VGA Planets HOST 4.0 - HOST Version 4.000.219.xx

(mirrored from Tim's web site and/or PlanetsWiki as a complete text!!! This page is big sized!!!)



Master 4.000.219.1
Fixed: Fixed a problem with moving "too close" planets apart.
Fixed: Fixed jumpgate creation so that random elements aren't created unexpectedly, the jumpgate code is displayed correctly, and the picture setting is carried over to the client correctly.
Fixed: Extended the maximum X & Y coordinates from 30,000 to 32,000.
New: Added output to the master log to state which planets are being moved each pass of the routine.

Host 4.000.219.00
Fixed: Fixed a bug that was preventing Spindizzy from towing planets.
New: New HConfig option: ObserverSlot: Default = 0, Min = 0, Max = 30. When this value is set to a player number, all map object data and VCRs will be sent to this player. Nothing can be hidden. Use sparingly.
Changed: Score has been modified to randomize the entire score. Score for minefields has been changed to MAX(1, RND * (3 + RND(1, / 100)))
Changed: Quick Build can build ships without the base having an engine plant. Using a base to build ships allows you to do this already. NOTE: You will need client 72 to allow you to use this host change.
Changed: Resorts now require 30 happiness to be able to function at all. Previously, this was just a requirement to gather new colonists, but it would likely always be the case since happiness would increase greatly before this check was made.
Changed: New colonists from resorts now have a limit of 1 million plus 100k for every resort beyond the first.
Changed: Public Space Ports will not gather new colonists or natives if the happiness is 30 or less. This has always been the case, but now it is checked before the PSPs increase the happiness. 31 happiness is not required to gain the happiness increase from PSPs.

Planets 4.000.072
Fixed: Fixed the math behind the output of supplies from factories, which wasn't limiting the output due to colonists present.
Fixed: Groups for bases -> setting throttles for factories, repair, med, etc will now include training center throttle.
Fixed: Groups: Minefield changes will be represented immediately in name changes and filters in displays like the space command.
Fixed: Groups: Pod changes sometimes didn't have a proper count output in the status bar.
Fixed: Fixed an issue with the (H) button in the space command window moving the resulting window in the wrong place instead of where you last closed it.
Fixed: The pop-up window when you click on the map wasn't generated as a part of the client window, so it could hide from you. It is not stuck in the client window application.
New: Warb Bubble generator display ring is available in the More Map Options page now.
New: Added a prompt before VPS creation to allow the player to choose whether or not to add max crew, ord, repair, fuel, and worst-case weapons to enemy ships that they don't have a proper scan of. Good for producing simulations.
New: In VPS file creation, added FlightCommands to wreckage that will allow the orbital thrusters setting to be placed in the VPS file.
New: Made client adjustments that allow Quick Build to function at bases with just a Military Space port, to match host 219 changes.
New: Added new HConfig ObserverSlot output to FIG button (only if there is a configured Observer).

Master 4.000.219
New: Added support for FLIGHTCOMMANDS property for wreckage so that orbital thrusters can be enabled.

Host 4.000.218.10
Fixed: Made some adjustments so that tow targets as well objects performing escort or intercept will end their movement closer to their target.
Fixed: Corrected a possible host crash in tow movement.
Fixed: Virgo Light Speed wasn't being disabled in a web minefield detonation as it should have.

Planets 4.000.071
Fixed: When viewing wormholes or jumpgates and using the page up/down buttons the screen would not refresh. It does now.
Fixed: When using Groups / Ships / Match Devices, the minefield laying settings would also be applied. This has been removed. Use Groups / Ships / Mines to set minefield laying settings.
Fixed: The Base / Pod Launch screen for undock target would display the distance value to the dock target. This has been fixed.
Fixed: Fixed an issue with Minister -> Central Bank bank actions using an incorrect ground base for its calculations.
Partially scanned planets will now appear in the exported VPS correctly.
Fixed: Money and metal calcuations on ground bases will now take into consideration whether or not you have the proper building for the parts that you are attempting to purchase. This is helpful in cases where you have previously put in a request to purchase something that you lost the building to manufacture.
Fixed: Fixed some issues with QuickBuild.
New: Now using pending outfit pod upgrade to determine whether or not to display hypderdrive damage.
New: Upon making a change to minefield settings, the naming convention in the Space Command window will take immediate effect.
New: TaxPolicy and TurnStart VPS items are now output in VPS script from Make CVS / VPS button.
New: The ship command window will display values for the pending outfit pod hyperdrive swap, if any instead of what is installed currently.
New: When a ship has an engine swap pending from an outfit pod, the engine name will have a (Pending) message after it on the Ship Overview screen.
New: Added new Long Range Minefield Detctor sensor profile increase calculation.
New: Added new Minister -> Central Bank actions.
Client option to export VPS will now export the TECHUP, SPYTARGET, SPYCOMMANDS, and SPYFUNDING “Races” properties.
New: Added better support for pods and ship launches in exported VPS scripts.
New: Pod data pad will now display the boost target coordinates.
New: Added support for the new Movement Summary HConfig option.
New: The Import TRN function will now allow you to import a TRN file that doesn't belong to the current game.
New: Ships that will be upgraded by an outfit pod that affects their speed or hyp will display a PENDING message.
Changed: Resource rings will now include resources on ships and pods.
Changed: Displays that involve exotic techs that you have just turned on will now adjust their numbers assuming that you have it active instead of having to wait until next turn to see the result.

Master 4.000.218
Fixed: Broadened the acceptable values in a script for HD Stress from +/- 2000 to +/- 32000.
Fixed: Broadened the acceptable values in a script for HD Delta from +/- 400 to +/- 1000.
Fixed: Fixed an issue with an endless loop while loading a map name from the MAP file.
New: Master will now accept TURNSTART in VPS script under Start section to define the turn number that the game will begin at.
New: Master will now accept TAXPOLICY(#) in VPS script under Races section to define the tax policy setting for each player #.
New: Added new VPS script support for tech upgrade selections under “Races”. TECHUP(#)=Value where # is the player number and Value is a bitfield where active bits are set for technology upgrades. Bit 0 = planet, Bit 1 = Super Weapon, Bit 2 = Large Weapon, Bit 3 = Small Weapon, Bit 4 = PD, Bit 5 = Generator, Bit 6 = Engine, Bit 7 = Hull, Bit 8 = Hyp, Bit 9 = Shield, Bit 11 Persistent.
New: Added new VPS script support for spy target under “Races”. SPYTARGET(#)=Value where # is the player number and Value is the target player number.
New: Added new VPS script support for spy commands under “Races”. SPYCOMMANDS(#)=Value where # is the player number and Value is a bitfield where active bits are set for enabled spy commands. Bit 0 = 0 Sabotage Bases, Bit 1 = Gather Intelligence, Bit 2 = Ship Movements, Bit 3 = Incite Disorder, Bit 4 = Ship Intercept Logs, Bit 5 = Sabotage Ships, Bit 6 = Steal Ship Plans.
New: Added new VPS script support for spy funding under “Races”. SPYFUNDING(#)=Value where # is the player number and Value is the amount of galactic credits desired to be spent on spy mana generation.

Host 4.000.218.09
Fixed: When a planet is destroyed in combat, the Super Gorbi base shield bonus is now removed.
Fixed: When a ship has a planet in the VCR set as the kill target, then combat will not exit early.
Fixed: Draconian Rostov was killing too many fighters with PD. It was meant to have x3 kill, but it was killing x4.
Fixed: Solar Federation ships with Scotty on board will make combats run longer so that he can finish conducting repairs.
Fixed: Fixed issues with some “loss” calculations of fighters and mechs that would result in a “gain” instead.
Fixed: Fixed a player message error with Deep Ground Patrols.
Fixed: Fixed a display error in the Casualty Report for laser cannons and AAGs.
New: Solar Federation ships with enough high guard and experienced crew have a small chance to fool their enemy into thinking they were destroyed. In reality, they tricked the enemy sensors and managed to get 50+ ly away and have conducted repairs. All Federation ships that do this in the same VCR will appear in the same location, per player.
Changed: Spy attacks no longer function against newly created objects the same turn that they are created.
Changed: Refactored planet destruction code so that it is consistent from various functions.

Host 4.000.218.08
Fixed: Fixed an issue where a combat initiator could potentially trigger a combat against a destroyed ship, destroyed wing, or lost ship unintentionally.
Fixed: Final Battle HConfig option now disables hyperjumps, warp and ground base chunnels so no movement will occur. Previously only normal warp, intercept, and escort commands were canceled.
Fixed: Fixed some issues that could cause intercept movement to terminate unexpectedly early in the turn. I put in similar code to make sure that this wouldn't be possible for escort either, but because of their differences, it was unlikely to occur.
Fixed: Fixed an issue with mass of objects not being calculated from a fresh game from Master.
New: Darkwing, Darkwing G, and Resolute are immune to Web Minefield subspace vibrations which would give away their position (increase sensor profile).
New: The on/off status of the Long Range Minefield Detector will now correctly be identifyable on enemy ships due to the sensor profile adjustment that it generates.
New: Added new HConfig option: MovementSummary: Default = 0, Min = 0, Max = 1. When enabled, all ships and wings in the game will have a new log entry at the end of movement that shows their displacement and total distance moved. Displacement is a simple calculation of the distance from where they started to where they ended movement. The total distance moved adds new heavy calculations to the host, thus slowing down processing. The two values presented can easily be different when not moving in a straight line somewhere. It is useful for figuring out what happened during your turn and confirming that you did indeed move your programmed distance, as expected.
Changed: Implemented code to cut down on unnecessary recursions for scan sharing.

Host 4.000.218.07
Fixed: Fixed more distance index issues.
Fixed: Fixed an issue where new ship launches could over-fill the crew capacity of the new ship.
Fixed: Fixed issues with Insectoid battles vs Aczanny & Enforcers that would cause negative personnel.
Fixed: Fixed an issue with Aczanny Air Academy when the crew count was very high.
New: Insectoid Nest base log will now include the number of Insectoids and megacredits generated.

Host 4.000.218.06
Fixed: Assault Pods will choose their flight target as the boarding target primarily instead of whichever is nearby, but in the case where a ship is within boarding range and the flight target isn't then that ship will be chosen.
Fixed: Fixed an issue where Assault Pods in VCR would appear to wander around when they were actually docked to a ship.
Fixed: Aczanny assault pods (bomb pods) would only undock after they fought in boarding actions and lost with the enemy ship. Now they will simply undock and explode after 5 combat ticks.
Fixed: Fixed issues around the tracking of when VCR combatants had last been attacked.
Fixed: When determining which weapon type to “fire first” from wings, instead of relying on a 50/50 rule, it will also be directed to the proper type if one type is completely missing. For example, if a fighter has no missiles, then it’ll be directed to use beams.
New: Wings will monitor the incoming fire on their carriers (or ground base) and will activate and attack when it is under fire. Previously, they would only care about attacks against themselves.
Changed: Removed shield and armor levels as means of choosing a target for Assault Pods in VCR combat. Disabled targets will now receive less priority in target choices.
Changed: Modified Assault Pod movement in VCRs to utilize the same methods as ships instead of its own special routine.

Host 4.000.218.05
Fixed: Fixed an issue with EE players being able to see every docked pod & wing in the game regardless of whether or not they had a scan of the ship.

Host 4.000.218.04
Fixed: Fixed some issues with the indices that help speed up the finding of objects within a radius. This will resolve issues with Jumppoint Generators, Blockades, Minefield Detonations, etc.
Fixed: Fixed an issue that would cause planet random changes in HD delta to limit the delta from -300 to +300; now it is -30000 to +30000 (essentially no limit).
Changed: Long Range Minefield Detector generates 75 points of sensor profile noise when enabled. This is a change from Tim's original design where all players could see the LRMD ship. The device creates a lot of noise from the broadcast generated to find the minefields.
Changed: Sped up Centaur Astronavigation code where multiple Centaur players are in the game.
Changed: Centaur Steeple jump and Jumppoint Generator interation changed so that the steeple jump will only function if the Jumppoint Generator ship is owned by a Centaur. Other races that jump with the Centaur-owned JPG do not gain the steeple jump ability.
Changed: Ships/wings other than the Jumppoint Generator ship now gain sensor profile noise (rating 200) and scanning is reduced to 25%.

Host 4.000.218.03
Changed: Virgo minefield immunity will function with a scan range of 0 on the ship. This allows for it to be towed and still convey immunity.
Changed: Made minefield detonations into a separate loop at 1.29 in the Host Order that will occur first before other objects are processed.
Changed: Made the happiness part of the "score" calculation random from 0 to its max value.

Host 4.000.218.02
Fixed: Changed ground base "score" calculation to (colonist happiness / 60) + ((high guard / 5) ^ 0.725364) + RND(1, race leadership / 10)
Fixed: All objects will have a minimum "score" of 1. This is a means of fixing a bug with some objects not getting processed (planets getting new minerals, pod self-destructing, etc). The other means of doing this would have slowed down host runs.
Changed: RCS Insectoids mining rate no longer doubles; instead it adds 100 to the mining rate for the race. This works better with the change to Reptilians.
Changed: Changed some limits from 10k to 32k for HConfig. StellarMatterLauncherRangeLimit: Default = 32000, Min = 1, Max = 32000. InsectoidNestRangeLimit: Default = 400, Min = 1, Max = 32000. InsectoidNestMinRange: Default = 105, Min = 1, Max = 32000. InsectoidNestRangeIncrement: Default = 5, Min = 1, Max = 32000.

Host 4.000.218.01
Fixed: Fixed an issue with Spy Attacks (Ship Movements & Ship Logs) that caused host crashes. The attacker now has a / 2000 % chance against random ships to gain information.

