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Now Host 197

 
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Any news about host version 196? - Tim gave us some info about some changes in the next host in january and these changes were discussed here in the But since then nothing happened. Does anyone have any news from Tim?

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Next:  VGA Planets 4: Thoughts on new command codes  
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gfm

External


Since: Sep 07, 2005
Posts: 153



(Msg. 1) Posted: Sat Aug 19, 2006 12:32 pm
Post subject: Now Host 197
Archived from groups: alt>games>vgaplanets4 (more info?)

A new host has been released:

What is new in Host.exe Version 4.000.197

Fixed: Virgo's Unicom never turns on.

Fixed: Ships not becoming fearful when shields are low as designed

New: You get planet stress messages at least one turn before the planet
explodes in the event that an astroid turns into a planet.

New: Death rate from crime cut in half

New: Crime fighting powers of troops doubled

New: Crime fighting powers of high guard increased by a factor of 10

New: The amount of money gained when you sell contraband from a gold
pod to an enemy base depends on the contraband likes of the target. If
they have a 0 contraband like you will get 50% market value for the
item, if they have a 100 contraband like rating you will get 250%
market value.

New: Contraband gold pod sell range increased to 120 LY.

New: If you land a prison pod on a planet that you do not have a base a
prison base will form, the prisoners are no longer simply set free.

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Xeneise

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Since: Aug 19, 2006
Posts: 17



(Msg. 2) Posted: Sat Aug 19, 2006 4:35 pm
Post subject: Re: Now Host 197 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Could you provide the download link, please?

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KlingonKommand

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Since: May 29, 2004
Posts: 450



(Msg. 3) Posted: Sat Aug 19, 2006 6:55 pm
Post subject: Re: Now Host 197 [Login to view extended thread Info.]
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>Fixed: Ships not becoming fearful when shields are low as designed

I have a doubt about the wisdom of this. Tim sent me some code recently
where he described this effect:

If m2_cob(z).shield < 10 Then run = run + 80

ie the morale effect which affects the chance of fleeing from combat (v)
is greatly boosted if shields drop below 10.

To put this in context, run is increased by about 10 if the engines,
Large / Small weapons or PD weapons are heavily damaged. If I understand
the code right.

Do you see the flaw here?

Lots of ships have poor shields and rely mainly on armour. CoM,
Lizards...

We could be seeing T Rexes fleeing from comically inferior forces in
Host 197.

I think the algorithm should rely on damage to the armour or, even
better, the hull - not the shields.
--
Paul Honigmann

PS apart from that the changes sound pretty good
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Eric

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Since: Mar 24, 2006
Posts: 94



(Msg. 4) Posted: Sat Aug 19, 2006 11:55 pm
Post subject: Re: Now Host 197 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Quite right about the ships that rely on armour. Perhaps a shield or armor
designator should be given to each ship which would determine when the code
kicked in. Some races do rely heavily on shields, some rely heavily on
armor. Tim would have to go through all the ships and mark which ones would
run if their shields were low and which would run if the armor was low, but
I think it'd make for better combat scenarios. Also, perhaps the Stormers
should never run.

Eric

"KlingonKommand" <Paul.DeleteThis@nurk.fnord> wrote in message
news:3uWs9dDax35EFw2S@furfur.demon.co.uk...
> >Fixed: Ships not becoming fearful when shields are low as designed
>
> I have a doubt about the wisdom of this. Tim sent me some code recently
> where he described this effect:
>
> If m2_cob(z).shield < 10 Then run = run + 80
>
> ie the morale effect which affects the chance of fleeing from combat (v)
> is greatly boosted if shields drop below 10.
>
> To put this in context, run is increased by about 10 if the engines, Large
> / Small weapons or PD weapons are heavily damaged. If I understand the
> code right.
>
> Do you see the flaw here?
>
> Lots of ships have poor shields and rely mainly on armour. CoM, Lizards...
>
> We could be seeing T Rexes fleeing from comically inferior forces in Host
> 197.
>
> I think the algorithm should rely on damage to the armour or, even better,
> the hull - not the shields.
> --
> Paul Honigmann
>
> PS apart from that the changes sound pretty good
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gfm

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Since: Sep 07, 2005
Posts: 153



(Msg. 5) Posted: Sun Aug 20, 2006 4:18 am
Post subject: Re: Now Host 197 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

KlingonKommand schrieb:

> >Fixed: Ships not becoming fearful when shields are low as designed
>
> I have a doubt about the wisdom of this. Tim sent me some code recently
> where he described this effect:
> Do you see the flaw here?
>
> Lots of ships have poor shields and rely mainly on armour. CoM,
> Lizards...
>

A high armor value should over compensate this. First if both values
are low the ship should tend to run away.

GFM GToeroe
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KlingonKommand

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Since: May 29, 2004
Posts: 450



(Msg. 6) Posted: Sun Aug 20, 2006 7:55 am
Post subject: Re: Now Host 197 [Login to view extended thread Info.]
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Eric writes
>Quite right about the ships that rely on armour. Perhaps a shield or armor
>designator should be given to each ship which would determine when the code
>kicked in. Some races do rely heavily on shields, some rely heavily on
>armor. Tim would have to go through all the ships and mark which ones would
>run if their shields were low and which would run if the armor was low, but
>I think it'd make for better combat scenarios. Also, perhaps the Stormers
>should never run.

Simpler to do something like "use armour value if the hull's natural
armour is higher than 300". I like the idea about Stormers never running
Cool

Another possible flaw in using shield strength as the basis of running,
is that it was not clear from the code fragment I saw if it included
extra shields from Exotics. (Though it probably did, if you think about
the data structure.Presumably when ships enter combat, their shield
strength is individually tracked. Otherwise the Exotic portion would
never be eroded away in a battle. So each ship's shield strength is
probably recalculated at the start of each combat with Exotics added
in.)
--
Paul Honigmann
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 7) Posted: Sun Aug 20, 2006 9:44 am
Post subject: Re: Now Host 197 [Login to view extended thread Info.]
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A more universal value might be to check if the ship's combined Armor
and Shield is reduced to 25% of the total value it started the combat
with. Ships with poor shields would be well into their Armor before
the 'retreat' flag would be tripped, where ships with massive shields
and low armor would probably still have some shield remaining when it
was tripped.


KlingonKommand wrote:
> Simpler to do something like "use armour value if the hull's natural
> armour is higher than 300". I like the idea about Stormers never running
> Cool
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