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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NEMESIS ADD-ON: |
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NEMESIS An Add-On for
VGA Planets V3.5 (Host 3.2x) |
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Nemsis is copyright Oleg
Shvartsman |
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VGA Planets is a
trademark of Tim Wisseman |
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I. Introduction. |
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II. Installation. |
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III. Operations. |
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IV. Notes. |
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V. Shareware. |
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VI. Thanks. |
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Overview |
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I. Introduction. |
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This
add-on program is an attempt to better the famous game of VGA Planets. With
the many new |
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racial
special abilities and a few universal ones, this program will add a new dose
of spice and |
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excitement to any game
it's included in. The new abilities,
ranging from Planetary Cloaking Shield |
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to
Genesis Device and from Advanced Terraforming to Cloak-Towing will surely add
depth and |
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cause new feats of
strategy in the all-time favorite space strategy game. With MANY configurable |
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options and even a
special TEAM game switch, the host can customize the game to his |
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preferences
and the players may use the team game to exchange ships and racial
special |
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abilities. And yes, it does support Phost. & The
items marked with an Ampersand symbol & signify |
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the differences between
the current version and the previous versions of Nemesis. |
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This is the doc file for
version 1.57. Nemesis will display its
version number every time nemesis1.exe is run. |
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NOTE: VERY IMPORTANT. If
you are upgrading to version 1.53 or later from version 1.52 or earlier, you
will |
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need the file
convert.exe, found in this distribution.
You only need to run this file once.
Copy the |
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file
to your game directory and run it. It
will adjust the structure of your missiles.dat file, where missile |
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info is stored. If you are running a competitive game,
there will not be any difference. If
you are running |
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team
game, all missiles' ownership will revert to Fascist, that time only. After
that, any missiles launched |
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will "stay"
with their owners. Targets or
locations of missiles will not change.
If you do not run |
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convert.exe, you will
get runtime error 100 when running Nemesis. |
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DO NOT RUN CONVERT.EXE
IF YOU ARE UPGRADING FROM 1.53 TO A LATER VERSION! |
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&
Starting with version 1.55, Nemesis comes Winplan-enabled, which means that
Nemesis icon will appear |
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next to Nemesis
messages, and that several special abilities with area effect which naturally
lend |
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themselves to being
shown on a map will be shown as UFO objects.
These abilities are: |
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Fascist Deep Space
Missiles (dark green squares) and Viral Fields (Bright |
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blue circles of proper
radius with bright blue squares inside). |
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Missiles will show
proper warp speed and direction. |
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&
TimHost version 3.22.008 or later or any phost version that supports ufos is
required to run |
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Nemesis. You can download new host for free from
www.vgaplanets.com. |
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New Game Setup |
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II. Installation. |
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You
must install and configure the add-on to run in certain directories. If you have a multi-directory |
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VGAP universe, it would
be possible to specify what directories you want Nemesis to run and even |
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have a separate
configuration for every one. |
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To configure Nemesis for
a specific directory, type the command NMCONFIG <directory-name>. The |
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program
will let you specify a variety of options and then place NEMESIS.CFG into the
specified |
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directory. If Nemesis cannot find this file when it
runs, it will abort, so be sure to configure the |
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Nemesis before using it.
You should run the NMCONFIG just after running MASTER and before |
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running HOST for the
first time. You can re-configure
NEMESIS as many times as you want. |
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a) Timhost installation. |
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In addition, you must
add the line "Nemesis1.exe %1" into your auxhost1.bat file and
"Nemesis2.exe %1" |
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into the auxhost2.bat
file. Do not type the quotes. These
files must be in the main VGAP directory, |
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where HOST.EXE
resides. If these files do not exist,
create them. |
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b) Phost installation. |
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Unlike
Timhost, the phost program does not run the auxhost files automatically. Therefore, you must |
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create a batch file to
alternate runs of nemesis and phost.
(or you can edit your own batch file, |
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in case you run other
addons). To do this, copy the
following to a batchfile of your liking: |
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phost -1 %1 |
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nemesis1 %1 |
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phost -2 %1 |
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nemesis2 %1 |
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phost -3 %1 |
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And then run that
batchfile every time you need to run phost.
For example, you have named the file |
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nmhost and your game
files are in directory mygame. Then
you would type NMHOST MYGAME |
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to run Phost and Nemesis. |
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Contents |
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NEMESIS.EXE |
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NMCONFIG.EXE |
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Game Info |
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The following is the
explanation of options in the NMCONFIG. You can press Enter to accept the
default value. |
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1)
If you encounter a message "runtime error 003 at xxxx:xxxx" it
means you are trying to run
NMCONFIG |
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on a non-existing game
directory. You have to run MASTER.EXE before running NMCONFIG. |
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2) Give planet:
self-explanatory. Press Y<ENTER>
or <ENTER> to enable,
N<ENTER> to disable. |
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3)
Fed sweet-talk success rate: what chance a single Fed ship will have to successfully sweet-talk an enemy. |
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Diplomacy class cruiser will have 4x that rate. Enter 0 to disable. |
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4)
Fed aggressiveness ratio: the bigger the number and the more torps a Fed ship has, the less a chance |
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of
sweet-talk. A ratio of 2 and 30 torps
will decrease the chance by 3%. |
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Enter 0 to disable
aggressiveness. |
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5) Genesis device temp
variation: defines a temerature range that allows the use of Genesis device. The |
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greater
the number, the wider the range. For
example, with default 25, the Genesis Device may be |
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used between 0 and 25
and between 75 and 100 degrees, and with 10, between 0 and 10 and |
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between 90 and 100 degrees. Enter 0 to disable it and 50 to allow
its use on all planets. |
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6)
Lizard chem strike kill factor: what percentage of the population is killed following a successful
chemical |
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strike. 0 to disable. |
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7)
Growth at temp 50 worlds: how much faster the Liz colonists would grow on temp 50 planets. Setting |
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10 will cause them to
grow 10 times faster, 1 would keep
them growing at the same rate as host.exe does. |
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8) Birdman/non-Birdman
cloaking shield failure: a failure % of a cloaking shield.
