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Upcoming change in Client 4.000.061 and host 4.000.198

 
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New Client? - Host is close to be updated to version 196. Are there a new client version in course? All we hope so, and some are welcomen like -Quick Build Full Control (use any parts included the stored one at bases, preset cargo and preset..

client feature request - this would be a nice client feature: new minister function: build and cities => should build according to optimal formula as stated in the wiki. (30 more than cities).

Simple client improvement suggestion - On the Races screen, you currently see up to 30 buttons. You can see the details of just one player at a time. In big games, I often get confused as to who's who. Could we please have the 30 players listed down the screen thus? - Player number (1-30),

Now Host 197 - 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..

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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Author Message
Lord Lancelot

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Since: Aug 21, 2005
Posts: 691



(Msg. 1) Posted: Sun Sep 24, 2006 6:52 am
Post subject: Upcoming change in Client 4.000.061 and host 4.000.198
Archived from groups: alt>games>vgaplanets4 (more info?)

(THIS HAS NOT BEEN RELEASED YET)

Here are a list of upcoming fixes and changes so far.

??? , ?? , 2006

What is new in Planets4.exe Version 4.000.061

Fixed: Start Planets --> Files --> Select Slot --> Rst Path -->
Mouse-Wheel-Down --> "Run Time Error '68' Device unavailable --> Crash
(Sometimes with Mouse-Wheel-Up, too) (C0003: Crash when using
Mousewheel)

Fixed: Help button links player to help web page ( C0035: Help Button )

Fixed: When you first open the Ship Groups screen, it doesn't activate
the 1st ship group, so when you exit the ship group after adding ships
to the 1st ship group, you lose your group. The code only saves ship
groups that are active. ( C0036: Saving Ship Groups )

??? ??, 2006

What is new in Host.exe Version 4.000.198

Fixed: Large groups of Ion cannnons firing when ord is all used up

Fixed: Point defense bonus based on ship mass instead of hull mass

Fixed: Damaged small weapons still firing

Fixed: Alien hulls owned by the crystals incorrectly getting the zero
ord bonus for the alien hull's super weapon

Fixed: Base ion cannons continue to fire after the ord has run out

Fixed: Anti matter mauls yielding fuel when used on solorian ships

Fixed: Anti matter maul overloading the cargo holds of the firing
ship's holds and fuel tank

Fixed: Ord levels for wings during combat

Fixed: Glory devices on ships not owned by the stormers are able to
avoid combat (Only the Stormers should be able to do that)

New: Home guard fighter wings attack mode is automatically on

New: Wings are allowed to turn off combat settings and refuse to fight
back when fired on

New: Captured Solorian ships have no fuel

New: Lowest odds of small weapons hitting its target limited to 1%

New: Lowest odds of a large weapons hitting its target limited to 1%

New: Combat code, check target order ramdized

I am using the wiki site as a guide for future bug fixes and
improvements to the game.

Tim

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Michael

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Since: Apr 24, 2005
Posts: 5



(Msg. 2) Posted: Mon Sep 25, 2006 11:55 pm
Post subject: Re: Upcoming change in Client 4.000.061 and host 4.000.198 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Lord Lancelot schrieb:
> New: Lowest odds of small weapons hitting its target limited to 1%
>
> New: Lowest odds of a large weapons hitting its target limited to 1%

What was it before (now)?

Micha

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Planet Zog

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Since: Sep 30, 2006
Posts: 1



(Msg. 3) Posted: Sat Sep 30, 2006 2:55 pm
Post subject: Re: Upcoming change in Client 4.000.061 and host 4.000.198 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Michael asked
>> New: Lowest odds of small weapons hitting its target limited to 1%
>> New: Lowest odds of a large weapons hitting its target limited to 1%
>
>What was it before (now)?

A ship with very high evasive bonus is rarely hit, because its evasive
bonus is subtracted from the enemy weapons' chances of hitting.

For example, Fed ships have evasive bonuses up to 90%. Higher, if they
use exotic techs. Centaurs and Aczanny have some ships with even higher
evasive bonuses. These ships were sometimes unhittable - let's say you
used a weapon with a 40% accuracy against them - you could easily end up
with a chance of less than 0%.

What this change will do, is make ships with a LOT of weapons (like the
Loki - 25 small weapons) have a chance of doing *something* against
these previously unhittable ships.
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GFM GToeroe

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Since: Jun 06, 2005
Posts: 177



(Msg. 4) Posted: Wed Oct 04, 2006 4:09 am
Post subject: Re: Upcoming change in Client 4.000.061 and host 4.000.198 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Michael schrieb:

The hit odds are a term like rOdds*rT*rMT

rOdds contains the basic LW hit odds plus effects like Decoys,
bullistic battle computer, ECM and so on. rT describes the effect of
the distance and rMT contains the effect of attack- and evasive bonus:

(150-EvasiveTarget+MyAttackBonus)/100 (With a lower bound of 0.2)

rT is at least 0.7

But rOdds could be negative because at least two effects (Decoys and
ECM jammer) subtract from rOdds (which is at start of the code the
basic LW hit odd)

So finally before the hit check is done the former product is set to 1%
if it was lower than this value.

So this means you can be sure that in the next host at least 1% of all
shots will be hit if not intercepted by PDs.

GFM GToeroe
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Michael

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Since: Oct 04, 2006
Posts: 3



(Msg. 5) Posted: Wed Oct 04, 2006 6:55 am
Post subject: Re: Upcoming change in Client 4.000.061 and host 4.000.198 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Planet Zog schrieb:
>
> For example, Fed ships have evasive bonuses up to 90%. Higher, if they
> use exotic techs. Centaurs and Aczanny have some ships with even higher
> evasive bonuses. These ships were sometimes unhittable - let's say you
> used a weapon with a 40% accuracy against them - you could easily end up
> with a chance of less than 0%.

Reading the VCR code (Wiki) I found a minimum chance of 20%?! Can anyone
confirm this?

>
> What this change will do, is make ships with a LOT of weapons (like the
> Loki - 25 small weapons) have a chance of doing *something* against
> these previously unhittable ships.
Additionally I tried some sims with Aczanny ships, they were hit by
ships with no attack bonus. Even if they have an evasive bonus greater
than 100 including engine bonus.

Greets
Michael
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