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5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides   12G. Nemesis    
6. Ship Information Sub-Menu   12. Add-on Information   12H. Gryphon    
  12I. Jupiter    
  12J. Banzai!    
NEMESIS ADD-ON:  
  NEMESIS An Add-On for VGA Planets V3.5 (Host 3.2x)  
  Nemsis is copyright Oleg Shvartsman  
  VGA Planets is a trademark of Tim Wisseman  
  I.   Introduction.  
  II.  Installation.  
  III. Operations.  
  IV.  Notes.  
  V.   Shareware.  
  VI.  Thanks.  
  Overview  
  I.  Introduction.  
  This add-on program is an attempt to better the famous game of VGA Planets. With the many new   
  racial special abilities and a few universal ones, this program will add a new dose of spice and   
  excitement to any game it's included in.  The new abilities, ranging from Planetary Cloaking Shield  
  to Genesis Device and from Advanced Terraforming to Cloak-Towing will surely add depth and   
  cause new feats of strategy in the all-time favorite space strategy game.  With MANY configurable  
  options and even a special TEAM game switch, the host can customize the game to his  
  preferences and the players may use the team game to exchange ships and racial special   
  abilities.  And yes, it does support Phost. & The items marked with an Ampersand symbol & signify  
  the differences between the current version and the previous versions of Nemesis.  
  This is the doc file for version 1.57.  Nemesis will display its version number every time nemesis1.exe is run.  
  NOTE: VERY IMPORTANT. If you are upgrading to version 1.53 or later from version 1.52 or earlier, you will  
  need the file convert.exe, found in this distribution.  You only need to run this file once.  Copy the  
  file to your game directory and run it.  It will adjust the structure of your missiles.dat file, where missile   
  info is stored.  If you are running a competitive game, there will not be any difference.  If you are running  
  team game, all missiles' ownership will revert to Fascist, that time only. After that, any missiles launched   
  will "stay" with their owners.  Targets or locations of missiles will not change.  If you do not run  
  convert.exe, you will get runtime error 100 when running Nemesis.  
  DO NOT RUN CONVERT.EXE IF YOU ARE UPGRADING FROM 1.53 TO A LATER VERSION!  
  & Starting with version 1.55, Nemesis comes Winplan-enabled, which means that Nemesis icon will appear   
  next to Nemesis messages, and that several special abilities with area effect which naturally lend  
  themselves to being shown on a map will be shown as UFO objects.  These abilities are:  
  Fascist Deep Space Missiles (dark green squares) and Viral Fields (Bright  
  blue circles of proper radius with bright blue squares inside).  
  Missiles will show proper warp speed and direction.  
  & TimHost version 3.22.008 or later or any phost version that supports ufos is required to run   
  Nemesis.  You can download new host for free from www.vgaplanets.com.  
  New Game Setup  
  II.  Installation.  
  You must install and configure the add-on to run in certain directories.  If you have a multi-directory   
  VGAP universe, it would be possible to specify what directories you want Nemesis to run and even  
  have a separate configuration for every one.  
  To configure Nemesis for a specific directory, type the command NMCONFIG <directory-name>.  The  
  program will let you specify a variety of options and then place NEMESIS.CFG into the specified   
  directory.  If Nemesis cannot find this file when it runs, it will abort, so be sure to configure the  
  Nemesis before using it. You should run the NMCONFIG just after running MASTER and before  
  running HOST for the first time.  You can re-configure NEMESIS as many times as you want.  
  a) Timhost installation.  
  In addition, you must add the line "Nemesis1.exe %1" into your auxhost1.bat file and "Nemesis2.exe %1"  
  into the auxhost2.bat file. Do not type the quotes.  These files must be in the main VGAP directory,  
  where HOST.EXE resides.  If these files do not exist, create them.  
 
  b)  Phost installation.  
  Unlike Timhost, the phost program does not run the auxhost files automatically.  Therefore, you must   
  create a batch file to alternate runs of nemesis and phost.  (or you can edit your own batch file,  
  in case you run other addons).  To do this, copy the following to a batchfile of your liking:  
  phost -1 %1  
  nemesis1 %1  
  phost -2 %1  
  nemesis2 %1  
  phost -3 %1  
 
  And then run that batchfile every time you need to run phost.  For example, you have named the file  
  nmhost and your game files are in directory mygame.  Then you would type NMHOST MYGAME  
  to run Phost and Nemesis.  