Enter 100 to disable |
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planetary cloaking
shields. |
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9) Missile speed. Enter 0 to disable missililes. |
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10)
planetary missile destruction: the greater the number, the more
buildings destroyed and more |
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population/natives
killed. |
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11)
X-Ray missile: the greater the number, the more crew dies as a result of an X-Ray missile |
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explosion. |
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12) Orbital missile: the
greater the number, the more damage orbital missiles will cause. |
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13) sweep factor: enter
the chance that a 10-heavy-phaser ship will have of sweeping a missile. Enter |
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0 to disable sweeping. |
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14)
cloak tow engine degradation: how many tech levels an engine degrades after a cloaked-tow. Default |
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is 0. Enter 9 to disable cloak-tow. |
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15)
Anti-Genesis device: The greater the number, the more amorphs will be created by the device. |
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0 to disable. |
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16)
Strip planet minimum defense: enter a minimum number of defense outposts that will protect a planet |
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from being stripped by a
Quietus. 0 to disable. |
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17) Advanced
Terraforming: how much additional heat an Onyx would deliver. |
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18)
BMR mineral: Enter the first letter of the mineral that, combined with 1
supply, will produce |
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1 Robotic clan. |
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19) Viral field radius:
enter a number of ly. |
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20)
RSM money factor: the greater the number, the more money the Rebel ship will get after doing |
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the Rebel Support
Mission. |
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21) Colonial fighter
range: Enter a number of ly. |
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22)
Colonial pilot skill: the greater a number that you enter, the more Defense
outposts will be destroyed |
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and the more fighters will survive. |
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23)
Team game: very important. This
ability changes race specials into ship
specials; ships can then be |
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traded for the specials
between the races. |
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Any
player can use a planetary FC
"NMC" to receive the list of Nemesis config options next turn in
the |
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mail. It is very similar to Planets' own con
Friendly code. When an item is yes/no,
1 signifies yes and 0 - no. |
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In BMR, 1 is Duranium, 2
is Tritanium, and 3 is Molybdenium, 0 is disabled. |
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III. Operations and abilities. |
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The
following section describes the new race special abilities and how to use
them. Quick reference sheet |
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follows
the "long" explanation. For
shortness, FC will refer to the Friendly code of the appropriate |
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ship. Whenever I use set amount or "set
percentage", I refer to "set in the NMCONFIG." |
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A. Federation. |
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1). Genesis device. |
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The
Federation scientists have finally found a way to stabilize protomatter. From now |
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on,
the Genesis device has become available, and all Federation ships will come
with this device |
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installed. The Genesis Device allows ships to convert
hostile planets into habitable ones |
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(50
degrees), seed them with natives of choice and even have pre-built
structures. The only |
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requirement
is that the ship has to have more than 49 colonist clans aboard. |
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To use the Genesis
Device, set the FC to "@XY",
where x is structures, y is natives. |
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X: |
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D 50 defenses, F 50
factories, M 50 mines. |
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Y: |
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A amphibious, B bovines,
a amorphous, H humans, G ghipsoids, S silicons, |
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R reptians, I insects, V
avians. |
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For
example, to have a planet with 50 degrees, 50 factories and Bovinoid natives,
set the ship |
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FC
to "@FB". The number and
government of natives are set at random.
As a matter |
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of
course, the use of this device is only allowed on non-owned planets with
no |
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natives and within a set
temperature range, to prohibit its use as a weapon of destruction. |
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Genesis
device will add a large meteor's worth of minerals to the planet and set
mineral density |
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of all minerals to 100%.
Genesis device instability has been removed. |
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2). Sweet-talk. |
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The
peace-loving Fed captains do not like to fight. They would much rather take their ship |
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on
a diplomacy mission by setting the FC to "SWT", Sweet-talk. If the captain is successful, |
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the
captain of the enemy ship would be sweet-talked, or persuaded, into doing
nothing, |
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including
attacking, building fighters, torpedoes, or using any of the functions
included in this |
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add-on. However, the enemy ship is allowed to
attack any of the other races' ships in |
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the
same location, or the Fed ships that are not on a diplomacy mission. The
suggested |
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success rate is 25%, or
it would require 4 ships to have 100% success in diplomacy missions. |
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The
sole exception to that is the Federation's Diplomacy Class Cruiser, which,
thanks to its luxurious |
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accommodations
and conference rooms, has a 4*(success rate) chance to persuade the |
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enemy. So, with the default 25%, a sole Diplomacy
will suffice to keep an enemy ship at bay. |
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Federation
captains cannot sweet-talk the Borg because they obey the collective, not
the |
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emotions of individuals. |
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A
special config option allows the host to configure "aggressiveness
ratio". It decreases |
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the
chances of successful sweet-talk outcome with the higher number of
torpedoes. |
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The more torpedoes and
the greater the ratio, the less chance of successful |
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sweet-talk For example, 30 torps and the ratio of 2
will decrease the sweet-talk chance by |
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3% per ship. To activate
it, set FC to "SWT" and intercept the target enemy ship. |
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Note: sweet talk cannot
be given away in a team game. |
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Clarification: Enemy
ships at Fed bases at the start of the turn can be sweet-talked into
SURRENDERING |
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if the base has FCode
SWT and mission Force Surrender and there are enough ships on sweet-talk |
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mission to sweet-talk
the enemy. This was there from the
beginning but people thought it was a bug. |
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B. Lizards. |
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1). Chemical strike. |
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The
Lizards simply love their ground-attack capabilities, and they are constantly
seeking ways to |
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make it harder for the
enemy to survive. Therefore, the Reptile class destroyer has been |
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equipped with a toxin
device, that takes 45 supplies and converts them into toxins for |
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spreading
onto enemy planets. After the toxins
are spread, a set amount of planetary |
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population dies out. |
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To
use Chem Strike, set FC to "CHx", where x is any character (to
prevent base force |
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suppender),
and have at least 45 supplies aboard. You must also have more ships than
the |
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enemy
orbiting the planet, to provide cover for the Reptile using Chem Strike. Only
one |
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Chem Strike per turn per
planet is allowed. |
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2). Multi-purpose Eros |
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Eros
class cruiser will be able to heat planets up as well as cool them down. The terraform |
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rate is the same: 1
degree/turn. Just like with default
Eros ability, no special FC is required, |
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no minerals or fule are expended. |
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3). Super-growth |
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Because
the Lizards are Reptilians, they particulary like warm worlds (50 degrees)
and this temperature |
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is
especially good for breeding.
