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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FORTRESS HOST ADD-ON: |
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Fortress Host v1.23 for
VGA Planets 3.5 |
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Copyright 1995,96
Michael Raith, All rights reserved |
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VGA Planets is a
trademark of Tim Wisseman |
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Table of Contents |
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1 What is FHost? |
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2 Installing FHost |
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3 The Features |
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3.1 Carrier Fleet Combat |
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3.1.1 The Planeteer’s
Dream |
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3.1.2 Grouping Up |
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3.1.3 Active and Passive
Ships |
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3.1.4 Ship’s Aspects |
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3.1.5 Launching Fighters
for Defense |
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3.1.6 Dogfighting |
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3.1.7 Closing in for
Bombardement |
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3.1.8 Survivors Returning
Home |
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3.2 AFM Advanced Fighter
Missions |
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3.2.1 Fighter to Ship
Attack - FAx |
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3.2.2 Fighter to Planet
Attack - FBx |
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3.2.3 Fighter to Stargate
Attack - FOx |
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3.2.4 Fighter Patrol -
FPx |
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3.2.5 Fighter Minesweep -
FMx |
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3.2.6 Fighter Gather
Resources - FGx, FGy |
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3.2.7 Fighter Transfer
Mission - FTx, FTR |
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3.3 ATM Advanced Torpedo
Missions |
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3.3.1 Ship Targets - TAx |
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3.3.2 Stationary Targets
- TBx |
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3.4 Stargates |
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3.4.1 Build a Stargate -
BSG |
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3.4.2 Completing a
Stargate - Cid |
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3.4.3 Repairing a
Stargate - RSG |
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3.4.4 Attacking a
Stargate - ASG |
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3.4.5 Travelling through
Stargates - Jid |
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3.4.6 The Stargate Report |
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3.5 Core Mineral
Reformation Device |
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3.5.1 Building a CMRD -
BCT |
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3.5.2 Using CMRD - FCT |
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3.6 Helionuclear Fusion
Interrupt Device |
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3.6.1 Building a
Sunbuster - BSB |
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3.6.2 Using a Sunbuster
- FSB (shockwave mode) |
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3.6.3 Using a sunbuster
- NSB (nondestructive mode) |
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3.7 Additional Features |
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3.7.1 Fuel Ramscoops |
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3.7.2 Plasma Sunscoops -
SSC |
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3.7.3 Maintenance Ships -
MTN |
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3.7.4 Automated Fighter
Construction - AFC, lfm |
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3.7.5 Automated Torpedo
construction - ATC, mkt |
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3.7.6 Ship giveaway
orders - GSr, EXC |
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3.7.7 Deathstar
Destruction Beam - KPL, KSP |
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3.7.8 Self Destruction -
BUM |
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3.7.9 Tholian free
Torpedos / Free Starbase Torpedos |
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3.8 Supernova |
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4 FHConfig |
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5 FHUtil |
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6 A Word About Shareware |
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7 FHost Reference Card |
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8 Credits |
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9 How To Reach The Author |
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10 Getting FHost Updates |
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11 Legal Stuff - Warranty |
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Overview |
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1
What is FHost? |
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FHost
is an abbreviation for Fortress Host. The name derives part from the node I
am running, part |
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from
the sereis of scifi stories I am writing - that is all linked together. The
idea for Fortress Host arose |
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about
February 1995 when some of my players asked me, whether it was possible to
implement |
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something like
‘Stargates’ or some additional missions for the fighters stationed on
carriers... |
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FHost
is an add-on host for VGA Planets. It uses the host-files to introduce new
features into planets |
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gameplay. FHost does not
replace the original host.exe or phost.exe, it’s just an enhancement. |
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New Game Setup |
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2
Installing FHost |
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Installation by itself
is simple: Just copy the EXE file into your planets directory. |
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FHost.exe
is a 32bit protected mode program and needs DOS4GW.EXE v1.97 or higher. The
DOS binaries |
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package
includes a copy of DOS4GW if you already have DOS4GW somewhere in your path
then |
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there is no need to keep
this additional copy. |
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FHost2.exe is an OS/2
32bit executable and does not need an extender. |
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FHostNT.exe is a 32bit
character mode executable for WindowsNT, Windows95 and Windows32s. |
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The
mission.ini file is intended to reside in the VPWORKx directory of WinPlan.
This will allow WinPlan |
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users to give
FHost-commands using the graphical interface of WinPlan. |
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As
FHost, host.exe and maybe other programs have to run in a certain order, you
might already have |
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created a batchfile
doing the hosting job. If not, then now it is the time to create one. |
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FHost
does no turnfile processing on its own. This is for security reasons. If you
want to have your |
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TRN’s
checked and included in the game universe (I strongly recommend so), then you
might want |
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to use one of the TRN
checking and processing programs available on the internet. |
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If
you are using host v3.2 and higher, installation is quite simple: Put FHost
and ist parameters into |
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auxhost1.bat and
everything will work fine. |
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My
personal configuration on Star Fortress BBS uses Phost's turn processing
facilities. This has the |
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additional advantage
that Phost's features are available to my players as well. |
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PHost
v2.8 and higher support so called 'phased' hosting. The whole process of
computing a new |
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turn
is split up into several sections and add-on programs like FHost simply need
to be inserted |
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into the batch at their
appropriate position. Under PHost >v2.8 your batchfiles look that simple: |
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phost -1 <dir> |
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fhost <dir> |
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phost -2 <dir> |
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phost -3 <dir> |
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Of
course you have to supply pathnames and the correct parameters when needed.
Hosts who rather |
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like to use the original
Tim-host should use a batchfile like the following one: |
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phost -1 <dir> |
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fhost <dir> |
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del
<dir>\pstate.tmp |
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host <dir> |
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This
way, you use Phost only as TRN-processor. Please keep in mind that this is
meant as a solution |
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for
host v3.1x series. If you are using host v3.2x it’s simplier and more
fail-proof to put FHost |
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into auxhost1.bat. |
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Using
Phost earlier than v2.8 is not recommended, because it doesn’t support phases
or the FHost |
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messaging system. |
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Using FHost together
with VPHost is also possible. Modify your batchfile so that it looks like
this: |
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vphostx bp -pt
-w<dir> |
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fhost <dir>1 |
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vphostx bp -pb
-w<dir> |
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host.exe <dir> |
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vphostx bp -pa
-w<dir> |
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vphostx bp -pr
-w<dir> |
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If
you don’t want to use the features of VPHost, I still recommend to use it as
a kind of turn |
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processor for FHost. In
this case run the programs in following order: |
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vphostx bp -pt -w%1 |
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fhost %1 |
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host.exe %1 |
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Although
FHost will run without the help of VPHost or any other turn processor I
strongly disrecommend |
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that.
