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  12I. Jupiter    
  12J. Banzai!    
JUPITER ADD-ON:  
  JUPITER An Add-On for VGA Planets V3.5 (Host 3.2x)  
  Jupiter is copyright Oleg Shvartsman  
  VGA Planets is a trademark of Tim Wisseman  
  Overview  
  # 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.  It was written in 386 protected mode to allow me to fully exploit the   
  architecture of newer processors and more power and more abilities than ever.  Jupiter is the most feature-  
  rich add-on to VGA Planets, providing new abilities designed for power and convenience.  With MANY   
  configurable options and 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.  
  With Jupiter, you will never lack an appropriate tool to rain destruction on your opponents!  
  This is the doc file for version 1.00.  Jupiter will display its version number every time Jupiter1.exe is run.  
  Jupiter comes Winplan-enabled, which means that Jupiter icon will appear next to Jupiter 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)  
  Viral Fields (Bright blue circles of proper radius with bright blue squares inside).  
  Rebel Deep Space Bases (aqua squares)  
  Interdiction fields (Bright red circles of proper radius with bright red squares inside)   
  Antimatter Missiles (dark green squares)  
  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 Jupiter.  You   
  can download new host for free from www.vgaplanets.com.  
  You can always find the most recent version of Jupiter at http://www.deathsdoor.com/stardestroyer; if you   
  obtained this distribution from elsewhere, please be aware that this might be an older version and there   
  could be improvements/bug fixes/etc on the "official" site.  
  For European players, there is a mirror site at http://www.darkforce.dk/std/  
  # What’s New  
  Everything!  This is the first release of Jupiter.  
  New Game Setup  
  # 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 Jupiter to run and even have a   
  separate configuration for every one.  
  To configure Jupiter for a specific directory, type the command JCONFIG <directory-name>.  The program   
  will let you specify a variety of options and then place JUPITER.CFG into the specified directory.  If   
  Jupiter cannot find this file when it runs, it will abort, so be sure to configure the Jupiter before using it.   
  You should run the JCONFIG just after running MASTER and before running HOST for the first time.    
  You can re-configure JUPITER as many times as you want.  
  Optionally, you can use the Windows-based configuration program, JWConfig, which lets you set all the   
  options with a more user-friendly interface.  It will also automatically edit aux*.ini files for you,  
  inserting Jupiter into its proper place in auxhost run.   JWConfig is free of charge for registered owners.  
  To install Jupiter and to tell it which directories to run in, use the appropriate section.  If your host   
  executable program name is host.exe, then you are running Timhost; if the name is phost.exe, then you are   
  running Phost.  
  a) Timhost installation.  
  Unless you are running JWconfig, you must add the line   
  Jupiter1.exe <full-path-to-game-directory> into your auxhost1.ini file,   
  Jupiter2.exe <full-path-to-game-directory>  to your auxhost2.ini file, and   
  JupiterB.exe <full-path-to-game-directory> into the auxbc.ini file.   
  Do not type the quotes.  Full path means the _complete_ path to the directory, starting with the drive letter.    
  These files must be in the VGAP GAME DATA directory, where your game data files reside. If these files   
  do not exist, create them.  If they already exist and you run other add-ons, be sure all of them are listed in   
  mirror order, i.e. if you run Jupiter and then Jupiter in your auxhost1, run Jupiter and then Jupiter in AuxBC   
  and auxhost2.  You should put the Jupiter1, Jupiter2, and Jupiterb.exe files into the planets program   
  directory, where host.exe resides. Host version 3.22.015 is required for Jupiter to run.  VGAP 4.0 will be   
  supported and an upgrade will be provided free of charge after the new version is released.  
  If you ARE running Jupiter config, this is taken care of for you when you create the config file for the first   
  time.  
  b) Phost installation.  
  This add-on will only work for Phost versions 3.2.x and higher.  You should use the same instructions as   
  for host.exe, taking particular care of running any add-ons in mirror order (if you have multiple add-ons).  
  In addition, Jupiter supports the Timhost convention of placing alternate hull, engine, torpedo, and beam   
  definitions into the host directory, not the game directory.  Please place hullspec.dat, engspec.dat,  
  beamspec.dat, and torpspec.dat into the same directory as phost.exe. This add-on has not been given the   
  same amount of testing with phost as it was with host; bugs may exist or some abilities may not run.  If you   
  find something that is not working properly, please bring it to my attention and I will resolve it as soon as   
  possible.  Colonial Subspace Bubble does NOT run with Phost.  
  Game Info  
  The following is the explanation of some of the options in the JCONFIG.  Some options are not explained   
  here; their names are very descriptive.  If there is an option you would like more explanation for, feel free   
  to contact me by e-mail at stardestroyer@deathsdoor.com (use stardestroyer@geocities.com if the first   
  address does not respond for some reason).  
  You can press Enter key to accept the default value.  
  *) If you encounter a message "runtime error 003 at xxxx:xxxx" it means you are trying to run JCONFIG   
  on a non-existing game directory.  You have to run MASTER.EXE before running JCONFIG.  
  *) 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.  
  *) 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.  
  *) 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.  
  *) Lizard chemical strike kill factor: what percentage of the population is killed following a successful   
  chemical strike. 0 to disable.  
  *) Growth at temp 50 worlds: how much faster the Lizard 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.  
  *) Birdman/non-Birdman cloaking shield failure: a failure % of a cloaking shield.  Enter 100 to disable   
  planetary cloaking shields.  
  *) Missile speed.  Enter 0 to disable missililes.  
  *) Sweep factor: The chance that a 10-heavy-phaser ship will have of sweeping a missile. Enter 0 to   
  disable sweeping.  
  *) cloak tow engine degradation: how many tech levels an engine degrades after a cloaked-tow.  Default   
  is 0.  Enter 9 to disable cloak-tow.  
  *) Anti-Genesis device: The greater the number, the more Amorphs will be created by the device. 0 to disable.  
  *) 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.  
  *) Advanced Terraforming: how much additional heat an Onyx would deliver.  
  *) BMR mineral: Enter the first letter of the mineral that, combined with 1 supply, will produce 1 Robotic   
  clan.  
  *) Viral field radius: enter a number of light years  0 to disable.  
  *) RSM money factor: the greater the number, the more money the Rebel ship will get after doing the   
  Rebel Support Mission.  
  *) Colonial fighter range: Enter a number of light years.  
  *) Colonial pilot skill: the greater a number that you enter, the more Defense outposts will be destroyed   
  and the more fighters will survive.  
  *) Fed Goodwill factor: up to how many tens of clans will join the Federation colony.  The default is 3 =   
  up to 30 clans.  
  *) Native Cryo hold capacity: this is the multiplier for cryogenic holds in Banshee class native mover.   
  The default is 20 = 1600 clans.  
  *) Refit money factor: multiplier for the cost of super-refitting components in flight.  
  *) Lizard decay percentage: what percent of colonists in Cryogenic chambers die every turn in the   
  Saurian.  