Therefore, their growth rate would increase 10 times on such |
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worlds, but only if
there is no overpopulation (2,000,000 colonists or more) The growth rate is |
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configurable. |
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C. Bird-men. |
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1). Planetary cloaking shield. |
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Being
a sneaky cloaking type, the Birds have greatly missed not being able to hide
their own |
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planets. But now they can, with the help of the
planetary cloaking shield. Of
course, |
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it is quite impossible
to make the planets totally disappear from view, but it is possible |
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to
fool the enemy sensors for them not to be able to achieve a transporter or a
weapons lock. |
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Therefore,
no enemy ship will be able to fight or ground-assault the planet, making |
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it
extremely tough to take over. To the Birds' disappointment, all the enemy
computers |
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are different, making it
harder to fool them. Therefore, only
one race at a time can be |
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blocked,
making it necessary to have an alliance to take over Bird planets, unless
you |
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want to
wait for a failure (suggested rate: 10%)
to occur. |
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Any Birdman ship can build a cloaking shield with the FC
"BCS", using 50 of each mineral |
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and 100 MC taken from
the planet's surface. From now on, the cloaking shield will protect |
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the planet. The cloaking
shields are permanent installations, so they will not be destroyed |
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during
any invasion. One more benefit for the
Birds is that their ships can build the cloaking |
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shields
over any planet, not necessarily Birdman. So it is possible to sell the
shields to |
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allies,
getting money/minerals/ships in return.
One catch here: the installed cloaking shields on |
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allied
planets will be totally ineffective against the Birds themselves. |
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To
activate an installed cloaking shield, use FC "CSa", where
"a" is a race number to use |
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against,
1..9, a, or b. The "CS4" will protect against the Fascists and
against their |
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missiles
(see below). Cloaking shield uses 20 units of fuel per turn of use. |
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All Birdman planets with
200 colonists or more get a free cloaking shield built automatically. |
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Star
Bases at the planets CANNOT set their missions to "force
surrender". Otherwise, the |
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shield will NOT work. |
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Planets WILL protect
against ships going into their warp wells. |
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2)
The Birdmen must use enhanced energy management features in order for the
cloaking devices to work. |
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Cloakers
can't just go around expending energy since that can be detected by the
crudest |
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scanners. Now they can use the same energy-management
techniques on a Neutronic |
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Fuel
Carrier and the Large Deep Space Freighter, making them twice as
energy-efficient |
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as
before (and burning one half the fuel it did before!) No special FC is required. The |
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ships cannot to or
intercept to enjoy fuel economy. |
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D. Fascists. |
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1). Deep space missiles. |
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In
their infinite pursuit of destruction, the Fascist government authorized its
ships' captains |
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to
install long-range deep space missiles on all ships tech 6 and above. From
now on, |
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any
ship that has missile launchers available and is orbiting a Fascist planet
will be |
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able to launch three
types of missiles: Orbital, X-Ray, and Planetary. Each missile costs |
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10 of each mineral and
20 fuel and moves at a set warp straight toward its target, which has |
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to be an orbit of a planet. |
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To launch a missile, the
ship has to be of tech level 6 or above, be orbiting a Fascist planet, have
the |
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necessary minerals in
the cargo hold, warp factor 0 and set a waypoint to the target planet. |
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The
FC for Orbital missile id "LOM", Launch Orbital Missile. This kind of missile does half a
minehit |
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damage to any and all
ships orbiting the target planet. |
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To launch an X-Ray
missile, set the FC to "LXM".
This missile would kill 1/3 (default)
of the crew |
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of any and all ships
orbiting the target planet. |
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To
launch a Planetary missile, set FC of "LPM". This missile would destroy 1/3 (default) of
all planetary |
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structures, including
mines, factories, and defense outposts.
It will also kill colonists and natives |
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and reduce their
happiness levels. |
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The
missiles can be swept when they reach the target point. To attempt to destroy the missile, you
must |
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set
ships' missions to mine sweep. The
default chance of successfully sweeping a missile is |
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TotalNumberOfBeamWeapons *
BeanWeaponTechLevel. |
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For example, a Biocide with 10 heavy phasers will have 10*10 or 100%
chance. |
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One Patriot with 2 Heavy
Blasters will have 2*6 or 12% chance. |
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The
planetary defense (not starbase defense) outposts also participate in this
missile sweep. No special |
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FC
is required; the defenses will automatically attempt to sweep all approaching
missiles. |
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The
damage levels are of course configurable.
If the missile is detected in space (i.e. it has not |
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yet reached its target)
then a scan message is sent to the owner of the target planet. |
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E. Privateers. |
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1). Cloak-tow. |
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It
is widely known that the towing of ships while cloaked is not allowed because
of extreme power |
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requirements. However, the captains of Meteor Class
Blockade Runners with Transwarp Drives |
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have
an option of foregoing the ship's safety levels and attempting a cloaked-tow.
Because the |
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safeties
were compromised, the ship's engines can burn out and degrade to lower tech
drives. |
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The default degrade is
0, but all hosts are strongly encouraged to change this if they feel it gives |
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way to Privateers abusing the
ability. |
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To
cloak-tow a ship, set the FC to "CLT", warp factor to 9, a waypoint
of less than 160 ly away, |
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and mission to tow. You will also need extreme amounts of fuel,
so be sure to carry at least 120 kt |
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of
Neutronium (depending on the towee's mass, shape, and crew; ranges from 50
for a lowly probe to |
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160
for a Gorbie) when attempting a cloaked-tow. The formula for fuel burn
is: |
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round(40*ln((hull
mass+cargo)/10)) |
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this formula is further
adjusted by enemy crew experience levels and the MBR's fuel and cargo. |
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In
addition, when cloak-towing, the tower will avoid all mine and web mine
fields laid by the towee's race. |
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This
is because the IFF indicators of the mines pick up a friendly transponder
signal of the towed |
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ship but no unfriendly
signal from the tower (because it's cloaked) and do not explode. |
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2). Anti-Genesis Device. |
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Some
time ago, a privateer ship has robbed and captured a Federation starship on a
Genesis mission, and |
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the Genesis Device
itself has fallen prey to Privateers.