If you use it in that way, FHost will seem to process all its orders one turn
later than they were |
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originally given, but if
you like it that way... |
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At the moment the
following files are used by FHost: |
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fhconfig.hst |
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sgate.hst |
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cmrdata.hst |
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sunbst.hst |
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sundata.hst |
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These files store the
additional data on ship status and the solar systems belonging to the
planets. |
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Game Info |
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3
The Features |
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3.1
Carrier Fleet Combat |
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3.1.1
The Planeteer’s Dream |
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Have
you ever dreamt of what the game could look like, when you would only be able
to perform |
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fleet battles, and not
one-to-one skirmishes? |
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Well,
Carrier Fleet Combat (CFC) is the solution to any problem regarding concerted
actions that |
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you might be able to
perform with your carriers, i.e. your fighter squadrons. |
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Additionally, it isn’t
even hard to use. Most of the work is done for you by FHost. |
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CFC
breaks up with the hard barrier between ships, planets and starbases. In the
CFC system I |
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commonly speak of units. |
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3.1.2
Grouping Up |
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Now, how does it work in
detail? |
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When,
for example an opponent indicated 3 fighter squadrons from different carriers
to attack |
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your fleet orbitting
„Rana 17“, the incoming 3 squadrons first join together to engage |
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your fleet. |
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As
soon as the enemy appears on your scanners, all your units at the present
location will be |
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alerted and group up for
emergency defense. |
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3.1.3
Active and Passive Ships |
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Armed
ships and carriers are ‘active’ participiants in the battle and try to
protect other ships, |
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while
unarmed freighters, bases and of course planets stay rather passive or try to
evade |
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combat.
You might for some reasons wish to override the default behavior for some
ships |
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in
your fleets. So setting friendly code AVC or extended mission ‘Avoid Combat’
will let |
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your
ship to remain passive. Setting the friendly code in a way that it reads as a
numeric |
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value
between 1 and 999 (read from the left) or issuing ext-mission ‘Protect other
ships’ |
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will result in an active
ship. |
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3.1.4
Ship’s Aspects |
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This
behavior modifies the so called ‘aspect’. Aspect is a measure for the
probability of this unit |
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being hit. The aspect
for a passive unit gets smaller, to reflect its efforts to avoid combat. |
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How
much the individual aspect is influenced also depends on the ratio of
‘active’ to ‘passive’ |
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units.
You can imagine that a lot of armed ships provide excellent cover for your 2
freighters. |
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(high
aspect modification). But two gunboats will be by far overworked by trying to
guard |
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15
freighters. (low aspect modification) The freighters’ aspect modification is
not as good |
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as it could be when
guarded better. |
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Of
course you can’t expect your freighter Captains to perform wonders when you
even don’t give |
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them one armed ship for
their convoy, but they’ll do their best. |
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Aspect
will appear as ‘asp’ in your defensive messages and should (despite some
rounding errors) |
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sum up to 100%. FHost
will use the exact values internally. |
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3.1.5
Launching Fighters for Defense |
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After
all units have moved to their combat position, your fleet starts fighters to
defend itself. Starbases |
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and
planets launch all of their available fighters while large carriers might
have problems to get all |
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their fighters off their
hangar bays in time. |
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The
number of fighters, carriers can bring in to combat depends on the number of
fighters stationed on |
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board, the number of
existing fighter bays and of course how badly damaged your carrier might be. |
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FHost
assumes that at all times approximately 5% of your available fighters are
currently launched, flying |
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close range combat air
patrol. These fighters will of course immediately join combat. |
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Additionally
a single undamaged fighter bay is able to bring up to 20 fighters into space,
while the |
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battle is raging... |
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3.1.6
Dogfighting |
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The
damage and loss formulas that are used to compute fighter losses due to
dogfights and beam |
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defenses are the same
FHost used in earlier versions. |
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3.1.7
Closing in for Bombardement |
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After
the enemy squadrons have succeeded to break through your lines, they close in
and attack |
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what they where ordered
to. Your ships, starbases or other installations might take damage. |
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3.1.8
Survivors Returning Home |
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When
it’s all over they head home and your remaining fighters also return to their
carriers. Remaining |
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fighters
land on their carriers in relative numbers of what they were before the
battle. (If two |
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carriers
had 100 respectively 50 fighters stationed and your fleet suffered 50%
losses, your |
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carriers will then have
squadrons consisting of 50 and 25 fighters afterwards). |
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Free planetary fighters
resulting from the number of defenseposts will be taken into account. |
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3.2
AFM Advanced Fighter Missions |
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AFM
refer to fighters stationed on carriers. If enabled, all races may set
special friendly codes, indicating |
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the
mission and number of fighters to send out. Let the carrier come to a
complete stop and place |
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the waypoint on the
target. |
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The parameter x may be
replaced by a(ll), h(alf), q(uarters) or the numbers 1 to 0
(1->10%,2->20%,0->100%) |
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indicating the percentage of fighters to be
sent out to this mission. |
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Note: a, h or q may also
be specified uppercased. |
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Keep in mind, that the
more fighters you send out to a mission, the more effective it will be
fullfilled, but |
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the less fighters remain to defend your ship
in case of emergency! |
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The pilots of each race
have different skills. This has consequences in all combats fighters are
involved |
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in. A better skill helps your pilots to
score more kills and to survive longer than others. |
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If, unfortunately, a
carrier is too badly damaged to land on, or has been destroyed, while its
fighters were |
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on duty, the returning fighters search for
an emergency landing place within their fuel reserve range |
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(1/3
of their standard range) and try to land there. The pilots will first try to
find a carrier, then a starbase |
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and at last they will
land on a planet’s surface, convert into colonists and decommission their
fighters. |
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You
may configure that fighters flying through space use neutronium, too. The
amount you configure is |
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kilotons
per 100 fighters per 100 light-years. When your carrier is low on fuel, it
will adjust the number |
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of fighters for this
mission and keep 1 kiloton neutronium in reserve to keep defenses up. |
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3.2.1
Fighter to Ship Attack - FAx |
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With
the friendly code FAx you may send a squadron of fighters to an enemy
spaceship. They will try |
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to
attack the largest enemy ship at that position and return to your carrier. If
there is more than |
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one
ship at the designated position, the defending player may give orders to his
ship protecting |
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more
valuable or weaker ships from enemy fighter attacks: Setting a friendly code
in the range |
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from
001 to 999 determines the defending priority. (ships with lower code come
first). A friendly |
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code of "5xy"
will be regarded as 005. |
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A
special switch decides, whether the Privateer’s ships on a rob ship mission
are immune against this |
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kind
of attack or not. In this case the privateer ship escapes the incoming
fighter squadron by |
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using its cloaking
device. |
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3.2.2
Fighter to Planet Attack - FBx |
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Friendly
code FBx indicates a bombing mission. Your fighters proceed to the targeted
planet and start |
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a bombing run. They will
also attack a starbase if they find one. |
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3.2.3
Fighter to Stargate Attack - FOx |
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Setting
your friendly code to FOx, your carrier will send fighter squadrons to an
enemy planet to look |
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for
and destroy enemy stargates. (Due to a lack of free characters I chose ‘O’
like orbit. This is |
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where I assume stargates
to be installed) |
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3.2.4
Fighter Patrol - FPx |
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Ordering
your fighters on a patrol by using FPx, they will patrol around the area you
marked with your |
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waypoint.
