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Any news about host version 196?

 
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hellion

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Since: Apr 08, 2005
Posts: 107



(Msg. 1) Posted: Fri Mar 31, 2006 3:41 am
Post subject: Any news about host version 196?
Archived from groups: alt>games>vgaplanets4 (more info?)

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

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hellion

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Since: Apr 08, 2005
Posts: 107



(Msg. 2) Posted: Fri Mar 31, 2006 4:06 am
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Could that explain why I lost all my troops in a simulation to capture
the Crystals HW which was on roaming defense? ; )

If yes, does anyone which of these changes really have been applied?

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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 3) Posted: Fri Mar 31, 2006 7:05 am
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
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Do the lower Attack settings still go before Kill Kill Kill and
Capture? Do they still always block the higher attack settings?

On a similar note, some battles are just non-sensical. I had 5 Troops
and 1 High Guard try to capture 300-ish Troops, 400-ish Crew and 1900
High Guard. (Both bases set to Capture, chance dictating that that
base was the attacker) Shouldn't there be some sort of a "You want us
to do what?!" check prior to combat? While the one High Guard was a
Jedi (405 attack strength), my defending force had about 386x the
attack strength. What's the surrender ratio; 3x?

Of course, their sacrifice (all 5 Troops killed, 1 High Guard captured)
did prevent me from capturing the several hundred thousand colonists in
their base.
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Sebastian

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Since: Mar 01, 2005
Posts: 346



(Msg. 4) Posted: Fri Mar 31, 2006 7:55 am
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
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well, I just think a lot has happened.

Just no new host;)

Greetings
Sebastian

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

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Since: Mar 04, 2005
Posts: 849



(Msg. 5) Posted: Fri Mar 31, 2006 1:46 pm
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
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I have the GA code. As it was in November '05 anyway. Any changes
since then?

I started summarizing it on the wiki, but haven't had much time, and
when I do have a bit of time, I glance over the code, my eyes glaze
over and I run screaming....

It isn't so much that it is complex (it is actually straightforward,
with only minor loops) but that there are more than 80 seperate
interactions (Troop vs Troop, Troop v Mechs, etc) in the higher attack
modes, all of which are similar (sometimes identical, sometimes nearly
the same, usually involving a counterattack, but sometimes not).

Ok, maybe it is complex.
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KlingonKommand

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Since: May 29, 2004
Posts: 451



(Msg. 6) Posted: Fri Mar 31, 2006 2:55 pm
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
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Amaranthine grumbles

>On a similar note, some battles are just non-sensical. I had 5 Troops
>and 1 High Guard try to capture 300-ish Troops
<snip>

I keep meaning to update the combat simulator in Diplomat, but each time
I start my brain stalls. It's one hellishly complex bit of code to
implement. (Tim was kind enough to send me the latest version of GA
code, but I don't pass it on since he wrote it. But if you mail him he
seems happy enough to share chunks of code. And happy to act on flaws
people find when they study it - much more convincing than some vague
bug reports.)

The Diplomat simulation tool was written assuming that KKK mode (which
isn't even called that any more) was the only significant one, so
blllaaarrrrggghhhh! <Sound of shredding code>

But on the positive side, I am about to grind Azuremonster's grinning,
impish face into the primordial slime he emerged from.
--
Paul Honigmann
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 7) Posted: Fri Mar 31, 2006 4:00 pm
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Is that actually implemented yet? I thought that was in the update
currently in the works.
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GFM GToeroe

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Since: Jul 28, 2005
Posts: 196



(Msg. 8) Posted: Fri Mar 31, 2006 6:55 pm
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Amaranthine wrote:
> I have the GA code. As it was in November '05 anyway. Any changes
> since then?
>
> I started summarizing it on the wiki, but haven't had much time, and
> when I do have a bit of time, I glance over the code, my eyes glaze
> over and I run screaming....
>
> It isn't so much that it is complex (it is actually straightforward,
> with only minor loops) but that there are more than 80 seperate
> interactions (Troop vs Troop, Troop v Mechs, etc) in the higher attack
> modes, all of which are similar (sometimes identical, sometimes nearly
> the same, usually involving a counterattack, but sometimes not).
>
> Ok, maybe it is complex.
>

Nov 05 is out of time. As recently mentioned by Tim lower attack modes
have got a bonus. But I thought this has been discussed enough to be
present.

GFM GToeroe
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hellion

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Since: Apr 08, 2005
Posts: 107



(Msg. 9) Posted: Sat Apr 01, 2006 12:59 pm
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Amaranthine wrote:
> Is that actually implemented yet? I thought that was in the update
> currently in the works.

Jan ?th, 2006

What is new in Host.exe Version 4.000.196

New: Bases with a Peaceful setting get a 50% troop attack bonus

New: Bases with a Roaming Defense setting get a 40% troop attack bonus

New: Bases with a Deep Ground Patrol setting get a 30% troop attack
bonus

New: Bases with an Attack and Run setting get a 20% troop attack bonus

New: Bases with a Peaceful setting loose 25% more colonists than normal
when attacked

New: Bases with a Roaming Defense setting loose 10% more colonists than
normal when attacked

Fixed: Math error in VCR that caused ships to go ONE direction most of
the time fixed

Update: Bases with an attack mode of peaceful get a 5 point growth rate
bonus, reduces crime by 1 and increases happiness by 1 point.

Update: Only Birds, Stormers, and Aczanny can use Transphased World
Crusher Exotic Tech

If *some* of these things were impelemented and some not that would be
really bad.
I just tested that you still can't have Transphased World Crusher with
the actual host. So that feature hadn't been implemented.

Tim, could you shed some light on this?
Or just release host 196 with all the things you wanted to add/fix?
PLEASE...
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hellion

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Since: Apr 08, 2005
Posts: 107



(Msg. 10) Posted: Sat Apr 01, 2006 1:03 pm
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Sorry, just tested it for Stormers. Thus I think it won't work for
Aczanny, either.
But Bird should work fine.
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Amaranthine

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Since: Mar 04, 2005
Posts: 849



(Msg. 11) Posted: Sat Apr 01, 2006 4:37 pm
Post subject: Re: Any news about host version 196? [Login to view extended thread Info.]
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Right, those are the notes for 196, which is unreleased. So no game is
currently effected by it.
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