Host 4.000.218.00
Fixed: Optimized the index that speeds up searches for objects within a radius.
Fixed: Fixed issues with the index that speeds up searches for objects within a radius. Things may run a little slower, but things will be more accurate.
Fixed: Previously, when an object was scanned after movement, that scan wouldn’t be shared immediately with other players. That could prevent other players’ devices from operating since they didn’t have a scan. Now this scan data will be shared immediately.
Fixed: Xelovi Hive “Focus Stones” Insectoid planet detection will no longer report planets that it has already scanned previously.
Fixed: Optimized Long Range Minefield Detector and Robot ship minefield scan ability to not reapply scan data that the player already has.
Fixed: Spy Scanner will no longer have ship log messages for bases/planets that you have already scanned. It provides an on-planet scan now also.
Fixed: Optimized Probe Launcher processing speed a bit. It will no longer have ship log messages for bases/planets that you have already scanned. Added a ship log entry when you have it active, but don’t have the required ordnance.
Fixed: Optimized Gravity Sensor to not reapply scan data that the player already has.
Fixed: Optimized Hyperscan to not reapply scan data that the player already has. Added some ship log messages for results.
Fixed: Fixed an issue with Cyborg ground assault casualty reports showing incorrect numbers.
Fixed: Optimized the speed of Gun Zero processing.
Fixed: Infernorator will provide an accurate base log for climate adjustment and will no longer provide a base log when no adjustment is made.
Fixed: Loops that used a "score" formula for ships was broken. It works as intended now. Score has been extended to other object types and the formula for ships has changed. Ships = happiness / 30 + skill + (4 * experience) + (ship.guard ^ 0.725364) + RND(1, race leadership / 10). Bases = happiness / 30 + ((guard / 5) ^ 0.725364) + RND(1, race leadership). Wings = guard * RND(1, 10) + RND(1, race leadership / 10). Minefields = RND(1, race leadership / 10)
Fixed: Combat initiators are now randomized and sorted by score.
Fixed: Spy attacks use a more random method of determining a target.
Fixed: World crusher attacks now occur in random ship order.
Fixed: Public space ports gathering natives now occurs in random base order.
Fixed: The method for Privateer spies finding bases with contraband and megacredits has had its random target generation improved.
Fixed: When reading player messages as the result of Spy Attack sabotage ships action, an error would pop up in the client cause by a wrong value in the RST.
New: Added a ship log for Money Tap to state when it was active, but found no targets to steal from.
New: The host will find completely empty planet names and add one of its own in the format of "Planet ".
Changed: Removed an extra check for the movement of towed objects after movement has completed.
Changed: The special effects of laser minefields and web minefields (blinding scanners and increasing sensor profile respectively) are not completely minefield immune. Only the owner, allies, those with the minefield owner's UFC, or Rebels impersonating the race are immune to these effects. Laser minefields send out blinding effects constantly unless a friendly signal is emitted to the nearby mines in the field to shut this effect down. Web mines send out subspace vibrations constantly and are only shut down by the same means. Other minefield immunity is immunity from hitting a minefield and taking damage; not from its special effects.
Changed: Robot Q Tankers required 11 fuel or more present on the ship to mask their own sensor profile. It is now 10 or more.
Changed: Siliconoids producing 0 ordnance for Crystals has been eliminated from the base log.
Changed: Ground Combat has been overhauled. Documentation forthcoming.
Changed: Reptilians no longer double mining rate for your race. They will now add a value of 200 to your mining rate (Lizard Kingdom mining rate is 190 and IMT is 200).
Changed: Implemented thousand comma separator in various log output.
Changed: Converted a bit of code that uses TRIM$ to LTRIM$ for situations where only the left portion of the string needs to have whitespace removed. This gave a slight performance boost.
Changed: Moved Warp Bubble Generator device activation to 1.29 in the Host Order so that it occurs in the same loop as other early running ship devices.
Changed: Ship skill from new ship launch is now MIN(training centers, 9) + SQRT(MAX(0, training centers - 9)) or 10, whichever is higher.
Changed: With recent search index updates, its likely that newly launched objects (namely ships & pods) would be affected by minefield detonations. So code has been introduced to prevent that.

Planets 4.000.070
Fixed: When "Map is always at maximum size" is enabled, the galactic map would appear on the Files page unnecessarily. That has been fixed.
Fixed: When using groups Trans action to set the transfer at a target planet at the XY coordinates, it would ignore planets that you had a poor scan of. No longer.
Fixed: Rounded fractions in display for Stellar Matter Launcher damage on Base / Switches screen.
Fixed: Fixed some issues with the ship attack buttons not drawing the screen correctly.
New: Made VPS script output even closer to what you would expect to see when running a simulation using that data by including ship & wing launches and tech upgrades.
New: Added a warning on the base overview screen when there aren't enough colonists for the factories to produce what they are set to.

Master 4.000.217
Fixed: Increased the width of the Script load window so that you can see longer file names.
Fixed: Fixed an issue with the load time of some data, which could cause a “subscript out of range” error.
Changed: Modified random star types from a bell curve Int(11 * Rnd) + Int(11 * Rnd) + 1 to a flat Int(21 * Rnd) + 1.
Changed: Modified random star heat from star * 4 + Rnd * 20 – 10 to star * 5 + Rnd * 20 – 10, which must still fall within the bounds of 0 to 100.

Host 4.000.217.005
Fixed: Docked wings & pods would not appear in combats immediately after a hyperjump (movement pulse 100).
Fixed: Removed some leftover debugging logging code.

Host 4.000.217.004
Fixed: When bases take damage from orbital bombardment, they would mistakenly not ever have a chance of not losing a set of structures that includes those that you can only build one of. It is now fixed to be a 20% chance of each type when enough damage to the base has been incurred.
Fixed: Robot ship ability to find minefields should have been producing a ship log message, but wasn't. It has been fixed.
Fixed: Ground Base Chunnel would fail when attempting to chunnel bases that belong to races that can create ground bases on asteroids when chunneling to one due to only considering the chunneling player's race; not the ground base owner's race. This has been fixed.
Fixed: Labor Mines weren't killing off prisoners properly.
Fixed: Fixed an issue where ships & wings could continue to move without fuel.
Fixed: Cleaned up issues with hyperjumps stopped by gravitonic minefields and gravwell generators less than their radius instead of less than or equal to their radius.
Fixed: Warp chunnel target needed to be less than 5 ly from waypoint 1. It now needs to be less than or equal to 5 ly.
Fixed: Remove code that could prevent a Spindizzy from operating after being warp chunneled.
Fixed: Fixed some code that will disable the Spindizzy of the loser of a Spindozzy-contest if it has no other tow targets. This is to save fuel.
Fixed: Fixed an issue with HConfig Final Battle when it finds a planet with ID #1 would cause it to fail.
Fixed: Guarantees have been put on climate limitations from 0 to 100 on changes due to Global Warmer, Global Icer, and Crystal Inferno.
Fixed: Drydock is no longer able to provide more fuel, ordnance, crew, or high guard than the newly built ship can hold.
Fixed: Fixed an issue with wreckage names having extra characters at the end.
Fixed: The Evil Empire emperor's shuttle may have arrived at a ship instead of a base accidentally when there is a perfectly good homeworld available for it to arrive at.
Fixed: VCR targets weren't being ignored properly or were being ignore when they shouldn't have.
Fixed: Fixed an issue with the recent Host 217 change: "If a wing is configured for Guard Base and has Return Home enabled, then it will use the base to rearm. Previously, this was only possible with Home Guard wings that were automatically created by the host to defend the base."
Fixed: Guaranteed that the planet climate would stay within limits when Solorian colonists heated the climate.
Fixed: Guaranteed that a planet's climate would stay within its limits when a laser mining drill is used.
Fixed: Fixed an issue with Aczanny Cargo Desk producing empty construction and bomb pods.
New: The Evil Empire Super Gorbi can apply the command code SHD to become enveloped in the base shield of the ground base that it is at. During combat, it cannot move while under this protection and may only be fired at by the same means that a regular base shield may. It will start combat near the planet and will only move when the base shield of the ground base is destroyed. The ship may fire normally. Only one ship can be protected in this manner per player at a planet.
Changed: Evil Empire BT7 Crawler base log messages will display numbers using thousand comma separator format.
Changed: Implemented thousand comma separator in contraband transation base log output.
Changed: When you have the prisoners of someone you are not at war with, you will release them. Previously, the release would go to the first base found in an ascending object ID order. Now it will find the nearest base. As before, if no base is found then a new base will be formed at the same planet as the holding base.
Changed: Crystal Inferno will no longer produce a ship log message if the climate is already 100.
Changed: 100 megacredits will provide a happiness bonus for a ground base (was 101).
Changed: Moved the final sharing of sensor data after the step for scanning your own planet.
Changed: Updated jump gate builder with new ship command codes so that they are not chosen as a gate code.
Changed: The different behavior of Solorian Scalar Wave Damper has been changed to a hull trait for Solorian hulls instead of a race trait.

Host 4.000.217.003
Fixed: In some situations when objects were destroyed and the object ID reused during the same turn, the sensor information for who can see that object would be retained from the original object, thus causing unexpected scanning issues.
Fixed: Coalition type-2 fighters wouldn't start dropping holo decoys until 41 fighters. It is now 40 fighters.
Fixed: Fixed an issue that lit up the wrong object ID to the galaxy when a super weapon was used.
New: When moving old parts to new in an Outfit pod, if the engine type matches in the old and new area then they will be combined if there is room to do so.
New: Added checks to warn upon situations where sensor data sharing isn't behaving properly.
New: Undercities hide your population from scanners.
New: High guard evade enemy scanners in ground bases.
New: If a wing is configured for Guard Base and has Return Home enabled, then it will use the base to rearm. Previously, this was only possible with Home Guard wings that were automatically created by the host to defend the base.
New: Added Stellar Matter Launcher base log message that tells you about the change in HD delta that has always been there; just never logged.
New: Added a list of objects destroyed by the Stellar Matter Launcher to the player message.
Changed: Outfit pods performing a swap or push will disable these settings after its first attempt so that odd behavior doesn't occur during the same turn with a second attempt.
Changed: Made Public Space Port colonist happiness boost work as the PlanetsWiki states. It was performing the square root twice.
Changed: Pods and wings that are docked to a ship will be removed from enemy scanners if they don't have a detect level scan. This excludes Evil Empire and those being sent pod scans from Evil Empire or any race that has a detect level scan of the pod/wing.
Changed: Energy Transfer Beam would attempt to give a large amount of fuel to ships that didn't need it or couldn't hold it in their tanks. It'll now work more intelligently.

Host 4.000.217.002
Fixed: Fixed an issue with Solar Gamma Ray causing issues with the colonist population.
Changed: Undercities and raid shelters now protect more than just colonists. For people, 1 undercity or raid shelter will protect up to 100k colonists, crew, troops, high guard, natives, or prisoners. That's 100k total; not 100k of each type. For resources, 1 undercity will protect up to 1k food or 1k med units. 1 raid shelter will protect up to 10 food or 10 med units.

Host 4.000.217.001
Fixed: Fixed an issue where VCR combat would cause auto-intercept to malfuction, possibly accidentally choosing yourself or allies of player number 8 or greater as an intercept target.
Fixed: Fixed an issue where laser minefield detonations wouldn't provide a good scan of those caught within the blast, as expected.
Fixed: Fixed a VCR issue where the last combatant in the list would never fire first due to poor random number generation.
Fixed: Fixed an issue that would cause wings not to fire due to a poorly formatted conditional statement.
Fixed: Fixed an issue with VCR combat such that when a ship is captured, a pop-up display isn't shown and when you click on the object in the VCR, it doesn't display the correct owner.
Fixed: Fixed a potential VCR movement issue with RAM.
Fixed: Fixed a potential VCR movement issue with returning to home at an appropriate time.
Fixed: Fixed a VCR issue for properly determining if a target is disabled.
Fixed: Fixed a VCR issue for properly determining if a target has to be ignored or not.
Fixed: Fixed a potential VCR issue for allowing ground bases to capture ships.
Changed: Robot wings can fly through barbitic minefields without taking damage and will have a chance to reduce the energy level of the minefield. This was the intended code from the outset of the Robot race, but through variable confusion, the effect was reversed such that all other races can move through Nova Barbitics freely. That effect has been left in place (for now).

Host 4.000.217.00
Fixed: Fixed the placement of a log message that should have only been in ground base logs, but was ending up in all logs.
Fixed: AI drydock ships could have excess metals on board from a prior bug, so I put in some code to take care of that.
Fixed: Fixed an issue where when a ship was captured by enemy boarding by transfer or during VCR that the Avoid Base and Target Harmless setting wasn't properly applied for some movement functions.
Fixed: Fixed the output of the player message Tech Upgrade report for upgrades that didn't happen. A newline will be appended after each failed tech.
Fixed: Fixed an issue with AI not being processed for AI player 30 if it was the only AI player.
Fixed: Fixed an issue with the HConfig AI cheating allowed setting being used properly.
Fixed: Fixed some loopholes with Solorians and neutronium. Solorian hulls cannot hold neutronium. Fuel for Solorian hulls is pure energy.
Fixed: Sped up some code involving Warp Bubble.
Fixed: Minefield hit messages will no longer be "from" the player that the minefield belongs to when minefield fog of war is enabled.
Fixed: Fixed an issue with map drawing sharing.
Fixed: When the Crystal X Field captures an enemy ship, it is possible to overload the crew quarters. That has been fixed.
Fixed: Fixed a spelling typo in ship log when Privateers are auto-capturing their hulls. Pirates never could spell anyways.
Fixed: The missing code to support BUZ (Beam Up ColoniZts) and BUT (Beam Up Troops) has been added.
Fixed: The wrong fuel value was being used to determine if shields are available to block transporter attempts from enemy ships.
New: Made it so that when a player receives contact information from a player and that player is sharing with another player that the original player may not be sharing with that the data gets passed along during the turn instead of at the end of the turn.
New: Added buoy count to resource report, if buoys are allowed by HConfig.
New: The Coalition "Others May Live Rescue Team" action that destroys enemy labor structures will now have more details available in the logs.
New: When illegal object IDs are sent to the distance calcluation function for movement ranges, it would return 0, which is not a logical response. It will now error out and allow for the source of this problem to be identified.
New: Solorian new ship launches will start with 2 fuel like other races.
Changed: Super weapon firing at a kill target (planet or jumpgate) is detected by deep space scanners and should cause the firing ship to show up on everyone's scanners. That wasn't happening for super laser and anti-matter maul. If you had at least a contact level scan you could see it, but otherwise nothing.
Changed: Bioscanner will not be so verbose with life readings that you already have. There will be a new summary and the end that reports how many new scans out of the total scans.
Changed: Terraformers owned by Solorians will automatically turn off. They don't function in any way for them.
Changed: During ground base merging, now the ground base with more colonist population will be the receipient of the merge. It was done by object ID order in the past.
Changed: Wreckage created outside of combat will now include the metals that were on the original ship along with the metals from the hull instead of just the metals from the hull. The wreckage will be assigned to the ship owner unless that player is over his/her resource point limit, whereas it will be assigned to player 255 (as it was previously).

Planets 4.000.069
Fixed: Fixed an issue with VPS creation that would cause the client to crash. Fixed: Match auto-intercept will now display some output in the status bar like other group actions.
New: New map option to display the hyperjump range of all ships.
New: New map option to display a faint grey circle for your hammer’s hyperjump range.
New: New map option to display the range that bioscanners can disrupt the Holojammer device.
New: When an outfit pod is configured to swap the engine or hyperdrive of a ship in the upcoming, the client will allow you to program the ship with the updated engine or hyperdrive. Thus, you can program higher speeds than would be allowed with your current engine or hyperjump when you don't have a hyperdrive on the ship currently (or you are using a poorer version).
New: The HUD for Solorian players will display the fuel gained from the star at the last waypoint of the ship.
New: New Resource Ring display for "All" contraband.
Changed: A solar system that you have a poor scan of can now be a valid transfer target.

Planets 4.000.068
Fixed: The Groups -> Ship -> Transfer -> Base WP1 and Planet WP1 would incorrectly target the base/planet at the current ship coordinates; not the WP1 coordinates.
Fixed: Fixed an issue with ship builds from the ground base interface would not be able to be deleted in Pending Orders.
Fixed: Fixed an issue that was causing most functions for the mini-hammer and mini-anvil not to allow commands to execute.
New: Added the cloak cost to the Ship Overview display and HUD next to the fuel burn output, such as "Burn: less than 1 (+5)", where the 5 would be the cloak cost for the turn.
New: When launching a pod, you may now right-click on the Clone x5 and Clonex10 buttons to customize your own number of pods that each of these buttons will launch.
New: There is a new "Launches" display on the pod launch screen and an output in the status bar at the top of the screen whenever you launch pods to display the quantity.
New: The Air Attack Base wing launch screen will now allow you to right-click on the slider bars to be able to use an alternate method of entering the quantity.
Removed: Removed the stale file deletion prompt. It caused too many prompts to occur, especially in local games with 30 players, OUCH!

Host 4.000.216.03
Fixed: Fixed an issue with ground base chunnel.
Fixed: Fixed an issue with Eye of Madagon.