The Privateer scientists were able to understand |
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its
functions and reverse-engineer it.
Now, they have constructed their own version of the |
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device
and called it the Anti-Genesis. As
much as the Federation wanted to make planets fit for life, |
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the
Privateers want to spoil them to make them unfit for enemies. |
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The
Anti-Genesis will plant the amorphous life-forms on the planet and disrupt
its temperature, |
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however, the Privateers
were not able to overcome the original's limitations. So, the Anti-Genesis |
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can
only be used over planets that are un-owned and un-populated by any native
life-form. |
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Any
Privateer ship can use the device, the only requirements are warp 0 and a FC
of "-@x", where |
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x is the temperature
desired for the planet. If x is 1, the
planet will turn into a freezing tundra, |
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and if x is 9, it will turn into a hot
desert. Anything in between 1 and 9
will result in the planet |
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retaining its
temperature. For example, FC of "-@1" will seed the planet with
amorphs and |
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decrease its temperature
to 0 degrees. |
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F. The CyBorg. |
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1). Planet strip. |
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The
Cyborg have found another use for their ships' cutting beams. Now the Quietus Class |
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|
Cruiser
can strip the planet of all its structures and assume ownership of the
planet, |
|
|
all without fighting. In
addition, the StarBase that's orbiting the planet will see the terrible |
|
|
destruction unleashed on
the planet and surrender, also without a fight. |
|
|
So
a single Quietus would be able to capture an entire planet with stocked
StarBase, all without |
|
|
firing
a single shot! All the planetary
structures are cut up into pieces and converted |
|
|
into
construction minerals, 3 per building.
So if a planet has 200 factories, 100 mines and |
|
|
50 defenses, it will get
(200+100+50)*3 or extra 1050 kt of every mineral. |
|
|
Use
FC "STR" on an undamaged Quietus to "strip" the target
planet. Ships on the strip mission |
|
|
will avoid enemy mines
and may not tow or intercept another ship. |
|
|
Ships can not strip
planets belonging to the same race. |
|
|
2). The Collective has decided to do something
about those pesky amorphs who are impossible |
|
|
to
assimilate. Now, all their ships with
over 50 crewmen have an a2S device that solidifies |
|
|
amorphs
into siliconoids. The resulting
silicon population will be totally confused |
|
|
(in the state of
anarchy) and quite unhappy. Moreover,
a set percentage of them will not |
|
|
survive the
solidification process and die.
However, the result will be achieved: the Cyborgs |
|
|
will have a planet of
Siliconoids to assimilate! |
|
|
To use the a2S device,
set the FC "a2S" and have warp factor 0. |
|
|
3). Sweet-talk immunity. |
|
|
Borg ships are immune
from the Federation sweet-talk. See
Sweet-talk for details. |
|
|
G. Crystals. |
|
|
1). Self-Destruct. |
|
|
The Crystals very well
know what is done to the crews of ships that are forced to surrender: |
|
|
they
are beamed into space. Now, the
Crystals, wanting to avoid painful deaths when their |
|
|
own
ships' capture is imminent, found an easier alternative: they can detonate
their ship, |
|
|
preventing the capture. |
|
|
All
Crystal ships, including freighters and captured ships, have been rigged with
the Self-Destruct |
|
|
device. To activate the device, set the FC of the
ship you want to detonate to "SDS".
No |
|
|
other special
requirements are necessary: it will work with or without fuel, with or |
|
|
without damage, any warp
and waypoint. |
|
|
Team game note: only the
Opal, Ruby, Emerald, Flame and Thunder can be self-destructed if the |
|
|
team
game is on and the ships do not belong to Crystals. The crystals still can self-destruct |
|
|
all their ships. |
|
|
2). Advanced Terraforming. |
|
|
After
numerous complaints from many race Leaders, Presidents, Dictators, and
Emperors, the Crystal |
|
|
Scientific
Community have finally decided to improve their Terraforming ship. |
|
|
The
Onyx has received a new lease on life; its terraforming ability will increase
50 times! |
|
|
This
does not come without cost, however; a
tankful of fuel is required for needed heat-up. |
|
|
To use Advanced
Terraforming, set the Onyx's FC to "ATF" and make sure that
your fuel tank is |
|
|
full. |
|
|
The Advanced
Terraforming rate is configurable. |
|
|
3). Super Alchemy. |
|
|
An
Emerald class battlecruiser at warp 0 can transmute minerals from one to
another or to money |
|
|
without penalty. To use Super Alchemy, set FC of the Emerald
to "a*b", where a is: |
|
|
N: fuel, M: molybdenium,
T: tritanium, D: duranium |
|
|
and b is: |
|
|
N: fuel, M: molybdenium,
T: tritanium, D: duranium, S supplies, $ MC. |
|
|
For example, load it
with 200 fuel and set FC to "N*D" to get 200 Duranium. |
|
|
One
note-worthy thing: the Emerald can transform any mineral (or fuel) to
megacredits getting 5 times |
|
|
more money than the
amount of the mineral. For example, 200 fuel and "N*$" will result
in 1000 MC. |
|
|
The
Emerald can completely replace both of the ridiculously expensive alchemy
ships: Merlin and |
|
|
Neutronic
Refinery. To emulate them, the Emerald
must have supplies and use FCode "S*m" to |
|
|
emulate
a Merlin and "S*N" to emulate the NR ship. As with the Merlin, 9 supplies are |
|
|
converted into 1 of each
mineral. The NR rules have slightly
changed: since minerals can safely |
