by C. Pirx
Last update 20th of May, 1996
Planeteers, fellow Privateers and the rest of the galaxy,
This is a collection of the best material I could find on my tours through the vast and endless voids of the never ending Internet. To have the best use for it, download it, as the whole reference is on one page by simply using the "Save as" command in your browser. You can also download a file that contains "The Reference", written in Word 6.0, very good for easy printing. But check the relase date carefully, sometimes this online reference will be more uptodate.
You will find all the information you need on a usual day in the echo cluster. All authors, from whom I took those information have been asked and they kindly gave me their permission (thanks a lot folks !) to use their work.
It is not easy to keep up with all the modifications that are coming up all couple of months, so if you notice a mistake, or something else that can be improved, send me a note. If you do point out an error or give a good suggestion for how "The Reference" can be improved I will include it in the next version. Your name will also be added to the credits list. Just send me a note.
Have fun playing VGA Planets,
Pilot Pirx
Engine | Tech | Cost | Dur | Tri | Mol |
StarDrive 1 | 1 | 1 | 1 | 5 | 0 |
StarDrive 3 | 2 | 2 | 2 | 5 | 1 |
StarDrive 3 | 3 | 3 | 2 | 3 | 5 |
SuperStarDrv 4 | 4 | 10 | 3 | 3 | 7 |
Nova Drive 5 | 5 | 25 | 3 | 3 | 7 |
HeavyNova Drv 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 |
Engine | Warp 1 | Warp 2 | Warp 3 | Warp 4 | Warp 5 | Warp 6 | Warp 7 | Warp 8 | Warp 9 |
Star Drive 1 | 100.00 | 200.00 | 300.00 | 400.00 | 500.00 | 600.00 | 700.00 | 800.00 | 900.00 |
Star Drive 3 | 100.00 | 107.50 | 300.00 | 400.00 | 500.00 | 600.00 | 700.00 | 800.00 | 900.00 |
Star Drive 3 | 100.00 | 106.25 | 107.78 | 337.50 | 500.00 | 600.00 | 700.00 | 800.00 | 900.00 |
Super Star Drive 4 | 100.00 | 103.75 | 104.44 | 106.25 | 300.00 | 322.22 | 495.92 | 487.50 | 900.00 |
Nova Drive 5 | 100.00 | 103.75 | 104.44 | 106.25 | 104.00 | 291.67 | 291.84 | 366.41 | 900.00 |
Heavy Nova Drive 6 | 100.00 | 103.75 | 104.44 | 106.25 | 104.00 | 103.69 | 251.02 | 335.16 | 900.00 |
Quantam Drive 7 | 100.00 | 103.75 | 104.44 | 106.25 | 104.00 | 103.69 | 108.16 | 303.91 | 529.63 |
Hyper Drive 8 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 102.04 | 109.38 | 529.63 |
Transwarp Drive | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 | 100.00 |
The units are per 1/100,000 of a KT per LY I.e. 100 corresponds to .001 KT-fuel/KT-mass/LY
A 200 KT ship going 20 LY at Warp 8 with Nova Drive 5 engines would take about 15 KT of fuel (.0036641*200*20)
NOTE: Fuel usage formula is approximate with about a +/- 5 KT error
The following table compares the various beam weapons. No major revelations here. Disruptors are the best beam weapon early in the game, and Heavy Disruptors and Heavy Phasers are the weapons of choice among discerning warriors.
Name | Tech | MC/Beam | Damage | Kill | Sweep/Trn | Trit | Dur | Moly |
Laser | 1 | 1 | 3 | 10 | 1 | 1 | 0 | 0 |
X-Ray Laser | 1 | 2 | 1 | 15 | 4 | 1 | 0 | 0 |
Plasma Bolt | 2 | 5 | 10 | 3 | 9 | 1 | 2 | 0 |
Blaster | 3 | 10 | 25 | 10 | 16 | 1 | 12 | 1 |
Positron Beam | 4 | 12 | 29 | 9 | 25 | 1 | 12 | 5 |
Disruptor | 5 | 13 | 20 | 30 | 36 | 1 | 12 | 1 |
Heavy Blaster | 6 | 31 | 40 | 20 | 49 | 1 | 12 | 14 |
Phaser | 7 | 35 | 35 | 30 | 64 | 1 | 12 | 30 |
Heavy Disruptor | 8 | 36 | 35 | 50 | 81 | 1 | 17 | 37 |
Heavy Phaser | 10 | 54 | 45 | 35 | 100 | 1 | 12 | 55 |
Finally, one little known fact makes these tables more useful. In a battle, the kill factor does nothing to help beat down shields. So if your object is to destroy ships, get the highest damage rated weaponry you can. But if you want to capture ships, balance the kill rating with enough damage rating to break through the shields.
Name | Tech | Cost | Dur | Tri | Mol | Mass | Kill | Damage |
Laser | 1 | 1 | 0 | 1 | 0 | 1 | 10 | 3 |
X-Ray Laser | 1 | 2 | 0 | 1 | 0 | 1 | 15 | 1 |
Plasma Bolt | 2 | 5 | 2 | 1 | 0 | 2 | 3 | 10 |
Blaster | 3 | 10 | 12 | 1 | 1 | 4 | 10 | 25 |
Positron Beam | 4 | 12 | 12 | 1 | 5 | 3 | 9 | 29 |
Disruptor | 5 | 13 | 12 | 1 | 1 | 4 | 30 | 20 |
Heavy Blaster | 6 | 31 | 12 | 1 | 14 | 7 | 20 | 40 |
Phaser | 7 | 35 | 12 | 1 | 30 | 5 | 30 | 35 |
Heavy Disruptor | 8 | 36 | 17 | 1 | 37 | 7 | 50 | 35 |
Heavy Phaser | 10 | 54 | 12 | 1 | 55 | 6 | 35 | 45 |
This table compares the ten different torpedoes available to the Echo Cluster. Note that the tech level is NOT the level your starbase needs to be able to build the weapon. Rather it is the tech level host uses to calculate the number of mines created by a torpedo type. (The same is true of the Beam Table, below.) In the original spreadsheet extra calculation columns are added. The user inputs a number into a cell. The program then calculates the number of mines and the radius of the minefield created. Please observe that the most cost effective mine laying torpedo is the Mark 4 at 0.36 mines/megacredit but it only creates 36 mines per torp. The Mark 7 is second at just 0.44 mines/MC. For this author the early game mine layer is the Mark 4 and the Mark 7 is the torpedo of choice. But be careful of falling into a rut! Mix in a few other types when you get opportunity and keep your opponents guessing!