Host 4.000.216.02
Fixed: Fixed a bug where waypoint processing would stop movement. (216.1)
New: Added a ship log message to the target of an Incarceration Beam so that they get an idea of what happened.
New: Reinstated speed updates (216.1 removed this new functionality that 216.0 implemented)

Master 4.000.216
Fixed: Fixed an issue with the assignment of serial numbers with pod docking and dropping.
Fixed: Moved the "assignment of bases to planets" to after the universe is created from a script so that if a script creates a base before the planet it is expected to be on will be properly assigned.

Planets4 4.000.067
Fixed: Some situations would cause the pod speed not to be displayed correctly.
Fixed: The resource rings for Star Heat would not show the available information for star systems of which you only had a contact level scan of.
Fixed: Host 213.68 allowed for garbage to be written to the RST, which would cause the client to produce error pop-ups and close. Code was added to detect this and circumvent it. Such situations are output to the p4boot.log.
New: VPS scripts can't support things like new ship launches/builds, contraband buy/sell, pod launches, HG changes (tech levels, tax setting, etc), so part of this has been worked around by having the VPS include pods that are to be launched as objects on the map when you create a game from the VPS script exported from the client.
Implemented support for new HConfig options.
Changed: The client will no longer automatically delete stale files. You will be prompted if it is ok to delete or not before it is done.

Host 4.000.216.00
Fixed: Added some messages to objects meeting their maker so that they have a chance to appear in Last Transmission messages. Filtered out some unnecessary messages from Last Transmissions.
Fixed: The HConfig values were being treated poorly. They would be set to defaults, loaded from the FIG file, overwritten by values in the YIG file (produced by Master), then loaded from the FIG file again. The end result was a mess. It is now: set to defaults, load FIG file (overwriting conflicting values). This caused unexpected results, such as setting MissedTurnsUntilDecayStart to 1 from Master, which made players missing 1 turn to lose everything.
Fixed: Fixed an issue with bases that had been moved by Spindizzy would have problems with pods landing at the base and have incorrect coordinates listed in messages if destroyed.
Fixed: Fixed an issue with AI ships producing more stuff from nothing (well, more stuff than usual).
New: Host speed enhancement by eliminating complex math where it wasn’t needed. This process also refactored a lot of code to make it easier to develop in the future. The routines were standardized so that instead of some range checks to be “less than” and others “less than or equal to”, it is now all “less than or equal to”. This has shown a dramatic speed improvement, but may have unexpected consequences. It has also fixed some bugs that had variable confusion (X and Y coordinates messed up). Please check for any anomalies / unexpected behavior and report them immediately.

Host 4.000.215.00
Fixed: Wings merging together would go through the “delete object” procedure, which would have a chance to display a Last Transmission. That has been filtered now.
Fixed: The speed of pods that you have a scan of was only showing the base speed of the other race; not the true speed that included Exotic Techs. It also wasn’t observing HConfig speed limits.
Fixed: Fixed an issue where ground base messages for mineral mine smelting would include extra commas.
Fixed: Fixed an issue with the new HConfig options MissedTurnsUntilDecayStart and TurnsUntilDestruct whereas if there was no setting (0 turns on each), the default would be overridden and set to their minimum values of 1 and 0 respectively. This caused players that missed 1 turn to lose everything.
Fixed: Fixed an issue where if you had Replenish Armor enabled, then you would get a base and ship message even though no armor change took place.
New: Implemented a few code changes to speed up host processing. More will be implemented in future host updates.

Host 4.000.214.00
Fixed: RCS ship builds for hulls that have biocomputers would get rid of all high guard at the base they were built at.
Fixed: Ships destroyed during the turn were still allowed to be able to attempt to tow something. Since those objects no longer had a valid player number, an exception was thrown.
Fixed: Put in some code to confirm that a player has a "detected" scan level before placing the appropriate scan level of the object into the RST file.
Fixed: Wings with an escort target can hide at planets. Previously, the planet wouldn't hide wings if they had an escort target set. This affects their scan range appropriately as well.
Fixed: Fixed an issue with -1 food left on planets.
Fixed: Fixed AI cheating setting. HConfig values are limited to 16 bits, so the single HConfig entry DisallowAICheating had to be split into DisallowAICheating1 and DisallowAICheating2. DisallowAICheating1: Default = 0, Min = 0, Max = 32767. DisallowAICheating2: Default = 0, Min = 0, Max = 32767. DisallowAICheating1 has the bitfield for players 1 to 15 and DisallowAICheating2 has the bitfield for players 16 to 30.
Fixed: Fixed possible host crash issue in towing.
Fixed: Prevented Cyborg from having a growth decrease from having training centers.
Fixed: Cyborg no longer get a bonus to wing charge times for having training centers in their base when a wing has re-docked.
Fixed: Put in code to guarantee that AI players will not be affected by missed turns.
Fixed: AI Cyborg players will not start with skill on their newly launched ships when they have training centers in their base.
Fixed: Fixed an issue with locking bases to planets.
Fixed: Outfit pods would display incorrect information in the client when the pod had items in both the "add" set and "old" set of parts.
Fixed: Fixed a host crash issue with scanning in certain situations.
Fixed: Fixed an issue where a newly laid minefield couldn't be swept the same turn.
Fixed: Fixed an issue where having more than 1 high guard pilot in a wing wouldn't provide the movement bonus.
Fixed: Fixed an issue where a final message wouldn't be generated when an object was destroyed.
Fixed: Fixed an issue with Solar Gamma Ray affecting ships with organic armor outside of combat.
Fixed: Hyperscan wasn't working at all.
Fixed: Fixed an issue with wing refueling where the wing would sometimes refuel accoding to the wing stats of another race.
Fixed: Fixed some improper use of "NOT operator" that would cause unexpected issues in VCR combat.
Fixed: Fixed an issue with the high guard calculation within VCR BOOM.
New: Players that have "allow commands" set for them will receive the VCRs from those players in their RST.
New: New HConfig values: MissedTurnsUntilDecayStart: Default = 10, Min = 1, Max = 32000. TurnsUntilDestruct: Default = 10, Min = 0, Max = 32000. DecayUntilDestruct: Default = 1, Min = 0, Max = 1. MissedTurnsUntilDecayStart dictates the number of consecutive turns that have been missed before the player's objects start to decay. Example: If this value is 2 then when the player has missed 2 turns in a row, then on that 2nd missed turn and later, the objects will decay. TurnsUntilDestruct determines the number of missed turns before decaying ends and the player's objects are simply removed from the game. For example: if MissedTurnsUntilDecayStart = 1 and TurnsUntilDestruct = 0 then if a player missed 1 turn, all of his objects will be removed from the game immediately. DecayUntilDestruct is an on/off option whether or not to decay the objects or to leave them intact until removed from the game. Enabling this option will decay objects.
New: When determining dead empires, a small loop prior to 2 big loops is performed to determine if the 2 big loops need to be executed at all.
Changed: Cyborg with training centers in their ground base no longer get skill from them for newly launched ships.

Master 4.000.213u
Fixed: Trimmed excess spaces off of the game name when selecting a custom map.
Fixed: Coalition starting A. Interstellar Class Frigates have the proper sized shield (Galafleck DT900) now.
Fixed: Ship friendly codes are more randomized.
Fixed: Ships generated from a VPS have random command codes unless specifically assigned. Was 3 null characters.
Fixed: Wing friendly codes are randomized.
Fixed: Wing command codes are now the same as ship command codes (ZZZ, XXX, YYY).
Fixed: Base friendly code are more randomized.
Fixed: Base command code will be ZZZ.
Fixed: Gate command codes are more fully randomized.
Fixed: Planets without a name are more randomized.
Fixed: Starting UFCs are more fully randomized.
Fixed: Script section "PlanetNames" wasn't working properly. That has been fixed.
Fixed: Created a routine to limit the shield flavor of default starting ships so that the developer doesn't accidentally put a too-large shield on the ship.