The size of the patrolled area depends on the number of active fighters but
never exceeds |
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half the maximum fighter
range. |
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Patrolling
fighters will have multiple effects on enemy forces. Depending on your
primary enemy settings, |
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battleships
may be forced to slow down if they don’t want to be detected by your
fighters. Maybe |
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one of their carriers’
combat space patrols engages your squadrons. |
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If
your fighters detect a fighter squadron of your primary enemy in their patrol
area or they see an enemy |
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squadron heading for one
of your ships or planets, they will move to intercept the bandits. |
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Do
not expect all of your fighters to engage in a skirmish of that kind. Usually
your fighters split up into |
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flight
groups of ten to sweep the entire area. If they encounter a primary enemy
ship, the flight |
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group will call for
other flight groups to join in. |
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Because
of their task, fighters on patrol have a combat advantage over other machines
that are |
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on a bombing run. |
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If
your machines kill a serious percentage of enemy fighters, the enemy will not
be able to break |
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through, valuable
planets and/or ships will be protected. |
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Patrolling
fighters give you a brief report of planets within their range and submit any
information |
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about enemy stargates to
your intelligence agency that prepares your stargate report. |
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Fighter
Patrols can also be launched from Starbases. The parameter then means for the
base to |
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send x*10 fighters on
patrol. |
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3.2.5
Fighter Minesweep - FMx |
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When
your send your fighters out on a minesweep mission, their order is to look
for and sweep |
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enemy
minefields. The rate at which they will blow up enemy mine units depends on
the |
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config settings and the
race skills (fighter minesweeping once used to be a colonist-only feature). |
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Be careful not to send
too unexperienced pilots into a minefield. Sweeping is a difficult job and
may |
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result in some casualties within the
minefields. The casualty rates are especially high when |
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you send your pilot into
web-minefields. |
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Fighters
have to reach a point within the field to be able to sweep it and they will
only sweep as |
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long, as the field is
large enough to surround your machines. |
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Warning:
Do NOT forget to deactivate the normal fighter minesweep abilities of any
race. Or |
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they will be able to
sweep the double amount each turn. |
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This
is the second of the defensive missions which are also available for
Starbases. Parameter x |
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means to send x*10
fighters to sweep the minefields. |
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3.2.6
Fighter Gather Resources - FGx, FGy |
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FGx
lets a first carrier send out a certain number of fightersquadrons to a
planet pointed |
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at with its waypoint. |
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A
second carrier got its friendly code set to FGy, where y now indicates a
certain |
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resource: n(eutronium),
t(ritanium), d(uranium), m(olybdenum), s(upplies) or $(Megacredits). |
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(The
resource indicator letter even has to be set as a friendly code, when you’re
actually using the |
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winplan ext-mission system because this
doesn’t support characters as parameters.) |
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Fighters
will collect the requested resources and return to their starting point,
landing at |
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carrier 2 and deploying
all the stuff. After they are done, they return back to their own carrier. |
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A single fighter
transports one kiloton of minerals/supplies or 100MC. |
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Be
careful: Although this mission can also be misused to steal resources from
enemy planets, |
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their defenses will
surely not watch your machines take off with their minerals! |
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3.2.7
Fighter Transfer Mission - FTx, FTR |
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Using
the command FTx on a carrier with the waypoint set on another carrier, will
send the |
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ordered amount of
fighters to the other carrier. |
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If
there is more than one carrier at the target location, please tell your
pilots where to land |
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by using friendly code
FTR (fighter transfer receive) on the designated carrier. |
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This command may be
useful to get reinforcements to the front fast. |
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3.3
ATM Advanced Torpedo Missions |
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Fighters
have become more versatile - so do torpedos. Equipped with passive warp
coils, a simple energy |
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source and a targeting
computer, dull torpedos turn into self-guiding cruise missiles. |
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Like
in Advanced Fighter Missions, the x in the command give the percentage of
tubes used for this |
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mission. On a ship with
8 tubes, TA9 will fire 7 tubes. |
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The hit chance for a
torpedo launch is determined by several factors: |
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One
of the most important is the target ship’s scanner silhouette. This means
that a bulky slow ship is a |
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better
target for a torpedo than a small swift scout. Targeting computers will give
you the silhouette |
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value of each hull
design within the range of 0 to 2. A value of 1 means, this ship is a
‘standard’ target. |
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The
second value is the torpedo techlevel. The better the torpedo’s targeting
computers, the better |
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the hit chances. |
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The third value is the
distance to your target ship. Hit probability will decrease as distance
increases. |
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In
FHConfig you may adjust the influence of each of these values on the hit
chance as a percentage. |
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The
hit ratio of each race may be set independently and therefore decide how good
their missiles |
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hit.
Setting a value of 0% actually disables cruise missiles for the concerned
race because they |
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won't hit anything. Be
very! careful when changing the hit ratio percentage. Setting this value |
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too high will result in a 'hit everything
under whatever circumstances' race. IMHO this is not |
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|
what a configuration
should look like. |
|
|
There
is a special switch in the configuration to allow or disallow cloaked ships
to fire cruise missiles. |
|
|
Be
careful when enabling cloaked attacks, because this may end up in cloaking
races smashing their |
|
|
enemies without having
to face any resistance. |
|
|
3.3.1
Ship Targets - TAx |
|
|
Your
battleship will launch torpedos at an enemy ship if you set its friendly code
to TAx and put |
|
|
your
waypoint on the target. Your cruise missiles will then look for a primary
enemy’s |
|
|
ship with the biggest
size. |
|
|
3.3.2
Stationary Targets - TBx |
|
|
Despite
the changed friendly code TB for Torpedo Bomb the only change is that you
have to select |
|
|
a planet as your
waypoint. Your warship will then fire its torpedos at an enemy starbase. |
|
|
Note: The minimum
distance for bombing a planet is 1 lightyear. |
|
|
3.4
Stargates |
|
|
After
achieving a sophisticated knowledge of warpspace engineering and subspace
travel, your race might |
|
|
be
able to build stargates - huge timespace-distorting machines, being able to
push a ship through |
|
|
space in fractions of
seconds. |
|
|
3.4.1
Build a Stargate - BSG |
|
|
If
you have enough of every resource needed to build a stargate, you may order
your planet to |
|
|
construct a primary hull
of a stargate by using the friendly code BSG. |
|
|
If
all went ok, your gate will be build and an id number be assigned. The gate
will be shown on the |
|
|
stargate report. |
|
|
Note: FHost will convert
supplies into MC if you are lacking funds. |
|
|
3.4.2
Completing a Stargate - Cid |
|
|
As
in implemented FHost, a primary hull of a stargate is not functional on its
own. You have to build |
|
|
a
second raw stargate at another position and finetune them on each other.
This process is |
|
|
called secondary
installation or stargate completion. |
|
|
To
complete a stargate, use the friendly code Cid on the target planet, where id
indicates the id |
|
|
number of the already
existing gate to link to. |
|
|
If
the command can be executed, first the primary hull will be build on the
planet, and then the |
|
|
tuning and secondary
installation will take place. |
|
|
Secondary
installation also requires resources, depending on the distance between the
stargates. |
|
|
The costs for the
secondary installation are deducted from each planet’s surface. |
|
|
From now on, the two
gates are linked together and ready to travel through. |
|
|
It
is possible to allow another race the completion of your unfinished gate.