Name | Tech | Mines | MC/Tube | MC/Torp | Damage | Kill |
Mark 1 | 1,00 | 1,00 | 1,00 | 1 | 5 | 4 |
Proton | 2,00 | 4,00 | 4,00 | 2 | 8 | 6 |
Mark 2 | 3,00 | 9,00 | 4,00 | 5 | 10 | 3 |
Gamma Bombs | 3,00 | 16,00 | 6,00 | 10 | 2 | 15 |
Mark 3 | 4,00 | 25,00 | 5,00 | 12 | 15 | 9 |
Mark 4 | 5,00 | 36,00 | 20,00 | 13 | 30 | 13 |
Mark 5 | 6,00 | 49,00 | 57,00 | 31 | 35 | 17 |
Mark 6 | 7,00 | 64,00 | 100,00 | 35 | 40 | 23 |
Mark 7 | 8,00 | 81,00 | 120,00 | 36 | 48 | 25 |
Mark 8 | 10,00 | 100,00 | 190,00 | 54 | 55 | 35 |
Name | MC/mine | Min/100mine | MC/kill | MC/dmg | Trit | Dur | Moly |
Mark 1 | 1,00 | 100,00 | 0,25 | 0,2 | 1 | 1 | 0 |
Proton | 0,50 | 25,00 | 0,33 | 0,25 | 1 | 0 | 0 |
Mark 2 | 0,56 | 11,11 | 1,67 | 0,5 | 1 | 4 | 0 |
Gamma B. | 0,63 | 6,25 | 0,67 | 5 | 1 | 3 | 1 |
Mark 3 | 0,48 | 4,00 | 1,33 | 0,8 | 1 | 1 | 5 |
Mark 4 | 0,36 | 2,78 | 1,00 | 0,43 | 1 | 4 | 1 |
Mark 5 | 0,63 | 2,04 | 1,82 | 0,89 | 1 | 7 | 14 |
Mark 6 | 0,55 | 1,56 | 1,52 | 0,88 | 1 | 2 | 7 |
Mark 7 | 0,44 | 1,23 | 1,44 | 0,75 | 1 | 3 | 8 |
Mark 8 | 0,54 | 1,00 | 1,54 | 0,98 | 1 | 1 | 9 |
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)
NOTE: 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
This table shows the number of torpedos required to create field of a certain diameter
Diameter | # of mines | Mk2 | ||||||||
of field | deployed | Mk1 | Prot | Gam | Mk3 | Mk4 | Mk5 | Mk6 | Mk7 | Mk8 |
10 | 25 | 25 | 6 | 3 | 2 | 1 | - | - | - | - |
20 | 100 | 100 | 25 | 11 | 6 | 4 | 3 | 2 | 2 | 1 |
30 | 225 | 225 | 56 | 25 | 14 | 9 | 6 | 5 | 4 | 2 |
40 | 400 | 400 | 100 | 44 | 25 | 16 | 11 | 8 | 6 | 4 |
50 | 625 | 625 | 156 | 74 | 39 | 25 | 17 | 13 | 10 | 6 |
60 | 900 | 900 | 225 | 100 | 56 | 36 | 25 | 18 | 14 | 9 |
70 | 1225 | 1225 | 306 | 136 | 77 | 49 | 34 | 25 | 19 | 12 |
80 | 1600 | 1600 | 400 | 177 | 100 | 64 | 44 | 33 | 25 | 16 |
90 | 2025 | 2025 | 506 | 225 | 127 | 81 | 56 | 41 | 32 | 20 |
100 | 2500 | 2500 | 625 | 277 | 156 | 100 | 69 | 51 | 39 | 25 |
The table shows the number of mines, that have to be deployed per lightyear radius.
Lightyear radius | Number of Mines | Lightyear radius | Number of Mines | Lightyear radius | Number of Mines | Lightyear radius | Number of Mines | Lightyear radius | Number of Mines | ||||
1 | 1 | 31 | 961 | 61 | 3721 | 91 | 8281 | 121 | 14641 | ||||
2 | 4 | 32 | 1024 | 62 | 3844 | 92 | 8464 | 122 | 14884 | ||||
3 | 9 | 33 | 1089 | 63 | 3969 | 93 | 8649 | 123 | 15129 | ||||
4 | 16 | 34 | 1156 | 64 | 4096 | 94 | 8836 | 124 | 15376 | ||||
5 | 25 | 35 | 1225 | 65 | 4225 | 95 | 9025 | 125 | 15625 | ||||
6 | 36 | 36 | 1296 | 66 | 4356 | 96 | 9216 | 126 | 15876 | ||||
7 | 49 | 37 | 1369 | 67 | 4489 | 97 | 9409 | 127 | 16129 | ||||
8 | 64 | 38 | 1444 | 68 | 4624 | 98 | 9604 | 128 | 16384 | ||||
9 | 81 | 39 | 1521 | 69 | 4761 | 99 | 9801 | 129 | 16641 | ||||
10 | 100 | 40 | 1600 | 70 | 4900 | 100 | 10000 | 130 | 16900 | ||||
11 | 121 | 41 | 1681 | 71 | 5041 | 101 | 10201 | 131 | 17161 | ||||
12 | 144 | 42 | 1764 | 72 | 5184 | 102 | 10404 | 132 | 17424 | ||||
13 | 169 | 43 | 1849 | 73 | 5329 | 103 | 10609 | 133 | 17689 | ||||
14 | 196 | 44 | 1936 | 74 | 5476 | 104 | 10816 | 134 | 17956 | ||||
15 | 225 | 45 | 2025 | 75 | 5625 | 105 | 11025 | 135 | 18225 | ||||
16 | 256 | 46 | 2116 | 76 | 5776 | 106 | 11236 | 136 | 18496 | ||||
17 | 289 | 47 | 2209 | 77 | 5929 | 107 | 11449 | 137 | 18769 | ||||
18 | 324 | 48 | 2304 | 78 | 6084 | 108 | 11664 | 138 | 19044 | ||||
19 | 361 | 49 | 2401 | 79 | 6241 | 109 | 11881 | 139 | 19321 | ||||
20 | 400 | 50 | 2500 | 80 | 6400 | 110 | 12100 | 140 | 19600 | ||||
21 | 441 | 51 | 2601 | 81 | 6561 | 111 | 12321 | 141 | 19881 | ||||
22 | 484 | 52 | 2704 | 82 | 6724 | 112 | 12544 | 142 | 20164 | ||||
23 | 529 | 53 | 2809 | 83 | 6889 | 113 | 12769 | 143 | 20449 | ||||
24 | 576 | 54 | 2916 | 84 | 7056 | 114 | 12996 | 144 | 20736 | ||||
25 | 625 | 55 | 3025 | 85 | 7225 | 115 | 13225 | 145 | 21025 | ||||
26 | 676 | 56 | 3136 | 86 | 7396 | 116 | 13456 | 146 | 21316 | ||||
27 | 729 | 57 | 3249 | 87 | 7569 | 117 | 13689 | 147 | 21609 | ||||
28 | 784 | 58 | 3364 | 88 | 7744 | 118 | 13924 | 148 | 21904 | ||||
29 | 841 | 59 | 3481 | 89 | 7921 | 119 | 14161 | 149 | 22201 | ||||
30 | 900 | 60 | 3600 | 90 | 8100 | 120 | 14400 | 150 | 22500 |
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)
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.
