Eden Tan's Infolist
Ver 3.22 (10-08-2001)
Table of Contents
1 Introduction
2 Ships
2.1 Hull specs
2.2 Component costs
2.3 Minefields & minesweeping
3 Economy
3.1 Misc. info
3.2 Alchemy
3.3 Happiness
3.4 Taxation
3.5 Growth
3.6 Population limits
3.7 Native race characteristics
4 Planetary info
4.1 Various costs
4.2 Planetary structures
4.3 Planetary defenses
4.4 Groundcombat
5 Movement
5.1 Hyperjumping
5.2 Normal movement
5.3 Fuel usage
6 Mission ordering
7 Friendly codes
7.1 Ship friendly codes
7.2 Planetary friendly codes
1. Introduction
The Infolist is based on Eden Tan's infolist version 3.1. Eden is the one who created the
original Infolist, and has built it up from scratch. He improved it over time, as more
details became known and new host versions came out. Since Eden seems to have left the VGA
Planets community and the latest available version of his Infolist dated back to june 21
of 1996, I figured I'd fill in the blanks in that version, improve on it and re-edit it. I
have tried to contact Eden before doing so, but have been unable to reach him. His last
known e-mail address ([email protected]) no longer seems to exist. A
message in the newsgroup did not result in anything either. If you know Eden's current
e-mail address, please let me know.
At the time of version 3.1, Eden wrote he was still missing info about the following
points:
- Additions to the mission ordering list - I know it's not complete
- Verification of which friendly codes are registered and not
- How much exchanging planets affects the happiness of the natives
- How the Fascist pillage mission affects the happiness of the colonists and natives
- Anything else you can think of
So I went about and added and/or corrected information on those points, and added some
more formulas (movement and fuelconsumption for example).
The most important rule-changes between Eden's latest version and this version 3.2 that
come to mind are the universal minefield friendly code and the Birdmen Loki-immunity.
PLEASE NOTE: This list is originally based on host 3.14, but is now being updated for host
3.20 (3.22 actually). Some mistakes may slip through, please let me know if you find any.
Please mail any corrections and/or suggestions to: [email protected]
v3.0 (9/19/95) - New version for host 3.2 and above
- added new FC
- added designators for new ship types
v3.1 (6/21/96) - correction to population limit info
- corrections/additions to mission order
- addition of populations eats supplies info
- addition of amorphous eat colonists info
- addition of rebel happiness drop info
- addition of population dying info
v3.2 (02/19/00)
- replaced tax, growth, overpopulation and happiness info with actual host.exe formulas
- replaced host order of actions with most recent version
- replaced movement and fuel formulas with host 3.22.026 formulas
- correction for building torps on ships: money costs are normal
- fixed typo (Rebel auto-fighterbuilding instead of shipbuilding)
- replaced amorphous-eats-clans formula with actual Host formula
- fixed grounddefense-part. Removed example with Bird 2:1 defense
- added friendly code listing
- sorted info by category
- created HTML version
v3.21 (05/13/00)
- fixed typo (ALT, ALT and ALD alchemy)
- added 'position' column to beamtable
- added info on minesweeprate
- clarified use of PBx friendly code
v3.22 (08/10/01)
- updated host order of actions
- updated formulas for groundcombat
2. Ships
2.1 Hull specifications
Common Ships (5) |
|
|
|
|
|
|
|
|
|
|
|
|
available to all |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Medium Deep Space Freighter |
3 |
0 |
0/0 |
1 |
65 |
4 |
4 |
6 |
60 |
200 |
250 |
6 |
Large Deep Space Freighter |
6 |
0 |
0/0 |
2 |
160 |
85 |
7 |
8 |
130 |
1200 |
600 |
102 |
Neutronic Refinery Ship |
9 |
6 |
0/0 |
10 |
970 |
125 |
150 |
527 |
712 |
1050 |
800 |
190 |
Super Transport Freighter |
10 |
0 |
0/0 |
4 |
220 |
125 |
13 |
18 |
160 |
2600 |
1200 |
202 |
Merlin Class Alchemy Ship |
10 |
8 |
0/0 |
10 |
840 |
625 |
250 |
134 |
920 |
2700 |
450 |
120 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Solar Federation Ships (15) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Outrider Class Scout |