Just give your |
|
|
partner
the stargate id and set the friendly code on your gate’s planet to BSr, where
r |
|
|
indicates the partner
race (1-9ab). |
|
|
Note: Also here, FHost
will sell supplies, if you are lacking funds. |
|
|
Short example for
building a stargate between Sif and Achernar: |
|
|
Turn #1: Sif gets command
BSG |
|
|
Turn #2: primary hull on
Sif completed, Gate-id is given in the stargate report |
|
|
Achernar gets command
Cid to complete the above mentioned gate. |
|
|
Turn #3: Gate is
complete and should be working now |
|
|
If
you build a multirace-gate remember to set Sif’s friendly code to BSr in |
|
|
turn #2 to allow player
r to complete the gate. |
|
|
3.4.3
Repairing a Stargate - RSG |
|
|
If
your stargate gets damaged somehow but is not destroyed, simply repair it,
using the friendly code |
|
|
RSG on the planet. This
will of course cost you 10 supplies per percent repaired. |
|
|
3.4.4
Attacking a Stargate - ASG |
|
|
Your ships may attack
enemy stargates if you set the ship’s friendly code to ASG. |
|
|
This
will only work if no other ships of the enemy are nearby trying to defend the
gate. |
|
|
(And they certainly will
do.) |
|
|
3.4.5
Travelling through Stargates - Jid |
|
|
Maybe
stargate travelling looks easy. Just have your ship’s code set to Jid,
indicating that you want |
|
|
it to jump through gate
id and there we go, but in some cases this may bear incalculable risks. |
|
|
Each
gate is equipped with a navigation computer. This sensible device is
responsible for the correct |
|
|
alignment
of the subspace distortion. Normally if the gate gets damaged, the computer
will |
|
|
deactivate
the gate’s propulsion abilities. But sometimes, this emergency power off is
not |
|
|
sensitive enough. |
|
|
Travelling
through a damaged gate with a possibly faulty nav-computer may have
devastating |
|
|
effects.
Some test drones have already been catapulted out of our galaxy using
invalid |
|
|
warp parameters. |
|
|
Furthermore,
stargates need a sound power supply from the planet beneath to be operative.
If |
|
|
another
player conquers the planet beneath the gate, the energy supply will be
interrupted and |
|
|
the gate will no longer
work. |
|
|
Because
the gate’s nav-computer is security encrypted, the enemy will not be able to
make use of |
|
|
the gate. He has the
choice either to leave it, or to destroy it. |
|
|
If
two races share a stargate link the nav-computers at both ends of the
connection have to be set |
|
|
to
the same friendly code. So be sure, that the friendly codes of both planets
match, if |
|
|
travelling trough a
multirace gate. |
|
|
The
navigation computers of stargates normally are programmed to let ships only
of your or |
|
|
your
partner’s race jump through. Birdmen can try to sneak into the computer
system by |
|
|
using
their super spy mission and give the Jid order. With luck they can be able to
perform |
|
|
a jump without having
built that gate. |
|
|
3.4.6
The Stargate Report |
|
|
As
soon as you have access to at least the data of one stargate, FHost will
create a stargate report |
|
|
containing all available
data on visible stargates. |
|
|
The
reports show the gate id, the two planets that are linked together, the
damage stats |
|
|
and owners of the gates. |
|
|
The access code shows
you, whether you are actually able to perform a jump. |
|
|
If a gate is incomplete,
these data are not available. |
|
|
If everything is ok, then
it shows ‘ok’. |
|
|
If
you are watching an enemy gate or your partner race has closed (i.e. changed
planetary |
|
|
friendly code) the gate
connection, access state is ‘dny’ (deny). |
|
|
‘pwr’ means that at
least one of the gates is not being supplied with energy from the planet |
|
|
beneath. Normally this only occurs when the
planet under the gate has been taken over. |
|
|
3.5
Core Mineral Reformation Device |
|
|
The
original version of the so called CMRD or ‘Core Torpedo’ has been invented
long ago by Federation |
|
|
scientists
who were searching for a means to turn dead planets into thriving worlds to
live on. This |
|
|
project
was considered a failure because the scientists used protomatter, which all
spacefaring races |
|
|
know as a very instable
and dangerous matter, and so it had nearly been forgotten. |
|
|
Fascist
engineers got hold of the construction plans and redesigned the device in
such a way, that it could |
|
|
primarily
be used to destabilisate the molecular structure of a planet’s core and
reintegrate it in a way |
|
|
that ore can be mined
more easily. In other words a core torpedo increases the density of minerals |
|
|
in the planet’s core. |
|
|
Although
this torpedo has been designed to be used on not yet colonized planets, the
Fascists soon |
|
|
discovered
that the molecular protomatter destabilisation is also hazardous to all known
lifeforms. |
|
|
So it has been abused as
a mass destrucion weapon from time to time. |
|
|
Because
of their bodies’ structures, Crystal people and all siliconoid lifeforms
suffer to the molecular |
|
|
effects
of CMRD in an extreme severe way. We sure will never see a Crystal scientist
putting his |
|
|
hands on such a cruel
weapon. |
|
|
3.5.1
Building a CMRD - BCT |
|
|
By
default only Fascists are able to equip a torpedo ship with a core torpedo.
To perform this order |
|
|
set the ship’s fc to BCT
(build core torpedo). The tubes on this ship must be of techlevel 10. |
|
|
If
you want to get a report whether one of your ships is currently carrying a
CMRD, use fc |
|
|
RCT (report core
torpedo). |
|
|
Fascists
or other races may trade the plans for a CMRD with other races. Just hand a
ship with a |
|
|
CMRD over to your
partner and his engineers will reverse engineer the torpedo and be able |
|
|
to reconstruct it from then on. |
|
|
Because
of the Solar Federation’s very distinct laws concerning the use of mass
destruction weapons, |
|
|
they will never be
allowed to build or use a CMRD. |
|
|
For
Crystal and siliconoid people, the CMRD is an extremely devastating weapon.
They will therefore |
|
|
never use or build CMRDs. |
|
|
3.5.2
Using CMRD - FCT |
|
|
Having
your ship in the orbit of the target planet, issue the friendly code FCT
(fire core torpedo) |
|
|
and the device will be
launched and detonate. |
|
|
Although
a core torpedo may be used as a weapon against other races, this is a very
difficult task. |
|
|
Your
ship has to trim its position very carefully to successfully launch a CMRD.
If alien ships |
|
|
are
disturbing your vessel (and of course they will try if they recognize your
intentions) you |
|
|
will not be able to
launch the torpedo. |
|
|
Furthermore
the planets defense posts will launch their fighters and use their beam
weapons to |
|
|
intercept the torpedo
before it detonates on the planets surface. |
|
|
3.6
Helionuclear Fusion Interrupt Device |
|
|
Accidentally invented by
genuine Crystal scientists on an outer space solar lab and annexed from a |
|
|
Birdmen
warship that just passed the station, the HFID (or so called Sunbuster)
developed |
|
|
to one of the main
weapons of the Birdmen race. |
|
|
A
sunbuster torpedo fired directly into a sun stops all thermonuclear reactions
almost instantly |
|
|
and
therefore makes the sun go nova and turn into a white dwarf afterwards. This,
as a |
|
|
consequence,
lets the whole planetary system of this sun become a set of giant,
unfriendly |
|
|
icecubes. |
|
|
3.6.1
Building a Sunbuster - BSB |
|
|
Similar
to the construction of a core torpedo, your ship needs to have: One kiloton
of every mineral, |
|
|
the
required amount of money, tech 10 torpedo tubes and of course you have to be
able to |
|
|
construct a sunbuster.