DP | Ftr | Bm | Clans | Tech | DP | Ftr | Bm | Clans | Tech | |
1 | 1 | 1 | 1 | 1 * | 85 | 9 | 5 | 1257 | 7 * | |
3 | 2 | 1 | 3 | 1 | 91 | 10 | 6 | 1710 | 7 | |
5 | 2 | 1 | 5 | 2 * | 111 | 11 | 6 | 3740 | 7 | |
7 | 3 | 1 | 7 | 2 | 113 | 11 | 6 | 3987 | 8 * | |
13 | 4 | 2 | 13 | 3 * | 127 | 11 | 7 | 5940 | 8 | |
19 | 4 | 3 | 19 | 3 | 133 | 12 | 7 | 6897 | 8 | |
21 | 5 | 3 | 21 | 3 | 145 | 12 | 7 | 9027 | 9 * | |
25 | 5 | 3 | 25 | 4 * | 157 | 13 | 7 | 11445 | 9 | |
31 | 6 | 3 | 31 | 4 | 169 | 13 | 8 | 14151 | 9 | |
37 | 6 | 4 | 37 | 4 | 181 | 13 | 8 | 17145 | 10 * | |
41 | 6 | 4 | 41 | 5 * | 183 | 14 | 8 | 17672 | 10 | |
43 | 7 | 4 | 43 | 5 | 211 | 15 | 8 | 25890 | 10 | |
57 | 8 | 4 | 95 | 5 | 217 | 15 | 9 | 27855 | 10 | |
61 | 8 | 5 | 165 | 6 * | 241 | 16 | 9 | 36435 | 10 | |
73 | 9 | 5 | 567 | 6 | 271 | 16 | 10 | 48780 | 10 |
`*' denotes a beam tech level increase.
NOTE: Having 181 Defence Posts means that when the planet is attacked it will use Heavy Phasers in its defence; it does not mean that a starbase over the planet will have a tech 10 beam level. In other words, just because the tech level of beams used to defend a planet against attack increases due to a high number of defence posts does not mean that the tech level of beams that a starbase can produce goes up.
NOTE: The tech level of beams used to defend a planet will not be lower than the beam tech level on a starbase above the planet; however, it may be lower.
NOTE: If you increase your beam teach level, than the tech level of beams used to defend a planet will also be increased
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 | Set ship mission ** |
Torpedoes (on ship): | * | 1 | 1 | 1 | 0 | Set FC to mkt |
Starbase: | 900 | 402 | 120 | 340 | 0 |
Fuel (from Neutronic Refinery): 1 Sup + 1 Mineral -> 1 Neutronium
Minerals (from Merlin): 9 Sup -> 1 Tri + 1 Dur + 1 Mol - see
FC for other info
* For MC cost, see above torp list and add 1 e.g. to build 10 Mark 8 photons on a ship with Mark 8 launchers, you need 10 of each mineral in the cargo and 10*54+1 = 541 MC on board
** For Rebels, ship building is automatic - no ship mission
Colonists change =
trunc(10 - sqrt(# colonists/1,000,000) - abs(temp - 50)
/33 (# mine + # fact)/300 - tax_rate*.8)
Natives change =
trunc(5 + native_gov/2 - sqrt(# natives/1,000,000)
- (# mine + # fact)/200 - tax_rate*.85)
NOTE: native_gov goes from 1(anarchy)-9(unity): see table below Hiss effect is +(hiss value)*(# ships hissing)
Planetary Temp | Happiness | Attitude | Native Gov | Tax Factor | |
85-100 | desert | 90-100 | happy | (1) Anarchy | 20% |
65-84 | tropical | 70-89 | calm | (2) Pre-Tribal | 40% |
40-64 | warm | 50-69 | unhappy | (3) Early-Tribal | 60% |
15-39 | cool | 40-49 | very angry | (4) Tribal | 80% |
0-14 | arctic | 20-39 | rioting | (5) Feudal | 100% |
(-300)-20 | fighting | (6) Monarchy | 120% | ||
(7) Representative | 140% | ||||
(8) Participatory | 160% | ||||
(9) Unity | 180% |
Natives:
NOTE:
1) you must have 100 colonists for every MC collected
2) for Insectiods, see Native Race Advantages section
Example:
8,000,000 natives
10% native taxes
Humanoid / Tribal
1200 Colonists
( 8000000 ) * ( 0.10 ) * ( 0.80 ) * 0.001 = 640 megacredits
Colonists:
Example:
7,000,000 colonists
10% taxes
(7000000) * (0.10 ) * 0.001 = 700 megacredits
Mine output in kt = # of mines * mineral density.