1 |
1 |
0/0 |
1 |
50 |
20 |
40 |
5 |
75 |
40 |
260 |
180 |
Nocturne Class Destroyer |
2 |
4 |
2/0 |
1 |
70 |
25 |
50 |
7 |
90 |
50 |
180 |
190 |
Bohemian Class Survey Ship (heats to 50) |
3 |
2 |
0/0 |
2 |
40 |
10 |
20 |
3 |
32 |
30 |
180 |
70 |
Eros Class Research Vessel (cools to 50) |
4 |
2 |
0/0 |
2 |
30 |
4 |
3 |
13 |
35 |
30 |
110 |
78 |
Vendetta Class Frigate |
5 |
4 |
4/0 |
2 |
170 |
12 |
23 |
57 |
100 |
30 |
140 |
79 |
Nebula Class Cruiser |
6 |
4 |
4/0 |
2 |
390 |
42 |
61 |
73 |
170 |
350 |
470 |
430 |
Banshee Class Destroyer |
6 |
4 |
2/0 |
2 |
110 |
22 |
47 |
53 |
120 |
80 |
140 |
336 |
Brynhild Class Escort (bioscanner) |
7 |
4 |
0/0 |
1 |
100 |
5 |
45 |
35 |
90 |
30 |
140 |
162 |
Arkham Class Frigate |
8 |
6 |
3/0 |
2 |
70 |
12 |
43 |
67 |
150 |
90 |
120 |
328 |
Missouri Class Battleship |
8 |
8 |
6/0 |
2 |
510 |
140 |
143 |
150 |
395 |
170 |
260 |
810 |
Loki Class Destroyer (decloaks) |
8 |
2 |
4/0 |
2 |
170 |
10 |
20 |
43 |
101 |
80 |
140 |
265 |
Thor Class Frigate |
9 |
1 |
8/0 |
2 |
130 |
35 |
55 |
89 |
173 |
95 |
160 |
370 |
Diplomacy Class Cruiser |
9 |
6 |
6/0 |
2 |
410 |
35 |
53 |
79 |
180 |
95 |
350 |
328 |
Kittyhawk Class Carrier |
9 |
4 |
0/6 |
2 |
195 |
25 |
45 |
49 |
173 |
65 |
280 |
370 |
Nova Class Super-Dreadnought |
10 |
10 |
10/0 |
4 |
810 |
240 |
343 |
350 |
650 |
320 |
560 |
1810 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Lizard Ships (11) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Serpent Class Escort |
1 |
2 |
0/0 |
1 |
40 |
15 |
33 |
5 |
55 |
20 |
160 |
35 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
Reptile Class Destroyer (cloaks) |
3 |
4 |
0/0 |
2 |
50 |
22 |
33 |
15 |
60 |
50 |
120 |
45 |
Lizard Class Cruiser (cloaks) |
4 |
4 |
3/0 |
2 |
190 |
42 |
81 |
30 |
160 |
290 |
330 |
430 |
Eros Class Research Vessel (cools to 50) |
4 |
2 |
0/0 |
2 |
30 |
4 |
3 |
13 |
35 |
30 |
110 |
78 |
Vendetta Class Frigate |
5 |
4 |
4/0 |
2 |
170 |
12 |
23 |
57 |
100 |
30 |
140 |
79 |
Saurian Class Light Cruiser (cloaks) |
7 |
4 |
2/0 |
2 |
85 |
32 |
67 |
23 |
120 |
150 |
260 |
336 |
Loki Class Destroyer (decloaker) |
8 |
2 |
4/0 |
2 |
170 |
10 |
20 |
43 |
101 |
80 |
140 |
265 |
Madonnzila Class Carrier |
9 |
4 |
0/5 |
2 |
420 |
110 |
123 |
90 |
331 |
150 |
290 |
910 |
T-Rex Class Battleship |
10 |
10 |
5/0 |
2 |
350 |
140 |
153 |
100 |
421 |
190 |
490 |
810 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Birdmen Ships (13) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Swift Heart Class Scout (cloaks) |
1 |
2 |
0/0 |
1 |
60 |
6 |
20 |
5 |
45 |
20 |
170 |
126 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
White Falcon Class Cruiser (cloaks) |
3 |
4 |
1/0 |
2 |
110 |
32 |
61 |
33 |
120 |
140 |
430 |
150 |
Bright Heart Class Destroyer (cloaks) |
3 |
2 |
4/0 |
2 |
140 |
22 |
43 |
15 |
80 |
40 |
90 |
122 |
Small Transport |
4 |
2 |
0/0 |
1 |
25 |
2 |
2 |
20 |
30 |
50 |
180 |
15 |
Fearless Wing Cruiser (cloaks) |
5 |
6 |
1/0 |
2 |
180 |
52 |
81 |
63 |
150 |
240 |
360 |
300 |
Skyfire Class Cruiser |
5 |
4 |
2/0 |
2 |
250 |
52 |
61 |
83 |
150 |
250 |
370 |
270 |
Valiant Wind Class Carrier |
6 |
7 |
0/3 |
2 |
380 |
52 |
61 |
123 |
180 |
80 |
190 |
322 |
Deth Specula Class Frigate (cloaks) |
6 |
6 |
4/0 |
2 |
280 |
25 |
45 |
89 |
113 |
35 |
140 |
240 |
Resolute Class Battlecruiser (adv. cloaking) |
7 |
8 |
3/0 |
2 |
380 |
52 |
71 |
93 |
180 |
280 |
480 |
348 |
Red Wind Class Carrier (cloaks) |
8 |
2 |
0/2 |
2 |
150 |
22 |
37 |
15 |
70 |
60 |
85 |
40 |
Dark Wing Class Battleship (adv. cloaking) |
10 |
10 |
8/0 |
2 |
450 |
170 |
183 |
110 |
491 |
150 |
290 |
910 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Fascist Ships (13) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
D7a Painmaker Class Cruiser |
2 |
4 |
0/0 |
2 |
90 |
42 |
81 |
43 |
170 |
120 |
230 |
352 |
Little Pest Class Escort |
2 |
6 |
0/0 |
2 |
60 |
12 |
27 |
45 |
75 |
20 |
180 |
175 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
D7 Coldpain Class Cruiser (cloaks) |
4 |
4 |
2/0 |
2 |
120 |
42 |
71 |
63 |
175 |
100 |
430 |
373 |
Small Transport |
4 |
2 |
0/0 |
1 |
25 |
2 |
2 |
20 |
30 |
50 |
180 |
15 |
Ill Wind Class Battlecruiser |
5 |
10 |