Build a HFID with fc BSB (build sunbuster). |
|
|
Like
core torpedos, the sunbuster technology may be traded among all races (except
for the Solar |
|
|
Federation
which will never allow the use of mass destruction weapons). Giving a ship
with a |
|
|
sunbuster away to
another race should do the job. |
|
|
The status of the
sunbuster on board may be requested by setting the ship’s fc to RSB |
|
|
(report sunbuster). |
|
|
3.6.2
Using a Sunbuster - FSB (shockwave mode) |
|
|
You
order your ship to fire the sunbuster with friendly code FSB. Sunbuster
missiles can be |
|
|
fired
at distant suns like torpedos. Put your ship’s waypoint on the target solar
system. |
|
|
The ranges and hit
chances are the same as configured for cruise missiles. |
|
|
The
defensive rules against sunbusters are the same as for core torpedos. If you
succeeded, |
|
|
your
ship should run for its life, because your opponent surely will not be very
pleased |
|
|
about what you did... |
|
|
3.6.3
Using a sunbuster - NSB (nondestructive mode) |
|
|
At
stardate 8696.06.28.2014 tholian scientists revealed a new set of
configuration parameters |
|
|
for
the already existing sunbuster. This epoch-making discovery allowed to
shutdown |
|
|
helionuclear fusion of a
star without the typical supernova shockwave that normally would occur. |
|
|
What does this mean in
detail? And what could this be useful for? |
|
|
The
nondestructive mode could be seen as some sort of ‘emergency shutdown’ for
suns that |
|
|
are about to go nova -
on you own planets. |
|
|
Unfortunately
you cannot reverse the process of helionuclear breakdown once your scientists
realize |
|
|
that
your sun is going instable, but you can protect your planet and all units in
and near the |
|
|
system
from the supernova shockwave. So ‘shutting down’ a sun this way saves your
colony |
|
|
but nevertheless means
that this planet will cool down to zero degrees. |
|
|
3.7
Additional Features |
|
|
3.7.1
Fuel Ramscoops |
|
|
Because
they were used to travel long distances through deep space, the Colonies
invented a device that |
|
|
gathers
Hydrogen out of the vacuum and converts it into fuel for warpdrive engines.
Originally |
|
|
designed
into the hull of the Cobol Class Cruiser, the ramscoops have also been ported
to the famous |
|
|
Virgo
Class Battlestar in the meanwhile. By trade with other races and through
assimilation by aliens, |
|
|
ramscoops are now also
found on Eros Class Research Vessels and B41 Class Explorers. |
|
|
The
amount of neutronium collected by a ramscoop per light-year traveled may be
configured by the |
|
|
host. Default setting is
2.0 kt/LY. |
|
|
Host 3.2 didn’t
recognize fuelscoops working, when used with VPHost. FHost fixes this. |
|
|
3.7.2
Plasma Sunscoops - SSC |
|
|
Crystal
people like heat very much. And so it is no wonder, that their engineers
built a modified form of the |
|
|
ramscoop
into the Ruby Class Light Cruiser that is able to collect the plasma directly
out of a sun’s corona. |
|
|
Although
this method is very effective in collecting fuel, the required low distance
to the sun bears some |
|
|
risks
to the ship and the crew. An unexpected protuberance may damage the ship’s
hull or high frequented |
|
|
gamma rays may cause
losses to the crew. Friendly code SSC activates this mission. |
|
|
3.7.3
Maintenance Ships - MTN |
|
|
Almost
each fleet now has socalled maintenance ships within their ranks. The only
ones who do not use the |
|
|
concept
of maintenance ships are the Cyborgs, they already have a much more
sophisticated repair |
|
|
technology,
and the Fascists and Birdmen, who think that repairing a ship in space is an
unethical and |
|
|
cowardly act. |
|
|
All
other races may use their according maintenance ships by flying to the
position of the damaged starship and |
|
|
setting the friendly
codes of both ships to MTN. |
|
|
The
amount of damage repaired depends on the capability of the repairing ship and
of the size of the ship to be repaired. |
|
|
But also if very small
vessels are to be maintained, repairing speed will never exceed 25 percent
per month. |
|
|
The ships equipped with
all the necessary items are: |
|
|
Vendetta Class Frigate |
|
|
Dwarfstar Class Transport |
|
|
Onyx Class Frigate |
|
|
Moscow Class Star Escort |
|
|
Cybernaut Class Baseship |
|
|
Sagittarius Class
Transport |
|
|
3.7.4
Automated Fighter Construction - AFC, lfm |
|
|
Given
the friendly code AFC (or lfm, for host compatibility), a carrier loads the
maximum possible amount |
|
|
of minerals to construct
fighters using 3kt Tri, 2kt Mol and 5kt Supplies. |
|
|
You
can configure the amount of supplies a fighter costs and how much MC a
non-supply-race has to |
|
|
pay for a fighter. FHost
takes this into account when performing an AFC or lfm command. |
|
|
The
ability to configure fighter costs is one of the key features for Fhost. It
can be used to break down |
|
|
the barrier bewteen the
former fighter and torpedo races. |
|
|
Due
to the improved flexibility and general usability of fighter units, building
fighters has become more |
|
|
important
in gameplay. Charging a race 100 MC for a single fighter while others only
need 5 Supplies |
|
|
would
turn the balance towards the ceap producers... So every race should have a
chance to build |
|
|
up a fighter force at a
reasonable price. |
|
|
3.7.5
Automated Torpedo construction - ATC, mkt |
|
|
Using
friendly codes ATC or mkt, ships are able to build torpedos in space. Please
notice that mkt only |
|
|
uses
resources that are already on board the ship while ATC determines the maximum
amount of |
|
|
torpedos
that this ship can build and loads the proper amounts of resources. ATC and
mkt codes |
|
|
also distinguish whether
a race must pay MCs for torpedos or may use supplies. |
|
|
The
amount of supplies that each race has to pay for a torpedo can be configured
in FHConfig. A |
|
|
value of 0 means that
this race has to pay MCs. |
|
|
3.7.6
Ship giveaway orders - GSr, EXC |
|
|
If
you want to give the control of one of your ships to another race, just meet
somewhere in space and |
|
|
set
the friendly code to GSr (give ship to race r). r is the number of the race
from 1 to 9, a or b. |
|
|
You may also specify gsr
as lowercased order (compatibility with host commands). |
|
|
If
you want to trade two ships, the more secure way to do this is using the
exchange command |
|
|
EXC on both ships. |
|
|
This
special mission only works when both involved players give this command to
their ships |
|
|
at the same location in
space. |
|
|
The
crews and colonists of both ships will change and take their position as well
as they are |
|
|