|
|
be transmuted into
supplies, to simplify the process, 2 supplies can be converted into one fuel
unit. |
|
|
Since
this process is all-or-nothing, if more fuel is made than there is empty
space in the tank, the |
|
|
excess is vented out into
space. |
|
|
The
Super Alchemy is done after movement, and combat, so if you are transmuting
fuel into something |
|
|
you shouldn't worry
about net being able to fight. You can also load supplies and use S*N to
refuel |
|
|
in the end of movement
(after some fuel is used up). |
|
|
H. Empire. |
|
|
1). Imperial Probe Droids. |
|
|
Any
Imperial ship with more than 100 crewmen will be able to send out Imperial
Probe Droids to planets |
|
|
by setting FC "IPD". It uses 20 fuel, 1 of each mineral, 1
supply unit and 1 MC. Set the Warp to
0 |
|
|
and
waypoint to a target planet less than 100 ly away, and next turn you will
receive a message |
|
|
telling
you the number of colonists, population, type and government of natives,
number of factories, |
|
|
defenses and mines,
minerals, money and supplies on planet and the number of ships orbiting the |
|
|
planet. |
|
|
The probes will even
penetrate Planetary Cloaking Shields! |
|
|
However,
they can be shut down by defenses; a planet with 100 defenses will shoot down
a probe 50% |
|
|
of
the time, and 200 defenses will almost guarantee safety since a great number
of planet's fighters |
|
|
can be assigned to
patrol around the planet. |
|
|
Of course, you can
launch the droids toward unowned planets, serving as advance recon units. |
|
|
Due
to space limitations, the following numbers represent the type of
natives: |
|
|
0
none, 1 humans, 2 bovines, 3 reptians, 4 avians, 5 amorphs, 6 insects, 7
amphibians, |
|
|
8 ghipsoids, 9 silicons. |
|
|
The following
numbers represent the gov't of natives: |
|
|
0
none, 1 anarchy, 2 pre-tribal, 3 early tribal, 4 tribal, 5 feudal, 6
monarchy, |
|
|
7 participatory, 8
representative, 9 unity. |
|
|
2). Gorbie Capture Beam. |
|
|
The
Gorbie Class Battlecarrier, being the biggest ship in the universe, has a
non-standard |
|
|
method
of capturing enemies. Instead of
lowering the shields and beaming enemy crew out, |
|
|
this
ship pulls the ship into its huge hangar and captures the ship with
stormtroopers. |
|
|
This
way, the Gorbie can capture any ship of tech 7 and below with the loss of
some crew |
|
|
using
its capture beam (FC "CPB").
The amount of crew lost is a half of the enemy ship's crew |
|
|
due to superior training
of Imperial stormtroopers. |
|
|
In addition, the Rebel
crews fight even less vigorously than average, and when capturing Rebels the |
|
|
Gorbie
loses only a quarter of enemy ship's crew.
For example, capturing a 322-crewman Birdman |
|
|
Valiant Wind would cost
a Gorbie 161 crewmen, and a Rebel 172-crewman Patriot will only cost |
|
|
43 troopers.
The captured ship will have 10% damage as a result of fighting in its
interior. |
|
|
To
use the Capture Beam, set the Gorbie's FC to "CPB", warp factor 0,
and mission intercept. The |
|
|
Gorbie has to be
undamaged and have Transwarp drives for most powerful tractor beams. |
|
|
The Gorbie will use half
of target's hull mass (just hull, no cargo, weapons, etc) in fuel during |
|
|
this operation. |
|
|
I. Robots. |
|
|
1). Viral Field. |
|
|
Due
to their very nature, the Robots are proficient with computers. They have just found a way to |
|
|
establish
a viral field. The field wipes the
enemy ship's computer core, erasing the ship's name, |
|
|
resetting
the FC to "VRF", erasing destination, warp factor and transporter
info. |
|
|
The
ship that is caught in the viral field is effectively stopped dead in its
tracks, unable to move, |
|
|
beam
anything up/down and even cloak. In
addition, the existing cloaking shield is no defense; |
|
|
Robotic
viral field penetrates the cloak. Therefore, the Cybernaut, which is the
only |
|
|
ship
equipped with the viral field generator, can easily disable an entire enemy
fleet and |
|
|
cause
the enemy to assemble another one as the first fleet's ships drift helplessly
in space. |
|
|
To
activate the Viral Field, set the Cybernaut's FC to "VRF", warp 0,
and the enemy race |
|
|
to disable as primary
enemy or mission kill for all races.
The Cybernaut loses 5% of its |
|
|
crew to short-circuits
as the enemy fights for control of its computers. The Cybernaut has to |
|
|
have at least 100
"crew-bots" to establish the field. |
|
|
The Cybernaut can
neither move nor be towed if the field is to be maintained. |
|
|
In
order to prevent the creation of an impenetrable defense around the Robotic
empire, no 2 |
|
|
Cybernauts can be
present within 100 ly of each other. In this case, the Viral field will not |
|
|
work
on both. |
|
|
In
order to prevent an "unreachable" Cybernaut, the device cannot be
operated from within |
|
|
a planet's warp well (1-3
ly). |
|
|
2). Build colonists. |
|
|
Any
Robotic ship has an opportunity to build more robot colonists from minerals
and supplies. |
|
|
The NMCONFIG lets you
specify which mineral to use; 1 of that mineral, 1 supply and FC |
|
|
"BMR" will build more robots. For example, if NMCONFIG is set to
Tritanium (default) then |
|
|
a ship having 100
tritanium and 100 supplies will construct 10000 shiny new robots, |
|
|
or 100 clans. |
|
|
This ability cannot be
given away with teamgame. |
|
|
J. Rebellion. |
|
|
1). Rebel Support Mission. |
|
|
A
Rebel ship can do a Rebel Support Mission when orbiting an enemy planet. Just
set the FC to |
|
|
"RSM",
and some public speakers from the ship will land on planet's surface and
persuade |
|
|
colonists
to support the Rebel cause. Many of the colonists will defect to Rebels, |
|
|
beaming up to
the ship and becoming Rebel colonists. |
|
|
Many
others will also do monetary contributions, supplying the orbiting Rebel ship
with money. |
|
|
The
amount of money the ship can get is directly proportional to the population
and then |
|
|
colonist
level of happiness; if they are unhappy the ship can easily collect 10,000 MC
in |
|
|
a
single turn. The ship is also
completely fixed by the Rebel sympathizers.