  *) Cryo hold capacity: this is the multiplier for cryogenic holds in Saurian class troop carrier. The default   
  is 10 = 1500 clans.  
  *) Anti-fighter defense: the more it is, the more fighters will be destroyed during a T-Rex anti-fighter   
  mine explosion.  
  *)    Fascist missile sweep probability: what probability a 10-heavy-phaser ship will have to sweep an   
  incoming missile.  
  *)    Number of mines created: determines the minefield size.  The radius is equal to the square root of the   
  number of mines, making the default 30 ly in radius.  
  *)    Bio missile effectiveness: what chance EACH colonist has of dying of toxin poisoning.  The more it is,   
  the more people will die.  
  *)    Anti-fighter missile effectiveness: the higher this is, the more fighters will die following the anti-  
  fighter missile explosion.  
  *)    Base defense increase factor: the higher this is, the more difficulty the Coldpain troopers will have   
  penetrating the base.  100 turns base boarding off.  
  *)    Martial law happiness decrease: The higher this is, the more the colonists' happiness will decrease   
  following the martial law (to prevent gambling).  Set it to 0 to turn gambling off.  
  *)    Ravius Beam effect: by how much an Onyx will raise the temperature of a remote planet (=the Onyx's   
  fuel use).  
  *)    Share Hyper-Moscow: set this on to allow other races to use the hyperdrive capabilities of the Moscow   
  Class Star Escort.  Set to off to allow only the Imperials to use it.  
  *)    Probability of correct race detection by a Pawn: the probability that the cloaked ship's race reported is   
  in fact the cloaked ship's race.  
  *)    Cost factor of Rebel deep space bases: This is multiplier to get the mineral/money cost to build a deep   
  space base.  Multiply this factor by 10 to get the amount of minerals and money.  
  *)    Range of DSB detection: how far the enemy ship must be in order to detect an active DSB.  
  *)    Share Hyper-Sage: set this on to allow other races to use the hyperdrive capabilities of the Sage Class   
  Frigate.  Set to off to allow only the Rebels to use it.  
  *)    Skill of Colonial fighter pilots: the multiplier (percentage) by which Colonial fighters are better than   
  the defending fighters.  Set it to 100 to make them just as good, to 200 to make them twice as good,   
  and to 50 to make them twice as bad.  
  *)    Sale of defenses/mines: How much money is received from a sale of 1 defense post or a mineral mine.    
  You also get 1 supply unit plus (by default) 50% of the original cost.  
  *)    Sale of starbase: What percentage of the original construction+tech upgrade price is received from a   
  sold starbase, both in minerals and money.  
  *)    Warp factor to be slowed to by Interdictors: what is a maximum speed that an enemy ship in an   
  Interdiction field can attain.  Own ships can go two warp factors faster.  
  *)    Antimatter launcher cost: how many thousands of units of minerals it would take to build a launcher.    
  Multiply this factor by 1000 to get minerals and supplies, and by 2000 to get the money.  This factor   
  times 2000 is also used to calculate how much money a missile launch will cost.  
  *)    Tank and ComBot strengths: the equivalent number of colonist clans necessary to defeat a   
  tank/ComBot.  Set Tank offense and defense to 0 to disable tanks for that race; set ComBot defense to   
  0 to disable ComBots for that race.  
  *) 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 "con" to receive the list of Jupiter 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.    
  # Federation:    
  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%.  
  Move Natives.  
  The Fed Banshee class ship can transport batches of (1600) native clans  
  in its modified and improved version of Lizard Cryo-Hold (see below for  
  details). With an FC of "LNR", a totally empty (except for fuel) Banshee can  
  load and store in its cryo holds the native clans of any race excluding the  
  amorphs (hard to catch) and the reptians (very strong family ties). The number  
  of native clans is determined by multiplying the cargo hold of a Bashee by  
  (20), configured capacity of Federation CryoTanks. It can then  
  take them to any Federation or allied planet and unload with a FC of "UNR".    
  Three things can occur:  
  if the planet has no natives,  the native clans will unload and populate the  
  planet; but as a result of the move and accompanying chaos, their government  
  decreases by 1.   
   If there already are natives of the same race, the natives add  
  to the already existing natives; the government is set to the lower of the two  
  and the happiness is set to 100 as a result of happiness of the reunited clans.  
  If there are natives of another race on the planet, nothing would happen,  
  since natives don't live well together in VGAP.  
  Just be careful not to load anything (besides fuel) onto the ship while the  
  natives are loaded, or the cryogenic units would break down and all natives  
  would die.  
  NOTE: it is possible to "steal" natives from planets owned by another race,  
  if their happiness level is lower than 80%.  
  Native Cooperation.  
  Seeing the kindness and the order of the Federation colonists, a variable  
  number of natives might decide to join the Federation colony as full citizens.  
  The happiness must be greater than 80% and the native race cannot be amorph.  
  To stop native clans from joining, you can set your planetary FC to begin with  
  the letter "S".  
  SuperRefit in Flight.  
  Federation starships no longer need a starbase to perform their super refit  
  function.  As long as a ship has sufficient minerals/money and FC of "UFP", the  
  ship can do the superrefit.  Set the first letter of the ship name to "E" if  
  you want to up your engines, or "T" for torps, or "B" for beam weapons.  The  
  old parts are too bulky for storage, so they are ejected into space.  
  NOTE: due to some strange technological barriers <wink, wink> ships cannot  
  raise their engines, beams and torps from tech 6 to tech 7, and engines from  
  tech 7 to tech 8.  (This is done to protect Tim's registrations).  If the host  
  desires, he can increase the money cost of the upgrade. For example, with the  
  factor of 2 it costs twice as much money to upgrade the parts as from a base.  
  The default value is (1).  
  NOTE: If you have any torps on the ship and are upgrading launchers,  
  the torps are upgraded too, but 50% of them are disassembled to upgrade  
  the other torps.  
  NOTE: This is an UPGRADE, not a new component installation.  You cannot  
  built a ship with no torp launchers and then try to add launchers using UFP.  
  At least level 1 launchers have to be present on the ship.  
  Bonus Refit.  
  This is a super-set of superrefit-in-flight.  Federation ships in orbit  
  around Federation or allied planets with "special" natives (human, silicon,   
  etc.) can get their ships superrefitted up to level 10 without a base!  For the   
  normal amount of minerals and double the (money factor) (for presents to   
  natives), FCode "UFP", the ship can do the bonus-refit.  Set the first letter   
  of the ship name to "E" if you want to upgrade your engines, or "T" for torps,   
  or "B" for beam weapons.  If you are upgrading torps, any torps presently on   
  the ship are now useless (too low-tech) and are discarded, so transfer them to   
  another ship or lay and scoop them as minefield.   
  NOTE: This is an UPGRADE, not a new component installation.  You cannot   
  built a ship with no torp launchers and then try to add launchers using UFP.  
  At least level 1 launchers have to be present on the ship.  
  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.  
  # Lizards:    
  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 surrender), 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. The Reptile  
  must not be damaged.  
  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 fuel are  
  expended.  
  Super Growth.  
