of the SFG mission  
  it will make the defenses of the planet inactive. (Ship code).  
  xxx   Friendly code on Gemini where xxx equals target planets ID# (Ship code).  
  Contents  
  RacePlus contains 2 programs:  
  RPCONFIG.EXE  
  RACEPLUS.EXE  
  Place these programs in the same directory that  HOST normally runs from.  RacePlus requires access  
   to the VGA Planets data bases (HULLSPEC.DAT, BEAMSPEC.DAT, ect.) as well as the host databases  
   (SHIP.HST, XYPLAN.HST, PHONEY.HST ect...)  You do  not place these programs in the game data  
      directory. The configuration program will provide RACEPLUS.EXE  with all of the PATH data it needs.  
  New Game Setup  
  Before RacePlus can be used the configuration program, RPCONFIG.EXE, must be run.  The running of this  
  program will take care of setting up your AUXHOSTx.BAT files so that the program will execute   
  properly.  RacePlus accepts one command line parameter, the DOS path to the game directory.    
  For example; to configure a new game in E:\PLANETS\NEWGAME type  
  RPCONFIG E:\PLANETS\NEWGAME  
  When RPCONFIG starts, a configuration dialog will be displayed.  Notice that the DOS path provided on the  
  command line is displayed in the PATH to Game Directory edit box.  Default values are automatically   
  provided. Change them to suit the requirements of the game.  Each value must be within the valid  
  ranges listed.  
  Select the OK button when all of the changes have been made.  The following files will be written to the  
  Game Directory:  
  RPCONFIG.HST  
  A confirmation dialog will be shown, at which time if YES is selected the RacePlus database will be  
  initialized.  Additionally, the following files are written to during the initialization process:  
  RACEPLUS.HST  
  The last thing to do now is make sure that the AUXHOST1.BAT and AUXHOST2.BAT files are present  
  in the HOST directory.  Your install program (INSTALL.EXE ) should have placed these files in your   
  HOST directory.  If not copy them from your RacePlus install disk to your HOST directory.  Or just   
  create these files as empty files. Without these files the program will not run properly.  
  The RPCONFIG.EXE program will automatically path the execution of the RacePlus program and  
  write all files that you need to the game data directory.  
  The New Race Abilities  
  The following section covers all of the new race abilities and ship abilities that are provided by RacePlus.  
  This is broken down by race and explains the abilities in depth.  All of the new abilities can be   
  turned on or off in the RPCONFIG program.  
  The Solar Federation  
  The ability that is now added to the Feds is called Native Government Enhancement.  This ability allows  
  the Feds to educate natives on planets that have a poor native government.  On a planet   
  that has a government that ranges from Anarchy to Representative this ability may be used.  
  On a planet meeting the above conditions the Feds can implement their "education system."  This system  
  requires an investment of money and supplies on the part of the Feds. The Feds need to own   
  the planet for X turns (Where X is the configured number of turns in the RPCONFIG program)  
  between each government increase.  If the planet is owned for X turns and the planets friendly code   
  is set to "HUD" for all of those turn and the required amounts of money and supplies are present  
  the native government will "evolve" up one government level. The money and supply requirements   
  are as follows:  
   Anarchy  to  Pre-Tribal:                     100 supplies  375 Megacredits  
   Pre-Tribal to Early Tribal:                   150 supplies  625 Megacredits  
   Early Tribal to Tribal:                          200 supplies  875 Megacredits  
   Tribal to Feudal:                                   250 supplies 1125 Megacredits  
   Feudal to Monarchy:                          300 supplies 1375 Megacredits  
   Monarchy to Representative:           350 supplies 1625 Megacredits  
   Representative to Participipatory:   400 supplies 1875 Megacredits  
  NOTE:  The planet needs to be under Fed control for X consecutive turns before a government improvement  
  can occur.  
  The Lizard Alliance  
  The Lizards have had a new ability added to their T-Rex and Madonnzila class warships.  This ability only  
  functions on these ships and only when they are under Lizard control.  This new ability is linked to  
  their new development of what has been termed the Chameleon Device.  