The planetary taxes |
|
|
are set to 0, and some
of the money from the treasury is stolen and turned over to the Rebels |
|
|
as a contribution. |
|
|
However, the informants
from the planet will send a message to the government telling information |
|
|
about the ship's
armament, number and tech level of beams, torpedoes or fighters. |
|
|
The ship may not be
cloaked. RSM may not be given away in
a team game. |
|
|
2). Rebel defenses. |
|
|
Any
planet that belongs to the Rebellion will get 21 defense outposts for free
and automatically. |
|
|
The defenses will also
regenerate; for example, if some are destroyed by a Colonial KDP mission, |
|
|
they will regenerate back up to 21. |
|
|
K. Colonies. |
|
|
1). Anti-Defense mission. |
|
|
A
fully loaded Colonial Patriot class carrier can send its fighters on an
anti-defense mission. |
|
|
The
fighters will cross the space and attempt to destroy enemy defense
outposts, |
|
|
if
the Patriot's FC is set to "KDP", Kill Defense Posts, warp factor
to 0, waypoint to an |
|
|
enemy
planet and the primary enemy to the race that owns the planet. |
|
|
A
number of outposts will be destroyed and a number of fighters will be shot
down, depending |
|
|
on
fighter pilots' skill as set in NMCONFIG.
Do not forget that only a full Patriot can |
|
|
do this mission. The
Patriot must also have fuel. |
|
|
Please
be advised that the planet's population will build decoys when the number of
their defense |
|
|
outposts
comes down. When the planet is
completely stripped of its defenses, it will |
|
|
display
its decoys to lure the fighters in.
THERE IS NO WAY that the Colonial fighters |
|
|
will be able to detect
these decoys! If a planet has no
defenses left and a Patriot |
|
|
sends
the fighters on a KDP mission, they will report destroying x number of
defenses, |
|
|
however
all they got were decoys and no real damage was caused. |
|
|
KDP cannot be given away
in a team game. |
|
|
2) Sub-space bubble. |
|
|
THIS IS TIMHOST-ONLY
MISSION. IT CANNOT BE DONE WITH PHOST. |
|
|
Any
starship that belogs to the colonies has a bubble device that can create a
subspace bubble |
|
|
around
the ship and propel it forward, in any direction. The ships enclosed in these bubbles |
|
|
are
partially out of this universe and exhibit some special properties. |
|
|
Their
properties include BUT ARE NOT LIMITED to: they totally ignore any and all
mine and |
|
|
web mine fields; they do
NOT engage in combat at the end of their movement phase; |
|
|
they
are not affected by ion storms (unless they end their move in the middle of
one, in |
|
|
which case they will be
subject to normal ion storm movement/damage); they can resist |
|
|
towing
(including cloaked-tow); they are not affected by fascist missiles(unless
they end |
|
|
their move on a target
planet); they cannot be forced to surrender; they are not affected by |
|
|
gravity
wells of planets (this means a colonial ship can end its move 1 ly away from
a planet); |
|
|
they cannot be robbed. |
|
|
To create a subspace
bubble, starships use fuel. The fuel
use formula is: |
|
|
new_fuel=round(fuel-20-(hull_mass+cargo+fuel+#_of_torps_or_fighters)/(drive_tech_level+1)) |
|
|
As
evident from the formula, the distance travelled does not matter; ships
moving 1 ly use as |
|
|
much
fuel as those that move 80 lys. The
maximum amount travelled within a bubble is 81 ly, |
|
|
disregarding the
drive_tech_level. The waypoint must be between 1 and 81 lys away and warp |
|
|
greater
than 0 in order for the space bubble to work.
You can't use the bubble to sit in one spot! |
|
|
The FCode to use it is
ISB, Initiate Subspace Bubble. |
|
|
Team
game note: due to the many common ships between the colonies and other races,
only the following |
|
|
ships are
available in team game for non-colonials: |
|
|
Cobol, Aries, Virgo,
Scorpious. Colonials can still use all
their ships. |
|
|
Note: The cobol class
ship will NOT make any fuel while in the bubble. |
|
|
L. Universal. |
|
|
There are several
universal special abilities. |
|
|
1). Orbital Defense Satellites. |
|
|
The
Orbital Defense Satellites are designed to make the planets much harder to
take over. Any |
|
|
planet
can build up to 5 of the Satellites using the FC "BDS". Each satellite, when built, is |
|
|
taken into orbit and
placed in standby mode. |
|
|
One can activate them
with the FC "ADS". Each
satellite, when activated, will engage a search |
|
|
pattern
for enemy ships. If none are found, it
will return back to standby. However,
if |
|
|
any enemy ships
approaching the planet are found, all the present satellites will detonate, |
|
|
each
causing 40% of a mine-hit to any and all enemy ships. Thus, the maximum damage to |
|
|
an
enemy fleet is 2 full mine hits. In
addition, the combat will NOT occur in the same turn. |
|
|
For
example, an Emerald is 20 ly away from a Fed planet, going at warp 9. The planet has 5 ODS's. |
|
|
The
planet's owner sets the FC to "ADS". Next turn, the Emerald arrives at the
planet, ODS's |
|
|
explode, causing 56%
damage to the Emerald. After that, the
Emerald DOES NOT fight the |
|
|
planet.
The Emerald's owner will find it next turn sitting right over the planet,
even with mission |
|
|
KILL! |
|
|
Only
the biggest ships will be able to withstand the explosions and have enough
firepower |
|
|
left
to defeat a well-defended planet.
However, there is a catch to that.
Some ships have a |
|
|
chance
of avoiding the damage from the ODS's.