2/0 |
2 |
320 |
82 |
91 |
93 |
275 |
260 |
480 |
525 |
D3 Thorn Class Destroyer (cloaks) |
5 |
2 |
4/0 |
2 |
110 |
32 |
43 |
25 |
90 |
40 |
120 |
222 |
Valiant Wind Class Carrier |
6 |
7 |
0/3 |
2 |
380 |
52 |
61 |
123 |
180 |
80 |
190 |
322 |
Deth Specula Class Frigate (cloaks) |
6 |
6 |
4/0 |
2 |
280 |
25 |
45 |
89 |
113 |
35 |
140 |
240 |
D19b Nefarious Cls Destroyer (Glory Device) |
6 |
7 |
0/0 |
2 |
180 |
32 |
53 |
65 |
96 |
40 |
160 |
265 |
Saber Class Frigate (Glory Device) |
8 |
10 |
0/0 |
2 |
280 |
25 |
35 |
95 |
153 |
25 |
150 |
420 |
Victorious Class Battleship |
10 |
10 |
6/0 |
2 |
410 |
170 |
193 |
90 |
451 |
130 |
290 |
810 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Privateer Ships (15) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Outrider Class Scout |
1 |
1 |
0/0 |
1 |
50 |
20 |
40 |
5 |
75 |
40 |
260 |
180 |
BR4 Class Gunship (cloaks, gravitonic) |
1 |
5 |
0/0 |
2 |
60 |
12 |
17 |
35 |
55 |
20 |
80 |
55 |
D7a Painmaker Class Cruiser |
2 |
4 |
0/0 |
2 |
90 |
42 |
81 |
43 |
170 |
120 |
230 |
352 |
Little Pest Class Escort |
2 |
6 |
0/0 |
2 |
60 |
12 |
27 |
45 |
75 |
20 |
180 |
175 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
Dwarfstar Class Transport (cloaks) |
3 |
6 |
0/0 |
2 |
280 |
62 |
43 |
15 |
100 |
220 |
180 |
122 |
BR5 Kaye Cls Torpedo Boat (cloaks, grav.) |
3 |
4 |
1/0 |
2 |
70 |
22 |
17 |
15 |
57 |
20 |
80 |
40 |
Small Transport |
4 |
2 |
0/0 |
1 |
25 |
2 |
2 |
20 |
30 |
50 |
180 |
15 |
Lady Royale Class Cruiser (makes money) |
5 |
4 |
1/0 |
2 |
250 |
52 |
61 |
83 |
130 |
160 |
670 |
270 |
Meteor Class Blockade Runner (cloaks, grav.) |
5 |
4 |
4/0 |
2 |
250 |
22 |
17 |
55 |
90 |
120 |
285 |
102 |
Skyfire Class Cruiser |
5 |
4 |
2/0 |
2 |
250 |
52 |
61 |
83 |
150 |
250 |
370 |
270 |
D3 Thorn Class Destroyer (cloaks) |
5 |
2 |
4/0 |
2 |
110 |
32 |
43 |
25 |
90 |
40 |
120 |
222 |
Red Wind Class Carrier (cloaks) |
8 |
2 |
0/2 |
2 |
150 |
22 |
37 |
15 |
70 |
60 |
85 |
40 |
Bloodfang Class Carrier |
10 |
7 |
0/4 |
2 |
480 |
42 |
61 |
133 |
220 |
80 |
190 |
222 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Cyborg Ships (10) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
B200 Class Probe (hyperjumps) |
1 |
2 |
0/0 |
1 |
30 |
12 |
17 |
7 |
30 |
15 |
80 |
6 |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Watcher Class Scout |
1 |
2 |
0/0 |
1 |
50 |
6 |
25 |
5 |
47 |
50 |
270 |
86 |
Iron Slave Class Baseship |
2 |
1 |
0/2 |
1 |
80 |
22 |
23 |
10 |
60 |
70 |
320 |
258 |
B41 Explorer |
2 |
4 |
0/0 |
1 |
40 |
6 |
20 |
15 |
35 |
70 |
270 |
8 |
B222 Destroyer |
5 |
7 |
0/0 |
2 |
130 |
32 |
43 |
65 |
86 |
40 |
160 |
165 |
Quietus Class Cruiser |
5 |
4 |
1/0 |
2 |
120 |
52 |
61 |
73 |
130 |
250 |
470 |
170 |
Firecloud Class Cruiser (chunnel) |
6 |
6 |
2/0 |
2 |
290 |
32 |
47 |
84 |
120 |
290 |
440 |
236 |
Biocide Class Carrier |
9 |
10 |
0/10 |
6 |
910 |
340 |
343 |
550 |
860 |
320 |
1260 |
2810 |
Annihilation Class Battleship |
10 |
10 |
10/0 |
6 |
910 |
340 |
343 |
550 |
960 |
320 |
1260 |
2910 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Crystalline Ships (11) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Opal Class Torpedo Boat |
2 |
1 |
1/0 |
1 |
60 |
12 |
29 |
20 |
67 |
19 |
55 |
25 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
Ruby Class Light Cruiser |
3 |
4 |
2/0 |
2 |
95 |
32 |
47 |
43 |
120 |
370 |
390 |
136 |
Topez Class Gunboat |
3 |
4 |
0/0 |
1 |
60 |
12 |
27 |
25 |
65 |
15 |
60 |
20 |
Small Transport |
4 |
2 |
0/0 |
1 |
25 |
2 |
2 |
20 |
30 |
50 |
180 |
15 |
Sky Garnet Class Destroyer |
5 |
7 |
1/0 |
2 |
110 |
32 |
43 |
25 |
90 |
30 |
120 |
80 |
Emerald Class Battlecruiser |
6 |
8 |
3/0 |
2 |
390 |
52 |
71 |
93 |
180 |
510 |
480 |
258 |
Onyx Class Frigate (heats to 100) |
8 |
8 |
1/0 |
2 |
280 |
25 |
35 |
95 |
153 |
10 |
150 |
320 |
Diamond Flame Class Battleship |
9 |
10 |
6/0 |
2 |
410 |
70 |
93 |
390 |
451 |
90 |
400 |
510 |
Crystal Thunder Class Carrier |
10 |
6 |
0/8 |
4 |
480 |
42 |
61 |
233 |
320 |
80 |
290 |
422 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Evil Empire Ships (12) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
RU25 Gunboat |
1 |
4 |
0/0 |
1 |
60 |
12 |
27 |
25 |
65 |
1 |