  To activate the Chameleon Device on either of these vessels you use the friendly code of !nn or !!n.  
  The nn represents the type number of a hull design in the game.  See Table 1.1.  The !!n friendly code  
  represents all ship hull types that are 100 or more.  The n is the ones digit in a 100 or more numbered hull  
  identifier.  
  Table 1.1  !nn Friendly Codes  
  Index Number    Ship Class           
  1               Outrider Class Scout   
  2               Nocturne Class Destroyer   
  3               Bohemian Class Survey Ship   
  4               Vendetta Class Frigate   
  5               Nebula Class Cruiser   
  6               Banshee Class Destroyer   
  7               Loki Class Destroyer   
  8               Eros Class Research Vessel   
  9               Brynhild Class Escort   
  10              Arkham Class Frigate   
  11              Thor Class Frigate   
  12              Diplomacy Class Cruiser   
  13              Missouri Class Battleship   
  14              Neutronic Fuel Carrier   
  15              Small Deep Space Freighter   
  16              Medium Deep Space Freighter   
  17              Large Deep Space Freighter   
  18              Super Transport Freighter   
  19              Kittyhawk Class Carrier   
  20              Nova Class Super-Dreadnought   
  21              Reptile Class Destroyer   
  22              Lizard Class Cruiser   
  23              T-Rex Class Battleship   
  24              Serpent Class Escort   
  25              Saurian Class Light Cruiser   
  26              White Falcon Class Cruiser   
  27              Swift Heart Class Scout   
  28              Fearless Wing Cruiser   
  29              Dark Wing Class Battleship   
  30              Valiant Wind Class Carrier   
  31              Resolute Class Battlecruiser   
  32              Bright Heart Class Destroyer   
  33              Deth Specula Class Frigate   
  34              D7a Painmaker Class Cruiser   
  35              Victorious Class Battleship   
  36              D7 Coldpain Class Cruiser   
  37              Ill Wind Class Battlecruiser   
  38              D3 Thorn Class Destroyer   
  39              D19b Nefarious Class Destroyer   
  40              Little Pest Class Escort   
  41              Saber Class Frigate   
  42              Lady Royale Class Cruiser   
  43              Dwarfstar Class Transport   
  44              BR4 Class Gunship   
  45              BR5 Kaye Class Torpedo Boat   
  46              Meteor Class Blockade Runner   
  47              Red Wind Class Carrier   
  48              Skyfire Class Cruiser   
  49              Madonnzila Class Carrier   
  50              Bloodfang Class Carrier   
  51              B200 Class Probe   
  52              Biocide Class Carrier   
  53              Annihilation Class Battleship   
  54              B41 Explorer       
  55              B222 Destroyer   
  56              Firecloud Class Cruiser   
  57              Watcher Class Scout   
  58              Quietus Class Cruiser   
  59              Small Transport   
  60              Ruby Class Light Cruiser   
  61              Emerald Class Battlecruiser   
  62              Sky Garnet Class Destroyer   
  63              Diamond Flame Class Battleship   
  64              Onyx Class Frigate   
  65              Topez Class Gunship   
  66              Opal Class Torpedo Boat   
  67              Crystal Thunder Class Carrier   
  68              Moscow Class Star Escort   
  69              Super Star Destroyer   
  70              Gorbie Class Battlecarrier   
  71              RU25 Gunboat   
  72              H-Ross Class Light Carrier   
  73              Mig Class Scout   
  74              Super Star Cruiser   
  75              Super Star Frigate   
  76              Super Star Carrier   
  77              PL21 Probe         
  78              Instrumentality Class Baseship   
  79              Golem Class Baseship   
  80              Automa Class Baseship   
  81              Cat's Paw Class Destroyer   
  82              Q Tanker           
  83              Cybernaut Class Baseship   
  84              Pawn Class Baseship   
  85              Iron Slave Class Baseship   
  86              Tranquillity Class Cruiser   
  87              Falcon Class Escort   
  88              Guardian Class Destroyer   
  89              Iron Lady Class Frigate   
  90              Sage Class Frigate   
  91              Deep Space Scout   
  92              Patriot Class Light Carrier   
  93              Armored Transport   
  94              Rush Class Heavy Carrier   
  95              Little Joe Class Escort   
  96              Cobol Class Research Cruiser   
  97              Aries Class Transport   
  98              Taurus Class Scout   
  99              Virgo Class Battlestar   
  Table 1.2       !!n  Friendly Codes                       
  Index Number    Ship Class                        
  0               Sagittarius Class Transport   
  1               Gemini Class Transport   
  2               Scorpious Class Light Carrier   
  3               Cygnus Class Destroyer   
  4               Neutronic Refinery Ship   
  5               Merlin Class Alchemy Ship  
 
  The Chameleon Device burns fuel while activated. This fuel consumption is based on the cloak fuel  
  burn rate in HCONFIG.EXE of HOST.  If the cloak fuel burn rate is set at 5 KT per 100 KT of mass,   
  the Chameleon Device burns just 5 KT of fuel per turn.  The Chameleon Device fuel burn  
  is not based on mass it is just a flat rate.  