Planets 4.000.066
[66.1] Support for Ignore Disabled Ships and Ignore Disabled Bases.
[66.2] Training Center Throttling.
[66.2] small Trn error.
[66.3] Client will set Ignore Disabled Ships/Bases in attack screen if upgrading from client 65.
[66.3] Fleetwide Commands now accessable from fleet tab of ship.
Disband Fleet (removes all ships in a fleet)
Clear Escorts (clears all escorts)
Match Settings [Fleet, Speed, Attack, Damage, Scanner]
Hyp On/Off,
Mine Sweepers On/Off
[66.3] 2 new fleet options.
Resupply from base (requires the ship to be a fleet member).
Based on the ship & base reserve levels during the BUx/BDx process the ship will BeamUp fuel/ord to match your reserves set on the fleet screen.
Unload Excess at base (requires the ship to be a fleet member).
Based on the ship reserve levels during the BUx/BDx process the ship will BeamDown any fuel/ord that is greater then the level set in your reserves on the fleet screen.
[66.3] Revamped the Ships fleet screen.
Modified the Fleet Reserve Levels (Fuel/Ord) you can now type in the value rather then slide the control around.
Fleet Switches now use the more compact version type and load in order for eaiser maintainance.
Fleet Switches and Text are now "Green" when enabled, "Gray" when disabled.
[66.3] Central Command
Tech Tab now displays a thumbnail image of where you are currently at in the tech level and what is the next item.
[66.4] Corrected description in Exotic Tech "Fighter ECM Box".
[66.4] Updated Sensor Profile display to latest host code.
[66.4] Changed Exotic Tech text for "immunity" to "resistant".
[66.4] Fixed bug where pressing ESCape key while in Base Reserves screen would crash client.
[66.4] Fixed an issue where you could not change a minefield's status to Active when it is completely Inactive and not Cloaked.
[66.4] Fixed an issue where Ignore Disabled Bases would become enabled even after disabling it and changing screens.
[66.4] Pending Orders that the host was unable to process and isn't programmed to clear will show up in the pending orders list for your base/ship. You may not removed them, but at least you know that they are there.
[66.4] Added support for map options to display Q Tanker wing refuel and cloaking field radius.
[66.4] Added support to display new HConfig values in the FIG button.
[66.4] Removed "pilot" info from the Race screen as it is not used.
[66.5] When clicking on the group name in ship overview, if the selected group item is on another group page then where you were last then it’ll now properly jump to the page where the selected item is located.
[66.5] Minister function for wings to dock with carriers will use escort instead of intercept. Instead of using a flat range of 10 to find a carrier, it uses the wings max speed/range.
[66.5] Made all of the existing map display options turn on/off when you change the device or base structure status.
[66.5] Some minister functions weren’t recalculating the numbers of a base after execution.
[66.5] Disable Gravs wasn’t considering the coordinates that the ship is at currently for disabling the minefields there.
[66.5] Insectoid Nests will now only show their base calculation adjustments when they are switched on.
[66.5] The IMT Great Pyramid ship nav screen will now properly show that it can indeed tow a planet.
[66.5-hf1] Fixed ship save issue on Ship Damage screen.
[66.5] Added “Escort Nearest”, “Dock to Nearest”, “Match Dock”, and “Dock Anvil” for wings in groups.
[66.5] Added “Control” for minefields in groups. “Activate”, “Deactivate”, “Cloak”, “Detonate”, “Soft Destruct”, and “Match Controls” added as action options.
[66.5] Added keyboard input when using the Groups. Arrow keys will move the selection up, down, left, right. Insert will add the selected hammer. Delete will remove the selected group item.
[66.5] When removing an item from a group, the next item will be selected automatically and if no others are left after the removed item then the prior item will be selected.
[66.5] Group name changes for wings and ships new features: #s = max ship speed, #t = turn number, #h = hull abbreviation, #j = hyperjump range, #c = wing count. # by itself is still the object ID of the unit. Probably need more testing for #h. Example: #h#.#j-#s will change the name of Rush Class Carrier to RCC1234.320-10 if its object ID is 1234, max jump 320 and max speed 10.
[66.5] All minister functions will clear the hammer list then add all affected objects to the hammer list.
[66.5] Disable Gravs ship overview button will clear the hammer list then add all affected minefields to the hammer list.
[66.5] Ship damage screen replacement by a new one by Lt Trojan. It includes an option to replace BUR. More work is needed on this screen such as organic armor and Cyborg armor support.
[66.5] Implemented the HConfig support for JumpLimit and SpeedLimit.
[66.5] Removed display of “devices”, “trans”, attack vector, “mines” for wings in groups since these actions aren’t available to wings.
[66.6] When adding objects to a group, it will no longer add objects that you have "attack off" settings for (you couldn't command these anyways). It will add objects that you are allowed to command.
[66.6] When you attempt to cloak a minefield then change screens, the cloak setting would not stick.
[66.6] Fixed issue with #h in New Name in groups.
[66.6] The minefield names would display incorrectly for players that you had attack off for and will now display properly if you have "allow commands" from them.
[66.6] Disable gravs button would attempt to change the commands of minefields that you had attack off for. It now only does it for those you have allow commands from.
[66.6] Fixed an issue with Disable Gravs.
[66.6] Added a map option to display the radius of the Hull Plan Naper.
[66.6] When you change to another group, the display will jump to the hammer object screen or the first screen if the hammer isn't in that group.
[66.6] New Name option in groups "#n" to replace it with a number, starting at 1 and incrementing by 1. Example: Ship1, Ship2, Ship3, Wing1, Wing2, Wing3.
[66.6] Shortened some status text on the ship damage screen.
[66.6] Changed the colors of the map option rings. Please report any issues with the colors and offer a suggestion for an alternate color.
[66.6] Changed the VPS script generation to include 0's so that master will be forced to blank out all fields and make test games function properly.
[66.7] Fixed issues with the undock all wings command in ship / cargo window.
[66.7] When groups change the names of objects, it will be immediately reflected in space command now.
[66.7] In the new space command H and A windows, points in space and buoys will no longer appear as Unk.
[66.7] The map will no longer move when you change the attack status of another race.
[66.7] Ground bases of those that you can command (you own plus allow commands) will now refresh their spending, pod launch, etc calculations.
[66.7] Fixed a possible display issue with hyperlathe output in the ground base command window.
[66.7] Fixed an issue with hull specifications now displaying properly in ship building screens.
[66.7] Spindizzy device on IMT Great Pyramid will now show its proper name.
[66.7] Corrrected issue with group name feature #n.
[66.7] Fixed an issue in the new space command H and A when nothing is in the (A)nvil window.
[66.7] Fixed an issue where you would get an error when attempting to command a unit that you cannot command in the new space command H and A windows.
[66.7] When you use “Names” to display the object types in space command, Native pods would appear as Ore pods.
[66.7] Added a “Launch” button to Wing command Nav window when it is docked. This will launch / undock the wing from its carrier.
[66.7] Added a group option for ships, bases, and wings to match the minister on/off setting to that of the hammer object.
[66.7] Added support for latest HConfig values to be exported into CSVInfo.txt when making CSV / VPS.
[66.7] Added map option to display the count of minefields in a stack. It will appear in red.
[66.7] Added a button on the Ship Cargo window for pods so that you can switch to the Pod Command window for the pod you have selected.
[66.7] Added support for a button on the ground base Military command window for "Do Not Launch Home Guard Wings". Host support will be in 213.47.
[66.7] Added support for new HConfig HyperlatheLimit option.
[66.7] When you change to a new object when the object log window is open, it will now refresh. Previously, it would still display the old object's log.
[66.8] Fixed a display issue with life pods transfers.
[66.8] Corrected an issue where the log window would keep popping up when you change between command windows. This was due to not using the DONE button in the log window to close it.
[66.8] Fixed an issue where Host Pending Order status would replicate to new orders created during the current turn, which would prevent the pending orders from being deleted and prevent the order from going into the TRN file.
[66.8] Fixed a display issue for space command when using groups/miniters dock wings to carriers.
[66.8] Fixed a display issue on the Base / Switches / Training Centers screen with a slider bar covering up information.
[66.8] Fixed an issue with ship overview hyperjump and ETA display.
[66.8] Fixed an issue in calculating the sensor profile due to transfers.
[66.8] Added support to display the sensor profile of enemy units as received from the host. Requires host 213.52 and later.
[66.8] Added support to display pod speed as received from the host. Requires host 213.52 and later.
[66.8] Added support for RST data to contain negative 1 values for certain ship data that you have inaccurate readings for. ??? will be displayed when you don't have real data for those values. This will not come into effect until a future host release sends those -1 values to the RST files.
[66.8] Added new HConfig option support.
[66.8] Added 2 new reports that are generated when you create the CVS / VPS files: Resource Points and Totals. The Resource Points report will take the scan data that you have to formulate the report, so it will be different from what you receive in the Player Message. The Totals report gives you a summary of the totals of various resources and objects of all players.
[66.8] The groups New Name will now support #o (owner) to translate into the owner number.
[66.8] In groups for bases, New Name will support: # (object ID), #r (random ID), #t (turn number), #n (number in this group), #o (owner), #p (planet name)
[66.8] Removed drawn rings around buoys depending on the "range" property of the buoy. Only available from scripted buoys.
[66.9] Fixed the display of -1 values in the client to show ??? in the remaining places.
[66.9] Fixed another issue with hyperjump ETA calculation.
[66.9] Added Misc Flags to base.csv and base4.csv.
[66.9] Added Speed to pod.csv.
[66.9] Added Escort Target, Escort Target Serial, Max Fuel, and Fleet Switches to Wing.csv.
[66.9] Completed Minister / Pods / Pod Ship Parts to Anvil.
[66.9] Fuel burn when Light Speed is enabled (and will work) will show 1000.
[66.9] Ship maximum speed will show 400 when Light Speed is enabled.
[66.9] You won't be able to adjust the ship speed while Light Speed is enabled.
[66.10] Fixed some recent changes to CSV output files that was incorrect.
[66.10] Made the Log entry for CSV object output not an "optional" entry.
[66.10] Fixed an issue with Ministers / Pods / Launch Ship Parts to Anvil that would cause empty pods to be launched until the base ran out of money.
[66.10] Fixed an issue where the Host Pending Orders for an object were cleared and wouldn't return when you used the Reset option for an object.
[66.10] The group membership display for ships and wings on the overview screen would not show unless you were the owner of the object. It will now show when you are the owner or are allowed to command the object.
[66.10] The group membership display for wings would always show, but now follows the same rules as above.
[66.10] Fixed display issues with light speed or gravitonic accelerator on the overview and Nav screens.
[66.10] Fixed the display of on/off status of map option rings for ship devices for those that you know the status of.
[66.10] Made the ability to mark "Important" object log entries player configurable. The client will now read from the planet4.ini file in the Planets4 installation folder for all entries that start with "InterestingLog=" for text to search in the object logs. When that text is found, then the object will be marked with an "Important" flag. If there are no "InterestingLog=" entries in the planets4.ini file then the default entries will be created. Add your own to the planets4.ini file.
[66.10] When selecting a worm hole end, the link between the two ends of the wormhole will be displayed thicker than normal so it is easier to identify.
[66.10] Worm hole links are now cyan in color.
[66.11] Fixed an issue where you could not use the Ship / Fleet screen to clear escorts of other player’s units that you are allowed to control.
[66.11] Fixed a slowness issue with the Ship / Fleet screen.
[66.11] Fixed a client crash issue when viewing the data pad screen of a worm hole with an invalid paired worm hole.
[66.11] Fixed an issue with the automatic archive option of the client when performing an unpack. It would not preserve the WAR file.
[66.11] Fixed a calculation problem with farm output.
[66.11] Fixed Ministers / Pods / 7th option to launch pods of assault units and fighters.
[66.11] Fixed an issue with the Ship Overview / Tow button not allowing you to tow yourself.
[66.11] Pending orders: For pods, you may click on the dock, undock, and boost target IDs which will then prompt you for a new target. Handy for changing some orders without having to re-launch.
[66.11] Added a “Turn Scanned” column on all objects in CSV files.
[66.11] Added new HConfig values to the display and CSV output.
[66.11] Added warning text on ship overview and Nav screen to warn about having hyperjump enabled and a tow target set.
[66.11] Sped up the client by limiting the number of times that the disk needs to be accessed to read the race packs.
[66.11] Changed the display of repair and ordnance on the ship overview screen to be shown in the reverse order.
[66.12] Corrected some typos.
[66.12] Fixed an issue where when a ship doesn’t already have a transfer target set and attempts to use the Load Ord or Load Repair actions that a transfer target is properly set.
[66.12] Fixed the drawing of contact tracks.
[66.12] For the pending orders display of gold pods, excess spaces were cleaned up, and megacredits value added.
[66.12] Reset some arrays so that if the game isn't exited completely, then their contents will not be retained for another game.
[66.12] Allowed the government center slider on the ground base overview screen to take the projected income into consideration.
[66.12] On the ground base pod launch screen, the proper cost using the HConfig value is displayed instead of just the default value of 25mc.
[66.12] The ground base pod launch action will now consider the megacredits available in the ground base plus the projected income.
[66.12] Cleaned up extra spaces after object names in hot sheets.
[66.12] Updated Draconian income from government centers to reflect the last change that they went through.
[66.12] Conformed temporary folder usage to utilze %temp% or %tmp% environmental variables.
[66.12] Eliminated some math to help elminate garbage at the end of object logs or missing object logs.
[66.12] Added new Miniter action: Pod / Combine pod launches. It will attempt to combine any pod launches that have the same dock, undock, and boost targets and can contain all of the resources in one pod. For example, you launch 50k ghipsoldals to a base then later choose to pod 100k siliconoids there as well. These pods would combine since a single pod can hold 400k natives.
[66.12] Added Points in Space, Notes, and Hot Sheets to the list of things that are exported when you choose Make CSV.
[66.12] The note and its assigned color on a planet, base, ship, minefield, buoy, contact, pod, wing, and thing has been added as a new column in Make CSV exports.
[66.12] Added new HConfig values to the client.
[66.12] Modified Galactic Tax income prediction to use the non-modified version of the base, so that pod launches of colonists and natives from the base, and transfers to the planet are not taken into consideration for the income prediction. Example: You program the launch of all of your colonists off of a base, but you will still see the income that you get from them.
[66.12] Now, whenever you open your WAR file, the tracking data (TRK file) will be updated. Previously, it was only updated when you pressed the "Display Contact Tracks On Map". This change may cause you to lose your notes, hot sheets, and points in space once, but not again.
[66.12] Set the contact tracks to match the color of the player they belong to.
[66.12] The contact tracks of the object that you have selected will be thicker than others.
[66.12] Added Information to the Base Stats / Growth screen that shows how much food is currently in the base, the minimum required for growth and avoid starvation, and finally how much will be consumed by colonists consuming food.
[66.12] Ship building will now consider bases / dry docks to have their projected income available to purchase the new ships (not ship transfers).
[66.12] Ship Command / Data / Hull will now show the meter bar in comparison with all other ships available in the game. Metal costs, tech level, and hull mass are now listed.
[66.12] Ship Command / Data / Engines will now show hull max hyperjump distance.
[66.12] Ship Command / Data / Shields will not show "MORE FUEL NEEDED TO POWER SHIELDS" when viewing an enemy ship unless you know their fuel level is 0 or 1.
[66.12] Ship Command / Data / Generators: Fixed an issue where generator power was only being added to the total when the engine damage on the ship exceeded the generator's hardness. It should have been the other way around. This page will now show the maximum number of generators available for this hull.
[66.12] Ship Command / Transfer: When transferring to/from a resupply pod, the amount of supplies will now be visible.
[66.12] On HQ / Spy screen, attempting to set spy actions as Cyborg will do nothing but show a message that you can't do it.
[66.12] On HQ / Spy screen, when attempting to choose the action Steal Hull Plans, if that HConfig option is not allowed, you won't be able to perform that action and will get a message telling you that.
[66.12] Added a report for Make CSV that provides Contraband Price History.
[66.12] Sped up the HQ / Tech screen that adds up all government center transfers to provide a total on this screen.
[66.13] Added a missing comma in Thing.csv.
[66.13] ContrabandPrices.csv will no longer export using regional settings of the OS so that it maintains conformance.
[66.13] Inserted code to protect against issues with the RST, so that RST problems won't crash and close the client.
[66.13] Made it so that when minefields are filtered out that the buttons don't rearrange their position.
[66.13] Made the detection area of button presses on some of the map resource rings the proper size.
[66.13] Fixed an issue where Gravitonic Accelerator would display the wrong travel ETA on the Ship / Nav screen.
[66.13] Cleared points in space and buoys from memory when so they won't be displayed when switching between games.
[66.13] When using ship groups to adjust scan range of ships, the galactic map wouldn't adjust the scan radius rings for those objects.
[66.13] King's Palace with a Cyborg King will now more accurately show projected income because it now includes the projected tax income in addition to the cash in the base.
[66.13] Points in space can now be used properly when plotting multiple points in space in a grid pattern. The anvil point in space wasn't entering the proper coordinates in the form.
[66.13] Added a map filter to exclude your sensor image 0 (fully cloaked) ships to help see what your enemy would see.
[66.13] Added a map filter to hide any objects that are an old scan.
[66.13] Med Lab, Ordnance Plant, Ship Repair Shop, Factories, and Training Centers will now use the projected income to help determine the output from the structure, instead of being limited solely by what cash was currently in the base.
Client 66.8 Requires host 213.52 or higher
Client 66.7 Requires host 213.47 or higher
Client 66.3 Requires host 213.41 or higher
Client 66.2 Requires Host 213.40 or higher
The disabled ships/bases may require host 213.39
Important Files: mci32.ocx (File version 6.0.84.18) found in the path i.e. C:\WINDOWS\system32\mci32.ocx need to be from march 9 2004 (not older or newer).
Notes: If you do not have the new mci32.ocx very bad things will happen to you. The mci32.ocx date need to be march 9 2004 (not older or newer).
1) you are unable to destroy disabled ships
2) you experience ships not moving when using multiple waypoints or use SHU/PAT codes and they dont move.
3) you use intercept to one target and escort to another but the ship doesn't move.
4) Many command codes may not work

Host 4.000.213.72
Fixed: Fixed an issue with two ships attempting to tow the same target. The math involved would incorrectly almost always put both ships within range of the target, even though that wasn't the case. The range for this competition was changed from 4 to 5.
Fixed: In a contest between two ships attempting to tow the same target, one ship at random would possibly have a random bonus/penalty to the tow score. Now both ships will have a separate random bonus/penalty.
Fixed: Cleaned up some random characters at the end of the name of some wreckage.
Fixed: RCS ship builds for hulls that have biocomputers would get rid of all high guard at the base they were built at.

Host 4.000.213.71
Fixed: Fixed an issue with PSPs and Resorts showing the wrong colonist increase in the base log.
Fixed: Fixed an issue where contraband inside bases wasn't being considered for crime adjustments; only gold pod contraband was.
Fixed: Fixed an issue where prisoners in life pods were being added as a part of a race's population for contraband price adjustments and crime from contraband.
Fixed: Made sure that crime couldn't go negative in a base due to contraband adjustments.
Fixed: Fixed an issue with the AI code using an incorrect planet ID, causing orders to abort.
Fixed: Fixed an issue with crime penalty due to contraband in pods being applied to the wrong race.
New: Added a base log entry for crime adjustement due to contraband. Example: Contraband has caused crime to increase at this base by 2.

Host 4.000.213.70
Fixed: Fixed a host crash issue with Minefield Destabilizer.
Fixed: Made the host more compaitble with Windows Vista, 7, etc by using the proper temporary folders as working folders. The folder is determined from the TEMP or TMP environmental variables. The Host.EXE will need to be updated to display the movement progress indicator properly.
Fixed: Fixed an issue where pods & wing would be partially visible on ships that you have a scan of and a weapon loadout of.
Fixed: Fixed an issue where wings weren't being rearmed with their proper amount of ordnance.
Fixed: Fixed an issue where anyone transferring personnel to a planet would cause an unexpected cancelation of another transfer, possibly of another player.
New: Draconian bases with a jump gate in orbit (at or within 2 ly) and at least 1 million colonists will start gaining support from their home galaxy. That support is 400k colonists, 100 mc, and 40 food.
New: Draconian bases can recycle Robot and Cyborg prisoners. For Robot prisoners, at least 2000 (of a given personnel type) must be present to recycle and any labor mines at the base must be turned off. It takes 1000 Drac colonists to recycle 1 Robot prisoner, and it takes 2000 Robot prisoners to make 1 kt of tritanium. For Cyborg prisoners, at least 100 must be present to recycle. It takes 10k Drac colonists to recycle 1 Cyborg prisoner, and it takes 100 Cyborg prisoners to make 1 kt of food + 1 kt of supplies. Colonists cannot be assigned to process more than 1 prisoner.

Host 4.000.213.69
Fixed: Fixed an issue where disabled ships aren't marked as such and will cause excessive combats to occur.
Fixed: Fixed an issue where at least 1 repair unit would be required to allow organic armor to repair itself. Organic armor uses med units.
Fixed: Ships with the Bio Computer will start with at least 1 high guard if it meets the reserve levels of the base or the base has over 5 high guard. If built from a ship, then the high guard will be transferred if the dry dock has over 2 high guard on it.
Fixed: In ground base functions where dark powers are used, the order of processing math was corrected. The old syntax could cause unexpected results.
Fixed: Removed unnecessary conversions of integer variables to double precision, thus speeding up ground combat processing.
Fixed: Fixed an issue in ground combat where general combat strength calculations would become zero if the dark powers of that race are zero.
Fixed: When contact with a base is lost after ground combat, it is emptied and the resources put on the planet. That process of emptying the base included pending builds of buildings mistakenly. Now only existing buildings are included.
Fixed: Fixed an issue with Coalition Triad where since variables weren't reset, it may award 1500 mc to bases that aren't actually a part of a valid triad.
Fixed: BUH command code was never properly activated until now.
Fixed: Transfer functions that cause hull damage will now properly mark ships as disabled so that they are excluded from combat.
New: Newly built ships will now start with "Resupply from Base" enabled.
New: Added fighters to the general combat strength calculations in ground combat.
New: When a glory device destroys a native pod with chupanoids in it, then it will cause the normal spreading of chupanoids to planets within 350 ly of the destruction.
Changed: Changed the name of wreckage to the hull name and object ID instead of some part of its old owner's assigned name.
Changed: Minefield Destabilizer can have predictable results because of the way that is is written. This new version will have truly unpredictable results.
Changed: Optimized some AI code so that it doesn't have to repeatedly load objects.

Host 4.000.213.68
Fixed: Fixed a host crash issue during spy attacks.
Previously, if you had a scan of a ship, you would have the IDs for the escort, intercept, tow, and transfer targets of that ship, regardless of whether or not you had a scan of those targets. Now, if you don't have a scan of the targets then you won't be able to determine what the ship is doing in those respects. A "contact" level scan is the minimum required.
New: New base command code "FLT" will set any ships built at the base with fleet settings: fleet member, share fuel, share ordnance, share repair, replenish from ground base, minimum fuel: fuel tank / 3 (max 30), minimum ordnance: ord hold / 3 (max 1000).

Host 4.000.213.67
Fixed: Fixed a host crash issue due to an uninitialized variable in rare situations where super laser is used against a planet during VCR combat.