90 |
10 |
Mig Class Scout |
1 |
2 |
0/0 |
1 |
50 |
6 |
25 |
5 |
37 |
20 |
270 |
10 |
PL21 Probe (hyperjumps) |
1 |
1 |
0/0 |
1 |
30 |
1 |
1 |
25 |
24 |
20 |
180 |
1 |
H-Ross Class Light Carrier |
2 |
2 |
0/2 |
2 |
120 |
42 |
91 |
53 |
170 |
120 |
230 |
352 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
Moscow Class Star Escort |
3 |
4 |
0/2 |
2 |
285 |
25 |
55 |
89 |
173 |
65 |
140 |
370 |
Super Star Frigate |
4 |
5 |
3/0 |
2 |
140 |
32 |
51 |
62 |
150 |
80 |
180 |
102 |
Super Star Carrier |
5 |
6 |
0/4 |
2 |
320 |
42 |
91 |
143 |
250 |
180 |
240 |
352 |
Super Star Destroyer (imperial assault) |
6 |
8 |
0/3 |
2 |
390 |
42 |
71 |
92 |
250 |
80 |
180 |
458 |
Super Star Cruiser |
9 |
8 |
0/4 |
2 |
490 |
42 |
71 |
122 |
270 |
110 |
450 |
578 |
Gorbie Class Battlecarrier |
10 |
10 |
0/10 |
6 |
790 |
142 |
471 |
442 |
980 |
250 |
1760 |
2287 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Robot Ships (9) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Cat's Paw Class Destroyer |
2 |
4 |
2/0 |
2 |
120 |
32 |
61 |
5 |
120 |
300 |
300 |
258 |
Iron Slave Class Baseship |
2 |
1 |
0/2 |
1 |
80 |
22 |
23 |
10 |
60 |
70 |
320 |
258 |
Q Tanker |
3 |
0 |
0/1 |
2 |
50 |
10 |
2 |
20 |
80 |
120 |
600 |
2 |
Pawn Class Baseship (bioscanner) |
3 |
2 |
0/2 |
2 |
130 |
342 |
23 |
10 |
260 |
40 |
720 |
358 |
Cybernaut Class Baseship |
4 |
3 |
0/5 |
4 |
150 |
292 |
163 |
5 |
340 |
50 |
980 |
558 |
Instrumentality Class Baseship |
6 |
4 |
0/7 |
4 |
390 |
242 |
71 |
12 |
350 |
80 |
980 |
958 |
Automa Class Baseship |
9 |
4 |
0/8 |
6 |
690 |
242 |
131 |
45 |
560 |
200 |
1480 |
1258 |
Golem Class Baseship |
10 |
6 |
0/10 |
8 |
990 |
442 |
171 |
32 |
850 |
300 |
2000 |
1958 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Rebel Ships (15) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Taurus Class Scout |
1 |
2 |
0/0 |
2 |
50 |
20 |
40 |
5 |
95 |
140 |
590 |
180 |
Cygnus Class Destroyer |
1 |
4 |
4/0 |
1 |
70 |
25 |
50 |
7 |
90 |
50 |
130 |
190 |
Falcon Class Escort (hyperjumps) |
2 |
2 |
0/0 |
1 |
50 |
5 |
5 |
12 |
30 |
120 |
150 |
27 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
Deep Space Scout |
3 |
4 |
0/0 |
1 |
190 |
1 |
1 |
29 |
30 |
200 |
450 |
10 |
Gaurdian Class Destroyer |
4 |
3 |
6/0 |
1 |
180 |
10 |
60 |
11 |
80 |
20 |
120 |
275 |
Armored Transport |
4 |
1 |
0/0 |
2 |
35 |
14 |
14 |
16 |
68 |
200 |
250 |
126 |
Sage Class Frigate |
5 |
4 |
2/0 |
2 |
170 |
12 |
63 |
27 |
100 |
50 |
150 |
79 |
Sagittarius Class Transport |
5 |
2 |
0/1 |
2 |
75 |
14 |
12 |
38 |
99 |
300 |
450 |
226 |
Tranquility Class Cruiser |
6 |
4 |
2/0 |
2 |
140 |
42 |
71 |
43 |
160 |
380 |
460 |
330 |
Patriot Class Light Carrier |
6 |
2 |
0/6 |
1 |
90 |
5 |
45 |
35 |
90 |
30 |
140 |
172 |
Gemini Class Transport |
6 |
4 |
0/1 |
2 |
145 |
14 |
42 |
48 |
140 |
400 |
350 |
326 |
Iron Lady Class Frigate |
9 |
8 |
2/0 |
2 |
290 |
22 |
23 |
47 |
150 |
60 |
210 |
99 |
Rush Class Heavy Carrier |
10 |
5 |
0/10 |
6 |
987 |
242 |
171 |
242 |
645 |
390 |
1550 |
1858 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Lost Colonies Ships (15) |
Tc |
Bm |
T/F |
En |
$ |
Dur |
Tri |
Mol |
Mass |
Carg |
Fuel |
Crew |
Small Deep Space Freighter |
1 |
0 |
0/0 |
1 |
10 |
2 |
2 |
3 |
30 |
70 |
200 |
2 |
Taurus Class Scout |
1 |
2 |
0/0 |
2 |
50 |
20 |
40 |
5 |
95 |
140 |
590 |
180 |
Cygnus Class Destroyer |
1 |
4 |
4/0 |
1 |
70 |
25 |
50 |
7 |
90 |
50 |
130 |
190 |
Little Joe Class Escort |
2 |
6 |
0/0 |
1 |
50 |
42 |
26 |
15 |
65 |
20 |
85 |
175 |
Neutronic Fuel Carrier |
3 |
0 |
0/0 |
2 |
20 |
10 |
2 |
20 |
10 |
2 |
900 |
2 |
Cobol Class Resrch Crsr (bioscan, fuelscoop) |
4 |
4 |
2/0 |
2 |
150 |
32 |
37 |
23 |
115 |
250 |
450 |
286 |
Aries Class Transport (advanced alchemy) |
5 |
2 |
0/0 |
2 |
65 |
14 |
12 |
25 |
69 |
260 |
260 |
226 |
Sagittarius Class Transport |
5 |
2 |
0/1 |
2 |
75 |
14 |
12 |
38 |
99 |
300 |
450 |
226 |
Lady Royale Class Cruiser (makes money) |
5 |
4 |
1/0 |
2 |
250 |
52 |
61 |
83 |
130 |
160 |
670 |
270 |
Tranquility Class Cruiser |
6 |
4 |
2/0 |
2 |
140 |
42 |
71 |
43 |
160 |
380 |
460 |
330 |
Patriot Class Light Carrier |
6 |
2 |
0/6 |
1 |
90 |
5 |
45 |
35 |
90 |
30 |
140 |
172 |
Gemini Class Transport |
6 |