  Contents  
  NEMESIS.EXE  
  NMCONFIG.EXE  
  Game Info  
  The following is the explanation of options in the NMCONFIG. You can press Enter to accept the default value.  
  1) If you encounter a message "runtime error 003 at xxxx:xxxx" it means  you are trying to run NMCONFIG   
  on a non-existing game directory.  You have   to run MASTER.EXE before running NMCONFIG.  
  2) Give planet: self-explanatory.  Press Y<ENTER> or <ENTER> to enable,   N<ENTER> to disable.  
  3) Fed sweet-talk success rate: what chance a single Fed ship will have  to successfully sweet-talk an enemy.   
   Diplomacy class cruiser will have 4x  that rate. Enter 0 to disable.  
  4) Fed aggressiveness ratio: the bigger the number and the more torps a Fed  ship has, the less a chance   
  of sweet-talk. A ratio of 2 and 30 torps  will decrease the chance by 3%.    
  Enter 0 to disable aggressiveness.  
  5) Genesis device temp variation: defines a temerature range that allows  the use of Genesis device.  The  
  greater the number, the wider the range.  For example, with default 25, the Genesis Device may be   
  used between 0 and 25 and between 75 and 100 degrees, and with 10, between 0 and 10 and  
    between 90 and 100 degrees.  Enter 0 to disable it and 50 to allow its   use on all planets.  
  6) Lizard chem strike kill factor: what percentage of the population is   killed following a successful chemical   
  strike. 0 to disable.  
  7) Growth at temp 50 worlds: how much faster the Liz colonists would grow   on temp 50 planets.  Setting    
  10 will cause them to grow 10 times faster,   1 would keep them growing at the same rate as host.exe does.  
  8) Birdman/non-Birdman cloaking shield failure: a failure % of a cloaking   shield.  Enter 100 to disable  
  planetary cloaking shields.  
  9) Missile speed.  Enter 0 to disable missililes.  
  10) planetary missile destruction: the greater the number, the more buildings   destroyed and more   
  population/natives killed.  
  11) X-Ray missile: the greater the number, the more crew dies as a result of   an X-Ray missile   
  explosion.  
  12) Orbital missile: the greater the number, the more damage orbital missiles  will cause.  
  13) sweep factor: enter the chance that a 10-heavy-phaser ship will have of  sweeping a missile. Enter  
     0 to disable sweeping.  
  14) cloak tow engine degradation: how many tech levels an engine degrades  after a cloaked-tow.  Default   
  is 0.  Enter 9 to disable cloak-tow.  
  15) Anti-Genesis device: The greater the number, the more amorphs will be  created by the device.   
  0 to disable.  
  16) Strip planet minimum defense: enter a minimum number of defense outposts   that will protect a planet   
  from being stripped by a Quietus.  0 to disable.  
  17) Advanced Terraforming: how much additional heat an Onyx would deliver.  
  18) BMR mineral: Enter the first letter of the mineral that, combined with 1 supply, will produce   
   1 Robotic clan.  
  19) Viral field radius: enter a number of ly.  
  20) RSM money factor: the greater the number, the more money the Rebel ship  will get after doing   
  the Rebel Support Mission.  
  21) Colonial fighter range: Enter a number of ly.  
  22) Colonial pilot skill: the greater a number that you enter, the more Defense outposts will be destroyed   
   and the more fighters will survive.  
  23) Team game: very important.  This ability changes race specials into ship  specials;  ships can then be   
  traded for the specials between the races.  
  Any player can use a planetary  FC "NMC" to receive the list of Nemesis config options next turn in the   
  mail.  It is very similar to Planets' own con Friendly code.  When an item is yes/no, 1 signifies yes and 0 - no.  
  In BMR, 1 is Duranium, 2 is Tritanium, and 3 is Molybdenium, 0 is disabled.  
  III.  Operations and abilities.  
  The following section describes the new race special abilities and how to use them. Quick reference sheet   
  follows the "long" explanation.  For shortness, FC will refer to the Friendly code of the appropriate   
  ship.  Whenever I use set amount or "set percentage", I refer to "set in the NMCONFIG."  