I.e: 100 mines at 95% density -> 95 KT
Colonists growth % = 5*sin(temp*pi/100)/(1 + tax_rate/5)= 0
Natives growth % = 4*sin(temp*pi/100)/(1 + tax_rate/5) = 0
Arctic:
29 clans + 20 clans / degree (e.g. 3 degrees: 89 clans)
Desert:
9 clans + 20 clans / degree (e.g. 97 degrees: 69 clans)
Colonists:
a) If climate limits population and climate death rate (CDR) is 0%:
max pop = 10,000,000*sin(temp*pi/100)colonists (won't die if exceeded)
b) If climate limits population and CDR is not 0%:
2) planet is arctic,
max pop = {[(1 + temp)*200] - 100}/CDR colonists (will die)
3) all other temps= 10,000,000*sin(temp*pi/100) colonists(won't die)
NOTE:If overpopulation eats supplies you can have more than the max population, though not by many. Fascists and Robots can support at least 6000 colonists on desert planets, and Rebels can upport at least 20000 colonists on arctic planets - more if the formula allows.
c) If climate does not limit population:
max pop = 10,000,000 colonists -- CDR does nothing (won't die)
Natives:
Max native population = 15,159,000*sin(temp*pi/100) natives
maxdefense = 50+sqrt(clans-50)
maxfactories = 100+sqrt(clans-100)
maxmines = 200+sqrt(clans-200)
^^^ below this number of clans, the ratio is 1 structure/1 clan
For each defense post on a planet, your ground defense goes up by .05 x ground defense # against ground attacks. For each 20 defense posts, the ratio changes by the ground defense # exactly.
Example:
Lizards 30:1 ground attack against Birds 2:1 ground defense:
Defence post | Ratio | Ratio Formula: (att #):((def #)*(DP*.05 + 1)) | |
0 | 15:01 | 1 lizard colonist will kill 15 enemy colonists | |
10 | 10:01 | eg (30:(2*(10*.05 + 1)) => (30:3) => (10:1) | |
20 | 7.5:1 | (30:(2*(20*.05 + 1)) => (30:4) => (7.5:1) | |
30 | 06:01 | (30:(2*(30*.05 + 1)) => (30:5) => (6:1) | |
40 | 05:01 | ||
60 | 3.75:1 | ||
80 | 03:01 | ||
100 | 2.5:1 |
Odds of detection = 100 - (number of defense posts * 6,6 %)
Any planet with less than 15 factories, 20 mines, and 0 defense posts will not be detected.
20 or more defense outposts will shield a planet from bio scanners. A Catīs Pawn will recieve changing readings (from turn to turn) and will thereby findout that someone has to be on this position.
Loki Class decloaks ships (Tachyon Field)
Super Spy
Beam up/down from/to a planet owned by Y O
U
Privateer Rob mission
Transport between ships
Transport down to an unowned or enemy
planet (eg drop colonists)
Gather mission (beam up from any planet)
Alchemy missions
Mine laying
mkt - making torpedoes after mine laying and before COMBAT
Ion Storms
Mine Sweeping
Mine Field check
Web Field check
Repairing of ships
Building of new ships
Cloning
Federation Super Refit mission before movement somewhere
Surrendering
Movement (Includes HYP)
Intercept Missions
Glory Device (D19 and Saber Class Starships)
Star Base Functions
Colonize Missions
COMBAT!
Science Ship Missions (Planet Climate changing) after COMBAT!
Fascists Pillage/Rebel Ground Attack missions after COMBAT!
Planet Production
Exploration
Solar Federation :
LIZARDS :
BIRDMEN :
FASCISTS :
PRIVATEERS :
CYBORGS :
CRYSTALLINE :
EVIL EMPIRE :
ROBOTS :
REBELS :
COLONIES :
Mine fields:
"mdh" mine drop half your torps
"mdq" mine drop one quarter of your torps
"md1" mine drop 10 torps
"md2" mine drop 20 torps
"md3" mine drop 30 torps
"md4" mine drop 40 torps
"md5" mine drop 50 torps
"md6" mine drop 60 torps
"md7" mine drop 70 torps
"md8" mine drop 80 torps
"md9" mine drop 90 torps
"md0" mine drop 100 torps
"miN" will lay a minefield in an enemies ID, were N is the ID number ofthe enemy that you want the mines laid as. N = (1, 2, 3, 4, 5, 6, 7, 8, 9, a, b) These mines will not effect the enemy race, but they can and will damage you if you fly through the field.
"msc" If you mission is set to mine sweep this code will cause the ship to scoop up the mines and convert them back into torpedoes.
Glory device codes (see Glory Device).
"pop" This code will cause the D19 or Saber class starships
to EXPLODE after moving, if they have fuel.
"trg" This code will cause the D19 or Saber class starships to EXPLODE after moving, if they have fuel and any cloaked enemy ship is detected.
Alchemy ship codes.
"ald" Alchemy Duranium. This code will cause an alchemy
ship to produce only Duranium.
"alt" Alchemy Tritanium. This code will cause an alchemy ship to produce only tritanium.
"alm" Alchemy Molybdenum. This code will cause an alchemy ship to produce only molybdenum.
"NAL" No Alchemy. The ship will not do any alchemy this turn.
Planetary friendly codes.
"NUK" causes planet to attack all enemy ships in orbit.
(note: some fascist and birdmen ships are immune to attack)
"ATT" causes planet to attack all enemy ships in orbit that have fuel. (note: some Fascist and Birdmen ships are immune to attack)
"bum" beam up megacredits to all ships in ships in orbit (including enemy ships). If more then one ship is in orbit then the megacredits will be split between all the ships.
"dmp" Dump old parts. If there is a starbase in orbit around this planet then all the parts in the starbases storage bins will be converted back into minerals and dumped to the planets surface. It is worth noting that below the 500 ship limit the ship will be built and then all remaining parts dumped (also applies at 500 ship limit if a ship is built at that starbase that turn). At the 500 ship limit (if a ship is not built at that starbase) ALL parts at the starbase, including those involved in any ordered ship build WILL be recycled.
Ship to enemy ship transfers
"btt" Beam Transfer Torps. This code will transfer torpedoes
of like type from the ship with this code to all enemy ships at
the same point in space that have the same make of torp tube.
"btf" Beam Transfer Fighters. The code will transfer fighters from the ship with this code to all enemy ships at the same point in space that have fighter bays.
"btm" Beam Transfer Megacredits. This code will tranfer megacredits from the ship with this code to all enemy ships at the same point in space.
"gsN" Give Ship. This code will give starship to N race, where N is the number/letter code of another race. When the starship has this code the race represented by N will take control of said starship on thenext turn. (i.e., a friendly code of gs1 would give your starship to the Feds on the next turn. The crew becomes crew members of the new controlling race. For this to work there must be an enemy ship belonging to race N with colonists at the same point in space as the ship with the "gsN" friendly.
"nbr" No boarding party. This code will cause the Privateers or Crystal People to NOT use their tow capture beam to take over enemy ships that are out of fuel.
Ship to enemy planet transfers.