  Because the Lizards are Reptilians, they particularly 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.  
  Cryogenic Cargo Holds.  
  The Lizards have developed a way to cryogenically freeze their warriors  
  aboard a Saurian class ship and beam them out onto enemy planets or to  
  supplement their colonists on planets. The Saurian class ship has to be empty  
  of all cargo (besides fuel) and be orbiting a Lizard planet.  With the FC  
  of "LCH" the ship can Load its Cryo-Holds with cargo space of Saurian times  
  (10), the default load factor.  Therefore, in a default game with a standard  
  ship list, the max load is 1500 clans; that can do a good deal of damage  
  in Lizard hands.  The clans can be unloaded normally (beam down colonists  
  mission); in the end of the turn, other colonists will be defrosted  
  and put into colonist quarters.    
  NOTE: this means only 150 clans per turn would be able to be beamed down.   
   Every turn, (5%) of clans would die from Cryogenic storage accidents.   
  NOTE: You cannot use any of the "beam up minerals" functions; that would   
  disrupt the cryo chambers and all colonists would die.    
  NOTE: other ships cannot beam minerals to the Saurian, or the same effect would occur.   
  You can safely beam up/transfer money and fuel.  
  You would get a message every turn advising of cryo-chamber status.  
  T-Rex Antifighter Mines.  
  A T-Rex class battleship can choose to convert some of its torpedoes  
  into mines just before battle.  These mines would explode into small  
  pieces of shrapnel and damage incoming fighters. Depending on the first  
  letter of the FC, 'Q' will convert a quarter of torpedoes, 'H' will  
  convert a half, 'T' will convert three fourths and 'A' will convert all  
  of them.  If the first letter of the FC is not one of these letters,  
  no torpedoes will be converted.  The more torps you use and the higher  
  the tech level, the more mines will be created.  Strength of the torpedoes  
  can be adjusted in the JCONFIG program.  This is done after movement, but  
  before combat; you must have primary enemy set to something (anything) or  
  kill mission for this ability to work. The formula for the percent of  
  fighters destroyed is  
  (FOURTH_ROOT (#_of_torps_used)^2 * (torp_tech)^2 * (config_strength)) / 100  
  per enemy ship.  
  Use FCode "xyz" to use this ability, where x is Q, H, T, or A for quarter,  
  half, three quarters, and all torpedoes, y is "A" or "a",  
  and z is "F" or "f".  The case variations of the last two characters  
  is to help avoid ships not fighting due to matching FCodes.  For example,  
  QAf or Qaf or QAF or QaF will use 1/4 of torpedoes.  
  WARNING: the program does not detect if the ship is actually in combat.  
  Do not use xAF if you aren't sure you'll fight, or you will waste torpedoes.  
  Note: to avoid xAF working two turns in a row in case a player missed  
  his turn and forgot to reset the FCode, the ship has to be at warp factor  
  higher than 0 to use this ability.  In the end of the turn, xAF will  
  reset warp factor to 0, so that to use it on the next turn, the player  
  will have to manually set the warp factor.  
  Note: the mines do not damage Lizard ships and fighters, as well as allied   
  ships and fighters.  
  # Birdmen:    
  Planetary Cloaking Shields.  
  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. Failure is computed for each individual ship, so the more  
  ships you have the more chance you get of penetrating the cloak.  
  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_,  
  while staying at warp factor 0 and not towed.  
  From then on, the cloaking shield will protect the planet.  The cloaking  
  shields are permanent installations, so they will not be destroyed during  
  an 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 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.  
  Fuel Efficiency.  
  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.  
  Remote Identification.  
  This ability is shared with the Privateers.  A Skyfire class starship on  
  an intercept mission and warp 0 can use its targeting scanners to thoroughly  
  scan the target ship.  With FC "RID", the ship will report the other ship's  
  drivetech, number and tech of beams and torp launchers, number of torps or  
  fighters, mission, primary enemy, damage, different kinds of cargo, fuel and  
  the FC.  The default range for both races is (162) ly.  The ship being scanned   
  does not get any notice or warning of the scan.  
  Beacon Minefields.  
  Birdman ships can convert their torpedoes into deep space mines and, instead  
  of deploying them into a minefield, place a remote-response beacon on them  
  and hide them under a small portable cloaking shield.  After receiving a  
  signal, the beacons collapse the cloaking fields and deploy the mines into  
  regular minefields.  For an added bonus, the Beacon minefields allow one  
  mine field totally inside one another! The deploying ship must have the  
  FC of "DBx", where x is "H" for half of torpedoes, "Q" for a quarter of tor-  
  pedoes, "A" for all torpedoes, and "T" for three fourths of torpedoes.  
  The max total amount of beacons in the universe is 100.  
  The minefield size is determined with standard minefield size calculation,  
  #-of-mines=(#-of-torps-used * (tech-of-torps)^2).  After  
  deployment, the beacons remain linked to the ship that deployed them; when  
  that ship uses FC "UMB", all beacons that ship has created will be  
  converted into regular minefields.  If the deploying ship is destroyed, the  
  Birdmen must get another torpedo ship with the same id number to deploy  
  the beacons; otherwise, the beacons will remain floating about, unclaimed.  
  The Imperial Mig class scout can detect and destroy the beacons; see  
  its appropriate section.  
  NOTE: the deploying ship may stay cloaked for the entire time!  
  Honor Device.  
  Birdmen have the Honor Device installed on all ships with more than 10  
  crewmen.  See the Universal section on the Honor device for details.  
  Warp Interdictor.  
  In addition to the universal Planetary Warp Interdictor, the Bird  
  ships can have a Ship-based Warp Interdictor installed into the hull.  
  Just like the Planetary Interdictor, the Ship Interdictor is installed by  
  joining the ship with a Neutronic Refinery vessel; However, by default  
  it is less powerful and uses less fuel than the planet-based device. To  
  install the Interdictor device, the ship must be at the same location  
  as a Neutronic Refinery ship and have the FC of "BWI".  To engage the  
  ship interdictor, use the ship FC of "EWI"; you must have more than (20)  
  fuel units to use the device.  When the device is engaged, all ships of  
  all other races are slowed down to warp (4); the Birdman ships and their allied   
  can tweak their engines to go up to two warp factors higher than the other   
  races' ships.  
  Therefore, the Birds within the field can go the max of warp (6).  
  Ship-based Interdictors are destroyed if ships are captured by another race.  
  Sneak Attack.  
  The Birdmen, needing a combat advantage, can use their  
  ships' stealth to help them defeat unsuspecting opponents.  The Bird ships  
  can keep themselves cloaked until the last possible moment, and come  
  out of cloak firing all weapons, not giving an enemy ship time to  
  detect them and raise their shields.  Therefore, a Birdman ship can  
  take one enemy ship by surprise by setting its mission to cloak, a  
  numeric FCode, and having the first three letters of the ship name  
  be the ID number of the enemy they want to ambush.  The ship must have  
  warp factor 0 in order to minimize their drive emissions and stay  
  concealed from detection.  The Federation ships have slightly better  
  sensors and can detect the Birdmen ship powering up its weapons before  
  other races can, so they have time to raise their shields to (25%).  