Host 4.000.213.66
Fixed: Fixed several issues with AI-built ships.
New: New HConfig option: DisallowAICheating: Default = 0, Min = 0, Max = 1073741823. This is a bitfield that represents the 30 possible player positions as on/off bits. When a bit is on for a player's position, then that AI player cannot cheat. AI cheats are a way for the AI player to be more advanced. Disallowing them will make the game more predictable when going against AI players, but will make them easier prey. See the scripting page for more information on bitfields.
New: The AI is now able to build new ships from drydocks.
New: The AI will attempt to use fleet sharing to help distribute fuel, ordnance, and repair.
New: The Nanovirus Bomb will now attempt to create a Native Pod named "Native Liberation", which will be docked to the ship that will contain the natives liberated from the Cyborg population. The 400k native limit still applies. An empty bay or an existing Native Pod may be used. Failure to work with a native pod will cause natives to be put on the planet surface, as before. The reason for this change is that natives will just be assimilated again when on the planet. Any natives that cannot fit in a single native pod will spill over onto the planet surface.
Changed: AI will build more than 8 ships per base per turn now. The number of ships is based on the turn number.
Changed: Explorer ships of the AI will now attempt to visit asteroids if their race is able to land on them.
Changed: The Birdmen Nanovirus Bomb will now fire when any personnel type are in a Cyborg base in range. It will now affect any Cyborg personnel type since there was a Cyborg change a while ago that any Cyborg personnel type may assimilate.
Changed: Instead of a clump of the same native type being produced from Cyborg personnel from the Nanovirus Bomb, a mix of natives based on the following percentages will be produced: 20% Humanoid, 20% Ghipsoldal, 13.75% Bovinoid, 13.75% Reptilian, 13.75% Avian, 13.75%, Amphibian, 5% Insectoid.
Changed: Dark powers are now considered when determining whether or not to have your force rush back to defend the ground base in ground assault.

Host 4.000.213.65
Fixed: Corrected an issue where combat involving any units which resulting in destruction of a moving object (ship, wing, pod) would cause movement issues (losing contact with fleet or intercept target) for units that were not necessarily involved in the combat.
Fixed: Sped up host processing by limiting the time spent on processing the AI when no AI player is active.
Fixed: Fixed an AI cheat that would possibly put more fuel on a ship than the fuel tank could hold.
Fixed: Corrected a player message cosmetic spacing issue for Ground Combat when the forces included "Nothing".
New: Added an AI cheat that will repair a ship by 5% of all damage types per turn.
New: AI will now turn on their cloaking device and turn off scanners otherwise it will turn on long range scanners. Was only using short range scanners before.
New: AI will now turn on these devices by default: Ram Scoop, Bioscanner, Mine Sweeper Array (Birdmen only), Ore Processing, Siren HAARP, Reticulian Light Beam, Spy Scanner, Boarding Laser, Assimilation Beam, Long Range Mine Detector, Probe launcher, Clone Lab, Agro-Dome, Crew Abductor, Advanced Training, Recruiting Center, Cloaking Field, Incarceration Beam, Holo Jamming Device, Warp Bubble Generator, Transport Inhibitor, Crystal X Field (Crystal only), Hull Plan Naper, Contraband Lockdown, Native Dust Off, Contraband Dustoff, Colonial Warrior Assault, Robot Eye Of Madagon, Rebel Ground Assault, Aczanny Security Device, Coal. Bio Computer, Solorian Stellar Targeter, Colonial Fuel Drill, Aczanny ECM Jammer, Coalition Rift Gen, Solorian Energy Transfer Beam, Colonial Unicom, Aczanny Cargo Desk, Colonial GalBank.
Changed: Nano-virus Bomb will now only fire when there are colonists or the Cyborg King in the ground base below.
Changed: AI will explore with ships that have at least 1 colonist or if the hull has a guest capacity of 0. It was a minimum of 11 colonists on board.
Changed: AI ships will explore towards any non-asteroids that it has a scan of. Previously, it didn't have to have a scan of the planet and it would venture towards asteroids continuously attempting to place a ground base on them, even if their race couldn't survive on an asteroid.

Host 4.000.213.64
Fixed: Fixed an issue with the winner of a Spindizzy multi-tow vs tractor beam losing its tow target(s).
Fixed: Fixed an issue with the AI causing bases to disappear.
Fixed: AI Cyborg and UEA can no longer sell their contraband.
Fixed: Previously only Attack & Run setting would have a chance not to rush back to base. Now Attack & Run, Crush Kill Destroy, and Capture have the same chance not to rush back.
Fixed: The possibility of a counterstrike by the defender is no longer limited to just defending against an Attack & Run. It can be done with a Crush Kill Destroy or Capture attack as well.
New: Added an informative ship log message for the situation where you have a tow target set, but no scan of it yet. "Contact with tow target has been lost! Waiting for scan..." During the first 5 movement phases of a turn, you can use the previous turn's scan data, but at MP 6, you will have to have gotten a fresh scan or else your tow will fail. If you have already gotten within range and established the tractor beam, this point is moot because you will then have a full scan.
New: Added an informative ship log message when attempting to tow a target that has an active Spindizzy device. It doesn't work.
New: Added informative ship log messages when Spindizzy multi-tow has overpowered another multi-tow or tractor beam.
New: Added an informative ship log message in the situation where all multi-tow targets have been lost and the Spindizzy device shuts down.
New: Ground Combat player message now includes an additional display of the forces that are remaining at the base.
Changed: Sped up the writing of RST files by only looping through the known number of objects.
Changed: Ground Combat player message no longer displays any entries that there are 0 quantity of.
Changed: The calculation for whether or not to rush back to base has been changed from just taking the troops into consideration to using the overall battle strength of both forces. If what is left at the base surpasses the battle strength of the attacker by 1.5 or more then it will not rush back.
Changed: Changed the order that the Ground Combat player message reports appear in.

Host 4.000.213.63
Fixed: Removed some debugging code in movement that you tell you how much fuel was being used every movement phase when using "normal" movement (versus escort or intercept movement).
Fixed: Fixed an issue where if the game was out of object IDs that when laying a minefield, the ordnance wouldn't be deducted from the ship unless the minefield was actually created.
Fixed: Fixed an issue where hull plans were able to be traded from Privateers to other non-Privateers by hostile takeover of the ship through transfer boarding or by the Privateer evacuating the ship and letting it get taken over. Privateers may not trade hull plans to other races.
New: The HPL, FIG, and LOG files will now be backed up in the TN1 file created during the host run. These files are used for debugging purposes.

Host 4.000.213.62
Fixed: Fixed an issue where if the player set the first waypoint as the same location in space as the ship/wing then it would not move.
Fixed: Removed excess entries in the log that the waypoint has been reached when using the WP1 command code.
Fixed: Removed other excess duplicate log entries from movement.
Fixed: Lowered the range that escort and intercept will pull them to the same coordinates from a range of 5 to a range of 3.
New: New HConfig setting: StellarMatterLauncherRangeLimit: Default = 10000, Min = 1, Max = 10000
New: New HConfig settings: InsectoidNestRangeLimit: Default = 400, Min = 1, Max = 10000; InsectoidNestMinRange: Default = 105, Min = 1, Max = 10000; InsectoidNestRangeIncrement: Default = 5, Min = 1, Max = 10000

Host 4.000.213.61
Fixed: Fixed transfer issue.

Host 4.000.213.60
Fixed: Fixed transfer issue. Some would work and others not.
Fixed: Fixed issue with launching pods containing hull plans.

Host 4.000.213.59
Fixed: Fixed issues with fuel burn increase due to transfers.
Fixed: When using QuickBuild, putting ordnance and fuel on the new ship from a nearby base would not happen if the base didn't have crew for the ship as well. Now they are independent.
Fixed: Spy attack for ship movements will not spend mana if you have a spy rating of 0, since you will have no success.
Fixed: Fixed issue with movement when losing an intercept or escort target. You would possibly not move or move at an incorrect speed.
Changed: Further optimizations of movement and transfer arrays to enhance host processing speed.

Host 4.000.213.58
Fixed: Fixed an issue which would possibly cause intercept, escort, tow, or transfer to fail.
Fixed: Fixed an issue with Spindizzy vs standard tow making the standard tow the winner of the tow auction.
Fixed: Fixed an issue with changes to the Jumpgate Builder code that caused an endless loop.
Fixed: Fixed an issue with Cyborg King capturing of docked wings to the stolen ship.
Fixed: Privateers can receive hull plans from anyone. They can only give hull plans to other Privateers that they are friendly with. This is fixed in ship to ship transfer.
Changed: While Minefield Fog of War HConfig option is enabled, players will no longer get the part of the minefield hit or sweep message that states who owns the minefield.
Changed: Sped up movement processing by optimizing the use of arrays. This change also helps prevent errors in development the future.
Changed: Minefield messages will be centered on where the minefield hit occurred instead of the center of the minefield.
Changed: Aczanny producing a bomb pod require only 10 troops on the ship now instead of 11 (10 are used in the pod).
Changed: Sped up processing of Siren HAARP.
Changed: Sped up processing of Hacker Droid.
Changed: Reinstated code to prevent Privateers from being able to transfer goods onto enemy ships to then be able to steal them with devices to gain experience.
Known Issues: More hull plan fixes to come.

Host 4.000.213.57
Fixed: Fixed an issue where waypoints weren't being cleared as expected.
Fixed: Fixed an issue where wings weren't supporting the new ignore disabled ships in respect to using auto intercept to choose intercept targets.
Fixed: Fixed a typo in "The World Crusher Missile requires 300 ordnance to fire."
Fixed: Re-instituted old determination of "dull combats" until the new code has further review and corrections.
Fixed: Ships with docked objects captured in VCR combat, boarding action, or X Field will have enemy wings launched.
Fixed: Retuculian Light Beam device will now observe resource point limits.
Fixed: Incarceration Beam will look for any personnel type on the enemy ship instead of just crew.
Fixed: Fixed an issue where Incarceration Beam would check the resource point limit of the target instead of the beam owner.
Fixed: Jumpgate Builder will now filter out all codes that could match ship command codes.
Fixed: Fixed a typo in "Assimilation Beam: We cannot take control of the assimilated base due to resource point limitations."
Fixed: Cut out an extra copy of Hacker Droid code, which different in the use of the HConfig option to limit its usage in a game.
Fixed: Replenish Armor no longer works on enemy bases when you have their UFC.
Fixed Replenish Fighters so that it works on multiple bases within range.
Fixed: Cargo Desk now observes resource points limitation.
Fixed: Fixed a bug where wreckage could produce free small weapons.
Fixed: In ground assault, an attacking force using “Attack and Run”, “Crush, Kill Destroy”, or “Capture” will not have to rush back to their base if they have 1.5 x troops left there over what is attacking their base. Example: Player A is using “Attack and Run” with 100 troops. Player B is using “Capture” with 10,000 troops. Player A’s strike force is 90. Player B’s strike force is 9,500, which leaves 500 troops behind to defend the base. Those 500 troops are over 1.5x the 90 of Player A’s force, so he will not rush back to defend his base, thus diverting his troops from attacking. If Player B had to rush back to defend its base in the prior situation then it will attempt a counterstrike using 50% of its total troops when in Attack and Run mode or 55% of its total troops plus 55% of its total crew plus 40% of its total high guard.
New: Added base ID information to world crusher missile results.
New: Added a "Super Weapon Fire Detected" player message for World Crusher Missile firings.
Changed: When a Cyborg King takes control of another Cyborg's ship, any docked objects (including wings) will transfer to the control of the new player.
Changed: Global Warmer changed to be able to go up to climate 55.
Changed: Global Icer changed to be able to go down to climate 45.
Changed: Assault and Life pods with any personnel on board will have a minimum mass of 1.
Changed: Construction pods with cash or hull plans on board will have a minimum mass of 1.
Changed: Wreckage with any ordnance in it will have a minimum mass of 1.
Changed: Native pods with any natives on board will have a minimum mass of 1.
Changed: Outfit pods with any armor on board will have a minimum mass of 1.
Changed: Resupply pods with any ordnance, repair, or cash on board will have a minimum mass of 1.
Changed: Pod launches with a resulting mass of 0 are aborted.
Changed: Wormholes can no longer be created at 0 or negative coordinates.
Changed: Changed Virgo high guard production to be able to use a mixture of troops and/or colonists for the new 5 high guard.

Host 4.000.213.56
Fixed: Replenish fighters command not working properly to fill multiple bays with no RF: specified.
Fixed: Replenish fighters ship log text is case insensitive now.
Fixed: Fixed an issue where the sensor profile of enemy units was set to 0 when populating RST files.
New: After replenish fighters command is processed, an additional process to check on high guard for wings on the carrier is processed.
New: When checking for where a high guard can come from to put on a wing, ships within 2 ly are now included. Ships with over 2 high guard will be able to provide a high guard.
New: When checking for where excess high guard can leave a wing, ships within 2 ly are now included. If there are more than one high guard in a wing then the excess will move to a base or ship.
New: When combat is about to end, due to lack of valid targets, the maximum range for capturing a ship is lifted. Thus, if there is a victor in the combat and several disabled ships ready for capture, the victor doesn't have to come within the VCR capture range to board the disabled ship.
Changed: Death rate of a ship that has life support damage >= 100% has been changed from 25% + 100 of each personnel type to 25% + 10% of the hull's capacity for that type. Note that high guard automatically escape.

Host 4.000.213.55
Fixed: Fixed issue with Gravitonic Accelerator using more fuel than intended.
Changed: RST files now contain information for a ship that you don't have a good scan of as -1 values, which should appear in the 66.8 (and later) client as ??? values.

Host 4.000.213.54
Fixed: Scripted buoys were not being written to the RST properly.
Fixed: When a ship's damage exceeds the limit appropriate for the damage type, it should now have the limit appear properly in the RST file.
Fixed: Moved the score file generation and Resource Report to a place a little later in the host so it should show more accurate numbers.
New: New HConfig option: AirAttackBaseRequired: Default = 0, Min = 0, Max = 1
New: Replenish fighters can ony be used at a base with an Air Attack Base if HConfig option (AirAttackBaseRequired) enabled.
New: Home guard wings can only launch when an Air Attack Base is present if the HConfig option (AirAttackBaseRequired) enabled.
New: New "BIG" or "MRG" command code will make 1 big wing out of all docked wings on a carrier.
New: New ship command code "SEP" to separate a big wing or all wings docked to the carrier into smaller wings or rebalanced wings. It will attempt to divide the wing using the RF: (see Replenish Fighters) in the ship log or will attempt to come up with a mix based on how many of each type of fighter are docked to the carrier and how many bays the carrier has. A minimum of 10 fighters are required per wing. High guard will also be split. It will modify existing wings first and create new wings when required. Many of the wing's configuration settings are set from existing wings to new wings. "BIG" command code occurs immediately prior to SEP command code.

Host 4.000.213.53
Fixed: Drewhead bug report 583 fix: A moving object that intercepts or escorts an object that they don't have a scan of this turn, but did last turn will get sent to x,y 0,0 when they arrive at the last known coordinates of the target due to a division by zero error.

Host 4.000.213.52
Fixed: The mass of the ship performing a jettison will be immediately updated when complete so that fuel burn is lower.
New: Pod speed is now exported into RST data for future client versions to be able to display.
New: Ship sensor profile is output into the RST file so that future client versions will display the actual profile for ships that are not yours and that you don't have allow commands from.
New: Ship "Replenish Fighters" command will now function on docked wings that are larger that a single wing bay.
New: Ship "Replenish Fighters" command will look at the ship log for text "RF:" following by a requested wing mix, such as 48/0/2 (48 type-1 fighters, 0 type-2, and 2 type-3). It will use this to replenish existing docked wings to that level and form new wings of that type. Example: RF:9/0/1
Changed: Q Tankers cannot affect other Q Tankers with their cloaking field.

