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