  A special configuration option lets the game host allow or disallow  
  the Romulan Sneak Attack against ships that are towed by any other race  
  than the ship's owner (if a ship of the same race tows them, they can be  
  attacked, regardless).  For example, if the setting is set to allow, the  
  Birdmen can tow out a ship to a waiting Dark Wing; if the setting is  
  disallow, they cannot.  This ability cannot be given away in a team game.  
  Steal Fighters.  
  The Birdmen share the Red Wind fighter Steal ability with  
  the Privateers.  See the appropriate sectionpriv_fightersteal for details.  
  # Fascists:    
  Deep Space Missiles.  
  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 mis-  
  sile, 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 reduce their happiness levels.  
  The launch an Anti-Fighter missile, set FC "LFM".  This kind of missile seeks   
  out groups of fighters. If no ships with fighter bays or no ships  
  with fighters are found, the missile has no effect; otherwise, it separates  
  into many small warheads, each with individual targeting capabilities. Each  
  warhead one of four things, with equal probability:  
  1: completely misses.  It would report "ship undamaged"  
  2: destroys a few fighters. It would report "X fighters destroyed"  
  3: destroys a lot of fighters (hit a squadron on patrol).  It would report  
  "X fighters destroyed"  
  4: follow a group of fighters into the ship and explode in a fighter bay.  
  In that case, a fighterbay is completely destroyed. (so now it is  
  possible to see a Gorbie with fewer than 10 bays, for example).  
  NOTE: it is impossible to detroy a carrier's only or last fighter bay.  
  To launch a Biological missile, set the FC to "LBM".  This missile would  
  release bio-toxins into the planet's atmosphere and have a (15%) chance  
  per colonist to kill him.  Therefore, the effects are largely  
  unpredictable; the missile might either have no effect or decimate the  
  entire population, but on average it will kill 15% of the population.  
  To launch a Minefield missile, set FC of "LMM".  This missile would  
  deploy a (900)-mine-units minefield, with a radius of (30) ly.    
  NOTE: the minefields can be contained entirely inside one another!  I.E. you can  
  have two minefields at [2000:2000] and not have them join together.  
  The missiles can be swept when they reach the target point, or at any  
  point along its path (only in the end of turn). To attempt  
  to destroy the missile, you must set ships' missions to mine sweep.  The de-  
  fault chance of successfully sweeping a missile is TotalNumberOfBeamWeapons  
  times BeamWeaponTechLevel times (100%).  For example, a Biocide with 10  
  heavy phasers will have 10*10*(100%) or 100% chance.  One Patriot  
  with 2 Heavy Blasters will have 2*6*(100%) or 12% chance.  
  The planetary defense (not starbase defense) outposts also participate in  
  this missile sweep.  No special FC is required; the defenses will auto-  
  matically attempt to sweep all approaching missiles. However, their effect  
  is much smaller than that of ship-based weapons (each 10 defenses are  
  equal to one ship-based laser).  
  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 every turn the missile is in flight  
  (provided that the missile is in range), as well as to the missile's owner  
  advising of its status.  
  A player who owns the missile can destroy it at any time using planetary  
  FCode "Dxx", where xx is the missile's ID number. This ability  
  is transferred to non-fascist players during team game, but with a catch:  
  the Fascists, showing uncommon foresight, have built-in an override frequency  
  into each missile control unit they give away in their ships. A Fascist  
  player can "push the big red button" for any missile in flight, whether  
  launched by him or by someone else.  
  Board Base.  
  The Fascists from a Coldpain class Cruiser can board a base of an enemy race.  
  If the assault is not repelled by the base troopers(the probability of the  
  assault being repelled is number-of-defense-posts divided by 2 minus 25%  
  plus (25%) from the JCONFIG program), the base is damaged (25%),  
  all base fighters are smashed, half the defense outposts are broken,  
  and all built components (hulls, engines, beams, and launchers) are destroyed.  
  In addition, all stored torpedoes are beamed out into space. Some Fascist  
  crewmen are killed during the assault; since only a fully-crewed Coldpain can  
  do the board mission, the ship must return to a base to pick up additional  
  crew.  The Coldpain have FC of "BBx", where x is anything (to prevent the  
  capture of the ship), not be cloaked, warp 0, and not be towed.  
  NOTE: the damage to base is progressive; that means the first ship will damage  
  a base to 25%, the next ship to 43%, the next to 58%, and so on.  It is next  
  to impossible to completely destroy a base by boarding it repeatedly.  
  # Privateers:  
  Cloaked 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 chance of degrade is 33%.  
  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.  
  It is not possible to cloak-tow another Privateer or an ally.  
  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 Fede-  
  ration 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.  
  Remote Identification.  
  Exactly the same as Birdman feature; see Birdsbird_rid section for details.  
  Lady Royale Gambling Supervessel.  
  The Royale can now go to planets of other races and perform its gambling  
  function there, with one exception: the proceeds go to the Privateers, not  
  the planet's owner.  The colonists beam up in the beginning of the turn  
  and return in the end; they do not pay taxes and are not present to work at  
  the factories and mines.  The Royale would need the fc of "GXX" and warp 0.  
  The Royale cannot be towed or attempt to leave the planet: if the colonists  
  find out the ship is no longer at the planet, they will revolt and destroy the  
  Lady Royale.  Warning: do not try to attempt the gambling mission during the  
  ion storm.  The storm may pull the Royale off the planet.  
  The owner of the planet may institute martial law on the planet;  With the  
  FC of "xML", where x is any character, the police and special forces would  
  prevent the citizens from leaving.  However, this would drop their happiness  
  level by (25%) due to lost civil liberties.  NOTE: the planet cannot be taken  
  by ground assault or space assault during the time the colonists gamble.  
  Otherwise, the returning colonists would announce what was done to them and the  
  invading colonists would join the colony of the old race!  for Example, a  
  Lizard colony has a Royale in orbit.  On the same turn, a Fascist takes  
  over the planet with ground assault.  When the Lizard colonists return, the  
  colony ownership would go back to Lizards, with all the Fascist troops joining  
  the Lizard government.  
  Red Wind Fighter Steal.  
  The Red Wind class ship that belongs to either Birds or Privateers can  
  broadcast subspace messages to enemy fighter carriers at the same location   
  describing the beauty of the pirate way of life. This may convince a random   
  number of fighter pilots up to (30%) to desert and join the Privateer Red   
  Wind, or (20%) to join the Birdman Red Wind fighter team.  Multiple ships   
  can steal fighters; however, the number of fighters stolen does NOT increase   
  with the number of ships.  Rather, only the capacity of fighters that can be   
  taken away is increased.  
  The fighters that do not find enough space will return to their "home" carrier.  
  Stolen fighters are taken aboard Red Winds in ID number order.  Cloaked  
  carriers may not be robbed, however the Red Wind may be cloaked while robbing.  
  Carriers on SuperSpy MAY be robbed, even if they can cloak.  