  While the Chameleon Device is active all enemies ships and planets will see you as the hull type you have  
  selected to emulate.  The hull type listed in Table 1.1 or Table 1.2 will be the image that enemies   
  see when they scan you or do a (V) view command of your ship. If a Chameleon Device ship engages  
  in combat it fights as the type of ship it actually is, not as what it looks like. The Chameleon Device   
  does not change the ships mass, heading, ID# or owner.  It only changes the appearance of the hull  
  type of the vessel.  ( So, yes, you could look like a 700 KT mass probe if you wanted to.)  
  The Bird Men  
  The Bird Men's Brightheart Class ship now has the ability to allow the crew to plant a bomb onboard an enemy  
  ship. This bomb will explode and cause damage to the enemy ship.  This is an ability that is linked to the   
  Bird Men's Brightheart Class ship.  This mission will only function from this type of vessel and only   
  for the Bird Men.  
  This missions success rate is dependent on the configuration settings in the RPCONFIG setup.  The %  
  chance of the mission failing can be set between 0 % - 20%. So when this is set to a percentage number   
  the Chameleon Device burns just 5 KT of fuel per turn.  The Chameleon Device fuel burn program will  
  check to see if the sabotage crew gets caught by ship security on the enemy vessel.  The other configurable   
  setting is the number of Bird Man ships that can perform this mission to the same ship.  The range is   
  1-10.  So if it is set to 5, you can have up to 5 ship performing this mission simultaneously  
  to an enemy ship.  
  To perform this mission several requirements need to be met.  The Bird Man ship needs to have at least 41  
  crew people on board.  They need to have forty supplies and some fuel.  
  To perform the mission the Bird Man ship(s) set their friendly code to EGG.  Then they transfer at least  
  one unit of fuel to the target ship (this is just the targeting mechanism).  This will cause   
  the forty supplies on the Bird Man ship to be used (as equipment and bomb parts) and they will disappear.   
  In addition to the supplies and fuel costs the mission automatically beams forty crew people onto  
  the enemy ship.  This is the point at which a check for Bomb Fail occurs.  If the mission is successful a bomb  
  will go off and the enemy ship will take the equivalent of 1 mine hit of damage.  Also, the forty crew people  
  will be placed back onto the Brightheart.  
  MINE HIT DAMAGE = 10000 / Hull Mass  
  If the mission fails the following occurs.  The crew that beamed over are captured and eventually spaced.  There  
  is a 50% chance that these prisoners will give away the command codes to the Brightheart before   
  they are spaced. If this happens the Brightheart (that had the failed mission) will have its warp   
  speed set to zero and its cloaking device will deactivate.  
  The Fascists Empire  
  The Fascists new ability is now linked to the D3 Thorn ship.  This ship in the hands of the Fascists will  
  allow them to perform a ship boarding mission.  This means that they will beam a boarding crew aboard   
  an enemy vessel and have the ability to capture the target ship.  