  A.  Federation.  
  1).  Genesis device.  
  The Federation scientists have finally found a way to stabilize protomatter.  From now   
  on, the Genesis device has become available, and all Federation ships will come with this device   
  installed.  The Genesis Device allows ships to convert hostile planets into habitable ones  
  (50 degrees), seed them with natives of choice and even have pre-built structures. The only   
  requirement is that the ship has to have more than 49 colonist clans aboard.    
  To use the Genesis Device, set the  FC to "@XY", where x is structures, y is natives.  
  X:   D 50 defenses, F 50 factories, M 50 mines.  
  Y:   A amphibious, B bovines, a amorphous, H humans, G ghipsoids, S silicons,  
  R reptians, I insects, V avians.  
  For example, to have a planet with 50 degrees, 50 factories and Bovinoid natives, set the ship   
  FC to "@FB".  The number and government of natives are set at random.  As a matter   
  of course, the use of this device is only allowed on non-owned planets with no   
  natives and within a set temperature range, to prohibit its use as a weapon of destruction.  
  Genesis device will add a large meteor's worth of minerals to the planet and set mineral density   
  of all minerals to 100%. Genesis device instability has been removed.  
  2). Sweet-talk.  
  The peace-loving Fed captains do not like to fight.  They would much rather take their ship   
  on a diplomacy mission by setting the FC to "SWT", Sweet-talk.  If the captain is successful,   
  the captain of the enemy ship would be sweet-talked, or persuaded, into doing nothing,   
  including attacking, building fighters, torpedoes, or using any of the functions included in this   
  add-on.  However, the enemy ship is allowed to attack any of the other races' ships in   
  the same location, or the Fed ships that are not on a diplomacy mission. The suggested   
  success rate is 25%, or it would require 4 ships to have 100% success in diplomacy missions.  
  The sole exception to that is the Federation's Diplomacy Class Cruiser, which, thanks to its luxurious   
  accommodations and conference rooms, has a 4*(success rate) chance to persuade the   
  enemy.  So, with the default 25%, a sole Diplomacy will suffice to keep an enemy ship at bay.  
  Federation captains cannot sweet-talk the Borg because they obey the collective, not the   
  emotions of individuals.   
  A special config option allows the host to configure "aggressiveness ratio".  It decreases   
  the chances of successful sweet-talk outcome with the higher number of torpedoes.    
  The more torpedoes and the greater the ratio, the less chance of successful  
  sweet-talk  For example, 30 torps and the ratio of 2 will decrease the sweet-talk chance by  
  3% per ship. To activate it, set FC to "SWT" and intercept the target enemy ship.  
  Note: sweet talk cannot be given away in a team game.  
  Clarification: Enemy ships at Fed bases at the start of the turn can be sweet-talked into SURRENDERING  
  if the base has FCode SWT and mission Force Surrender and there are enough ships on sweet-talk  
  mission to sweet-talk the enemy.  This was there from the beginning but people thought it was a bug.  
  B.  Lizards.  
  1).  Chemical strike.  
  The Lizards simply love their ground-attack capabilities, and they are constantly seeking ways to   
  make it harder for the enemy to survive. Therefore, the Reptile class destroyer has been  
  equipped with a toxin device, that takes 45 supplies and converts them into toxins for  
  spreading onto enemy planets.  After the toxins are spread, a set amount of planetary   
  population dies out.    
  To use Chem Strike, set FC to "CHx", where x is any character (to prevent base force   
  suppender), and have at least 45 supplies aboard. You must also have more ships than the   
  enemy orbiting the planet, to provide cover for the Reptile using Chem Strike. Only one   
  Chem Strike per turn per planet is allowed.  
  2).  Multi-purpose Eros  
  Eros class cruiser will be able to heat planets up as well as cool them down.  The terraform   
  rate is the same: 1 degree/turn.  Just like with default Eros ability, no special FC is required,  
   no minerals or fule are expended.  
  3). Super-growth  
  Because the Lizards are Reptilians, they particulary like warm worlds (50 degrees) and this temperature   
  is especially good for breeding.  Therefore, their growth rate would increase 10 times on such   
  worlds, but only if there is no overpopulation (2,000,000 colonists or more)  The growth rate is  
  configurable.  