  The Red Wind must have fuel and use the FC "SFx", where x is any alphanumeric  
  character (to prevent matching FC on combat ships).  The mission is done  
  during the AUXBC phase: after movement, but before combat.  
  NOTE: this ability cannot be given away in a team game.  
  Note: allied ships do not get their fighters stolen.  
  # The Cyborg:    
  Moving Mines.  
  The Cyborg ships can order any Cyborg minefield to move up, down, left, or  
  right on the starmap at warp (5) using the FC "MMX" and:  
  the first three characters of the name must be the minefield's ID number. The  
  fourth character of the name must be the direction to go, "D" for down, "U"  
  for up, "L" for left, and "R" for right.  For example, FC "MMX" and name  
  023D will cause the minefield 23 to move down.  The controlling ship  
  must have the warp factor of 0.  
  Super Intercept.  
  Both cube ships can greatly speed up in their pursuit of an enemy vessel.  
  Whenever the ship is intercepting an enemy and is not close enough to  
  get to him in the regular movement phase, the ship will accelerate to twice  
  its regular speed to cover twice as much distance burning the same amount  
  of fuel!  The cube's web/mine hit probability is halved, because the ship  
  moves so fast the mines cannot lock on.  The ship has to be undamaged,  
  have engines of tech 8 or higher, be on an intercept mission, and have the  
  warp factor EQUAL the engine tech level.  
  NOTE: interception of another Borg vessel or an allied vessel will not   
  increase the ship speed.  
  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  
  (the planet at the waypoint).  
  Ships on the strip mission will avoid enemy mines and may not tow or  
  intercept another ship.  
  Each use of this mission will raise planet's temparature by 10 degrees.  
  Ships can not strip planets belonging to their race.  
  The greater the number of enemy defense posts is, the higher the change  
  for mission failure.  The number of defense posts indicated in JConfig  
  is for 100% resistance.  
  Ships can not strip planets belonging to the same race or an allied race  
  A2S Device.  
  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.  
  Sweet-Talk Immunity.  
  Borg ships are immune from the Federation sweet-talk.  See Sweet-talk  
  for details.  
  # The Crystals:    
  Self-Destruct.  
  The Crystals know very well 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.  
  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.  
  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).  
  Move Web Mines.  
  This ability is similar to the Cyborg move mines ability. The Crystalline  
  ships can order any Crystal Web minefield to move up, down, left, or  
  right on the starmap at warp (5) using the FC "MMX" and:  
  the first three characters of the name must be the minefield's ID number. The  
  fourth character of the name must be the direction to go, "D" for down, "U"  
  for up, "L" for left, and "R" for right.  For example, FC "MMX" and name  
  023D will cause the web minefield 23 to move down. The controlling ship  
  must have the warp factor of 0.  
  ComBots.  
  The Crystal can build ComBots to defend their planets.  See the Universal  
  abilities section on ComBots for details.  
  Ravius Beam.  
  The Onyx class starships have been outfitted with the Ravius Beam, designed  
  to increase a planet's temperature at a distance.  As long as the Onyx has  
  fuel, FC of "RAV" and has a waypoint set on one of the planets, the Onyx  
  would increase that world's temperature by (1) degree per turn, burning  
  (1) unit of fuel.  NOTE: if the host sets the temperature increase rate  
  to more than 1, the fuel use will increase accordingly.  
  The range of this ability is the ship's engine tech squared times 2.  
  Honor Device.  
  The Opal class and the Topez class ships have Honor device installed in  
  their hulls.  See the Universal abilities section on the Honor Device for  
  details.  
  Crystal Oscillator.  
  The Crystal Thunder Class Carrier has installed an Oscillator device.  When  
  engaged in the AUXBC phase (after movement, but before combat), it will  
  destroy all fighters in the forward-facing fighter bays of the enemy  
  carriers at the same location by inducing oscillations which shatter the  
  fighters' sensors and central computer processor units.  Exactly (33%) of  
  all fighters of the primary enemy race are destroyed.  Use the FC "OSC" to  
  use this ability.  You need at least 1 colonist clan on board the  
  Crystal Thunder to operate the device.  
  NOTE: to avoid enemy ships setting FC to OSC and not fighting the Crystal  
  Thunder, you can also use FCodes Osc, OSc, and OsC.  
  # The Empire:    
  ComBots.  
  The Empire can build ComBots to defend their planets.  See the Universal  
  Abilities section on ComBots for details.  
  Hyper-Moscow.  
  Moscow class Star Escort has had a hyperdrive installed.  Just like default  
  hyperdrive-capable ships, the Moscow will burn 50 units of fuel and jump  
  (350) light years in the direction of the waypoint.  Just set the "HYP" FC  
  and warp factor to greater than 0.  NOTE: Because of the size of the ship  
  (it is much larger than the probes) there might be a small inaccuracy in  
  targeting (1-3 ly, at random) so do not count on exact results every time.  
  Note: Moscow-class ships will NOT hyperjump if towed.   
  Note: even if share hyper-moscow is off, races the Empire is allied with can   
  still use the hyper-capabilities.  
  Imperial Pacification.  
  The Super Star Carrier with 100 or more fighters in its bays can instantly  
  improve morale of any Imperial planet's natives or colonists to 69%  
  if it drops below 69.  The ship has to be at warp 0, have FC "PAC" and not  
  be towed.  
  Mig Mine Detection.  
  The Mig class scouts will automatically detect and destroy all Birdman mine-  
  field beacons that are (20) ly from the ship's position at the start of the  
  turn.  
  Imperial Probe Droids.  
  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 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 un-owned planets, serving as  
  advance recon units.  
  Due to space limitations and requirements for short-burst transmission, the  
  following numbers represent the type of natives: 0 none, 1 humans, 2  
  2 bovines, 3 reptians, 4 avians, 5 amorphs, 6 insects, 7 amphibians,   
  8 ghipsoids, 9 silicons.  
  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.  
  # The Robots:  
  Cloaker Detection.  
  The Robotic Pawn class Baseship may detect the computer emissions of enemy  
  cloaked vessels nearby.  With the FC of "DEC" and warp factor 0, a  
  Pawn may detect cloaked ships of all races and super-spying Birds up to  
  (49) ly away with (50%) probability.  The computer chief will also report  
  the warp factor the ship is under, and will attempt to identify the race  
  that owns the ship.  That cannot always be accomplished, though, and in  
  (50%) of the cases, the computer chief will report a randomly chosen race,  
  that may or may not be the correct one. (in the other 50% of the cases,  
  the correct race will be reported).  The host may choose if the race of the  
  cloaker receives a message about detection.   
  NOTE: The Pawn on this mission cannot be towed.  
  Mass Drivers.  
  As an alternative to small/medium/large Deep space freighters, the Robots  
  may now use Mass Drivers to transport minerals or supplies to distant  
  planets.  This requires that a ship with hull mass over 100 is stationed  
  above the "source" planet.  The ship must use the FC "MDx", where x is  
  the mineral to transport: "M" for moly, "D" for duranium, "T" for tritanium,  
  N for fuel and "S" for supplies, have more than (20) fuel, and set the  
  waypoint to the "target" planet.  The next turn, (100) units of the mineral  
  requested would be transported over.    