"bdm" Beam down Megacredits. This code will dump the
megacredits from the ship to the planet that it is in orbit around,
no matter who owns the planet.
Other codes.
"lfm" Load fighter minerals. This will load all the
minerals and money onboard the ship to build as many fighters
as possible and tells the ship to build fighters, regardless of
the ships mission. This code will only work for the Robots, Rebels
and Colonials.
"cln" Clone a Ship. This tells the starbase that you own and are in orbit with to make an exact copy of the ship with this code. The starbases' tech levels must be equal to or greater then the ship being cloned. This will in most cases cancel out the normal starship building on the starbase any turn that there is a starship with this code in orbit. The cost of cloning a ship (megacredits) is 200% of the original cost of building the ship. The Privateers and Crystal People can not clone. You can not clone ships that your race can already build.
"HYP" Hyperjump, this will cause a ship that has a hyperjump drive to jump 350 light years and burn 50 KT of fuel. The waypoint of the jumping ship must be greater then 25LY and the ship must have at least 50 KT of fuel. It is best to set the warp speed to 1 for the jump.
"mkt" Make torpedoes in space. Load your ship up with the items need to build torpedoes and your ship can construct them in space or over a planet. The items needed to build torps include one of each mineral type plus the megacredits required.
"con" Configure Message. Have the host send a listing of the current host configure settings next turn.
"NTP" Disable Torpedo Systems. A ship may now disable it's torpedo systems by using the friendly code "NTP" ( No TorPedoes ). If two ships that are enemies use the "NTP" friendly code they will still fight. This is also a special case where matching friendly codes does not count. This will also disable fighter launches.
Friendly code battle orders.
All ships have an attack order. They will fight in an order that
depends on the friendly code. The friendly code can give an attack
value from 1 to 999. To use attack values your friendly code must
begin with a number value. The attack values will NOT affect the
way in which a ships fights, it only effects the battle order.
Your enemy's attack values will NOT effect your battle order.
A attack value of 1 is the lowest possible attack value. Here
are examples of attack values base on some friendly codes where
"x" is any non-number character.
Here are examples of attack values base on some friendly codes where "x" is any non-number character.
FC Attack values
xxx 1000
1xx 1
10x 10
01x 1
999 999
123 123
18x 18
x23 23
xx2 2
The ship with the lowest attack value will attack first. If two ships have the same attack value then the ship with the lowest ID number will attack first.
Battle Ordering:
All ship to ship combat has two combat stages:
Intercepts Attack:
Under HOST.EXE Version 3.20 ships on intercept missions that have a cloaking device will attack their intercept target ship first. The highest ID ships with a cloaking device on an intercept mission attack before the lower ID ships with a cloaking device on intercept missions. Anytime a ship on an intercept mission goes into combat it looses its intercept lock. REMEMBER: You must set your primary enemy to the race of the ship you are intercepting if you wish to attack them.
Universal minefield friendly code rules (HOST 3.22a):
Rule 1:
Minefields have friendly codes. The minefield's friendly code
will be the same code as the planet that is owned by the owner
of the minefield that is nearest the mines center. So if you laid
a minefield at Nixon and you own Nixon and Nixon's friendly code
is "Q1m" the minefield would have a code of "Q1m".
Any starship with that friendly code would be able to travel through
the minefield and not activate any mines. If the planet's friendly
code is changed the minefield's code will change to match it.
The minefield friendly code takes effect as soon as the mines
are dropped.
Any ship in a web minefield that has a friendly code that matches the web minefield will not be drained by the web field.
A ship will not minesweep a minefield with a matching friendly code and it will not show up on starmaps or in messages.
Rule 2:
A planet with a friendly code beginning with "mf" will
cause ALL mine fields belonging to your race to have this code
as the mine field universal friendly code. If you set more than
one planet's friendly code first two letters to "mf"
the highest ID planet will be used to set the mine field universal
friendly code. The character following "mf" can be any
letter or number.
Example: If one of your planets friendly code is set to "mfK" then all your mine fields will have the universal friendly code of "mfK".
Rule 3:
If a Birdman ship sets the friendly code of any enemy planet using
the super spy mission to a friendly code beginning with the letters
"mf" and the planet has more than 30 defense outposts
the planet will use an ion discharge overload to knock the ships
out of cloak.
Rule 4:
A ship can use rule 1 or rule 2 to safely pass through a minefield.
Both rules are in effect. The ship can use the "local"
friendly code or the "universal" friendly code.
Notes:It is worth noting that high ASCII FC's can now, no longer, be used! You can not set your FCODE to any non-printable ascii code. If you do it will be reset to "AAA"
ADD-ON FRIENDLY CODES
RACEPLUS
Feds:
HUD - Improve native government up to Feudal. (Planet code)
Lizards:
!xx - Activate Chameleon Device and emulate ship type xx (see chart in Lizard Ability Section)
!!x - Activate Chameleon Device and emulate ship type 10x (see chart in Lizard Ability Section) (Ship Codes).
Birds:
EGG - To place a bomb on targeted enemy ship. (Ship code).
Fascists:
BAC - To send boarding part on to enemy spacecraft. (Ship code).
Privateers:
TCC - Transfer clans as crew to target vessel. (Ship code).
Cyborg:
STB - Activate Super Tractor Beam. (Ship code).
Crystals:
MKx - Planet code for starbases built over Siliconoid Planets.(x = 1-8 or P = proton torps, G=Gamma Bombs).
Empire:
GWG - Activate Gorbie Gravity Well Generator. (Ship code).
Robotics:
RDV - Repair Damaged Vessel. (Ship code).
Rebels:
BBT - Activate Boobytrap (Planet code) - On a Rebel ship this friendly code makes them immune to boobytraps.
Colonials:
SFG - Stealth Fighter Gather mission activation. - If set on target planet of the SFG mission it will make the defenses of the planet inactive. (Ship code).
xxx - Friendly code on Gemini where xxx equals target planets ID# (Ship code).