  C.  Bird-men.  
  1).  Planetary cloaking shield.  
  Being a sneaky cloaking type, the Birds have greatly missed not being able to hide their own   
  planets.  But now they can, with the help of the planetary cloaking shield.  Of course,   
  it is quite impossible to make the planets totally disappear from view, but it is possible  
  to fool the enemy sensors for them not to be able to achieve a transporter or a weapons lock.    
  Therefore, no enemy ship will be able to fight or ground-assault the planet, making   
  it extremely tough to take over. To the Birds' disappointment, all the enemy computers   
  are different, making it harder to fool them.  Therefore, only one race at a time can be  
  blocked, making it necessary to have an alliance to take over Bird planets, unless you   
  want to wait for a failure (suggested rate: 10%)  to occur.   
   Any Birdman ship can  build a cloaking shield with the FC "BCS", using 50 of each mineral   
  and 100 MC taken from the planet's surface. From now on, the cloaking shield will protect  
  the planet. The cloaking shields are permanent installations, so they will not be destroyed  
  during any invasion.  One more benefit for the Birds is that their ships can build the cloaking   
  shields over any planet, not necessarily Birdman. So it is possible to sell the shields to   
  allies, getting money/minerals/ships in return.  One catch here: the installed cloaking shields on   
  allied planets will be totally ineffective against the Birds themselves.   
  To activate an installed cloaking shield, use FC "CSa", where "a" is a race number to use    
  against, 1..9, a, or b. The "CS4" will protect against the Fascists and against their   
  missiles (see below). Cloaking shield uses 20 units of fuel per turn of use.    
  All Birdman planets with 200 colonists or more get a free cloaking shield built automatically.  
  Star Bases at the planets CANNOT set their missions to "force surrender". Otherwise, the   
  shield will NOT work.  
  Planets WILL protect against ships going into their warp wells.  
  2) The Birdmen must use enhanced energy management features in order for the cloaking devices to work.    
  Cloakers can't just go around expending energy since that can be detected by the crudest   
  scanners.  Now they can use the same energy-management techniques on a Neutronic   
  Fuel Carrier and the Large Deep Space Freighter, making them twice as energy-efficient   
  as before (and burning one half the fuel it did before!)  No special FC is required.  The   
  ships cannot to or intercept to enjoy fuel economy.  
  D.  Fascists.  
  1). Deep space missiles.  
  In their infinite pursuit of destruction, the Fascist government authorized its ships' captains   
  to install long-range deep space missiles on all ships tech 6 and above. From now on,   
  any ship that has missile launchers available and is orbiting a Fascist planet will be   
  able to launch three types of missiles: Orbital, X-Ray, and Planetary.  Each missile costs  
  10 of each mineral and 20 fuel and moves at a set warp straight toward its target, which has  
  to be an orbit of a planet.    
  To launch a missile, the ship has to be of tech level 6 or above, be orbiting a Fascist planet, have the  
  necessary minerals in the cargo hold, warp factor 0 and set a waypoint to the target planet.  
  The FC for Orbital missile id "LOM", Launch Orbital Missile.  This kind of missile does half a minehit   
  damage to any and all ships orbiting the target planet.  
  To launch an X-Ray missile, set the FC to "LXM".  This missile would kill 1/3 (default)  of the crew  
  of any and all ships orbiting the target  planet.  
  To launch a Planetary missile, set FC of "LPM".  This missile would destroy 1/3 (default) of all planetary   
  structures, including mines, factories, and defense outposts.  It will also kill colonists and natives  
  and reduce their happiness levels.  
  The missiles can be swept when they reach the target point.  To attempt to destroy the missile, you must   
  set ships' missions to mine sweep.  The default chance of successfully sweeping a missile is   
   TotalNumberOfBeamWeapons * BeanWeaponTechLevel.   
   For example, a Biocide with 10  heavy phasers will have 10*10 or 100% chance.    
  One Patriot with 2 Heavy Blasters will have 2*6 or 12% chance.  
  The planetary defense (not starbase defense) outposts also participate in this missile sweep.  No special   
  FC is required; the defenses will automatically attempt to sweep all approaching missiles.    