able
to. If, unfortunately there is not enough room for all crewmembers on the new
ship, a |
|
|
part of the crew has to
stay as colonist clans... |
|
|
3.7.7
Deathstar Destruction Beam - KPL, KSP |
|
|
The
Gorbie Class Battlecarrier is now equipped with a huge main weapon that is
able to pierce the |
|
|
shields of any ship
within a matter of milliseconds or to even blow up entire planets with a
single blast. |
|
|
According to what you
want to shoot at, set the friendly code to KSP (kill ship) or KPL (kill
planet). |
|
|
The
use of this weapon will cost a pretty large amount of energy that has to be
delivered in the |
|
|
form of neutronium. |
|
|
REMEMBER: A planet you
blow up this way does not exist anymore and therefore can not be colonized! |
|
|
3.7.8
Self Destruction - BUM |
|
|
Under
some extreme conditions you may recognize that there is no other way out for
one of your ships |
|
|
than
engaging the self destruction routine. You would presumably like to blow up
your ships to |
|
|
prevent your enemy from
catching valuable mineral loads or reverse engineering your main
battleship... |
|
|
For
self destruction is a highly sensitive topic, you unfortunately are not
allowed to decide over the lives |
|
|
of perhaps many thousand
crewmembers of your own. |
|
|
To send a request for
self destruction to one of your ships, give friendly code BUM. |
|
|
The
commanding officer on the ship will then evaluate the ship’s situation and
decide, whether he |
|
|
approves self
destruction or denies your request. |
|
|
At least two of the
following conditions have to be given: |
|
|
|
the ship is low on fuel
(between 1 and 25 kt left) |
|
|
|
the ship is more than
60% damaged (90% for lizards) |
|
|
|
there are more than 5
armed enemy ships within a distance of 10 light years |
|
|
|
more than 80% of your
crew have been killed |
|
|
3.7.9
Tholian free Torpedos / Free Starbase Torpedos |
|
|
Per
default, the Tholian race gets two free torpedos on each starbase. The
techlevel of the added |
|
|
torpedos
is determined by the tech on each starbase. So a base with tech 10 torpedos
will get |
|
|
two tech 10 fish each
turn, while a new starbase with tech 1 will only get tech 1 torpedos. |
|
|
Since v1.20 the host may
also configure an amount of free torpedos for each race individually. |
|
|
3.8
Supernova |
|
|
The life of a star ends
approximately 10e9 years after its birth. |
|
|
Of
course this event is rarely improbable to happen within a game that simulates
500 solar systems |
|
|
over a period of maybe 20
years. |
|
|
But
to make things more interesting and add a new fancy color to the game, you
may set a percent |
|
|
chance that determines
how likely a sun will run out of atomic fuel in a certain turn. |
|
|
If
this happens, the sun does not go nova instantly, but it will show up on your
scanners |
|
|
that this sun is
starting to increase fusion activity. |
|
|
In the default period of
10 turns the players are informed about the progress of the nova and the c |
|
|
orresponding
planet starts to heat up as the sun grows. The player who owns the
endangered |
|
|
planet should put all
his efforts in evacuating his colonists until the sun collapses. |
|
|
While reaching the final
state of a nova. The ray emissions of the star are high enough to be seen at |
|
|
the other end of the galaxy. Not to talk
about the poor planet, that is burnt to ashes. Even the |
|
|
deflector
shields of common ships are not strong enough to withstand the radiation when
the |
|
|
distance drops under 10
light-years. |
|
|
Finally the nova
collapses to a ‘white dwarf’. A little glimming star. |
|
|
This
system can now be considered dead, because without a constant supply of
thermal energy |
|
|
the planet will barely be
warmer than 70K. |
|
|
4
FHConfig |
|
|
This
little program for itself is freeware. Start it with the game directory as a
commandline parameter and you may |
|
|
edit
the game configuration. If you do not give any parameters, FHConfig will
assume the current |
|
|
directory as your choice. |
|
|
FHConfig will start up
with default settings if it cannot find a fhconfig.hst file. |
|
|
Move around with your
cursor and increase/decrease the values by typing + and - or enter the values
directly |
|
|
where it applies. |
|
|
Stargate costs divide
into primary and secondary costs. |
|
|
The primary costs for
one gate are given, the total secondary costs are calculated by: |
|
|
cost.2nd = pow(
(real_range/base_range), prop) * cost.1st; |
|
|
As
you see you may render long distance gates more expensive by decreasing the
base range or by increasing |
|
|
the proportionality
factor. |
|
|
The
cmrd/hfid save defense number shows the amount of required defense posts on a
planet to be 100% |
|
|
safe from the according
weapon. |
|
|
For core torpedos or
sunbusters you have the choice between three options: |
|
|
If set to never, a race
will not be allowed to build or fire any weapons of this kind. |
|
|
If set to yes, the race
is able to build and use the weapon from the beginning. |
|
|
If set to no, the race
does not begin with the required technology but may acquire the knowledge |
|
|
by capturing/buying a ship from another
race. |
|
|
You
may allow certain races to build torpedos using supplies instead of MCs. The
amount of required supplies |
|
|
can
be fine tuned for each race of its own. Setting the amount to zero means that
this race has to pay |
|
|
MCs.
The default values of 5kt supplies are a rough guess by my betatesting crew
and me. Please |
|
|
feel free to test around
and perhaps report any good settings... |
|
|
Registered
FHost also allows the host to configure the build costs for fighters for each
race individually. |
|
|
You
may set the price in MC, or a general price based on supplies. If a race’s
individual MC-price |
|
|
is set to 0 it uses the
configured amount of supplies to build torps. |
|
|
Suggested
MC costs for fighters are cheap. This is because fighters play an important
role in FHost games |
|
|
and
no one could afford fighter missions if a single fighter costs as much as a
highspeed drive for a |
|
|
battleship or the hull
of a ‘big’ ship. The MC costs slightly remember to the former ‘fighter’ and
non- |
|
|
fighter
races, because races 8 to 11 have a better price than the others. Borg are
the exception. Their |
|
|
production
capabilties are immense and their technological knowledge gives them an
advantage. |
|
|
Fortunately,
the borg are rather miserable individual pilots (skill 60%), what somewhat
weakens them. |
|
|
So they have a lot of bad
fighters... |
|
|
Words of wisdom: |
|
|
Neither