Host 4.000.213.51
Fixed: High Guard on wings weren't being counted for the Crew Report.
Fixed: In VCR combat, combatants will check their active navigational plan instead of their attack plan for being in strike thru state as a unit can temporarily or permanently leave strike thru mode (e.g. if it is heavily damage and not set to stand at all costs).
Fixed: In VCR combat, fixed a possible issue with RAM where it could unintentionally ram the escort target even if friendly.
Fixed: For trimming VCRs, the density cut was not working properly. The consition for a dull fight was change from an abolute value of a handful hostile events to an amount of hostile events scaled with the number of combatants.
Fixed: Drewhead bug report #582 fix: Distance calculations from the center of the explosion were sometimes being calculated against a deleted object, which would cause 0 damage to ships.
Fixed: Fixed an issue where a scan of enemy scanner settings wasn't visible.
New: Pod launches will now produce a detailed base log when there is a problem with it.
New: Implemented HConfig “VCRPlanetDestroyPhase”: Default = 4000, Min = 1, Max = 5001 to allow modification of when a planet can be targeted for super laser destruction within a VCR. Having a larger value here will guarantee longer VCRs in this situation. Having small values here will give defenders less time to destroy the super laser ship before it fires.
New: Added more information to the ship log for those being hit by Stellar Matter impacts.
New: Implemented HConfig "PlayerObjectLimit": Default = 20000, Min = 10, Max = 20000
Changed: When attempting to tow an object during the first 5 movement phases of a turn, if you don't have a scan of the target then it'll use the last turn's scan to acquire a lock.
Changed: The intercept and escort targets are now scannable on enemy ships. "Captain, the vessel is on an intercept approach!"
Changed: The status and presence of the World Crusher Missile, Gravitonic Accelerator, Mind Crusher, and Nanovirus Bomb are now scannable on enemy ships since it effects sensor profile.
Changed: The status of minefield droppers are now scannable.
Changed: Rewrote the Aczanny hyperscan routine to allow the host to run more quickly, especially in games where the Aczanny aren't playing.
Changed: In VCR combat, the section to determine the luck to avoid the power boost BOOM! was modified. Skillz was equal to experience. Now HG^0.725364 was added to have bonus when HG are on board. This means e.g. 1000 HG give + 150, 100 HG give +28, 10 HG give +5. Borg owned ships gets a constant of + 50 here. The general "trigger level" of 200 for Skillz was lowered to 150. With Skillz at the trigger level normal ships can have a maximum luck of 0.75. With the Borg Queen on board this is 0.95. Further explanations: Luck = Sigmoid(Skillz, 150, r, 0.01) ' lower the trigger value from 200 to 50. r comes from the crew fill state, from the ratio between HG and crew and the system damage. It is at max 0.75 for non Borg and 0.95 for Borg ship with Queen on board.

'// Examples:

' Output at Triggerlevel r=0.95
' Triggerlevel 150
' Sensitivity 0.01
' Skillz Luck
' 0 0.368
' 50 0.463
' 100 0.622
' 150 0.950
' 200 0,995
' 300 0.998
' 500 0.999
' 1000 1.000

' Output at Triggerlevel r=0.75
' Triggerlevel 150
' Sensitivity 0.01
' Skillz Luck
' 0 0.205
' 50 0.321
' 100 0.450
' 150 0.750
' 200 0.017
' 300 0.964
' 500 0.983
' 1000 0.993

' Output at Triggerlevel r=0.375
' Triggerlevel 150
' Sensitivity 0.01
' Skillz Luck
' 0 0.075
' 50 0.102
' 100 0.161
' 150 0.375
' 200 0.653
' 300 0.816
' 500 0.905
' 1000 0.957

Host 4.000.213.50
Fixed: Fixed a possible issue with VCR super laser shooting a planet when multiple planets are too close together on the galactic map.
Fixed: Fixed issue with premature combat end.

Host 4.000.213.49
Fixed: Home guard wing "high guard" pilots weren't given a chance to escape when a wing was destroyed like other wings.
Fixed: Fixed an issue where your flight target would be able to change your firing target to someone that was not your enemy.
Fixed: Home guard wings spawned from a base that was destroyed in a VCR weren't getting their high guard.
New: If a home guard wing’s owner that lost its base doesn’t have enough resource points then the wing will attempt to find another wing in combat, then up to 5 ly away to merge with. If that fails, then it’ll attempt to find another base or wing within its remaining travel distance for this turn and dock to it. If all of that fails then it is lost and a player message will be sent.
Changed: Typo fix in Stellar Matter Launcher: "Our targeter can't get a lock on the target!" Target doesn't get another "t" when adding "ed" or "ing", so our fictitious word "targeter" shouldn't either.
Known Issues: VCR processing ending early.
Known Issues: Apparently disabled units still able to fire.
Known Issues: Wing long range fire not occurring when the enemy point defense is also long range.

Host 4.000.213.48
Fixed: When the base that a home guard wing was launched from is destroyed in combat, then the home guard wing would be completely lost. Now the home guard wing will stay around as a new wing in this situation.
Changed: Med Plant, Ship Repair Plant, Factories, Terraformer, Ordnance Plant, Training Center, and Race Building throttle can be seen from a scan of an enemy base (at least for last turn).
Changed: If you have the “on planet” scan of a planet where an enemy base is and the full scan of the enemy base then you can determine its military stance (at least for last turn).
Changed: You can see the Scanner and ID Transmitter setting of enemy wings.
Known Issues: Rare situation where allies may fire upon each other.

Host 4.000.213.47
Fixed: Delay between VCRs wasn’t being incremented properly for those that were in their first combat after movement pulse 49.
Fixed: Bases set with Military "Defensive" setting wasn't working.
Fixed: Fixed issue with Amorphs not attacking a base.
Fixed: Destroyed ships (hull damage >= 100%) would be able to initiate a VCR, thus causing long host runs.
Fixed: Destroyed ships will no longer provide a scan of others that they participated in a combat with.
Fixed: Added a flag to units that are not meant to move for the rest of the turn and support so that they don't.
Fixed: An unintended message would be received when a capture non-pod target was out of range.
Fixed: Pod Lost player message mistakenly didn’t include intended text about it being captured.
Fixed: The special scanning details for Evil Empire, Rebels, Privateers, and weapon loadout knowledge wasn’t being shared with other players that they are sending contact data to.
Fixed: Virgo Light Speed issues fixed: extra fuel consumption and stopping prematurely.
Fixed: Virgo Burn issue fixed that it would move extra movement on turn 3.
Fixed: After combat, if an escort or intercept target was lost, a movement pulse of movement would be skipped. That's fixed now.
Fixed: Fixed ranges of some HConfig values.
Fixed: Fixed an issue where combat would round off remaining fuel.
Fixed: Fixed issue with VCR combatants wrongly attempting to flee to the center of the map.
Fixed: Fixed a VCR issue that made combatants not move properly towards their targets.
New: Added text to the ship log of a Privateer auto-captured ship to state which ship did the capture.
New: Added new client support for "Do Not Launch Home Guard Wings" on bases.
New: Put in support so that when a ship's engines are damaged that it will slow down in mid-turn. Light Speed can also turn off.
New: Made adjustments to decrease the size of VCR files.
New: Added code to mark a VCR target as defeated to avoid wasting shots on defeated targets.
New: Added code to recognize dull ends of VCRs.
New: Added code to give more detailed information about how and why visual combats records are cut or killed.
New: Added code to recognize when the VCR target list becomes empty and stays empty for at least 100 ticks after tic 350 and terminate the VCR processing.
New: Optimized VCR escort target movement.
Changed: If a tow attempt fails, it will remain in effect just in case the tow score of the target lowers during the course of the turn.
Changed: Reduced number of VCR explosions of objects.
Known Issues: Rare situation where allies may fire upon each other.

Host 4.000.213.46
Fixed: Host crash due to error in BUN code.
New: Quickbuild ships built by a dry dock will now escort the dry dock at the dry dock's speed (if the newly built ship is capable). It will start with fleet member enabled, share fuel, ordnance, and repair enabled, with minimum fuel setting to 30, and minimum ordnance setting to 1000. It will match the attack and damage repair settings of the dry dock.
New: New HConfig value "HyperlatheLimit" to set a maximum number of hyperlathes that can be used in a ground base.

Host 4.000.213.45
Fixed: Bug with BDx command codes causing host crash and bases not to be saved.
Fixed: Fixed a couple of situations where energy-based small weapons wouldn't affect Crystal shields properly.
Fixed: Spy attack to steal hull plans will abort before making an attempt when the target is a Robot, Solorian, or Crystal player since those hull plans would be destroyed immediately anyhow.
Fixed: Fixed an issue where docked pods/wings would be scannable when they shouldn't be.
Fixed: Fix for Drewhead Bug Report #533: Holojammer would not make the ships appear on other player's map in the proper location.
Fixed: Fix for Drewhead Bug Report #538: Fixed a hyperjump issue that would cause an array out of bounds issue and would cause hyperjumps to fail unexpectedly.
Fixed: Fix for Drewhead Bug Report #536: Corrected an issue with interpreting TRN file input for Training Center throttle and wing auto-intercept.
New: A player message will be generated when a base of yours is assimilated.
New: Outfit pods can now perform actions on a target ship that the owning player has allow commands enabled for the pod owner. Previously you could only perform this action upon your own units.
New: Added base log output for amount of tritanium consumed when an Insectoid Nest builds robots.
Changed: Captured ships in combat and through boarding parties have skill and experience zeroed.
Changed: Large hull mass ships bonus point defense shots vs wings is guaranteed instead of 50% chance of occurrence.
Changed: When you are unable to build a new ship due to lack of metals, money, hull tech level, or ship parts the order is canceled instead of pending.
Changed: When you are unable to build a new ship due to lack of resource points, the order will now be pending instead of canceled.
Changed: Scans of other player’s ships will show accurate scanner setting and minesweeper status since this can be determined from their sensor profile. Removed some redundant code that zeroed out troops, high guard, and colonists from enemy ship scans.
Changed: Made the assumed training center setting for other player’s bases to be 10k when you don’t have allow commands from that player.
Changed: Removed some extra spaces from minefields hit player messages.

Host 4.000.213.44
Fixed: Fixed an issue where Beam Down command codes wouldn't save changes to the base, so resources were lost.
Fixed: Fixed an issue where fleet movement would cause objects to move to their homeworld, off the map, or elsewhere.
Fixed: Fixed an issue that caused Spindizzy not to function.
Fixed: Fixed an issue where ships that weren't capable of hyperjump were able to jump anyways.
Fixed: Ships still had the 1/40 chance to be able to send out a sensor pulse to scan for mines. This is now included with the appropriate HConfig option.
Fixed: Bug Fix for Reports #509-511: Races that cannot exist on asteroids will not be able to chunnel to one.
Fixed: Fixed an issue where even though a Virgo would lose its minefield immunity, it would not be able to hit a minefield to take damage if it started the turn immune.
Fixed: Bug Fix for Report #507: Fixed an issue where a Virgo that was previously minefield immune would become vulnerable improperly. It could thus be affected by laser minefields, Web minefield sensor profile increase, etc.
Fixed: Bug Fix for Report #491: Put limits on changes to soil from 0 to 32k. Fixed an issue with Soil Sterilizer that would make it not work when the soil rating of the planet affected was over 20.
Fixed: Bug Fix for Report #503: All natives to be converted in an Insectoid Nest were lost even if only a fraction were actually converted. This happened when the conversion of natives to insectoids would exceed 50 million insectoids.
Fixed: Bug Fix for Report #517: BDO command not transferring anything.
New: Added support for client 67 feature to replenish repair/offload repair.
New: Nova barbitics do double damage when moving through them as was assumed by players and defined by Tim, but not in the code.
New: Modified the minefield code to allow scripted minefields that have owners outside of the player number range (1 to 30) to function.
New: Added a routine before creating RSTs that will recalculate the mass of all objects so that the values in the RST make sense.
New: Sped up the processing of Eye of Madagon.
New: Added Eye of Madagon affects Native Pods with Amorphs of any player. Will kill half of the worms and if over 5000 worms are left then the following resources will be transferred to the Eye ship: 75 fuel and 220 ordnance. With this transfer comes a ship log "Madagon nanites working on Amorphous natives in the area."

Host 4.000.213.43
Fixed: Optimized some movement code.
Fixed: Corrected movement where ships would move to far or too fast.
Fixed: Corrected some issues with hyperjump code.
Fixed: Corrected issue with engineless ships getting more then speed of 0.
Fixed: Enhanced the randomization of Privateer Spies. The random starting position for finding bases would normally be in the lower half of the number of objects in the game. Now it’s more even.
Fixed: Made some adjustments in scanning to optimize it a bit more.
Fixed: Resolved issues with and optimized scripted buoys.
Fixed: Fixed a bug where scans of wings, jump gates, wormholes, and pods wouldn’t get shared properly during movement.
Fixed: When a protomatter cannon changes an asteroid into a planet again, its climate will be BOUNDED(0, starheat + RND * 6 - 1.5, 100).
Fixed: When a planet genesis occurs, some planet stats will now be non-zero. HD Stress = RND(0, 1000), HD inertia = RND(0, 100), HD freq = RND * 6.5 - 3, IF RND < 0.05 THEN HD freq = RND * 15 + 3, climate = BOUNDED(0, starheat + RND * 6 - 1.5, 100), soil = (50 - ABS(50 - climate)) * 3 + RND * 100.
Fixed: Fixed an issue where wings would not get blinded when moving through active laser minefields.
Fixed: Fixed an issue where a Virgo in Light Speed mode may start burning fuel without cause.
Fixed: Fixed an issue where Virgo Light Speed may stop early when determining a new waypoint.
Fixed: Made some adjustments to hyperjumping so that a jumper will come out of hyperspace at a more accurate position.
Fixed: Wings can now destroy bases in mid-combat.
New: Ships cannot tow a target that they do not have at least a “contact” level scan of.
New: When a ship successfully tows a target, they get a “detect” level scan of it automatically.
New: Ship damage creates noise (higher sensor profile). Engine, Hyp, Hull, Control Sys, Weapon damage over 60 will generate noise. Engine, Control Sys, and Weapons additional noise is (1 - (150 - ) / 150) * 100. Hyp additional noise is (1 - (150 - Hyp Damage) / 150) * 40. Hull additional noise is (1 - (100 - Hull Damage) / 100) * 150. Birdmen can control this and limit it to Engine 10, Hyp 5, Hull 15, Control Sys 10, Weapons 10 when they have crew on board. This noise is applied after the calculations for speed are complete, so speed doesn’t affect these numbers.
New: Gambling Decks, Show Lounge and Pyramid Lounges now state the bases they are servicing if more than one base is involved.
New: Native pods with a dock target of planet will no longer change to pod owner’s base.
New: Homeworlds before turn 3 with Chupanoids will have them removed (except if IMT). If the owner is IMT and the Chupanoids have less than 75 happiness, the happiness level will adjust to 75.
New HConfig value: “SpeedLimit”; min = 0, max = 32000, default = 32000. Allows the game host to limit the speed of all moving units in the game. A value of 0 will set the limit to 32000. A value of 1 is the best limiting factor.
New HConfig value: “JumpLimit”; min = 0, max = 32000, default = 32000. Allows the game host to limit the distance that a hyperjump can perform. A value of 0 will set the limit to 32000. A value of 1 is the best limiting factor.
New HConfig value: “ChunnelLimit”; min = 0, max = 32000, default = 32000. Allows the game host to limit the distance that a warp or base chunnel can move. A value of 0 will set the limit to 32000. A value of 1 is the best limiting factor.
New Privateer race ability “Mark”: Privateer ships can mark a target ship for the remainder of the turn by coming at or within 5 ly of a target and having the capture target setting set on that ship and will mark if without a scan; it just cannot be fully cloaked. The effect of the mark is a detailed scan of the ship. The mark will only happen when scans normally happen, so every 5 movement pulses. If the HConfig value “ReduceScanning” is in effect, then this lessens the chance of the mark happening as it is a function of the Privateer scanners. The basis of this is from past carnivals. The ticket booth would have the attendant sitting high above the customers so that they could see the customer open their wallet. They would then signal a cohort to brush their shoulder with chalk, thus marking the target for pick-pocketing later.
New HConfig value: “ReduceScanning”; min = 0, max = 1, default = 0. When this is enabled (value = 1), the 1/40 chance to send a sensor ping is in effect, thus reducing the effectiveness of scanning. It also speeds up the host cost processing time a little.
New: Compiled host with PowerBasic 9 with new speed enhancement features enabled.
New: An additional check has been put in so that immediately after combat, a new waypoint can be determined if the intercept, escort, or towing ship has been destroyed.
New: Added support for new Client player request flags. Currently supported: Put VCRs in RST (on/off).