  NOTE: the target planet must be closer than (100) ly.  It does not have to belong  
   to the Robots.  
  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).  
  Note: races that the Robots are allied to will not be affected by a Viral Field.  
  Build More Robots.  
  Any Robotic ship has an opportunity to build more robot colonists from   
  minerals and supplies.  The JCONFIG lets you specify which mineral to use;  
  1 of that mineral, 1 supply and FC "BMR" will build more robots.  For  
  example, if JCONFIG 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.  
  # The Rebels:  
  Hyper-Sage.  
  Sage class Frigate ship had had a hyperdrive installed.  Just like default  
  hyper ships, the Sage will burn 50 units of fuel and jump (350)  
  light years in the direction of the waypoint.  Just set the "HYP" FC and  
  warp factor to greater than 0.  NOTE: Because of the size of the ship (it  
  is much larger than the probes) there MIGHT be a small inaccuracy in  
  targeting (1-3 ly, at random) so do not count on exact results every time.  
  Note: Sage-class ships will NOT hyperjump if towed.    
  Note: even is Share Sage config option is off, races that the Rebels are allied   
  with can still use the hyper-capabilities.  
  Starbase Sabotage.  
  Rebel saboteurs can infiltrate the starbases of enemy races and reduce their  
  hull, engine, and tech levels.  Any Rebel ship with more than 10 crew, at  
  warp 0 and not towed, with FC "SBx", where x is any character, can beam in a  
  few saboteurs and if there is an area that has a tech level above 1, it will  
  be reduced by 1 level. The area is chosen randomly among those that are  
  above 1.   
  NOTE: If there is a native race on that planet that originally  
  helped to develop that technology, they will help to upgrade it back  
  to level 10 and the mission will have no effect.  For example, if there  
  are ghipsoidal natives on a planet and the Rebel ship sabotages engines, the  
  Ghipsoids will push the engine tech level back up to 10.  If that happens,  
  the host will have a message about it in the log file, but the Rebel player  
  will NOT receive a mail message.  The Rebel ship may not be cloaked.  
  The Rebel ship will sustain some crew casualties during this mission.  
  The ship must return to a "real" Rebel base (not one of the DSBs, see below)  
  and be "fixed" before it can do a Sabotage mission again.  
  Deep Space Bases.  
  Rebel ships can construct and maintain Deep Space Bases on asteroids  
  floating in deep space.  They cost 10*(5) units of each mineral, supplies  
  and money.  Any Rebel ship with FC of "DSB" and the required minerals on  
  board can build a base at any point in space, not necessarily in Rebel  
  space.  At least 1 clan of colonists must be  
  inside the ship; they will build the base and then transfer over to  
  administer it and work on it once built.  The base cannot be built at the  
  same location as a planet, because a sun's gravity makes the asteroids  
  there too unstable.  The builder-ship must not be cloaked, but it  
  may be moving.  The base, once built, will repair any Rebel or allied ship at   
  the same location instantly and at no cost and will provide 1 free torpedo per  
  turn to every Rebel or allied ship stationed over that base, built from   
  materials collected from nearby asteroids.  
  If an enemy ship starts its turn within (25) ly from the base, it will send  
  a subspace message to the ship's owner informing him about the base.  
  The radar technicians on the base will also inform the Rebels of the base's  
  detection.  
  Any enemy ship with mission kill or primary enemy Rebels and possessing  
  beam weapons can destroy the base by moving to it.  The base is not armed  
  and is unable to offer any resistance.  
  A maximum of 100 bases can exist at any one time.  
  Honor Device.  
  The Sage class and the Deep Space Scout ships have Honor device installed in  
  their hulls.  See the Universal abilities section on the Honor Device for details.  
  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 contribu-  
  tions, 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.  
  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.  
  # The Colonies:  
  Kill Defenses Posts.  
  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 JCONFIG.  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.  
  Subspace 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 80 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.  
  Fighter Base Attack.  
  WARNING: this mission needs host 3.2.015 to allow for base destruction.  
  With prior versions of host, the base will be damaged but not destroyed.  
  The colonial ships can send fighters to attack enemy bases.  Several ships  
  can join their fighter squadrons to attack a base at an enemy planet by  
  using the FC "FBA", setting the warp factor to 0 and waypoint to the  
  target planet.  The attack value of an attacking fighter is 4 * (120%).  
  The defensive value of a fighter is 4, a defense outpost is 1.  Only  
  fighters and defenses of a starbase participate in defense.  The following  
  is the algorithm used to determine the outcome of the battle:  
  while (there are attackers) and (there are defenders) do begin  
  if (random (attackers*skill-of-pilots) > random(defenders) then  
  increment base's damage  
  if (random (attackers*skill-of-pilots) > random(defenders) then  
  decrement defenders  
  if (random (attackers*skill-of-pilots) <= random (defenders) then  
  decrement attackers  
  if base's damage >= 100 then  
  kill all defenders  
  end  
  if there are no defenders left then  
  destroy the base.  
  The surviving fighters DO NOT RETURN from the mission.  
  NOTE: To prevent this ability's abuse in the end-game, it is performed  
  in auxhost2 phase, after movement and combat.  
  Ion Control.  
  Any Colonial ship of tech level 6 or above can now manipulate ion storms.  
  for Ion Control, use the FC "IOC" and a ship name corresponding to  
  the operation you want.  The first character of the name is the operation  
  code, and the 2nd and 3rd characters are the ID number of the storm, 01-50.  
  The following are the different operations on the storms and corresponding codes:  
  a) Create a storm:  "N"  
  b) Increase the storm radius: "I"  
  c) Decrease a storm radius: "D"  
  d) Strengthen a storm: "S"  (increase voltage)  
  e) Weaken a storm: "W"      (decrease voltage)  
  f) Turn approximately 90 degrees clockwise: "R"  
  g) Turn approximately 90 degrees counterclockwise: "L".  
  For example, to weaken storm 17, have a ship with FC "IOC" and the name "W17".  
  If the storm does not exist, it will be ignored on call to weaken, increase  
  radius, or decrease radius, and created on strengthen, with random location  
  and radius.  With a call to New, a small ion disturbance will be created  
  at the location of the calling ship.  
  The ship must be (50) ly from the outer storm edge to operate on the  
  storm; if the host sets the range to 0, the controller ship must  
  be INSIDE the ion storm.  
  There is a percent chance that the controller-ship will lose control of  
  the storm and be destroyed in an electromagnetic feedback flux.  The  
  default value for this chance is 0%, but it can be adjusted upwards.  
  NOTE: multiple ships can operate on one storm.  For example, you could  
  turn the storm 180 degrees, strengthen it, and increase radius, all in one  
  turn, with 4 ships.  
  NOTE: to dissipate an ion storm, weaken it ("W") until it's gone.  
  NOTE: when creating a new storm, its ID will be the first one available,  
  not the ID you have indicated in the name.  