  There are two configurable and controllable portions to the Fascist's mission (other than on or off).  The first  
  is the combat modifier of the boarding crew.  This is a number between 1 - 4.  This is the attack factor by   
  which the number of crew in the boarding party is multiplied by.  This resultant number will determine  
  if you capture the ship or just kill enemy crew equal to the boarding party times their multiplier.  
  (i.e., The 150 person boarding crew has an attack multiplier of 4.  This mission will capture a ship   
  with 600 or less crew, or kill off 600 crew, if the enemy ship had 601+ crew).  The other configuration  
  is the fail rate of the mission.  This is a number between 0-30%.  If the mission fails the boarding  
  crew was detected coming aboard, isolated and spaced.  
  To perform this mission you need to meet several requirements.  The ship must have at least 151 crew.  It  
  need to have 40 supplies and some fuel.  To perform the mission you transfer at least 1 unit of fuel  
  to the target ship. The friendly code needs to be set to BAC.  This will cause 150 of the D3's crew   
  to beam over to the enemy ship. The supplies will then disappear.  This is the point where  
  the program checks the fail rate of the mission.  
  If the mission fails the Fascist crew was caught coming aboard and spaced.  This does not cause anything  
  to happen to the D3 (Fascists are immune to torture). If the mission succeeds the Fascists will kill   
  a number of enemy crew equal to 150 times the attack multiplier. If this amount is greater than the   
  crew of the target vessel it is captured and is then crewed by a 75 member Fascist crew.  The other   
  75 are lost in battle against enemy crew and intruder defenses.  
  The Privateers  
  The Privateer's new mission, Crew Replacement, is race specific to the Dwarfstar Transport.  This mission  
  compliments the Privateer's 3.2 host ability of capturing vessels in space.  This mission allows them   
  to restock ship crews in space by transferring clans from the Dwarfstar to any other vessel.  
  To perform this mission all you need to a Dwarfstar a ship requiring crew and some clans.  To execute the mission  
  you need to have the Dwarfstar with clans on board.  The Dwarfstar positions itself under the ship  
  needing crew and sets its mission to intercept the ship that needs crew. Then you transfer the clans   
  to the target ship you are intercepting. To start the transfer you need to set a friendly code of TCC.  
  The clans will beam over and each clan will become one crew person.  As soon as the transfer is done,  
  the program will automatically cause your Dwarfstar to reset its mission to CLOAK. There is no  
  limit to the amount of clans that can be transferred, except that you can not exceed the ships max.  
  crew limit.  
  The Cyborg  
  The Cyborg's new mission, Super Tractor Beam, is race specific to the Quietus Class Cruiser.  This mission  
  allows the Quietus to generate a high energy tractor beam.  This is the most powerful tractor beam ever  
  developed. This beam will allow the Quietus to PULL ships to it, and not just tow them.  
  This mission has three configurable components.  The first is the amount of fuel consumed each turn that the  
  beam is active.  This configuration ranges between  200 and 350 KT per turn.  The next is the range of the  
  beam.  The range can be between 25 and 100 LY.  The last configuration is the fail rate of the tractor beam.   
  The host can configure the beam to fail 0-10% of the time. This means that the target ship will break the tractor  
  beam if the percentage requirement is met.  So if the fail rate is 5% there is a 5% chance that the target ship  
  could break the beam and escape.  Ships with more than two engines or a hull mass that is greater than 300  
  cannot be towed.  
  To activate the beam the Cyborg have to be within range of the target ship.  Range is dependent on the  
  RPCONFIG settings.  They then set their mission to INTERCEPT and selected the ship that they wish to use  
  the tractor beam on, as the intercept target.  Then they set their friendly code to 'STB'.  This will  
  draw the target ship to the Quietus Cruiser, unless the ship escapes (per Tractor Beam fail rate).  
  The Crystal People  
  The Crystal People will now have to ability to gather up some of the fuel that gets drained into their web  
  mine fields.  They will also receive "free" torpedoes at starbases that are built over Siliconoid planets.   