Host 4.000.213.42
Fixed: Resolved an issue where ore processing would steal ore from any ore pod of any player. now only your owned pods are affected.
Fixed: Bug 433 - Resolved, Many Lightspeed issues from sudden stops to fuel burn rate, also engines are now a requirement.
Fixed: Bug 436 - Resolved, Ships/wings being able to move futher then the intended distance.
Fixed: Bug 462 - Resolved, combat issue where wings weren't destroyed by Nemesis Torp. They would be removed from combat, but be whole after combat.
Fixed: Bug 463 - Duplicate of 462.
Fixed: Bug 476 - Resolved, portions of the host code check against the client version used for commands, but when a TRN file isn't submitted the client version is 0. The host code wasn't handling this properly for training center throttle, attacking harmless pods, auto-intercepting harmless pods, and recharging minefields. We'll just assume that you are using the latest client version when you miss a turn for now on.
Fixed: Bug 468 - Resolved, fuel issues with light speed even if you had the amount it would say you didn't.
Fixed: Bug 458 - Resolved, issue where the hyperdimensional stress could overload and flip to the extreme opposite value, such as -32768 to +32768 in one turn.
Fixed: Bug 459 - Duplicate of 458.
Fixed: Bug 460 - Resolved, outfit pods now push engines properly.
Fixed: Bug 464 - Resolved, Control system damage would only be considered if there was also hyperdrive damage to stop it when determining if a ship could hype. Ships now all checks are properly checked again.
New: added ship log message when a pod is undocking from it

Host 4.000.213.41
Fixed: New Ships created from client 66 will have these attack settings;
Prefer Base Targets "ON"
Ignore Disabled Ships "ON"
Fixed: New Wings created from client 66 will have these attack settings;
Ignore Disabled Ships "ON"
Fixed: World Crusher Missile no longer gets money/supply from pending buildings only buildings built. (seeing it fires at end of turn this just stops people from generating tons of cash/supply
New: Support for new Fleet Orders
New: Resupply from Base
New: Unload Excess at Base
Notes: If you started a game with Client 65 and Upgrade during the game your already built Ships and Wings will still have Ignore Disabled attack setting enabled. To turn it off you can click Ignore Disabled Ships and it will override the old client settings with the new one.

Host 4.000.213.40
Fixed: Movement should no longer freeze after tick 50.
Fixed: Jumppoint Generator: Now function as intended.
Fixed: Gravity Rift Generator: No longer burns fuel if your race cannot use the device.
Changed: More opimizations to control massive vcr sizes.
Changed: Gravity Well Generator: Ships with this device now get a message when the device has been disabled due to a Gravity Rift Generator.
Changed: Light Speed: Now requires valid working engines to move.

Host 4.000.213.39
Fixed: Ignore Disabled Base/Ship: Cleaned up the processes to support future client modifications.
Fixed: Ground Combat: bug where Attack & Run order is silently omitted.
Fixed: VCR/Combat: Ships on secondary wave with superlaser & kill target set of invalid objectID would cause a dull full length VCR to be generated.
Fixed: Warrior Assault: Colonial Warriors now complete there missions and properly report the correct amount of structures successfully destroyed.
Changed: Inflicted kill to base colonists by mechs to a factor of 0.1
Changed: Enhanced the super weapon process
Changed: Ships now clear their Kill Target (If planetary) after destroying the planet object with a Super Laser, rather then trying to blow up an asteroid in future vcr's.

Host 4.000.213.38
Fixed: Fixed a possible crash bug during tow score checks.

Planets 4.000.065q
Fixed: When you click on the group that your ship, wing, or base is in then it’ll jump to the proper group page now.
Fixed: Fighters and Mechs as options in Resource Rings now show up properly.
Fixed: The training center forecasts have been updated to use the training center setting.
Fixed: The SHIP DESTROYED warning on the ship overview wasn’t showing up properly.
Fixed: Bases with 2 map options would only show 1 ring. For example, if a base had a PSP and a Gun Zero then only one or the other would show up, not both if both map options were enabled.
New: Added “Training Setting” to CSV and VPS output.
New: Slider bar on Base / Military screen for adjusting Training Centers that are active. The output of the training will be updated on the same screen.
Changed: When determining a temporary folder to perform disk actions, it will now use the TEMP environmental variable value first and use the old method only if this isn’t available. This should overcome permissions issues.

Host 4.000.213.37
Fixed: Rebel alliance report wasn’t being produced when ally limited were inactive.
Fixed: Host crash in Sabotage Enemy Ship spy attacks.
Fixed: Changed the way that the host looks for a temporary folder to work in by using the TEMP environmental variable when available. That way any permission denied issues will be circumvented. The old method will be used if the env var is unavailable or invalid.
Changed: When a TRN file from a player cannot be properly read then the host will abort with an error instead of merrily ignore that player and all of his/her orders.

Host 4.000.213.36
Fixed: When you have less active training centers than your total, you received a false message about insufficient funds.
Fixed: Minefield Destabilizer message to minefield owner fixed. It was showing the wrong minefield type.
New: Newly built training centers will start with a setting of 10k active centers.
New: When you have a base on a planet with high HD stress, the message you receive will be more detailed.
Changed: Concussion Rocket anti-wing range changed to 100 (from 400). Micro Missile Launcher anti-wing range changed to 600 (from 2000).

Host 4.000.213.35
Fixed: VCR combat not occurring due to a change in the code in how bits are retrieved from bitfields.
New: Scripted buoys using the MISCFLAGS value can set bit 1 to ON to make the buoy indestructible.
Changed: Cyborg Assimilation & Ship stealing, Enforcer arresting, Coalition rescue, Privateer Assault Gondola, Robot Gun Zero, Crystal X Field, Reticulian Beam, Incarceration Beam, Crew Abducter, Fuel Robber, Colonies Warrior Assault, Rebel Ground Assault, and Cargo Grappler will not affect a target player that you have “Attack!” disabled for. It was changed from requiring that both the target and the attacker have “Attack!” disabled to avoid the effect.

Host 4.000.213.34
Fixed: If an error is encountered during movement, then the host will error out properly.
Fixed: High guard in wings were able to go to a negative value when hitting a minefield.
Fixed: Possible host crash in tow movement.
Fixed: VCR crash with high fighter count.
Fixed: VCR capturing ships will support new Ignore disabled switches.
New: Added support for active training centers adjustment in Client 66.
New: Final battle support. HConfig value: “FinalBattle”; Default = 0, Min = 0, Max = 1. Will find a non-asteroid planet (or random point in space if no match) then move all bases, pods, wings, and ships to that location for a final brawl.
New: “MinefieldFogOfWar” HConfig value; Default = 0, Min = 0, Max = 1. Will set all enemy minefields to an owner of 255 unless you have Allow Commands data from that player.
Changed: Cleaned up/speed up the “At War” checks.
Changed: Converted often used functions into macros, which work faster.
Changed: Fleet sharing and transfers moved to occur before slow hyp so that it falls in line with the rest of movement properly.
Changed: Allies can tow your ships without a tow contest occurring.
Changed: Concussion Rockets have an anti-wing range of 400 (was 25). Note that these PD are only good against Sandcasters and wings.
Changed: Micro Missile Launchers have an anti-wing range of 2000 (was 230).
Changed: Using a new version of bitfield checking to see if it works faster.

Host 4.000.213.33
Fixed: The Host 213.32 was compiled with debugging tools enabled, which slowed down the host processing.
New: Added a lot of ship log entries for various ship devices.
New: Added a player message when a minefield is destabilized, like the player message for minefield swept messages.
Changed: Labor Camps death rate will only include those prisoners who performed work in the camps.
Changed: The tow score of ships will be updated after combat, minefield hits, crew transfers…
Changed: The possibility of a tow to overpower the enemy was checked before movement started and within range, so even if the target changed ownership, it would fail and you would not get another chance. Now the check is made when you attempt to move the towed target, so you now have one chance to take control of the ship before attempting a tow. This does not mean that it is impossible to tow an enemy target; rather, it is just an automatic success to tow your own units.
Changed: Out of fuel and crewless ship checks are now only made when you attempt to move the unit. The host will not set the speed to 0.
Changed: Eliminated some unused variables.
Changed: Xelovi Queen's Royal Honor Guard will only notify an enemy base of the defecting Insectoids when they have a full scan of the Coalition ship.
Changed: Hacker Droid will only notify an enemy ship that the plans have been hacked if they have a full scan of the hacker ship.

Planets 4.000.065p
Fixed: Corrected an error (new in 65o) with a pop-up during Make TRN.
New: New resource rings for Cargo / Fighters and Assault Craft.

Planets 4.000.065o
Fixed: Fixed a sorting issue with names in the Data Grid.
Fixed: A problem with the data grid and planets would show ? for values when you had a full scan of the planet.
New: Added support for adjusting the number of Training Centers are active if you desire less than the maximum amount. This requires Host 213.33.
New: Quickbuild will now track which ship parts were used during the ship launch and when the pending order is deleted then it will be returned to the base. The Pending Orders screen of the base will show the details of which parts were used for each launch.
New: Minister / Map : Remove all points in space action button.
New: Added more explanations to the FIG button for new HConfig values.
New: "All" button added to the resource rings under Natives.

Planets 4.000.065n
Fixed: Data Pad - Megacredits will now appear for bases under "Storage".
Fixed: Base Command - Pod Pad - Fixed the use of Clone button when launching Life Pods of prisoners.
Fixed: Quickbuild - The energy and ordnance output of Coalition Plasma Stream Enhancer ships is corrected.
New: Options - Import TRN function. This will import a saved TRN file from the same game and same player. This is meant to be used in a situation where you spent time on a turn, but failed to submit it in time for the host run, but want to apply the same orders to the new RST results. There may be other uses.
New: All VCR files are exported to the Planets4 installation folder when you use the Make CSV & VPS button. They will have files named Event1.VCR, Event2.VCR, etc.
New: Player messages are sent do a text file in the Planets4 installation folder when you use the Make CSV & VPS button to a file named PlayerMessages.txt.
New: When you have a Point in Space selected, you can now use the Center Map button on the toolbar.
New: Appended the HConfig values to the CSVInfo.txt file that is generated when you use the Make CSV & VPS button.
New: Exported the Bin1 value on planets, which notes which graphic index is used to draw the planet. This appears in both the CSV file and VPS file.
New: New HConfig values presented in FIG screen.
New: The first group that a ship, wing, or base is in will be visible on their overview page and can be clicked upon to jump to that group.
New: Minefields added to groups. There are no actions to take upon them currently.
New: Ship Command - Nav will display the Tow Rating (aka tow score) of your ship and when you target a ship, it will display their tow rating as well.
New: Ship Command - Nav If your engine damage is over 25% then it will appear OFFLINE.
New: Ship Command - Nav Near the hyperdrive button, OFFLINE will appear if your hyperdrive damage is 5%+ or control system damage is 90%+.
New: Ship Command - Data / Engines will display the Energy with current energy / max energy output so that when engine damage causes energy to not be produced, it will be properly reflected here.
New: Ship Command - Data / Shields will display Current Shield Strength, which will show what shield strength you will go into combat with. If you don't have sufficient fuel to activate your shields, then you will see a warning message.
New: Ship Command - Data / Gen will display the Energy with current energy / max energy output so that when engine damage causes energy to not be produced, it will be properly reflected here.
New: Ship Command - Overview: Within the speed movement bar you will see OFFLINE when your engine damage is over 50% as well as a note near your Speed number.
New: Ship Command - Overview: OFFLINE will appear next to your Hyper button when hyperdrive damage is 5%+ or control system damage is 90%+.
New: Ship Command - Overview: At the Tow button, a WARNING will appear when your tow rating does not exceed that of your tow target and the target is not your unit.
New: Ship Command - Overview: The Tow will appear OFFLINE when engine damage is 25%+ or hull damage is 25%+.
New: Ship Command - Overview: A "CREW NEEDED" warning message will appear when no crew are present;
New: Ship Command - Overview: "FUEL NEEDED" when less than 2 fuel is present;
New: Ship Command - Overview: "REPAIR NEEDED" when no repair units are present and the ship is damaged;
New: Ship Command - Overview: "SHIP DESTROYED" when the hull damage is 100%+.
Changed: Changed the default of ArchiveWAR to disabled since there were poor results when used in Vista and Win XP SP3.