  The damage levels are of course configurable.  If the missile is detected in space (i.e. it has not   
  yet reached its target) then a scan message is sent to the owner of the target planet.  
  E.  Privateers.  
  1). Cloak-tow.  
  It is widely known that the towing of ships while cloaked is not allowed because of extreme power   
  requirements.  However, the captains of Meteor Class Blockade Runners with Transwarp Drives   
  have an option of foregoing the ship's safety levels and attempting a cloaked-tow. Because the   
  safeties were compromised, the ship's engines can burn out and degrade to lower tech drives.    
  The default degrade is 0, but all hosts are strongly encouraged to change this if they feel it gives  
  way to Privateers abusing the ability.   
  To cloak-tow a ship, set the FC to "CLT", warp factor to 9, a waypoint of less than 160 ly away,   
  and mission to tow.  You will also need extreme amounts of fuel, so be sure to carry at least 120 kt  
  of Neutronium (depending on the towee's mass, shape, and crew; ranges from 50 for a lowly probe to   
  160 for a Gorbie) when attempting a cloaked-tow. The formula for fuel burn is:    
  round(40*ln((hull mass+cargo)/10))  
  this formula is further adjusted by enemy crew experience levels and the MBR's fuel and cargo.  
  In addition, when cloak-towing, the tower will avoid all mine and web mine fields laid by the towee's race.    
  This is because the IFF indicators of the mines pick up a friendly transponder signal of the towed   
  ship but no unfriendly signal from the tower (because it's cloaked) and do not explode.  
  2). Anti-Genesis Device.  
  Some time ago, a privateer ship has robbed and captured a Federation starship on a Genesis mission, and   
  the Genesis Device itself has fallen prey to Privateers.  The Privateer scientists were able to understand  
  its functions and reverse-engineer it.  Now, they have constructed their own version of the   
  device and called it the Anti-Genesis.  As much as the Federation wanted to make planets fit for life,   
  the Privateers want to spoil them to make them unfit for enemies.    
  The Anti-Genesis will plant the amorphous life-forms on the planet and disrupt its temperature,   
  however, the Privateers were not able to overcome the original's limitations.  So, the Anti-Genesis  
  can only be used over planets that are un-owned and un-populated by any native life-form.    
  Any Privateer ship can use the device, the only requirements are warp 0 and a FC of "-@x", where   
  x is the temperature desired for the planet.  If x is 1, the planet will turn into a freezing tundra,  
   and if x is 9, it will turn into a hot desert.  Anything in between 1 and 9 will result in the planet   
  retaining its temperature. For example, FC of "-@1" will seed the planet with amorphs and  
  decrease its temperature to 0 degrees.  
  F.  The CyBorg.  
  1). Planet strip.  
  The Cyborg have found another use for their ships' cutting beams.  Now the Quietus Class   
  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.  
  Borg:  
  Planet strip, undamaged Quietus, FC "STR", waypoint to target planet.  
  a2S device, Fc "a2S", warp 0.  Transforms amorphs into silicons.  
  Crystals:  
  Self-destruct, FC "SDS", Opal, Ruby, Emerald, Flame and Thunder.  
  Advanced Terraform, FC "ATF", Onyx, full fuel tank.  
  Money gifts from silicons.  
  Super Alchemy of Emerald at warp 0, FC "A*B", where A is N, M, D, or T,  
  and B is N, M, D, T, S or $.  Merlin/NR emulation.  
  Empire:  
  Imperial Probe droids, cost 1 of everything, over-100-crewman ship, warp 0, FC "IPD".    
  Uses 20 fuel.  
  Gorbie Capture beam, FC "CPB", warp 0, mission intercept, undamaged transwarp Gorbie,   
  loses crew, 10 % damage to captured ship tech 7 or below.  
  Robots:  
  Build more robots, any ship, FC "BMR", uses 1 configured mineral and 1 supply for 1 new clan.  
  Viral field, Cybernaut, >100 crew, FC "VRF", warp 0.  Stops other ships, including cloakers.    
  Set primary enemy or mission kill!  
  Cannot move or be towed.  
  Rebels:  
  Free 21 defenses, regenerating, automatically.  