4 |
0/1 |
2 |
145 |
14 |
42 |
48 |
140 |
400 |
350 |
326 |
Scorpius Class Light Carrier |
6 |
4 |
0/2 |
4 |
287 |
92 |
231 |
82 |
315 |
90 |
250 |
958 |
Iron Lady Class Frigate |
9 |
8 |
2/0 |
2 |
290 |
22 |
23 |
47 |
150 |
60 |
210 |
99 |
Virgo Class Battlestar |
10 |
10 |
0/8 |
8 |
887 |
142 |
371 |
142 |
625 |
290 |
1550 |
1858 |
2.2 Costs of ship components
Engines |
Tech |
Cost |
Dur |
Tri |
Mol |
StarDrive 1 |
1 |
1 |
1 |
5 |
0 |
StarDrive 2 |
2 |
2 |
2 |
5 |
1 |
StarDrive 3 |
3 |
3 |
2 |
3 |
5 |
SuperStarDrive 4 |
4 |
10 |
3 |
3 |
7 |
Nova Drive 5 |
5 |
25 |
3 |
3 |
7 |
HeavyNova Drive 6 |
6 |
53 |
3 |
3 |
15 |
Quantam Drive 7 |
7 |
170 |
3 |
3 |
15 |
Hyper Drive 8 |
9 |
200 |
13 |
3 |
25 |
Transwarp Drive |
10 |
300 |
16 |
3 |
35 |
Beam Weapons |
Tech |
Pos. |
Cost |
Dur |
Tri |
Mol |
Mass |
Kill |
Expl |
Laser |
1 |
1 |
1 |
0 |
1 |
0 |
1 |
10 |
3 |
X-Ray Laser |
1 |
2 |
2 |
0 |
1 |
0 |
1 |
15 |
1 |
Plasma Bolt |
2 |
3 |
5 |
2 |
1 |
0 |
2 |
3 |
10 |
Blaster |
3 |
4 |
10 |
12 |
1 |
1 |
4 |
10 |
25 |
Positron Beam |
4 |
5 |
12 |
12 |
1 |
5 |
3 |
9 |
29 |
Disruptor |
5 |
6 |
13 |
12 |
1 |
1 |
4 |
30 |
20 |
Heavy Blaster |
6 |
7 |
31 |
12 |
1 |
14 |
7 |
20 |
40 |
Phaser |
7 |
8 |
35 |
12 |
1 |
30 |
5 |
30 |
35 |
Heavy Disruptor |
8 |
9 |
36 |
17 |
1 |
37 |
7 |
50 |
35 |
Heavy Phaser |
10 |
10 |
54 |
12 |
1 |
55 |
6 |
35 |
45 |
Launchers/Torpedoes |
Tech |
Cost |
Dur |
Tri |
Mol |
Mass |
Kill |
Expl |
Mark 1 Photon |
1 |
1 |
1 |
1 |
0 |
2 |
- |
- |
1 |
1 |
1 |
1 |
1 |
4 |
5 |
Proton Torpedo |
2 |
4 |
0 |
1 |
0 |
2 |
- |
- |
2 |
1 |
1 |
1 |
1 |
6 |
8 |
Mark 2 Photon |
3 |
4 |
4 |
1 |
0 |
2 |
- |
- |
5 |
1 |
1 |
1 |
1 |
3 |
10 |
Gamma Bomb |
3 |
6 |
3 |
1 |
1 |
4 |
- |
- |
10 |
1 |
1 |
1 |
1 |
15 |
2 |
Mark 3 Photon |
4 |
5 |
1 |
1 |
5 |
2 |
- |
- |
12 |
1 |
1 |
1 |
1 |
9 |
15 |
Mark 4 Photon |
5 |
20 |
4 |
1 |
1 |
2 |
- |
- |
13 |
1 |
1 |
1 |
1 |
13 |
30 |
Mark 5 Photon |
6 |
57 |
7 |
1 |
14 |
3 |
- |
- |
31 |
1 |
1 |
1 |
1 |
17 |
35 |
Mark 6 Photon |
7 |
100 |
2 |
1 |
7 |
2 |
- |
- |
35 |
1 |
1 |
1 |
1 |
23 |
40 |
Mark 7 Photon |
8 |
120 |
3 |
1 |
8 |
3 |
- |
- |
36 |
1 |
1 |
1 |
1 |
25 |
48 |
Mark 8 Photon |
10 |
190 |
1 |
1 |
9 |
3 |
- |
- |
54 |
1 |
1 |
1 |
1 |
35 |
55 |
2.3 Minefields & minesweeping
Cost/100 mines |
MC/100 |
Min/100 |
Mark 1 Photon |
100.00 |
100.00 |
Proton Torpedo |
50.00 |
25.00 |
Mark 2 Photon |
55.56 |
11.11 |
Gamma Bomb |
62.50 |
6.25 |
Mark 3 Photon |
48.00 |
4.00 |
Mark 4 Photon |
36.11 |
2.78 |
Mark 5 Photon |
63.27 |
2.04 |
Mark 6 Photon |
54.69 |
1.56 |
Mark 7 Photon |
44.44 |
1.23 |
Mark 8 Photon |
54.00 |
1.00 |
Best value/MC : Mark 4 torps
Best value/Min : Mark 8 torps
Mines Laid = # torps * (torp position)^2
Mines Swept = # beams * (beam position)^2 * minesweeprate
Mine Field Radius = sqrt(# mines)
The minesweeprate is host-configurable, and is 4 by default. For webmines, the sweeping
rate is also configurable and 3 by default. One colonial fighter sweeps 20 (configurable)
mines.
The formula for laying/sweeping mines is based on the POSITION of the type of torp, not
the actual tech of the torp. e.g. Mark 7 (tech 8, pos 9) gives 9^2 = 81 mines, not 8^2 =
64 mines
3. Economy
3.1 Misc. info
Planetary Temp |
Happiness |
Attitude |
Native Gov |
85-100 |
desert |
90-100 |
happy |
(1) Anarchy |
65-84 |
tropical |
70-89 |
calm |
(2) Pre-Tribal |
40-64 |
warm |
50-69 |
unhappy |
(3) Early-Tribal |
15-39 |
cool |
40-49 |
very angry |
(4) Tribal |
0-14 |
arctic |
20-39 |
rioting |
(5) Feudal |
|
|
(-300)-20 |
fighting |
(6) Monarchy |
|
|
|
|
(7) Representative |
|
|
|
|
(8) Participatory |
|
|
|
|
(9) Unity |
3.2 Alchemy
Fuel (from Neutronic Refinery): 1 Sup + 1 Mineral -> 1 Neutronium
Minerals (from Merlin): 9 Sup -> 1 Tri + 1 Dur + 1 Mol
With ALD, ALM or ALT: 3 sup -> 1 Dur, Mol or Tri
3.3 Happiness
Colonist (most races) change = TRUNC [(1000 - SQRT(Colonist Clans) - 80 * Colonist
Taxlevel - ABS(50-Temperature)*3 - (factories+mines)/3 ) /100]
Crystalline colonist change (*) = TRUNC [(1000 - SQRT(Colonist Clans) - 80*Colonist
Taxlevel - ABS(100-Temperature)*3 (factories+mines)/3 ) / 100]
(*)If Crystals like desert temperatures. If not, normal colonist formula applies.