  This new ability only has one configurable part.  This configuration lets the host decide how many "free"  
  torpedoes will be given to each starbase. The configurable rate is between 1-10 torpedoes.  To select   
  the torpedo type you wish to receive you need to set the fcode of the planet, the starbase is over,  
  to MKn (where n is the torp type - i.e MK8 = Mark 8 {tech10} torps)  
  The new ability of the Crystals allows them to gather fuel from ships trapped in web mine fields.  The  
  Crystals only gather fuel from ships that are being drained by the fields.  They do not gather fuel that  
  is drained from a mine hit.  When a ship ends a turn in a web field it loses 25 KT of fuel due to web   
  drain (as per standard web mine drain rules).  With this new ability will cause Crystal ships in the same   
  web field to gather this fuel (provided they have the space).  Additionally, the power surge of fuel being   
  drained from enemy ships helps keep the minefield from deteriorating like normal.  If more than one   
  Crystal ship is in a web field, the fuel drained from enemy ships will be split evenly between the Crystal   
  ships.  To get this fuel the  Crystal ship(s), also, need to end their turn inside the web field.  
  The Evil Empire  
  The Evil Empire has a fearsome new race specific mission for the Gorbie Class Battlecarrier.  This new  
  ability is called a Gravity Well Generator.  The new Gorbies under RacePlus can perform this mission   
  if they meet specific criteria.  
  The Gravity Well Generator (GWG) is only installed on Gorbies equipped with Transwarp Drives and Heavy  
  Phasers. These Gorbies are the only ships with stable enough power conduits to handle the massive   
  amounts of energy that get channeled through the ship when the GWG is activated.  
  The GWG mission has three configurable parts to it. These are the range of the GWG, the fuel cost of the GWG  
  and the length of time that the GWG disables the Gorbies engines and beam weapons.  The range is between  
   25-100 LY. The fuel cost can be configured to be 300 to 500 KT of fuel. The "recharge" period of the   
  Gorbie is between 2-4 turns.  
  To activate the GWG the Gorbie sets its friendly code to 'SUK' and has to have fuel enough to start the GWG  
  process. The Gorbie can not be over a planet.  If it is, it will destroy the Gorbie and any ships in orbit   
  with the Gorbie.  This destruction happens as a direct result of the conflicting gravity spheres of   
  the planet and Gorbie.  These conflicts cause the ships to be torn apart.  Starbases receive damage   
  from stress waves.  Starbases will receive 50% damage to its current state.  (if the base was 50%  
  damaged it would become 75% damaged).  The starbase defense rating is reduced by 50% and 50% of   
  the fighters are lost.  
  When the mission is activated it will cause all ships (including your own), that have a base hull mass of  
  200 KT or less to be drawn to the Gorbie.  There is no way to escape this gravity field. Ships   
  pulled to the Gorbie in this manner have their warp set to zero.  Once the mission is activated the   
  engines of the Gorbie will become non-operational and the beam weapons will be inactive and  
  unable to fire.  This disability lasts for a number of turns equal to the configuration setting.  
  The Robotic Imperium  
  The Robotics now have a new ability added to their Cybernaut Class ship.  The Cybernaut now has the  
  ability to repair other vessels in space, without supplies.  They can also repair Robotic crew members   
  by using supplies.  
  The Cybernaut mission is activated by selecting the friendly code of 'RDV'.  This will cause the Cybernaut to  
  repair the most damaged vessel at its location.  If the vessel is a Robotic ship the Cybernaut will repair  
  (fix / restock) 5 Robotic crewman per 1 supplies onboard the Cybernaut.  This mission requires that the  
  Cybernaut be under Robotic control and that it have at least 1 unit of fuel.  
  The Rebel Confederation  
  The Rebels now have the ability to place a boobytrap on planets.  This boobytrap is a transwarp sensitive tractor  
  beam.  This ability is inherent only to the Rebels.  