my betatesting crew nor myself stated that the FHost default config is the
ultimate word of wisdom. |
|
|
The
default config rather reflects our (or my) personal view of the game. One of
the reasons to make |
|
|
FHost
as configureable as possible was the knowledge that every set of players has
different |
|
|
opinions about how
‘their’ game universe should look like. |
|
|
So
do not hesitate to try out different sets of configurations. If you think
‘Fighter races’ are too strong. |
|
|
Just
decrease fighter range of increase figter prices. (Or decrease prices for all
the other races). Your |
|
|
cruise
missiles always miss or don’t make enough damage? No problem. Increase |
|
|
maximum range, hit ratio
or relative damage... |
|
|
There
are billions of possible configurations. And no one could ever proof that one
is more fair than |
|
|
another. In the end it’s
still a matter of how intelligent your players exploit new features. (Maybe |
|
|
‘advanced space warefare with FHost’ could
be the headline of a little booklet I intend to write one day). |
|
|
So, for example, no one
tells you that you must not cleansweep amourphous planets with the fighter- |
|
|
bomb command before
colonizing. |
|
|
In
any case: Players that stick to their ‘old’ strategies that worked well in
games without FHost will soon |
|
|
recognize that other
players, who use more flexible strategies, start chewing their territory
away... |
|
|
5
FHUtil |
|
|
FHUtil is a tool that
combines some functions for hosts to maintain their game data with the
possibility for |
|
|
players to perform several calculations
concerning torpedo hit rates. |
|
|
FHUtil is a
command-line-driven program. The first parameter when you start it always
needs to be your game- |
|
|
directory or the
directory the global data files are. Next are the commands. Possible commands
are at the moment: |
|
|
give race, a special way
to delete one race from the game by merging it into another empire. |
|
|
nova
init, the setup for a special FHost-scenario: all suns have a limited
lifetime that slowly expires. |
|
|
For
example if the host specifies a value from 100 to 200, the first suns will
explode after 100 game |
|
|
turns
and the last ones after 200. After the maximum time all suns will have burnt
out and the |
|
|
winning
player is the one, who managed to build most ships and has saved most
colonists for |
|
|
the new sector... |
|
|
Warning:
500 suns changing their status at the same time may require some minutes to
calculate and will generate |
|
|
a lot of messages. In
the worst case (all 500 suns exploding at the same time) you will have to
expect a host- |
|
|
message file of 1.8 MB
size. Some tools may have problems handling a 190k resultfile... |
|
|
|
|
torp |
|
|
|
|
given
the according parameters of the target ship, torp calculates your hit chances
and |
|
|
|
|
estimates the amount of
damage that your torpedo causes. |
|
|
|
|
basetorp |
|
|
|
|
this is the same as above
but for starbases. |
|
|
|
|
sunbuster |
|
|
|
|
idem for cruise missile
sunbusters |
|
|
|
|
The parameters the last
three player functions accept are the following: |
|
|
|
|
m<mass>, |
|
|
|
|
effective mass of the
ship (hullmass+maxfuel) |
|
|
|
|
M<realmass>, |
|
|
|
|
hullmass (i.e. armor) |
|
|
|
|
d<distance>, |
|
|
|
|
distance to target |
|
|
|
|
t<torptech>, |
|
|
|
|
torpedo tech used |
|
|
D<defenses>, |
|
|
defense posts |
|
|
|
|
h<hit_ratio>, |
|
|
|
|
hit ratio as configured
in FHConfig |
|
|
|
|
T<tech_infl>, |
|
|
|
|
the tech influence as
configured in FHConfig |
|
|
|
|
r<max_range>, |
|
|
|
|
the maximum range of
cruise missiles |
|
|
|
|
R<range_infl>, |
|
|
|
|
the range influence as
configured in FHConfig |
|
|
|
|
G<damage>, |
|
|
|
|
the damage scaling
configured in FHConfig |
|
|
|
|
S<save_def.>, |
|
|
|
|
sunbuster save defense
posts as configured in FHConfig |
|
|
|
From
the above, FHUtil requires a certain minimum amount of parameters to do a
correct calculation. For |
|
|
|
|
example: calculating hit
chances on a ship without giving the ship’s mass does not make sense. |
|
|
|
If you omit the
configuration-specific parameters, FHUtil will use the default settings. |
|
|
6
A Word About Shareware |
|
|
FHost
is shareware. So you have the possibility to try out my work before paying
for it. I would be glad |
|
|
if
you consider registering when you decide to use FHost on a regular basis.
This project used up |
|
|
a respectable amount of
time. (And as it seems to me now, it will also continue using) |
|
|
Please
notice that the shareware version of FHost is NOT licensed for commercial use
of any kind. If |
|
|
you
are running a pay-to-play site or are making money in any other manners by
using FHost, you |
|
|
should contact me for
more information. |
|
|
Unregistered
FHost will send a message to every player in the game from time to time and
run for a |
|
|
maximum of 100 turns.
Following features will not work: |
|
|
Fighter Transfer |
|
|
Fighter Resource
gathering |
|
|
Fighter Minesweeping |
|
|
Fighter Stargate Attacks |
|
|
Starbase Fighter
Missions (Minesweep/Patrol) |
|
|
You must not alter the
default costs for fighter building. |
|
|
Multirace stargates |
|
|
Attacking Stargates |
|
|
Super Destruction Beam
(Planets/Ships) |
|
|
Technology transfer of
core torpedos (CMRD) and sunbusters (HFID) |
|
|
HFIDs may not be fired as
Cruise Missiles. |
|
|
7
FHost Reference Card |
|
|
Advanced Fighter Missions |
|
Legend |
|
|
FAx |
Fighter Attack Ship |
|
1-0 |
= |
10% to 100% |
|
|
FBx |
|
Fighter Bomb Planet |
|
a |
= |
all |
|
|
FOx |
|
Fighter Attack Stargate |
|
h |
= |
half |
|
|
FMx |
Fighter Minesweep Area |
|
q |
= |
quarter |
|
|
FPx |
|
Fighter Patrol Area |
|
n |
= |
neutronium |
|
|
FTx |
|
Fighter Transfer To |
|
d |
= |
duranium |
|
|
FTR |
Fighter Transfer Receive |
|
t |
= |
tritanium |
|
|
FGx |
|
Fighter Gather Resources |
|
m |
= |
molybdenum |
|
|
FGy |
Fighter Gather (Part 2) |
|
s |
= |
supplies |
|
|
$ |
= |
megacredits |
|
|
Advanced Torpedo Missions |
|
id 01-99 |
= |
Stargate ID |
|
|
TAx |
Torpedo Attack Ship |
|
r 1-9,a,b |
= |
race numbers |
|
|
TBx |
|
Torpedo Bomb Planet |
|
|
|
Stargate Commands |
|
|
BSG |
Build Stargate |
|
|
Cid |
|
Complete Stargate |
|
|
BSr |
|
Build Stargate To Race |
|
|
ASG |
Attack Stargate |
|
|
RSG |
Repair Stargate |
|
|
Jid |
|
Jump Through Stargate |
|
|
Miscellaneous Commands |
|
|
Core Torpedos |
|
SSC |
Activate Sunscoops (Ruby
Class) |
|
|
BCT |
Build Core Torpedo |
|
KSP |
Kill Ship (Death Star) |
|
|
RCT |
Report Core Torpedo |
|
KPL |
Kill Planet (Death Star) |
|
|
FCT |
Fire Core Torpedo |
|
AFC |
Automated Fighter
Construction |
|
|
ATC |