JUMPGATE
BJG - Build Jump Gate
AJG - Attack Jump Gate
RJG - Repair Jump Gate
Jnn - Jump to Jump Gate ID# nn
TACHYON
TPn - Tachyon Pulse at (n) time ten light years (0=10)
ITD - Incorporate Tachyon Device (planet friendly code)
STARBASE+
Minefield Fcodes:
SMF - Sweep Minefield
MSC - Scoop Up Minefield
LMF - Lay Minefield
Component Transport Codes:
GEn - Get Engine Tech (n) (n = 1-9)
GBn - Get Beam Tech (n) (n = 1-9)
GTn - Get Torp Launcher Tech (n) (n = 1-9)
UEn - Unload Engine Tech (n) (n = 1-9)
UBn - Unload Beam Tech (n) (n = 1-9)
UTn - Unload Torp Launcher Tech (n) (n = 1-9)
UAP - Unload All Parts
ASTEROIDS
IAn - Intercept Asteroid number (n)
TAn - Tow Asteroid number (n)
GQn - Gather Quadbenium from Asteroid number (n)
QJn - Quadbenium Jump (n) times ten light years (0=10)
ALIENS!
NMN - (planetary) Defend colonists at expense of the natives.
DIS - Destroy infected ship
ODP - Clean infected planet
FHOST
FBx Fighter Bomb Planet
FPx Fighter Patrol Area
FTx Fighter Transfer to
FTR Fighter Transfer Receive
FGx Fighter Gather Resources
FGy Fighter Gather (part2)
TAx Torpedo Attack Ship
TBx Torpedo Bomb Planet
BSG Build Stargate
Cid Complete Stargate
BSr Build Stargate To Race
ASG Attack Stargate
RSG Repair Stargate
Jid Jump Through Stargate
BCT Build Core Torpedo
RCT Report Core Torpedo
FCT Fire Core Torpedo
BSB Build Sunbuster
RSB Report Sunbuster
FSB Fire Sunbuster
SSC Activate Sunscoops (Ruby Class)
KSP Kill Ship (Deathstar)
KPL Kill Planet (Deathstar)
AFC Automated Fighter Construction
ATC Automated Torpedo Construction
GSr Give Ship To Race
EXC Exchange Ships
BUM Request Self Destruction
MTN Maintenance Order
PHOST
I donīt have the codes !
Solar Federation
Lizards
Birdmen
Fascists
Privateers
Cyborgs
Crystalline
Evil Empire
Robots
Rebels
Colonies
Native type | Benefit | |
Humanoid | Tech 10 Hulls | |
Bovinoid | 1 supply for every 10,000 Bovinoids, 1 supply per clan | |
Reptillian | Double the mining rate if there are more than 100 | |
Avian | Can be overtaxed | |
Amorphous | Will eat 5 clans per turn, can't be taxed or assimilated | |
Insectoid | Double taxes | |
Amphibian | Tech 10 Beam weapons | |
Ghipsodal | Tech 10 Engines | |
Siliconoid | Tech 10 Torpedoes |
Ship | Race | Cargo | Fuel | Crew | |
PL21 Probe | Evil Emire | 20 | 180 | 6 | |
B200 Class Probe | Cyborgs | 15 | 80 | 1 | |
Falcon Class Escort | Rebels | 120 | 150 | 27 |
To use the hyperdrive set the ship's waypoint to a point farther than 20 light years and set the friendly code to "HYP". The ship will jump about 350 light years and burn 50 units of fuel. The ship will come out of hyperspace at speed zero and with no waypoint set. Ships in hyperspace avoid all minefields. The hyperdrive can not be used to escape a tow. This will not work if the ship is on an intercept mission. A ship using its hyperdrive can not tow another ship
Under HOST 3.2 hyperjumping ships that end up within a box (-2,-2)-(+2,+2) from a planet will be pulled into the planet, unless the waypoint distance is between 340LY and 360LY.
Under HOST 3.20 If the player sets a waypoint using winplan to any point that is between 340LY and 360LY the ship will jump to this exact point in space. When a ship does one of these exact jumps gravity wells will not effect it.
There are three ship classes that are able to transform a planet's climate just by orbiting it. Each ship will change the climate type by 1 each turn.
Defines the amount of minerals that are retrieved from the hull of a ship that is recycled using the COLONIZE mission.
Odds of a large meteor impact 2%
Defines the chance that one large meteor will hit ONE of the 500 planets ....
Mine fields YES
Determines whether new minefields can be dropped but has no effect on existing minefields.
Web Mine Fields YES
Determines whether new Web minefields can be dropped but has no effect on existing Web minefields.
Alchemy Ships YES
Allows alchemy ships to convert supplies into minerals or supplies and/or minerals into fuel.
Delete old messages NO
Deletes old (unread) messages each turn ... if set to NO a player will receive their old messages as well as new messages if the host failed to receive a TRN file for their race during the last host run.
Disable all passwords NO
Determines whether players may protect their RST files using the internal VGAP password protection facility ... on CompuServe this is often not used because the host archives the RST files in a ZIP file password protected by a password known only to host & player.
The number of defending clans on a planet that, assuming a ground defence ratio of 1, will die for every clan dropped from a ship belonging to the attacking race. The default values are as follows:
The Solar Federation 1:1
The Lizard Alliance 30:1
The Empire of the Birds 1:1
The Fascist Empire 15:1
The Privateer Bands 1:1
The Cyborg 1:1
The Crystal Confederation 1:1
The Evil Empire 1:1
The Robotic Imperium 1:1
The Rebel Conf. 1:1
The Missing Colonies of Man 1:1
The number of clans attacking a planet that, assuming a ground defence ratio of 1, will die for every defending clan on the planet (assuming the attackers have that many). The default values are as follows:
The Solar Federation 1:1
The Lizard Alliance 10:1
The Empire of the Birds 1:1
The Fascist Empire 5:1
The Privateer Bands 1:1
The Cyborg 1:1
The Crystal Confederation 1:1
The Evil Empire 1:1
The Robotic Imperium 1:1
The Rebel Conf. 1:1
The Missing Colonies of Man 1:1
The Feds 0
The Lizards 0
The Bird Men 0
The Fascists 0
The Privateers 0
The Cyborg 0
The Crystal People 0
The Evil Empire 5
The Robots 0
The Rebels 0
The Colonies 0
Note: Each fighter still requires 3KT tritanium and 2KT molybdenum.
The Feds 70%
The Lizards 200%
The Bird Men 100%
The Fascists 100%
The Privateers 100%
The Cyborg 100%
The Crystal People 100%
The Evil Empire 100%
The Robots 100%
The Rebels 100%
The Colonies 100%
The percentage of normal taxation rates a given race can tax its natives and colonists at ... e.g. in the standard VGAP game the Feds will gain twice the MC's from natives that any other race will.