  The ability has two configurable parts to it.  The configurations are the amount of fuel required to 'crash'  
  a ship on a per engine basis.  The range is 75 - 150 KT of fuel per engine on a ship.  The next  
  congifuration is the maximum number of planets that can have a boobytrap active at one time.    
  This range is 5-10 planets.  
  To perform this mission you need a ship (any one will do, as long as it has enough cargo space to hold the  
  components).  The components need to set a boobytrap is clans (any number) and fifty supplies.    
  Then you drop clans on an unowned planet and the fifty supplies.  The next turn that you own the   
  planet (provided you wish to perform this mission) you set the planets friendly code to BBT and   
  beam up ALL of your clans.  This will cause the planets friendly code to randomize and the boobytrap  
  will become active.  The boobytrap is dependent on fuel (Neutronium) to function.  So make sure you  
  have fuel available on the planet when you take your clans off. The trap requires the configured   
  amount of fuel per engine of the target ship you might destroy.  
  When the trap is activated it scans its planetary orbit for transwarp signatures.  (This will even sense  
  cloaked ships due to their Transwarp subspace eddies disturbing the planets atmosphere).    
  When the planets senses transwarp signatures it will lock onto the ship with transwarp engines   
  and attempt to pull its engines off. To do this the planet must have sufficient fuel to do  
  this (number of engines times the fuel per engine cost). (i.e., 2 engine ship (configuration says  
  100 KT of fuel per engine) = 200 KT of fuel required to pull the engines off and destroy the   
  ship.  If a ship is destroyed it will deposit all of its fuel onto the planets surface, thus  
  fueling the device for more turns and ships.  If there is more than one ship with transwarp   
  engines the planet will attack the ship with the MOST engines.  In the event of an equal   
  number of engines the planet will take the heaviest ship, with the most engines.  
  If there is insufficient fuel to take all of the ship's engines, the planet will damage that ship in a  
  proportion equal to the number of engines that CAN be effected divided by the total number of   
  engines. (i.e., A planet with 750 units of fuel attempts to destroy a Virgo.  The planet burns up 700  
  units of fuel {only fires what is needed for what it can effect} and locks onto the Virgo's engines.   
  It will be unable to destroy the ships since it has to be able to pull off all of the ship's engines.  Since   
  it is short of fuel, the beam spreads out its 700 KT of power over eight engines but only has  
  seven engine destructive power.  This will cause 87% damage to the ship.  Since its power   
  (number of engines effected divided by the total  7 / 8 = .87) is not high enough to take all of the   
  engines it damages struts, structural integrity, and hull integrity.  
  DAMAGE % = Number of Engines That Could be Fully Affected by Available Fuel / Engine Total  
  The boobytrap ignores ships equipped with less than transwarp engines.  For a trap to be deactivated all you  
  (or your enemy) needs to do is drop at least one clan onto the planet.  This will immediately deactivate   
  the trap. Rebel ships will be effected by the boobytrap when they enter orbit, unless they have their   
  friendly code set to BBT.  Enemy ships with BBT friendly code are not so protected.  
  The Lost Colonies of Man  
  The unmatched ability of the Colonial fighter pilots is once again demonstrated by their new ability, Stealth  
  Fighter Gather mission.  
   This new ability is race specific to the combination of the Sagittarius and Gemini class ships.  This mission  
  only has one configuration.  This configuration is determines the maximum fail rate of the Stealth Fighter   
  Gather mission (SFG).  It is ranged between 5-50%.  
  This new mission is linked to the ability of the Colonials to have excellent fighter and ship to ship  
  communication.  The combination of the Sagittarius and Gemini allows for unprecedented levels of this   
  communication.  This mission will allow fighters from a Colonial Sagittarius to sneak onto an enemy planet  
  and steal a unit of fuel, supplies,  
  To initiate this mission you need fighters, a Sagittarius, a Gemini and a target planet.  To start this mission you   
  need to have the fighters on the Sagittarius. The Gemini and the Sagittarius need to be at the same point  
  in space and they need to be with in 100 LY or less of a target planet.  