Native change = TRUNC[(1000 - SQRT(Native Clans) - Native Taxlevel * 85
(factories + mines)/2 - 50*(10-Native Government) ) / 100]
NOTE: Native Government goes from 1(anarchy)to 9(unity) - see table above
Rebel Ground Attack change = -60 for colonists, +30 for natives;
Fascist Pillage change = -10 for both colonists and natives
Avian natives = +10 each turn
Hiss effect = + [(hiss value)*(# of ships hissing)]
3.4 Taxation
MC received from natives: (Native clans / 100) * (Taxlevel / 10) * (Native
Government / 5)
NOTES:
- You must have 100 colonists (1 clan) for every MC collected
- Feds earn 200% taxes, need 1 clan per 2 MCs
- Native Government ranges 1-9, see above
- Insectiods: pay double taxes, one colonist clan can collect 2 MCs (four if Fed
colonists)
MC received from colonists: (Colonist Clans/ 100) * (Colonist Taxlevel / 10) *
(Race-taxpercentage / 100)
Maximum earnings 5000 MCs per planet per turn(configurable), for native and colonist
taxes combined.
3.5 Growth
Colonist growth
Most Colonists growth (in # of clans, not %) = ROUND
[SIN(3.14*(temperature/100))*(colonist clans/20)*(5/(taxlevel+5)]
Crystalline Colonists (If Crystal Desert Advantage = YES, in # of clans, not %) = ROUND [(temperature/100)*(colonist clans/20)*(5/(taxlevel+5)]
Growth is halved when # of clans already exceeds 66,000 before growth
Growth = 0 when:
- Temperature is < 15
- Temperature is > 84 (not for Crystals with CDA=yes)
- Happiness is < 70
- Maximum population is reached (see below)
Maximum colonist population for most = SIN(3.14*(temperature/100)) * 100000
Maximum colonist population for Crystal (with CDA=YES) = 1000*Temperature
Native growth
Most natives growth (in # of clans, not %) = ROUND [SIN(3.14*(temperature/100))
* (native clans/25) * (5/(taxrate+5))]
Siliconoid natives growth (in # of clans, not %) = ROUND [(temperature/100) *
(native clans/25) * (5/(taxlevel+5)]
Notes:
- Growth is halved when # of clans exceeds 66,000 (6.6 million natives)
- Growth is 0 if native happiness is below 70 points
- Growth is 0 if 'Maximum Population' (see below) is already exceeded
'Maximum Population' most natives = SIN(3.14 * (temperature / 100)) * 150000
'Maximum Population' Siliconoids = temperature * 1000
Note: 'Maximum population' is the limit above which native populations do not grow
anymore, it is not the actual maximum native population. Native populations can exceed
this 'maximum population', 'overpopulation' will not die.
3.6 Population Limit Info
Colonists:
Normal planets, temperatures between 15 and 84 degrees: |
Maxpop (in clans) = SIN (3.14 * (temperature/100) ) * 100000 |
Desert planets, temperature > 84 degrees: |
Maxpop (in clans) = TRUNC [ (20099,9-200 * temp) / CDR] |
Arctic planets, temperature <15 degrees: |
Maxpop (in clans) = TRUNC [ (299,9 + 200 * temp) / CDR] |
Crystals, when Crystal Desert Advantage = YES: |
Maxpop (in clans) = 1000*temperature |
Overpopulation eats supplies:
Supplies = Oldsupplies - 1 - (Colonist clans - Normalmaxpop) / 40.
Maxpop = Normalmaxpop + Supplies / 40.
Population Dying Info (if climate limits population and CDR is not 0)
Arctic: Survivors = clans - TRUNC(CDR * clans/100) +
2*(temperature +1)
Desert: Survivors = clans - TRUNC(CDR * clans/100) +
2*(100-temperature)
* Survivors are based on current number of clans, the rest dies.
Natives:
Siliconoids: "Maximum
Population" = temperature * 1000
Other natives: "Maximum Population" = SIN(3.14 * (
(100-temperature) / 100)) * 150000
This means above this population natives wont grow, they can reach a population
greater than this number. Overpopulation wont die.
3.7 Native Race Characteristics
Amorphous |
Eat (95 - [native happiness]) colonist clans, with a minumum of 5. Can not
be taxed; can not be assimilated. |
Amphibians |
Free beam (weapons) techlevel 10 on starbase built over planet |
Avians |
Can be overtaxed: in Happiness Info, add extra 10 points |
Bovinoids |
Generate 1 supply unit per 100 native clans (10,000 Bovinoids) |
Ghipsoldals |
Free engine techlevel 10 on starbase built over planet |
Humanoids |
Free hull techlevel 10 on starbase built over planet |
Insects |
Generate double taxes |
Reptilian |
Help in mining, doubles mining rate |
Siliconoid |
Free torpedo techlevel 10 on starbase built over planet |
4. Planetary info
4.1 Various costs
|
MC |
Tri |
Dur |
Mol |
Sup |
Mineral Mine: |
4 |
0 |
0 |
0 |
1 |
Factory: |
3 |
0 |
0 |
0 |
1 |
Planet Defensive Unit: |
10 |
0 |
0 |
0 |
1 |
SB Defensive Unit: |
10 |
0 |
1 |
0 |
0 |
Fighters (in base): |
100 |
3 |
0 |
2 |
0 |
Fighters (on ship **): |
0 |
3 |
0 |
2 |
5 |
Torpedoes: |
* |
1 |
1 |
1 |
0 |
Starbase: |
900 |
402 |
120 |
340 |
0 |
* For MC cost, see above torp list
** For Rebels, fighter building is automatic - no ship mission, no fuel
needed. Robots and Colonies must set mission 'build fighters' and/or friendly
code 'lfm'
4.2 Planetary Structures
Max defenses = |
50 |
+sqrt (clans-50) |
Max factories = |
100 |
+sqrt (clans-100) |
Max mines = |
200 |
+sqrt (clans-200) |
|
^^^ |
below this number of clans, the ratio is 1 structure/1 clan |
4.3 Planetary Defenses
Defense Posts for n Fighters: n*(n-1) + 1 Ex: For 5 fighters
Defense Posts for n Beamtech: 2*n*(n-1) + 1 5*4+1 = 21 defense posts
Defense Posts for n Beams: 3*n*(n-1) + 1 (see table below)
Defense: |
1 |
3 |
5 |
7 |
13 |
19 |
21 |
25 |
31 |
37 |
41 |
43 |
57 |
61 |
73 |
85 |
91 |
Fighters: |
1 |
2 |
2 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
7 |
8 |
8 |
9 |
9 |
10 |
Tech : |
Las |
Las |
XRa |
XRa |
Pla |
Pla |
Pla |
Bla |
Bla |
Bla |
Pos |
Pos |
Pos |
Dis |
Dis |
HBl |
HBl |
Beams : |
1 |
1 |
1 |
2 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
NOTE: Base defense is taken into account ONLY when determining the # of beams.