The Feds 200%
The Lizards 100%
The Bird Men 100%
The Fascists 100%
The Privateers 100%
The Cyborg 100%
The Crystal People 100%
The Evil Empire 100%
The Robots 100%
The Rebels 100%
The Colonies 100%
If set to YES the Rebels will build free-fighters in space (assuming 5KT Supplies, 3KT Tritanium & 2KT Molybdenum are present and the ship is one with fighter bays!)
Colonies build fighters in space YES
If set to YES the colonies will build free-fighters in space (assuming 5KT Supplies, 3KT Tritanium & 2KT Molybdenum are present, the mission is set to BUILD FIGHTERS and the ship is one with fighter bays!)
Robots build fighters in space YES
If set to YES the Robots will build free-fighters in space (assuming 5KT Supplies, 3KT Tritanium & 2KT Molybdenum are present, the mission is set to BUILD FIGHTERS and the ship is one with fighter bays!)
Cloaked ships may be Robbed NO
Defines whether or not The Privateers may rob fuel, money & minerals from ships that are cloaked.
Empire's Dark Sense range 200 LY
Defines the range at which the Dark Sense will work for The Evil Empire.
Lizards can use hiss mission YES
Defines whether the lizards are able to use their discontent suppressing HISS mission.
Rebels can use ground attack YES
Defines whether the rebels can use their REBEL GROUND ASSAULT mission to attack enemy & self owned planets.
The Feds can super refit YES
Defines whether The Feds are able to use their Starbase SUPER REFIT mission.
Cyborg assimilation rate 100%
Defines the percentage of natives (of the number of Cyborg colonists present on the planet) that will be assimilated into Cyborgs.
Colonial fighter mine sweep rate 20
Defines the number of mines that each colonial fighter can destroy during one sweep (turn!)
Colonial fighter can sweep webs NO
Defines whether or not colonial mine-sweeping fighters can sweep web mines!
Effect of HISS mission 5
The HISS mission works by beaming down happy units to the planet at which the ship is situated thus offsetting the negative happy units gained by overtaxation and other similarly nasty problems. IN the default settings each ship in orbit beams down 5 happy units per turn.
Rob mission failure rate 1%
Defines the percentage of times the ROB mission will FAIL.
Planets can attack Rebel ships NO
Defines whether or not a planet may attack a Rebel ship that is using the REBEL GROUND ASSAULT mission. Setting this to YES will effectively remove the Rebels GROUND ASSAULT mission.
Planets can attack Fascist ships NO
Defines whether or not a planet may attack a Fascist ship that is using the FASCIST PILLAGE mission. Setting this to YES will effectively remove the Fascist's PILLAGE mission.
Science ship bonus YES
Defines whether or not Terraformer's may actually Terraform planets.
Fed crew bonus YES
Defines whether the Federation Crew bonus (25% shield boost between battles, 2 extra fighter bays on ships with less than 9 fighter bays) is in operation or not.
The chance (percentage) that any given ships cloak may fail in a turn.
Fuel used to cloak 5
The amount of fuel required (per turn) to cloak 100KT of ship hull (weaponry and cargo excepted)
Ships without fuel can move YES
Impulse power switch ... if set to yes then ships can move some small distances without fuel.
Ship visible range (StarCharts) 300 LY
The range (in light years) at which a ship becomes visible if it not cloaked or orbiting a planet.
Sensor mission range 200 LY
The range (in light years) at which the SENSOR SWEEP mission will detect planetary factories and mines (enemy owned).
New natives will appear YES
If set to YES and a planet is selected by host that has no natives then new natives will be discovered hiding on that planet.
Planetary 'NUK' friendly codes YES
Defines whether the planetary friendly codes "ATT & "NUK will operate to attack fueled and fueless ships in orbit.
Overpopulation's eat supplies NO
Colonists will eat supplies to survive if the planet is overpopulated. If insufficient supplies are produced to maintain the population the population will cease growing.
Isotope Trans-uranium Mutation rate 5
The number of KT's of a mineral (LARGE MASSES density only ... lower densities will reflect that fact) produced per turn for any mineral within a planet.
Planetary structures decay rate 1
The number of planetary structures (mines, factories and defence posts) that will decay per turn if the number existing exceeds the maximum allowed.
Web mine decay rate 5%
The percentage of Web mines that are lost by normal decay from a Web minefield (Crystalline) each turn.
Mine field decay rate 5%
The percentage of mines that are lost by normal decay from a minefield each turn.
Odds of hitting a mine per L/Y 1%
The percentage chance of hitting a mine within a minefield for each light year traveled ... so for an 80 light year jump through a minefield a ship will (at default settings) have, in effect, a die with 100 sides rolled and if the number 1 is rolled the ship will have hit a mine.
Odds of hitting a web per L/Y 5%
The percentage chance of hitting a Web mine within a Web minefield for each light year traveled ... so for an 80 light year jump through a Web minefield a ship will (at default settings) have, in effect, a die with 100 sides rolled and if a number less than or equal to 5 is rolled the ship will have hit a Web mine.
Maximum mine field radius 150 LY
The maximum possible radius of a minefield in light years.
Mine detect range 200 LY
The range (in light years) at which the MINE SWEEP mission will detect a minefield.
Mines destroy enemy mines YES
Defines whether two overlapping minefields (different races) will neutralise (destroy) each other.
Engine tech boosts shield power NO
Defines whether engine tech will boost the power of a ship's shields.
Engine tech boosts shield power% 50
Defines the percentage level of boost shields will receive from Hi-Tech Engines.
Mine field sweep rate 4
Defines how many mine-units an X-Ray Laser will sweep in one turn and how many hundreds of mine-units will be swept by a Heavy Phaser.
Web mine field sweep rate 3
Defines how many web mine-units an X-Ray Laser will sweep in one turn and how many hundreds of web mine-units will be swept by a Heavy Phaser.
Mine field sweep range (LY's) 5
Defines the distance (in light years) from a minefield a ship must be before its beams will begin to sweep mines.
Web mine field sweep range (LY's) 0
Defines the distance (in light years) from a web minefield a ship must be before its beams will begin to sweep web mines.
Cloaked ship will hit mine odds 0.5%
Defines the odds that a cloaked ship will hit a mine for every light year traveled across a NORMAL minefield (cloaking does NOT affect the danger potential from web mines)
Amount of damage that prevents cloak 1
Defines the percentage level of damage a ship may have AND still be able to cloak
Ships with one engine can tow NO
Defines whether one-engined ships can tow or not.