Automated Torpedo
Construction |
|
|
Sunbuster Commands |
|
GSr |
|
Give Ship To Race |
|
|
BSB |
Build Sunbuster |
|
EXC |
Exchange Ships |
|
|
RSB |
Report Sunbuster |
|
BUM |
Request Self Destruct |
|
|
FSB |
Fire Sunbuster
(Shockwave) |
|
MTN |
Maintenance Order |
|
|
NSB |
Fire Sunbuster
(Nondestructive) |
|
AVC |
Avoid Combat |
|
|
HOST Sequence |
|
|
Fhost: |
|
|
AUXHOST 1 |
|
|
Processing advanced
fighter missions. |
|
|
Launching fighters for
ship attacks. |
|
|
Launching fighters gather
missions. |
|
|
Launching fighters for
planet attacks. |
|
|
Launching fighters for
stargate attacks. |
|
|
Launching fighters for
minesweeping. |
|
|
Launching base fighters
for minesweeping. |
|
|
Launching fighters for
combat space patrol. |
|
|
Launching base fighters
for combat space patrol. |
|
|
Launching fighters for
fighter transfer. |
|
|
Fighters doing combat
space patrol. |
|
|
Base fighters doing
combat space patrol. |
|
|
Fighter to ship combat
taking place. |
|
|
Fighter to planet combat. |
|
|
Fighter to stargate
combat. |
|
|
Fighter minesweeping
taking place. |
|
|
Base fighter minesweeping
taking place. |
|
|
Fighters gather
resources. |
|
|
|
Transferred fighters
arriving on carriers. |
|
|
|
Fighters returning to
carriers. |
|
|
Fighters returning to
starbases. |
|
|
Fighters doing emergency
landings. |
|
|
Processing advanced
torpedo missions. |
|
|
Firing cruise missiles at
ship targets. |
|
|
Firing cruise missiles at
stationary targets. |
|
|
Firing cruise missiles as
remote mines. |
|
|
Processing stargate
actions. |
|
|
Scan for stargates to be
completed. |
|
|
Scan for new stargates to
build. |
|
|
Scan for stargates to be
attacked. |
|
|
Scan for stargates to be
repaired. |
|
|
Scan for jumping ships. |
|
|
Compiling stargate
reports. |
|
|
Processing sun lifespans. |
|
|
Fuel ramscoops working. |
|
|
Processing sunscoop
ships. |
|
|
Processing maintenance
ships. |
|
|
Processing automatic
fighter construction. |
|
|
Processing automatic
torpedo construction. |
|
|
Firing deathstar
destruction beams. |
|
|
Processing ship giveaway
orders. |
|
|
Performing self destruct
orders. |
|
|
Building free base
torpedos. |
|
|
Credits |
|
|
8
Credits |
|
|
I’d like to thank
following persons who have helped with their ideas or programs, or part of
their knowledge to create FHost. |
|
|
Tim Wisseman |
|
author of VGA Planets |
|
|
Jan Peter Dijkstra |
|
author of VPHost and
VPTools |
|
|
Holger Walz |
|
"Century
Forces", having tons of ideas for FHost |
|
|
Gisbert Moggert |
|
"The Cylon
Imperator" thanks for the corrective reading |
|
|
Wolf Moggert |
|
"King
Wolfdie III" at least promised to write |
|
|
Gerd Tröger |
|
"Navy’s 1st Bomber
Squad" a hard working betatester |
|
|
Jens Hofbauer |
|
"Devil’s
Alliance" OS/2 hints, stargate bug |
|
|
Johannes Meyer |
|
John Locutus
Warduck" fighting the ‘unowned ship’ bug |
|
|
Stefan Schneck |
|
"Snail
Imperator" many good ideas about fighter |
|
|
Eva-M. Ksionsek |
|
"Even R.T’Pei
Sawaiy" encouraging me to finish FHost |
|
|
Sandra Steiger |
|
for patiently reading through |
|
|
Marcus Meissner |
|
"Bugnix" ideas
in code organisation |
|
|
Tobias Schießl |
|
"Col Slung"
the ‘official’ FHost distributor in Regensburg |
|
|
And my Star Fortress
‘acting crew’: |
|
|
Annette Diruf, |
|
"LtCdr Tecall" |
|
(Second-in-command) |
|
|
Michael Schulte, |
|
"LtCdr
Rhallick" |
|
(Second-in-command) |
|
|
Tobias Schießl, |
|
"Col Slung" |
|
(Army Commander, Mech
Units) |
|
|
Kathrin Bölter, |
|
"Cpt Indira" |
|
(Wing Commander Anaconda) |
|
|
Marcus Meissner, |
|
"Cpt Marcus" |
|
(Wing Commander
Cobra/Viper) |
|
|
Andrea Reyzl, |
|
"Lt Avalja" |
|
(Communications Officer) |
|
|
Armin Kohl, |
|
"Lt Rip" |
|
(Flight Officer) |
|
|
Monika Ehrenreich, |
|
"Sgt Satik" |
|
(Engineering) |
|
|
Special
thanks go to my grandfather, who always supported me and my ideas. It makes
me very sad that he passed |
|
|
away just on FHost’s
first release date, on June 27th 1995. |
|
|
And to all the others
that I might have forgotten... |
|
|
9
How To Reach The Author |
|
|
If you have questions of
suggestions, or probably have found a bug, you may reach me at following
addresses: |
|
|
FidoNet: |
|
Michael Raith@2:2494/340,
Star Fortress |
|
|
InterNet: |
|
Michael.Raith@wiwi.uni-regensburg.de |
|
|
WWW: |
|
http://rrws1.wiwi.uni-regensburg.de/~mlraith |
|
|
IRC: |
|
Metacon at
irc.uni-erlangen.de 6667 |
|
|
or at irc.ais.net 6667 |
|
|
On my BBS, the newest
FHost will always be requestable (magics: FHOST, FHOST32, FHOSTNT, FHOST2,
FHOSTDOC) |
|
|
Star Fortress BBS:
+49-9401-79462, v32b, ISDN |
|
|
My snail mail address: |
|
|
Michael Raith |
|
|
Kreuzstrasse 5 |
|
|
93092 Barbing |
|
|
Germany |
|
|
For
more details about how to register, please see the register.frm that was
included with the main archive, |
|
|
or look at my homepage
for a newer version of the registration form. |
|
|
Also feel free to write
your comments about FHost to me... |
|
|
10
Getting FHost Updates |
|
|
The newest release of
FHost should always be available at: |
|
|
Star Fortress BBS,
+49-9401-79462, v32b, ISDN, FAX |
|
|
Star Fortress Homepage,
http://rrws1.wiwi.uni-regensburg.de/~mlraith/fhost.html |
|
|
FU-Berlin,ftp.fu-berlin.de.,pub/pc/msdos/games/vgaplanets/util/addon |
|
|
The Neutral Zone,
http://www.imagi.net/~rwdc/vgap/ |
|
|
The
original FHost release archive is called FHOST???.EXE, where ??? shows the
version number. This |
|
|
EXE-file
is a self-extracting archive. It has a security envelope attached to it. If
this envelope is |
|
|
missing,
someone has tampered around with the archive and files could be missing. In
this case, please |
|
|
get yourself an
unmodified copy. |
|
|
I
have included PGP signature files for all executables that belong to the
FHost distribution. You may check the |
|
|
authenticity of the
files by calling "PGP <file>.sig <file>.exe". |
|
|
Due to the size of all
the release files I split everything up into several parts: |
|
|
FHOST???.EXE, |
|
the main archive with
support files and ASCII-docs |
|
|
FHX???.EXE, |
|
files needed for FHost
DOS/32 |
|
|
FHN???.EXE, |
|
FHost Windows NT/95/32s
executables |
|
|
FHO???.EXE, |
|
OS/2 executables |
|
|
FHM???.EXE, |
|
FHost manual in winword
format (suggested reading) |
|
|
11
Legal Stuff - Warranty |
|
|
FHOST,
FHOST2, FHOSTNT, FHCONFIG AND FHUTIL ARE DISTRIBUTED "AS IS". NO
WARRANTY OF ANY |
|
|
KIND
IS EXPRESSED OR IMPLIED. YOU USE AT YOUR OWN RISK. THE AUTHOR WILL NOT
BE |
|
|
LIABLE
FOR DATA LOSS, DAMAGES, LOSS OF PROFITS OR ANY OTHER KIND OF LOSS WHILE |
|
|
USING OR MISUSING THIS
SOFTWARE. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|