  When you perform the mission you set the Sagittarius to intercept the target Gemini (the one to receive the minerals)   
  and you set its friendly code to 'SFG'.  You then set the friendly code of the Gemini to equal the target  
  (planet you want to gather from) planet's ID# .  You also, need to set its mission to GATHER  X, where  
  X is one of the items you can select to be gathered.  
  When this is done the fighters will launch and raid the planet.  The planet does have some measure of defense   
  against this mission.  The planets defense outposts can help protect from the effects of this mission.  The  
  number of defense outposts will determine the percent chance to catch the fighters coming into the planet.  
  (i.e., 20 defense outposts = a 20% chance to catch a fighter sneaking in).  If a fighter is caught it is destroyed.  
  The max. percentage of being caught is determined in the configuration setting (5-50%).  You can have   
  more defense outposts than this but it does not improve your odds of catching the fighters, the pilots are  
  just too impressive.  
  The calculation for being caught is done as follows.  The program looks at the number of defene outposts and uses  
  that as a base number for shooting down fighters.  If the number of defense outposts exceeds the configured   
  maximum, the maximum is used for calculating fight shoot down.  This final number is both the chance to be  
  caught and if caught, the percent of fighters possibly lost.  A mission that has a 30% failure chance and is  
  caught, will loose up to 30% of the fighters used in that sortie.  
  If an ally wishes to allow you to raid his planet and not shoot you down.  He can select the planetary fcode of 'SFG'   
  for his planet.  You can raid a planet with SFG fcode and will not be shot at.  
  The fighters, after gathering, fly back to the Gemini and deposit their minerals there and then return to the Sagittarius  
  before movement commences.  
  HOST Sequence  
  RacePlus  
  AUXHOST 1  
  Load RacePlus  
  Boost Governments  
  Sabotage Ships  
  BoardShips  
  Transfer Colonists for Crew  
  Super Tractor Beam  
  Build Free Torps  
  Remember Fuel Amounts  
  Gravity Well Generator  
  Repair Robot Ships  
  Fighter Stealth Gather  
  Booby trap planets  
  AUXHOST 2  
  Load RacePlus  
  Activate Chameleon Device  
  Refuel Via Web  
  Return Beams to Gorbie  
  Booby Trap Activation  
  Credits  
  RacePlus for VGA Planets3.5  
  Design: Dave Killingsworth & Dan Gale  
  Special Consulting: Tim Wisseman, Conrad Lesnewski, Edward Jones, Jim Welch, Richard Vogt  
  Programming: Dan Gale      
  Documentation: Dave Killingsworth     
  BMP Artwork: Mark Stewart, Tim Wisseman, Kenneth Wisseman, Dan Gale, Dave Killingsworth  
  Special Thanks: Anyone We Forgot.     
 
  No part of the program or documentation my be copied, in part, or in whole, without the written permission of the  
  copyright holder. Although it may be distributed to players in a game you are hosting.  
 
  ************************************************************************  
  HOSTS----  You need to give a copy of this DOC file to  your players !!!  
  ************************************************************************  
  You also need to give them copies of all BMP files you find in the ZIP file you got this program from.    
  Tell them that they need to place the BMP files in the sub directory (labeled BMP) under their WINPLAN   
  dirctory. This will give them the BMP's they need to see the in the pictures associated to the messaging system.  
  REGISTRATION INFORMATION  
  This is a shareware copy of this program.  It will only allow you to activate 3 abilities at a time.  If you try to  
  activate more than that it will use only the first three active that it encounters.  
  Counting from race1 to race11.  
  Registration of this program will get you a registered copy of the program mailed to you.    
  This copy will allow you to activate all 11 RacePlus features at one time.  
  Registration information is available in the ORDERFRM.ZIP file included in this ZIP file.  
  Thank you for your interest.  
  Dave Killingsworth  
  Sysop Of Dan and Dave's BBS 916-345-6447  
  Co-sysop of Warp Speed and Tim Continuum  
  Dan Gale  
  Sysop of Dan and Dave's BBS 916-345-6447  
  or contact us via the internet  
  capstern@aol.com  
  dangale@aol.com