Hyperdrive ships YES
Defines whether the three Hyperdrive ships in the game are allowed to use those drives.
Climate death rate 10%
Defines the percentage of the current colonist population on a planet that will die until the population reaches its maximum level (which is one except where races show special climate-based advantages).
Planets have gravity wells YES
Defines whether ships less than 3.001 light years from a planet will be drawn into orbit around that planet.
Crystal people like desert worlds YES
Defines whether the Crystal Peoples can live better on high temperature (desert) worlds i.e. that they will reach their maximum population level (250,000 clans) on high temperature desert worlds (50,000 on temperate-warm worlds)
Normal mines destroy web mines NO
Defines whether normal mines will neutralise (destroy) web minefields when the two overlap.
Climate limits population YES
Defines whether the climate of a world has any effect on population growth. A planet can support a maximum of 250,000 clans where climate is not an issue.
Odds of small meteor impact on all 0%
This defines the odds (percentage) that a small meteor will hit a planet (every planet is checked every turn)
Minimum Neutronium 10
Minimum Duranium 10
Minimum Tritanium 10
Minimum Molybdenum 10
Maximum Neutronium 200
Maximum Duranium 200
Maximum Tritanium 200
Maximum Molybdenum 200
These define the maximum and minimum amounts of the 4 minerals in VGAP that will be deposited on a planet if they are subject to a small meteor strike. These are useful to a host if depleting minerals in a game start to cause the game to stagnate.
Number of LARGE meteors impacting 0
This defines the number of large meteors that will hit planets each VGAP host run.
Minimum Neutronium 100
Minimum Duranium 100
Minimum Tritanium 100
Minimum Molybdenum 100
Maximum Neutronium 10000
Maximum Duranium 9000
Maximum Tritanium 9000
Maximum Molybdenum 7000
These define the maximum and minimum amounts of the 4 minerals in VGAP that will be deposited on a planet if they are subject to a LARGE meteor strike.
Send Meteor Messages YES
Defines whether players are informed that LARGE meteors have struck in territory they DON'T own and whether their own planets are the subject of small meteor strikes.
Maximum income per planet 5000MC
Defines the maximum number of megacredits a planet can produce in a single turn.
Ion Storm activity 5 Storms
Defines the maximum number of Ion Storms that can exist within the game.
FireCloud Warp Chunnel YES
Defines whether the FireCloud ship is able to Chunnel or not.
Advanced Birdmen Super Spi YES
Defines whether Birdmen starships are able to change a planets friendly code to match their own or not.
Ion storms hide minefields YES
Defines whether Ion Storms (if active) hide mines from ships using the MINE SWEEP mission.
Glory device (D19, Saber) YES
Defines whether the D19 Nefarious and Saber class ships can be set to explode with the friendly codes "trg and "pop or not.
Loki Class Anti-cloaker function YES
Defines whether the Loki Class ship will force cloakers within 10 light-years to decloak or not.
Lady Royale Gambling Ship YES
Defines whether the Lady Royale starship will generate megacredits from the proceeds of gambling or not.
Cloaked ships can attack YES
Defines whether or not a cloaked ship will attack a visible ship belonging to the race that matches its primary enemy setting or not.
Ship Cloning YES
Defines whether all races (except the Privateers & Crystals who can't) can clone captured or exchanged ships .... a process which requires the correct tech-levels at a Starbase, the FC "cln on the starship to be cloned, the required amount of minerals AND twice the required number of megacredits.
Crystal/Privateer Boarding Party YES
Defines whether a Crystalline or Privateer ship can capture a fueless enemy ship just by locking a tow (tractor) beam on the enemy.
Star Destroyer Imperial Assault YES
Defines whether the Imperial Star Destroyer can capture a planet (& Starbase if it exists) simply by dropping 10 clans onto the surface of the planet.
Cobol class free fuel per LY 2 KT
Defines how much fuel the Cobol Class Research Cruiser will scoop for every light year it travels.
Aries can convert minerals to fuel YES
Defines whether the Aries Class Transport can convert minerals into fuel or not.
Bioscanners YES
Defines whether the Cobol Class Research Cruiser, Pawn Class Baseship & Brynhild Class Escort can detect life on other planets if they are using the SENSOR SWEEP mission.
Hull Tech not slowed by mine hits 7
Defines the tech level at or above which a ship WILL NOT be slowed down (by 10 light years) if it suffers a mine-hit.
Portions of the data and information in this file are from documentation for the following software, and from other texts which are owned by their respective copyright holders:
VGA Planets copyright 1994, 1995, 1996 by Tim Wisseman
Eden Tan: Infolist ,
Eden Tan (The Last Gentleman), edentan@bach.eecs.berkeley.edu
II, VI, VII, VIII, IX, X, XI, XVIII, XIX, XX, XXI, XXII, XXIII
GammaMark: The Planeteer,
GammaMark, 76564.1754@CompuServe.Com
III, IV
The Undead HedgeHog: The Planeteer,
The Undead HedgeHog, 101516.3334@CompuServe.Com
XXIII, XXIV, XXV, XXVI, XXVII, XXVIII, XIX, XXX
Unknown Author(s) V, VI, XII, XIV, XV, XVI, XVII
Wrich : Wrich
70006.463@CompuServe.COM
X,XII,XIX
Commander Pirx : Commander Pirx, u373ej@sunmail.lrz-muenchen.de
VII, VIII, X, XI, XIII, XIV, XV, XVI, XVII, XVIII, XIX, XX, XXI,
XXII, XXIII
Subjects:
II Engines, Fuel Usage
III Beam Table
IV Torpedo Table
V Mine Table
VI Planetary/Base Defenses, Planetary DP Tables
VII Misc Info, Happiness Info
VIII Planetary economy,Tax Info, Mine Output
IX Growth Rate Info, Population Limit Info
X Plan. Struct., Ground Att/Def, Sensor Sweep
XI Mission Ordering
XII Obscure Rules
XIII First Ships
XIV to XVII Friendly Codes
XIX Race advantages
XXII Native Race Benefits, Hyperdrive & Research Ships
XXIII to XXX HCONFIG (Default Standard Setup)
As you certainly know, there are tons of material floating around the Internet and it is not easy to keep track of all the authors. Therefore, all authors, that feel they are not mentioned properly should contact contact me ASAP, so I can update the credit list.
THX for your understanding, Pirx
I hope you enjoyed this version of "The Reference". Please feel free to contact me any time if you have question, ideas or contributions.
Regards, Pirx