It does NOT affect the # of fighters or the beam tech level.
4.4 Ground combat
For each defense post on a planet, your ground defense against ground attacks
goes up by (0.05 x your ground defense ratio).
Basically, calculate the total attack-value, and compare this to the total
defense-value. The highest factor wins, the number of surviving clans is the difference
between both values.
- Attack-value = Clans * RacialAttackfactor
- Defense-value = TRUNC [Clans * RacialDefensefactor * (1 + 0.05 *
PanetaryDefenseposts)]
5. Movement
5.1 Hyperjumping
Waypoint closer than 360 lightyears, but further than 340 lightyears (pythagoras): Ending
position = waypoint
Else:
Xmovement = INT[Xdistance * 350/SQR((Xdistance)^2+(Ydistance)^2) + 0.4999999]
Ymovement = INT[Ydistance * 350/SQR((Xdistance)^2+(Ydistance)^2) + 0.4999999]
Ending position = ( (Xposition+Xmovement) , (Yposition+Ymovement) )
5.2 Normal Movement
First, determine the ship's major direction. Put quite simply, see if it set to move more
in the east or west (X) direction, or more north or south (Y).
Distance travelled in the major direction: INT [(warp^2 * major direction)/sqr
(major direction^2 + minor direction^2) + 0.5]
Distance travelled in the minor direction: INT [ movement in major direction *
(minor direction / major direction) + 0.5 ]
Add or subtract the lightyears calculated from the ship's current coordinates to determine
its coordinates next turn.
5.3 Fuel usage
Distance to waypoint ("distance"): distance = INT [SQR (
(Xwaypoint-Xship)^2 + (Ywaypoint-Yship)^2 ) ]
Maximum length of movement ("maxtravel"): maxtravel = warp^2
(gravitonic accelerators: maxtravel = warp^2 * 2)
If distance > maxtravel: fueluse = INT [fuelfactor * ( INT (mass/10) ) *
maxtravel / 10000 ]
If distance <= maxtravel: fueluse = INT [fuelfactor * ( INT (mass/10) ) * (
(distance / maxtravel) / 10000 )]
If fueluse > fuel onboard: movement = distance to waypoint * (fuel onboard /
fueluse)
The INT function rounds down to the nearest integer. INT(5.99)=5 and
INT(-2.99)=-3
Default engine specs values for "fuelfactor" in the formulas above:
|
Warp 1 |
Warp 2 |
Warp 3 |
Warp 4 |
Warp 5 |
Warp 6 |
Warp 7 |
Warp 8 |
Warp 9 |
Stardr. 1 |
100 |
800 |
2700 |
6400 |
12500 |
21600 |
34300 |
51200 |
72900 |
Stardr. 2 |
100 |
430 |
2700 |
6400 |
12500 |
21600 |
34300 |
51200 |
72900 |
Stardr. 3 |
100 |
425 |
970 |
5400 |
12500 |
21600 |
34300 |
51200 |
72900 |
SuperStarDrive 4 |
100 |
415 |
940 |
1700 |
7500 |
11600 |
24300 |
31200 |
72900 |
Nova Drive 5 |
100 |
415 |
940 |
1700 |
2600 |
10500 |
14300 |
23450 |
72900 |
HeavyNova Drive 6 |
100 |
415 |
940 |
1700 |
2600 |
3733 |
12300 |
21450 |
72900 |
Quantam Drive 7 |
100 |
415 |
940 |
1700 |
2600 |
3733 |
5300 |
19450 |
42900 |
Hyper Drive 8 |
100 |
400 |
900 |
1600 |
2500 |
3600 |
5000 |
7000 |
42900 |
Transwarp Drive |
100 |
400 |
900 |
1600 |
2500 |
3600 |
4900 |
6400 |
8100 |
6. Mission Ordering
Host Order
Update of clientside-actions:
- own cargotransfers
- planetary structures built
- starbases built
- alliance codes checked
- jettison from ships
- lock towbeam
Cheat detect
Cloak
AuxHost1.bat
AuxHost1.ini
Meteor shower
Sensor sweep & bioscan
Loki first decloak
Cloak fail
Superspy deluxe (Fcode change)
Minefield fcodes established
Lady Royale generates MCs
Most Mission 9, in order of ID:
-Rob
-Hiss
-Build fighters (incl. 'lfm')
-Repair Self (Borg)
-Dark sense
Cargo drop (ship - planet)
- including Imperial Assault
- including Ground Combat
Transfers (ship to foreign ship)
Beam transfer fcodes (by ID)
- including give ships (gsX)
Planets beam up money ("bum")
Gather missions
Alchemy
Lay mines
Lay web mines
Ion storms:
-move
-join
-decloak ships
-damage ships
-drag ships
-new storms formed
-affect minefields
Mine sweep/scoop
Mine decay
Mines destroy mines
New minefield fcodes established
Web drain
Starbases fix or recycle ships
First build new ships
Clone ships
Super refit
Force a surrender at starbase
Mass check, repair & mkt
Towing ships move
Warpwell calculation
Most ships move (Incl. HYP)
Cobol Ramscoop makes fuel
Warpwell calculation
Intercepting ships move
Cobol Ramscoop makes fuel
Warpwell calculation
Glory device ships detonate
Firecloud chunnel
Loki second decloak
Starbase Primary Orders
Starbases build 'free' fighters
Starbases dump parts (dmp)
Mass check, repair & mkt
New natives appear
Colonise ships
AUXBC.INI
Mass check, repair & mkt
Ship vs. ship combat
Borg gather debris
Mass check, repair & mkt
Ship vs. planet/base combat
Minefield fcodes established
Terraforming
Structure decay
Fascists Pillage planets
Rebel Ground Attack
Happiness change computed
Supplies produced (inc Bovinoids)
Taxes produce MCs (if HP > 30)
Borg assimilate natives
Population growth (if HP > 69)
Overpopulation dies/eats supplies
Amorphous worms eat clans
Riots
Civil wars
Mines produce minerals
Trans-uranium mutation
Second ship build
Mass check, repair & mkt
Superspy / Explore
Make score log
PBP Messages
Auxhost2.bat
Auxhost2.ini
Mass check, repair & mkt
Dump old messages
Count UFO's
Save Host data
Update time stamp
7. Friendly codes
All friendly codes are case-sensitive: "NAL" for example is not the same as
"nal". Unless stated otherwise, friendly codes work for shareware players as
well as registered players. Friendly codes containing ASCI codes that cannot be typed in
directly from the keyboard (charachters like ë, , æ and such) are not allowed.