  NOTE: Artificial ion storms will weaken slightly every turn if untended.  
  # Universal Ability:  
  Planetary Warp Interdictor.  
  All races can build a Planetary Warp Interdictor devices on  
  planets.  The Interdictor is installed by dismantling a Neutronic Refinery  
  vessel and converting its parts to build the device; to install the  
  Interdictor device, the planet must have an orbiting Neutronic Refinery  
  ship and have the FC of "BWI".  To engage the Planetary Warp Interdictor,  
  use the ship FC of "EWI"; you must have more than (40) fuel units to use  
  the device.  When the device is engaged, all ships of all other races are  
  slowed down to warp (4); the ships of the race that owns the device and its  
  allies can tweak their engines to go up to two warp factor higher than the   
  other races' ships.  For example, the Birds within the field Birdman-planet-  
  generated Interdiction field (at the beginning of the turn) can go the max of   
  warp (6), while other ships can go up to warp (4).  Planetary Interdictors are  
  destroyed when the planet is captured by another race.  
  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(own and allied  
  ships are safe).  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 extra 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.  
  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.  
  Ships using anchoring cannot escape Tractor beam tow.  
  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.  
  Give Planet.  
  Use the planetary FC "xGa", 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.  
  Any starship hulls in store on the base are ejected into space.  
  Since in Timhost Birdman ships with FC beginning with the letter "x" cannot  
  change FCodes of enemy planets, Fcode xGa, where a is 1 through 9 or "a" or   
  "b" should alleviate the worries of hosts who worry about empires   
  surrendering to Birdmen due to players who miss turns.  
  Beam Up 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 Jupiter' BUM.  
  Note: ships whose FCode begins with letter 'X' will not receive  
  anything.  This was done because some people were using beam-up codes  
  as cloaked ship detectors.  
  Tanks and ComBots.  
  The Tanks and ComBots (Combat Robots) are additions to VGAP's weak  
  system of ground combat.  Now, in addition to using colonists to defend  
  and attack planets, (all) the races can use tanks to defend and attack  
  and (Crystals and Empire) can use ComBots to defend their planets.  The  
  default attack value of a tank is equal to (10) clans and a defense value  
  is (5) clans; one tank takes up 2 cargo spaces on a ship.  A Combot is  
  equal to (50) clans on defense, and it cannot be used for offense (because  
  they are too big to be transported on starships).  Each planet can build  
  up to square root of the population of tanks and ComBots; for example,  
  a planet with 400 clans can build 20 tanks.  1 tank costs 10 units of all  
  minerals and 50 MC; 1 ComBot costs 50 of each mineral and 200 MC.  Use  
  a planetary FC "B1C" to build 1 ComBot (if a race can) and "B1T" to  
  build 1 tank.  With an empty ship (excepting fuel and money) use  
  FC "LTN" to load as many tanks as would fit into the ship from a  
  planet; use FC "UTN" to unload tanks.  If tanks are unloaded to a friendly  
  planet, they are added to the current stock; if they are unloaded to an  
  enemy planet, combat ensues.  First, the tanks fight the ComBots (if any);  
  then, tanks fight tanks (if any); then, tanks fight defending  
  colonists.  NOTE: during the ground combat involving these new war machines,  
  the defending side DOES NOT get any bonuses from the colony defenses or  
  the colonists' natural combat abilities: the inborn strength or ferocity  
  means nothing next to tons of combat armor.  
  NOTE: if a ship lands assault troops to a planet, they first fight ComBots,  
  then tanks, then colonists.  
  WARNING: if a ship carries tanks, it CANNOT carry any other cargo (besides  
  money). If you load anything else, all the tanks are DESTROYED.  
  NOTE: when landing troops, all tank landing battles are resolved before  
  any colonists from any ships are landed.  
  NOTE: tanks alone cannot take control of the planet.  You need to beam down  
  at least one clan to do that.  
  Ground Bombardment.  
  Ships can choose not to engage the ground defense posts in combat and use  
  orbital bombardment instead.  This will allow you to capture planets with all  
  defense posts intact and with colonists already on the planet, ready to work  
  and pay taxes.  Assault factor is determined as follows:   
  #-of-colonists killed = (#-of-beams-corrected-for-damage * tech-of-beams * 2)- # of-defense-posts (dps).   
  NOTE: with phost, the max damage to the planet is 100.  
  1 factory + 1 mine are destroyed per 5 colonists killed.  The ships take damage  
  from defense outposts on planets; damage determined as   
  (#-of-dps minus (tech-of-engines + tech-of-beams)*4)/2.   
  Therefore, a ship with heavy phasers and transwarps can ignore up to 80 dps   
  with no damage, and add 0.5% of damage per dp thereafter. If the planet has a   
  base or over (200) defenses, then orbital bombardment is not allowed.  There is   
  a chance for surrender of all colonists to the race that bombards, equal to   
  20% plus (number-of-colonists-killed times cowardice-factor) / 125.    
  So a ship with 10 heavy phasers bombarding a planet with 80 dps can hope for a   
  78% chance of survivors surrendering.  All damage to ships is done before any   
  damage to the planet, so that small ships could not bombard heavily defended   
  planets.  Damaged ships would not use all of their beams.  
  To initiate orbital bombardment, have a ship orbiting an enemy planet with less  
  than (200) dps and no starbase at warp 0, FC "GRB" and not towed.  
  Antimatter Doomsday Missile.  
  The Antimatter DoomsDay Missile is the ultimate weapon in the VGAP universe.  
  It is a huge missile, filled with antimatter, that moves at warp 9, cannot  
  be swept, and that totally destroys a planet and all life and all structures  
  on it, converts it to 100 degree desert world, destroys the starbase and  
  all ships up to 1 ly away, and damages all ships up to 100 ly away.  
  Unfortunately, antimatter is very expensive and takes a long time to produce;  
  therefore, the launcher takes (10) turns and (5000) units of every  
  mineral and (10000) MC to build; the planet has to have more than  
  1000 colonists, a starbase, and FC "BAM" to start building the launcher.  
  Every race in the galaxy gets a progress report on building from its spies.  
  NOTE: the launcher is destroyed whenever the planet changes ownership.  
  Therefore, the best way to survive a missile is not let it finish building.  
  You have to keep the first letter of the FC "B" if you want to continue  
  building launcher; the building will be suspended if the first letter is not  
  a "B".  
  After (10) turns, the launcher is built and you can launch missiles. Each  
  missile costs (10000) MC and (1000) units of fuel; it also takes (3) turns  
  to aim/launch.  Every race in the galaxy receives a spy report on a planet  
  preparing to launch a missile.  To launch, have all the required  
  money/fuel available and set the FC of the planet to the ID# of the planet  
  you want to pulverize and keep it until the missile is launched.  All  
  computing resources of the world are required to move the missile and evade  
  destruction; therefore, each planet can have a max of ONE missile in flight.  
  NOTE: if ownership of the planet is changed during the missile flight, both  
  the missile and the launcher are destroyed.  