The larger the ship is, the
better its |
|
|
chances are. There is
nothing anyone can do to prevent this "immunity" or to increase |
|
|
a ship's chances. |
|
|
In addition, there is an
additional option open to a planet with all 5 satellites present. If you issue |
|
|
the
FC "EDS", the satellites will unconditionally explode, causing
damage to all enemy |
|
|
ships in orbit in the
beginning of the turn, doing only 50% of a minehit to each (total), |
|
|
but it would apply to
cloaked ships as well. So for example
you have some Birdman ship in orbit |
|
|
around
your homeworld with Super spy mission.
Your homeworld has 5 ODS's. You
set the |
|
|
FC
to "EDS", the satellites explode, causing 50% of a minehit to all
cloakers. They come out |
|
|
of
cloak and are now ready for taking. Each ODS costs 50 of each mineral, 50
supplies |
|
|
and 100 MC. |
|
|
You
can count the number of your satellites and check the presence of a planetary
cloaking |
|
|
shield by using
planetary FC "CDS", count defense satellites. |
|
|
Super Star Destroyers
are immune to ADS and EDS. |
|
|
2). Anchoring. |
|
|
Many
captains and race leaders have complained about the motion effect of the Ion
storms. |
|
|
I am also not an exception: it is extremely
annoying if you can't keep your own fleet |
|
|
at
your own planet. Therefore, I am
introducing anchoring: a free and easy way to keep |
|
|
your ship in place. |
|
|
Any ship orbiting a
planet can set its FC to "ANC" and warp to 0 and voila: the ship
has not |
|
|
moved! No other special
requirements exist. |
|
|
3). Native gifts. |
|
|
Some of the natives are
more friendly to races that are like them. |
|
|
Siliconoids like
Crystals, Humanoids are fond of Colonials, Avians adore |
|
|
Birdmen,
and the Reptilians just love having Lizards nearby. |
|
|
In these four cases, the
natives give money presents to colonists, not depending on |
|
|
tax
rate and happiness. This does not
decrease the native happiness levels.
The more |
|
|
natives
and colonists there are, the more money they will bring, up to the
maximum |
|
|
of 1000 MC/turn. |
|
|
4). Give planet. |
|
|
Use the planetary FC
"GPa", where a is 1..9 or "a" or "b" to give
the planet to the corresponding |
|
|
race. That race must
have a ship in orbit. 10 percent of the population is killed in riots that |
|
|
follow
the change in government and happiness of colonists drops 30 points. |
|
|
The base is given along
with the planet. No base or structure
damage results. |
|
|
Birdman
note: the Give Planet occurs before super-spy changing FC. Therefore, you
will give the |
|
|
planet
away to the Birds only if they change the FC and you leave it as is to the
next turn. |
|
|
But that shouldn't
happen since you always read your messages, right? |
|
|
5) Planetary codes. |
|
|
To
supplement "bum", 6 new planetary FCs are introduced. |
|
|
Use the FC
"BUM", "BUD", "BUT", "BUS",
"BUN", and "BUC" to beam up molybdenium, |
|
|
duranium,
tritanium, supplies, fuel, and colonists respectively. It is done after |
|
|
movement
and combat, proportional distribution to all starships' cargo holds. |
|
|
For
example, if there is 400 fuel on the planet and an LDSF and a SDSF are in
orbit, |
|
|
the LDSF would get 300 and the SDSF will get
100 additional fuel. |
|
|
At least 1 colonist will
always stay on the planet. |
|
|
For all you Fhost users:
To avoid conflict with FHost's BUM, you can use |
|
|
BuM FCode as a
substitute for Nemesis' BUM. |
|
|
Team game. |
|
|
The
host can configure Nemesis so that it uses team game rules. It is a very important |
|
|
config
item. This ability changes all race
specials into ship specials; ships can
then be traded |
|
|
for
the same effect. For example, with
team play a Fed player can give a Nebula to a Borg and |
|
|
then the Borg would be
able to use the Genesis Device just like a Fed. Only certain ships |
|
|
are
transferrable: only the original, race-designed ships would do. For example, a Borg |
|
|
Victoriuos
bought from the Fascists would be able to launch missiles, but a Deth
Specula |
|
|
would
not, since the Birdmen can also build
that ship. Therefore you should always
check |
|
|
before buying a ship to
use a race special. |
|
|
The
following are the abilities that cannot be transferred in a team game: |
|
|
Sweet-talk,
lizard growth, Eros, rebel defense regeneration, and Colonial KDP
mission. |
|
|
All others, including
build cloaking shield, are transferrable. |
|
|
Quick Reference Sheet. |
|
|
Federation: |
|
|
Sweet
talk, "SWT", intercept the target.
Sweet-talks the enemy into doing nothing. |
|
|
Diplomacy has a 4x
rate. Aggress. ratio. |
|
|
Genesis Device:
"@XY", where |
|
|
X: |
|
D 50 defenses, F 50
factories, M 50 mines. |
|
|
Y: |
|
A amphibious, B bovines,
a amorphous, H humans, G ghipsoids, |
|
|
Lizards: |
|
S silicons, R reptians, I
insects. |
|
|
Chemical
strike, "CHx", undamaged Reptile with 45 or more supplies in cargo
hold, |
|
|
more ships than enemy. |
|
|
Multi-purpose Eros, heat
as well as cool. |
|
|
Super-growth,
configurable growth rate, 50 degree planet, less than 20,000 clans. |
|
|
Native gifts from
Reptians. |
|
|
Birdmen: |
|
|
Planetary
Cloaking shields, over any planet, ship FC "BCS", uses 50 of each
mineral, 50 supplies, |
|
|
and
$100. |
|
|
To use CShield, FC
"CSx", where x is a race number.
Uses 20 fuel per turn of use. |
|
|
Base cannot have force
surrender mission. |
|
|
Fuel efficient Neutronic
Fuel Carrier, burns 1/2 as much fuel as before. |
|
|
Native gifts from Avians. |
|
|
Fascists: |
|
|
Orbital, Planetary, and
X-Ray missiles, FC "LOM", "LPM", and "LXM"
resp. |
|
|
Uses
10 of each mineral, 10 supplies and 20 fuel.