Friendly codes containing one ore more of such characters will be reset to
AAA.
7.1 Ship codes
Alchemy ship codes |
NAL |
Disables the alchemy function of an alchemy ship (Works for registered
players only) |
ald |
Causes an alchemy ship to produce only duranium: three supplies units are
converted into one unit of duranium instead of the normal conversion of nine supply units
into one unit of ech mineral. (Registered only) |
alm |
Causes an alchemy ship to produce only molybdenum. (Registered only ) |
alt |
Causes an alchemy ship to produce only tritanium. (Registered only) |
Beam transfer codes |
bdm |
Causes a ship to beam down all the money it has onboard to the planet it
is orbiting. |
btm |
Beams all the money from a starship to all allied and enemy starships at
the same position. |
btt |
Transfers all the torpedoes from a ship to allied and enemy starships. |
btf |
Transfers all the fighters from a ship to allied and enemy carriers at the
same position. |
Alliance codes |
ff* |
Setting this code on a ship offers an alliance to the corresponding race.
In this code, the * is to be replaced with 1,2..8, 9,a or b. Setting ff3 for
example offers an alliance to the Birdmen. |
ee* |
This code is used to cancel an alliance, and is also set on a ship. The *
in this code is to be replaced with 1..9,a or b. Setting a code of eeb for
example drops an alliance with the Colonies. |
(Web) Minelaying codes (work only in conjunction with the lay mines or
'lay webmines' mission) |
mdN |
This code causes a ship to convert N times 10 torpedoes to mines. The N in
this code can be any number from a number from 1 to 9. When set to md0 the ship will
convert 100 torpedoes to mines. (Registered only) |
mdh |
Causes a ship to convert half of its torpedoes to mines. (Registered
only) |
mdq |
Causes a ship to convert a quarter of its torpedoes to mines.
(Registered only) |
mi* |
Causes a ship to lay mines in another races identity. The * in this
code needs to be replaced with the number or letter (1,2
.8,9,a,b) of the race in
whose identity you wish to lay mines. A code of mia for example will lay Rebel
mines (Registered only) |
Glory device friendly codes |
pop |
When set on a ship with a Glory Device this code causes the ship to blow
up; the ship will explode if it has fuel. The ship will explode after all movement has
been processed by the Host program. |
trg |
This code causes a ship with a Glory Device to explode when a cloaked
enemy ship is at the same location as this ship after movement and the ship with the Glory
Device has fuel. |
Miscellaneous friendly codes |
msc |
If a ship is set to sweep mines, has at least one torpedotube and is
inside a (web)minefield belonging to the same owner,this code will cause the ship to scoop
up that field. (Registered only) |
mkt |
Will cause a starship to make torpedoes, if it has the proper resources.
(Registered only) |
cln |
If orbiting one of a own starbases, you can set this code on a ship to
order the base to make an exact replica of the ship. See cloning for further details and
restrictions. (Registered only) |
gs* |
This code will give a starship to another race. The * in this code must be
replaced with the number or letter of the appropriate race (1,2,..8,9,a,b). |
HYP |
Will cause a hyperdrive equipped starship to initiate hyper jump if it has
a warp setting greater than 0 (zero) and a waypoint beyond 21 light years |
lfm |
Set on a Robot, Rebel or Colonial ship with at least one fighterbay this
code will cause the ship to load minerals and supplies needed to build fighters and build
them. |
nbr |
No Boarding Party. This code on a Privateer or Crystalline ship will cause
the ship to not use their towcapture / boarding party ability to take over enemy ships
that are out of fuel. Instead, they will simply tow fuelless ships. (Registered only) |
NTP |
This code tells a ship to not launch its fighters or fire its
torpedoes in battle. |
7.2 Planet codes
Configuration codes |
con |
This planetary code will cause the Host program to send you all the
games settings as messages. |
noc |
Causes the Host program to NOT send you any configuration messages. |
General codes |
bum |
With this code, a planet will beam up all of its money to planet to
all starships in orbit. When more than one ship is present the money is split evenly. |
mf# |
This is the universal minefield code, where the # can be any character
that can be found on the keyboard (no strange ASCI codes). |
Battle codes |
ATT |
This code will cause a planet to attack all enemy ships with fuel in
orbit. Some races (Fascists, Rebels) ships can not be attacked by this code, neither
can the Super Star Destroyer ship regardless of who owns it.. |
NUK |
This code will make a planet attack all enemy ships in orbit, whether they
have fuel or not. Some races (Fascists, Rebels) ships can not be attacked by this
code, neither can some ships (SSD, fuelless Birdmen warships). |
Starbase codes (note: all planet codes work on planets with starbases too) |
dmp |
Setting this code on a starbase will order the base to dump and recycle
all ship-components in its storage rooms. (Registered only) |
PBx |
This code can be used to give certain starbases priority when it comes to
shipbuilding. Only works if you have 20 or more priority points, replace "x"
with the number in which order you want to prioritise your bases. |
Infolist 3.22 copyright 2000 and the 21st century Donovan.
Feel free to download, print and/or alter, just don't put it online.
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