  Honor Device.  
  Selected ships (all Birdmen, Opal, Topaz, Sage, and Deep Space Scout)  
  have the Honor Device built into their hulls.  This device will explode  
  the ship if it is captured, damaging all ships nearby by (1) mine hit and  
  damaging other ships of the ship's previous owner at the same location by  
  (20) percent of a mine hit. The operation is automatic, no special FC  
  or other requirements are necessary.  For example, an Imperial task force  
  attacks a Birdman planet with a Deth Specula in orbit (uncloaked) and a  
  cloaked Swift Heart.  If the Deth is captured, it will self-destruct,  
  all surviving Imperial ships will get a mine hit's worth of damage, and  
  the Swift Heart will get 20% of a mine-hit worth of damage.  
  Ship Exchange.  
  This ability would improve an otherwise painful process of exchanging  
  ships under Timhost.  With Jupiter ship exchange, you no longer need 3  
  ships, 2 turns, and clans on board;  you are also protected from  
  betrayal from the other player: if the other player does not want to give  
  his ship, he won't get yours either.  
  To activate, set FCode of a ship to "EXx", where x is any character. Next  
  turn, the next-higher-ID-numbered ship from another race with  
  IDENTICAL FCode will be swapped with yours and FCodes of both ships  
  will reset to QQQ.  Neiter ship can be cloaked during transfer of ownership.  
  If there are no other ships with identical ID, the exchange will not  
  occur (you may want to see that your opponent does not set a EXx on a  
  worthless ship, giving it away for something potentially good of yours).  
  Sell Structures.  
  You can sell mines, defenses, factories and starbases on planets where you  
  don't want them or when they run out of minerals.  The FC is "SDx" for sell  
  defenses, "SMx" for sell mines, "SFx" to sell factories, and "SSB" for sell  
  starbase, where x is the number of units you want to sell divided by 10.  
  For example, "SM5" will sell 50 mines.  NOTE: if the planet has less than  
  50, none will be sold.  Note: "SD0", "SM0" and "SF0" will not sell anything.  
  You will get back (50%) of all money and minerals and 100% of supplies back  
  when you sell structures, and 50% of money that went into tech upgrades;  
  however, if a planet has (for example) humanoid natives and hull tech of 10,  
  you will not get any money for the hull tech.  Sold factories will get  
  the same amount of money as a sold mine. To prevent Birdman practical  
  jokes (don't really need that starbase at the Birdman border, do you?), a  
  ship of yours has to be orbiting that planet with FC "YES" for the  
  structures to be sold.  
  # Team Game  
  The host can configure Jupiter so that it uses team game rules.  It is a very   
  important configuration item.  This ability changes all race specials into ship   
  specials;  ships can then be traded and preserve their special abilities.  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 transferable: only the original, race-designed ships would do.  For   
  example, a Borg Victorious 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.  
  # Gameplay Notes.  
  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 stardestroyer@deathsdoor.com and you will be the first to receive the fix!  
  This add-on will create a file called JUPITER.LOG in the planets game directory and will log most   
  Jupiter 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 reported it to   
  Tim.  
  This add-on will create a file called JUPITER.LOG in the planets game  
  directory and will log most (not all) JUPITER actions there.  
  Credits  
  Design and Programming: Oleg Shvartsman  
  REGISTRATION INFORMATION  
  # Shareware/Registration.  
  This addon is being distributed as full registered version only.   This means you will not get the full-  
  featured program until you register.  There are two methods you can use to register.  To register by   
  mail, send a check, cash, or money order for 15 American dollars plus a form found in the file   
  JORDER.FRM to:  
  Oleg Shvartsman  
  29631 Westbrook Pkwy.  
  Southfield, MI  48076  
  USA  
  You can also register online, by phone, by e-mail, or by fax. Please see   
  http://www.deathsdoor.com/stardestroyer/order.html or http://www.darkforce.dk/std/order.html for details.  
  # Contacts:  
  If you have any questions, please e-mail me, stardestroyer@deathsdoor.com, or, if the message is bounced,   
  stardestroyer@geocities.com.  The main Jupiter web site is at http://www.deathsdoor.com/stardestroyer; the   
  European mirror is at http://www.darkforce.dk/std  
  # Alt Tech  
  It is possible to use Jupiter with various alternate tech files out there.  However, there are some   
  restrictions:  
  * Number of planets HAS to be 500.  
  * Number of possible hull designs HAS to be 105.  
  * Number of Hull tech slots HAS to be 10.  
  * Number of Engine, beam, and torp designs HAS to be 9.  
  * The map HAS to be equal to or below 4000x4000 ly in size.  
  If any of the above are violated, the results are unpredictable.  Other than that, alt techs are OK, though   
  some side effects may develop:  for example, if an alt hull file redefines an Emerald (hull number 61)   
  to Coldpain's slot (36) and team game is in effect, the Emerald would start boarding bases! Or, if a   
  banshee is redesigned to have 500 cargo hold, it will hold millions of natives.  You have to keep hull   
  reassignments in mind when deciding what alt tech file to use and when configuring Jupiter.  
  #Thanks:  
  To Tim Wisseman for the wonderful game.  
  To M.Ederveen@cd.hse.nl for many suggestions and planetary codes.    
  To Armin Trott: for hosting beta game, many ideas and a lot of help.  
  To brianlg@primary.net for web server space.  
  # Table of Contents  
  # intro  
  # Whatsnew  
  # Installation  
  # genesis_device  
  # Move_Natives  
  # Native_coop  
  # Superrefit  
  # BonusRefit  
  # swt  
  # CHM  
  # eros  
  # Super_growth  
  # LCH  
  # AFM  
  # BCS  
  # fuel_efficiency  
  # bird_RID  
  # beacons  
  # bird_honor  
  # bird_interdictor  
  # Sneak_attack  
  # bird_stealfighters  
  # fascist_missiles  
  # bbx  
  # clt  
  # anti_genesis  
  # priv_rid  
  # priv_royale  
  # priv_fightersteal  
  # borg_movemines  
  # cube_intercept  
  # STR  
  # A2S  
  # borg_sweettalk  
  # SDS  
  # ATF  
  # super_alchemy  
  # move_webs  
  # crystal_combots  
  # RAV  
  # crystal_honor  
  # OSC  
  # Empire_Combots  
  # hyper_moscow  
  # PAC  
  # mig  
  # IPD  
  # GCB  
  # cloakerdetect  
  # massdrivers  
  # VRF  
  # BMR  
  # hypersage  
  # rebel_sabotage  
  # DSB  
  # rebel_honor  
  # RSM  
  # Rebel_defenses  
  # KDP  
  # ISB  
  # FBA  
  # IOC  
  # univ_interdictor  
  # ODS  
  # ANC  
  # nativegifts  
  # give_planet  
  # beam_up_codes  
  # univ_combots  
  # GRB  
  # BAM  
  # univ_honor  
  # ship_exchange  
  # sell_structs  
  # team_game  
  # contact  
  # notes  
  # shareware  
  # alt_tech  
  # thanks