Tech 6 or higher ship over a fascist |
|
|
planet, warp 0. |
|
|
Privateers: |
|
|
Cloaked-tow:
uses at least 100 fuel, FC "CLT", mission tow, waypoint less than
162 ly away, |
|
|
warp 9. |
|
|
Anti-Genesis, FC
"-@x", where x is 1 for cold planet, 9 for hot one. Ship must be at
warp 0. |
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Borg: |
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Planet strip, undamaged
Quietus, FC "STR", waypoint to target planet. |
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a2S device, Fc
"a2S", warp 0. Transforms
amorphs into silicons. |
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Crystals: |
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Self-destruct, FC
"SDS", Opal, Ruby, Emerald, Flame and Thunder. |
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Advanced Terraform, FC
"ATF", Onyx, full fuel tank. |
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Money gifts from
silicons. |
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Super Alchemy of Emerald
at warp 0, FC "A*B", where A is N, M, D, or T, |
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and B is N, M, D, T, S
or $. Merlin/NR emulation. |
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Empire: |
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Imperial
Probe droids, cost 1 of everything, over-100-crewman ship, warp 0, FC
"IPD". |
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Uses 20 fuel. |
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Gorbie
Capture beam, FC "CPB", warp 0, mission intercept, undamaged
transwarp Gorbie, |
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loses crew, 10 % damage
to captured ship tech 7 or below. |
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Robots: |
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Build more robots, any
ship, FC "BMR", uses 1 configured mineral and 1 supply for 1 new
clan. |
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Viral
field, Cybernaut, >100 crew, FC "VRF", warp 0. Stops other ships, including cloakers. |
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Set primary enemy or
mission kill! |
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Cannot move or be towed. |
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Rebels: |
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Free 21 defenses,
regenerating, automatically. |
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Rebel
Support Mission, FC "RSM", not cloaked, over enemy planet. Ship
Gets fixed, colonist |
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volunteers, money. Planet's tax is set to 0. Informer reports
to planet's owner. |
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Colonies: |
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Anti-defenses, FC
"KDP", full undamaged Patriot with fuel, warp 0. |
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Money gifts from
Humanoids. |
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Subspace bubble, FCode
ISB, warp>0, 1<waypoint<81 ly, fuel usage. |
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Universal: |
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Orbital
Defense Satellites, to build FC "BDS", 50 of each mineral and 100
MC, max. 5. |
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To
activate, FC "ADS", each does 40 % of a minehit to all uncloaked
approaching |
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enemy ships after
movement before fighting. |
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To explode, FC
"EDS", does 50% total damage to all ships, both cloaked |
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and not,before both
movement anf fighting. |
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Anchoring, FC
"ANC", over any planet in an ion storm. |
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Give planet and
starbase, FC "GPa", where a is 1..9, "a", or
"b". Other |
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race has to have a ship
in orbit. |
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Planetary
codes, BUM, BUD, BUT, BUS, BUN, BUC to beam up moly, duranium,
tritanium, |
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supplies,
fuel, colonists. After movement and
combat, proportional distribution |
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to all ships in orbit. |
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IV. Notes. |
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You
require 185 KB of free host _shell_ memory for this add-on to operate
successfully. |
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To find out how much you
have, run Host on any directory and look for a line "XXX KB memory |
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free" in the first screen of the host
output. This does not apply to phost before 3.0, but it |
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does apply for later
versions. |
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BE VERY CAREFUL when
assigning your ships destructive FCs.
Many of them |
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work on your own
planets/ships as well as the enemy. |
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This
add-on has been given a good amount of testing. I am pretty sure it's bug-free, but if
you |
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find any, please e-mail
me at os80308@ltu.edu and you will be the first to receive the fix! |
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This add-on will create
a file called NEMESIS.LOG in the planets _game_ directory and will log |
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many Nemesis actions there for debugging
purposes. |
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Warning:
In using the subspace bubble and cloak-tow, I am utilizing a bug in the
movement phase |
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of
host.exe. Due to this bug, combat is
possible BEFORE MOVEMENT in both of these cases, |
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i.e.
if a Colonial ship tries to use the bubble when escaping combat (such as, for
example, |
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departing
from an orbit around an enemy planet with ISB FCode and the planet has |
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NUK)
or when being cloak-towed out of the location where enemy ships are
present. |
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There
is no way to get around this; the only way is to get Tim to fix the bug, but
it |
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would totally disable
the Bubble, which is why I have not and will not report it to Tim. |
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Credits |
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NEMESIS An Add-On for
VGA Planets V3.5 (Host 3.2x) |
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Game design and
programming: Oleg Shvartsman |
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If you have any
questions, please e-mail me, os80308@ltu.edu |
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REGISTRATION INFORMATION |
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V. Shareware. |
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This
addon is being distributed as shareware.
This means you will not get full-featured |
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program
until you register. To register, send
a check, cash, or money order for 5 American |
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dollars or equivalent
plus a form found in the file NMORDER.FRM to: |
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Oleg Shvartsman |
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29631 Westbrook Pkwy. |
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Southfield, MI 48076 |
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USA. |
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To
encourage registration, this program will cease to function after turn 20 of
the game. |
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This does NOT mean you
can start testing at turn 45 and continue for 20 turns; |
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it means the FIRST 20 turns of the game, 1
to 20. In addition, a nag message will be sent to all |
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players
every turn. I am sorry about these
restrictions, but I have spent about 100 hours |
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writing
and testing Nemesis and I consider that effort not worth wasting. |
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Otherwise, all features
of Nemesis are enabled. This is unlike
many other shareware |
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programs that disable
certain features and then offer their programs to public |
|
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for evaluation! How can one test a program if half of its
features are disabled? |
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VI. Thanks. |
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To Tim Wisseman for the
wonderful game. |
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To WEME34a@prodigy.com
and the Delta League for many ideas and a productive discussion. |
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To BMP1000@aol.com for
help with the messages routine and criticism. <G> |
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To M.Ederveen@cd.hse.nl
for many suggestions and planetary codes. |
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To
UnicornV@umd.umich.edu for the Robotic BMR and Sweet-talk. |
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To all members of Beta
testing team for... uh... beta-testing! |
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