  Rebel Support Mission, FC "RSM", not cloaked, over enemy planet. Ship Gets fixed, colonist   
  volunteers, money.  Planet's tax is set to 0. Informer reports to planet's owner.  
  Colonies:  
  Anti-defenses, FC "KDP", full undamaged Patriot with fuel, warp 0.  
  Money gifts from Humanoids.  
  Subspace bubble, FCode ISB, warp>0, 1<waypoint<81 ly, fuel usage.  
  Universal:  
  Orbital Defense Satellites, to build FC "BDS", 50 of each mineral and 100 MC, max. 5.    
  To activate, FC "ADS", each does 40 % of a minehit to all uncloaked approaching   
  enemy ships after movement before fighting.  
  To explode, FC "EDS", does 50% total damage to all ships, both cloaked  
  and not,before both movement anf fighting.  
  Anchoring, FC "ANC", over any planet in an ion storm.  
  Give planet and starbase, FC "GPa", where a is 1..9, "a", or "b".  Other  
  race has to have a ship in orbit.  
  Planetary codes, BUM, BUD, BUT, BUS, BUN, BUC to beam up moly, duranium, tritanium,   
  supplies, fuel, colonists.  After movement and combat, proportional distribution   
  to all ships in orbit.  
  IV.  Notes.  
  You require 185 KB of free host _shell_ memory for this add-on to operate successfully.    
  To find out how much you have, run Host on any directory and look for a line "XXX KB memory  
   free" in the first screen of the host output. This does not apply to phost before 3.0, but it   
  does apply for later versions.  
  BE VERY CAREFUL when assigning your ships destructive FCs.  Many of them  
  work on your own planets/ships as well as the enemy.  
  This add-on has been given a good amount of testing.  I am pretty sure it's bug-free, but if you   
  find any, please e-mail me at os80308@ltu.edu and you will be the first to receive the fix!  
  This add-on will create a file called NEMESIS.LOG in the planets _game_ directory and will log  
   many Nemesis actions there for debugging purposes.  
  Warning: In using the subspace bubble and cloak-tow, I am utilizing a bug in the movement phase   
  of host.exe.  Due to this bug, combat is possible BEFORE MOVEMENT in both of these cases,   
  i.e. if a Colonial ship tries to use the bubble when escaping combat (such as, for example,   
  departing from an orbit around an enemy planet with ISB FCode and the planet has   
  NUK) or when being cloak-towed out of the location where enemy ships are present.    
  There is no way to get around this; the only way is to get Tim to fix the bug, but it   
  would totally disable the Bubble, which is why I have not and will not report it to Tim.  
  Credits  
  NEMESIS An Add-On for VGA Planets V3.5 (Host 3.2x)  
      Game design and programming: Oleg Shvartsman  
  If you have any questions, please e-mail me, os80308@ltu.edu  
  REGISTRATION INFORMATION  
  V. Shareware.  
  This addon is being distributed as shareware.   This means you will not get full-featured   
  program until you register.  To register, send a check, cash, or money order for 5 American   
  dollars or equivalent plus a form found in the file NMORDER.FRM to:  
  Oleg Shvartsman  
  29631 Westbrook Pkwy.  
  Southfield, MI  48076  
  USA.  
  To encourage registration, this program will cease to function after turn 20 of the game.    
  This does NOT mean you can start testing at turn 45 and continue for 20 turns;  
   it means the FIRST 20 turns of the game, 1 to 20. In addition, a nag message will be sent to all   
  players every turn.  I am sorry about these restrictions, but I have spent about 100 hours   
  writing and testing Nemesis and I consider that effort not worth wasting.    
  Otherwise, all features of Nemesis are enabled.  This is unlike many other shareware  
  programs that disable certain features and then offer their programs to public  
  for evaluation!  How can one test a program if half of its features are disabled?  
  VI.  Thanks.  
  To Tim Wisseman for the wonderful game.  
  To WEME34a@prodigy.com and the Delta League for many ideas and a productive discussion.  
  To BMP1000@aol.com for help with the messages routine and criticism. <G>  
  To M.Ederveen@cd.hse.nl for many suggestions and planetary codes.  
  To UnicornV@umd.umich.edu for the Robotic BMR and Sweet-talk.  
  To all members of Beta testing team for... uh... beta-testing!