Host 4.000.213.32
New: HConfig "StaticPlanets" default = 0, min = 0, max = 1. Enabling this will make it so that the host will not adjust planets at the start of the game for Crystals, Solorians, worlds with less than 100 soil, and native nuking (chupanoids, amorphs, insectoids).
New: HConfig "DisableLWBump" default = 0, min = 0, max = 1. Enabling this will disable the large weapon bump in VCR combat. Changed: When the Cyborg King is present, natives assimilation gives the full 1 mc per 20 natives instead of the diminishing return.
Notes: The main exe was compiled with debug tools enabled, which caused the extra slowness (in the 200 movement phases compared to previous release)

Host 4.000.213.31
Fixed: An issue that would cause movement, towing, spindizzy, and pods not to operate properly.
Fixed: When a planet is destroyed in combat by a super laser then all bases are immediately destroyed properly and not fired at.
Fixed: An issue where when a ship was captured during combat, a VCR wasn't produced. There should always be a VCR when a ship is captured.
Fixed: Possible crash in large combats.
Fixed: In return home mode wings were too often called back to the carrier if in strike thru mode. This is fixed now. If a wing is on a strike thru attack run it can't be called back to the carrier. It first finishes the current attack run.
Fixed: Objects came unintentionally into range of base defense weapons, too often. This shall now occur less often. The only reason this should occur is because an object is "under pressure" by too many enemies.
Fixed: Intact ships with zero hull speed or no engines should have only a small speed in VCR. Unfortunately engineless ships weren't recognized properly. This is fixed now.
Fixed: Objects in flee mode which came into range of base system range had problems to leave the critical area around bases.
Fixed: A possible situation where Nova Barbitic chain reactions wouldn't complete their reaction.
Fixed: XYJITTER error message in the host log was produced without good reason.
Changed: The new error trapping wasn't stopping the host when big problems occurred, so now new error handling will cause the host to exit instead of continuing to process the turn normally and have poor results.
Changed: The attack plans of home guard wings. Default attack plans for home guard wings are: return home, attack enemies immediately, guard base, prefer wings, prefer bases, prefer big. If base is set to ignore disabled ships then home guard wings are additionally set to: ignore disabled ships, ignore disabeld bases. If base is set to defensive then home guard wing's attack plan is changed to: ignore bases totally, do not attack enemies immediately. If the base has the CC "GO!" then home guard wing's attack plan is changed to: swarm out immediately in strike through mode, disabled guard base mode, don't prefer bases. Squadron CC "SQi" is set where i is the fighter type of the home guard wing.(SQ1 SQ2 SQ3)
Changed: The LW bump effect. If a non SC LW shot hits a ship then 10% of the time (or in other words at any 10th non SC LW hit in the mean) we have: rBump = LWeapon(n).Blast / 10 * (1 + LWeapon(n).ordDrain / 2) (favours ord based and high blast LWs). BumpObj reads the rBump as log mass momentum, i.e. rBump is regarded to inflict a change of speed proportional to rBump / LOG(hull mass+7). Decimal logarithm is used here. The "+7" is to give the Sparrow a LOG mass of 1 for better being able to make estimations just in head. This change of speed is added to the current speed of tID like this: First the direction between cID and tID is calculated. Then a random angular spread of +-90 degrees is inflicted.
Changed: The part which shall correct to fast moving. It now reduces the actual speeds which are greater than the maximum currently allowed speed over several ticks to support impact and bump effects as well as to avoid fast moving pathologies. If the difference is smaller then 5% make speed equal to allow otherwise inflict a decay which is faster the greater the relative difference is.

Planets 4.000.065m
Fixed: The tab order of the Base Reserves page.
Fixed: The tab order of the More Map Options page.
Fixed: Changes in the scan range of objects will be updated on the sensor profile rings display.
Fixed: Cleared up an issue where use of group actions may crash the client.
Fixed: Groups / Base / Build: “Buy Fighters” works properly now.
Fixed: Groups / Base / Build: “Form Wings” works properly now.
Fixed: Groups / Base / Build: “Match Parts”, “Match Fighter”, and “Match Mech” will now only match purchases with bases that have the appropriate buildings required to build those parts.
Fixed: Groups / Base / Military: Set the military stance to an incorrect value.
Fixed: Ministers / Build Farms properly observes 1000 colonists required setting.
Fixed: Ministers / Ships: View On/Off action was backwards.
Fixed: Client crash when you cancel out of the Hammer / Anvil actions of Add To Group.
Fixed: Possible issue with sending a false serial number for new pods to the host.
Fixed: Font mix-up on Ship / Attack window.
New: Added support for “Ignore Disabled Ships” and “Ignore Disabled Bases”.
New: A prompt to ask if you are certain that you want to delete old data when the button is pressed in the Space Command window.
New: Last hammer and anvil clicked is stored between client usages. It is cleared when you unpack an RST. You can also manually delete the LastHammer and/or LastAnvil entries in the Planets4\WAR\SlotXX\planetsYY.ini file, where XX is your game slot and YY is your player number. The positioning of the map will start at the last hammer object selected.
New: Groups / Base / Reserves: A new action ("Set Col To Soil"” that will set your minimum colonist reserves to the soil rating of the planet if 1000 colonists per farm is required.
New: Groups / Base / Misc: New actions to match names, create a new name for all bases, and turn View on/off.
New: Client option to zip up your WAR\SLOTXX data whenever you unpack your RST. This will be enabled by default. This allows you to more easily rollback when necessary, provide debugging information to the game developers, review your prior turn plotting, etc. This option will need more work, as it doesn’t preserve the RST from the prior turn since you overwrite it when you download it and it may consume more disk space than you want it to.
New: Points in Space feature allows you to use Points In Space as markers for the grid, etc.
New: Option to view other players’ scan ranges of their objects. It will be in their player color.
New: The number of HG in a wing will be displayed on the Wing / Nav screen.

Planets 4.000.065l
Fixed: Prevented the use of hotkeys during the use of the Points In Space window so that you don’t change a ship/wings speed while typing in numbers into the Points form.
Fixed: Groups / Ships / Match Attack: Would not properly detect whether or not you had a large weapon capable of firing at a wing.
Fixed: Buying contraband for bases attracting Ghipsoldals and Amorphous Worms.
New: Resource Rings window position will be saved between opens and closes of the window.
New: Minefield command window position will be saved between opens and closes of the window.
New: Changes in the status of a minefield will immediately adjust the map if filters are set.
New: Ministers: The editable settings will be saved.
New: Ministers / Base: Action that will allow you to automatically disable your mineral mines at bases where there aren’t enough unmined minerals to justify a possible happiness loss.
New: Ordnance added to the base Data Pad display.
Changed: ET Shokazul Pulse "Zero Growth Rate All Planets" changed to "Zero Growth Rate In The Universe".
Removed: Quick Build including nearby bases’ resources for dry dock building ships.

Host 4.000.213.30
Fixed: A possible situation where prisoners in Labor Mines would not die off after doing their work.
Fixed: Incapability with WINE execution of host due to certain file handling would cause TRN files to not be read. (Fixing Drewhead site trouble with Host 213.29)
Fixed: An invalid value in combat targeting when a home guard wing was defending a base would cause loss of targeting altogether.

Host 4.000.213.29
Notes: This release should be skipped, it introduce a new major bug, where most (if not all) player command are not processed. Most games at Drewhead have been affected. Use Host 213.30 it fix it.
Fixed: Array out of bound error in movement code caused host crash.
Fixed: Ship Sabotage Spy Attack player message shouldn't give a hull picture load error in the client anymore.
Fixed: The high guard protection against Steal Ship Plan spy attack was defending the hull plan selection ship instead of the ship being hacked. Also, the ship log message was going to this incorrect ship.
Fixed: Multiple enemy Assault Pods docked to a ship shouldn't have their combat strength calculated properly (in the assault pod's favor).
Fixed: Some universe file actions that have never worked.
Fixed: Issue where Cargo Grappler, Minelaying, or Minesweeping may not work.
New: Added 1000+ lines of code for some more granular debugging. Allowed it to be not part of the compiled code upon demand, although I found it only adds a few seconds to the host run time. So, it'll be a part of the beta compiled code and not the gold compilation. It has helped me find the not-so-obvious bugs that would account for memory leaks and other faults that the operating system is handling to the best of its ability.
New: Humanoid natives at a base with at least 1 million colonists will boost the base's scan range by: natives / 1 million, up to double its scan range (with or without the Scanner building).
New: All of your Humanoids at your bases with at least 1 million colonists will reduce the cost of your tech upgrades by: natives / 80 million, up to 10 million natives. So a reduction in cost from 0 to 12.5% is possible.
Changed: Warrior Assault log messages for attacked base and attacking ship improved.

Host 4.000.213.28
Fixed: Amorphous Worms no longer have their happiness adjusted from taxes.
Fixed: Ground Assaults occurring with new bases. This shouldn't have been the case.
Fixed: An issue where pods would switch player ownership for no good reason.
New: Avians natives provide a happiness bonus to colonists and natives (except Amorphous worms) at the same base. The adjustment is random from 1 to natives / 100,000, up to a maximum adjustment of 10. Amorphous worms hate Avians and will lose 1 happiness when Avians are at the same base.
New: Amorphous Worms gain happiness at bases where the climate is over 50. Happiness gain is random between 1 and x, where x is (Climate - 50)/ 3. Amorphs also gain happiness when Lerchin Spice is present. From 0 to x, where x is Spice / 100, up to a maximum adjustment of 10.
New: Siliconoids gain happiness at bases where the climate is over 50. Happiness gain is random between 1 and x, where x is (Climate - 50) / 2.
Changed: Started to standardize ERROR and WARNING messages from the host output log so that if hosts choose to parse this information, it will be more useful.
Changed: Removed unused variables in some code.

Host 4.000.213.27
Fixed: Ships that are not seen by the enemy and don't have attack enabled won't be pulled into combat even by your own units as the initiators.
Fixed: New base check for all bases and mechs in recent changes (typo).
Fixed: Wings relaunching from a carrier|home base were not able to fire missiles in some cases.
Fixed: Various Borg Base Assimilation problems.
New: BUH ship Command Codes will beam up to 2 HG from the base that it is over.
New: BUT ship command code will beam up as many troops that will fit in the guest quarters that your base has available.
New: BUZ ship command code will beam up as many colonists that will fit in the guest quarters that your base has available.
Changed: Wings that aren't seen by the enemy and don't have attack enabled won't be pulled into combat even by your own units as the initiators.
Changed: Units that a combat initiator cannot pull into combat will not have their "next fight" value adjusted.
Changed: When launching a Gold Pod with high crime, a Privateer won't have contraband stolen from the pod.
Changed: When Cyborg adjust their colonists to crew ratio, if the adjustment will put the amount of colonists over 50 million then it'll adjust the ratio so that it does not exceed 50 million colonists.
Changed: When Cyborg change their troops mode back to colonists, if the adjustment will put the amount of colonists over 50 million then it'll only adjust enough troops back so that it does not exceed 50 million colonists.

Host 4.000.213z
Fixed: Disabled objects or object with engine damage of 100% or more could flee from combat zone. This is no longer the case.
Fixed: Bases that merge will retain the "new base" status only if both are new bases.
Fixed: Corrected an issue with Jump Point Generator hyperjumping.
Fixed: Added a missing bonus to know if a Tachyon Emitter is increasing your sensor profile for those hit by the Federation Loki.
Fixed: Resolved an issue where Buoys would have their sensor profile increased unintentionally.
Fixed: Sped up scanning loops.
Fixed: Wings set to Return Home stayed nearby the carrier|home base if not allowed to do this (not in strike through and ability to fire missiles lost).
Fixed: Bases not acting properly due to their aggressive/defensive setting.
Fixed: Home guard wings not acting properly due to the aggressive/defensive setting of the spawning home base.
Fixed: Implemented a new flushing system for the VCR file creation which makes it run without as much disk I/O, which means the host will process about 3x faster.
Fixed: Cyborg bases will not lose happiness when attacked from orbit.
Fixed: Lizards will not sell all prisoners at once.
Fixed: Objects docked to a Glory Device ship will be affected by the Glory Device when it goes off.
New: New HConfig option: NewScriptedBuoyBehavior: Default = 0, Min = 0, Max = 1. This will enable the new buoy scripted behavior.
Changed: Adjusted the "On Planet" status so that it is kept in RAM so that planet loading from disk isn't required.
Changed: Buoy "Edge" value determines the distance that a player has to be to see the buoy when the buoy is not theirs, but they are set to be able to view it. When they come within "Edge" ly, it will be automatically detected.
Changed: Lizards can sell 1000 colonist or crew prisoners or 5%. They can sell 1000 troops or high guard or 10%.
Changed: UEA will not be attacked by Insectoids on the first turn that they create a base on the Insectoid's planet.
Changed: Privateer River Royales do not work in a new base.
Changed: IMT Sloane 24x24 Ranger do not function in a new base.

Host 4.000.213y
Fixed: Made a portion of the combat code compatible with Windows Millennium Edition, which has issues with dynamic string variables. This would cause a host crash on WinMe with large VCRs.
Fixed: BUS, BUF/BUG, BUM, BUO, BUC, BUN, and BUR so that it would not have a chance to transfer from an enemy base. Also fixed a problem where it may have been able to overload the cargo capacity of the ship.
Fixed: Badly damaged ships not slowing down properly when disabled.
Fixed: Strike through and return home not working properly together.
Fixed: Possible crash sources due to usage of invalid IDs removed.
Fixed: Wrong targeting due to variable confusions.
Fixed: Sometimes targets weren't correctly identified as disabled.
New: Native Dust Off will provide a ship log entry if it cannot perform the action due to resource point constraints.
Changed: The free Racetracks and Marketplaces from Centaur colonists will be turned on when built.
Changed: Wings now continue following their carrier after re-launching for a while in peel off mode if set to strike through.

Host 4.000.213x
Fixed: When natives weren't destroyed in orbital bombardment, you would still get a message in the base log.
Fixed: Chupanoid Pods destroyed in combat will use the correct method to find nearby planets now. It was using a method that would probably put the center of the explosion at the original x,y coordinates before movement started.
Fixed: Standard buoys would be able to be seen by players that you didn't set to be able to see them.
Fixed: An issue where new ship launches were screwing up the map index that would make things be detected within range of objects when they shouldn't be and vice versa.
Fixed: Any time that a base checks for another base on the same planet, an extra check is now made to verify that the planet assigned to both bases match. This fixed some issues in: base chunnel notification to enemy bases.
Fixed: Possible issue with blockades not taking effect.
Fixed: Fixed an issue where extending arrays would happen too often in some functions and would sometimes not extend to a large enough array to prevent an overflow.
Fixed: Issue with Labor Mines using the wrong race when killing them off and displaying the wrong prisoner death information.
Fixed: A possible issue with Jump Point not taking all desired ships.
Fixed: An issue with Spindizzy not finding a base on a planet that you intend to tow and not moving all objects in multi-tow that you expected.
Fixed: Gravity Rift changing a global variable that it shouldn't have.
Fixed: Objects did attack runs without firing at the flight target. If this now happens the object immediately returns until it could fire a shot at the flight target.
Fixed: Small fighter counts (<10) caused wings to stay too long in peel off mode.
Fixed: Object in flee mode only considered the distance to enemy targets to decide where to escape.
Fixed: A docked wing, which is launched within vcr and set to "Return home" can now only re-dock if it can fire missiles at all (enough missile type fighters present) and if the wing is not charged.
Fixed: If the stand of range is zero, then objects will not try to avoid non flight targets of the target lists anymore. If stand off is positive then object always try to avoid non flight targets of the target lists. This and the removal of the attracting part (if distance was greater than stand off) shall help to avoid lock in effects for non flight targets of the target lists.
Fixed: Kill targets sometimes weren't attacked.
Fixed: Sometimes Crew < 1 wasn't enough for being considered as disabled.
Fixed: In strike through the top movement target has to be taken from the top weapon target to trigger the transition from chase to peel off mode properly by fire on the movement target. This wasn't the case all the time.
Fixed: The use of kill target, ignore disabled, prefer bases and avoid base sometimes hasn't the expected results when dealing with bases.
Fixed: Empty target lists when targetting only wings in the absence of own LWs/SmWs let ships ignore or to move away from wings when they were expected to do the opposite.
New: Scripted buoys can have some special functionality now. In the VPS file, for a buoy you can set the "SHOWPNUM" property to 0 (default) to enable this special behavior. "EDGE" determines the distance that a player has to be to see the buoy when the buoy is not theirs, but they are set to be able to view it. "RANGE" determines the distance that a player has to be from the buoy to scan it based on a default sensor profile when the player isn't set to see it. You'll have to set the "PFLAG" or "PLAYERFLAGS" bitfield properly for either case. I've added a property "PROFILE", which allows you to set the sensor profile of the buoy when it gets its chance to be scanned.
New: Added a lot of debugging code to the combat code to help identify issues more quickly and to work with out VCR lab.
New: Added code to prevent some new bugs from accidentally entering the code by checking to see if things that modify certain indexes are implemented improperly.
New: Put in checks to validate the indexes are sorted properly when bugs are reported. Makes life easier for developers to find the bugs.
New: "Return home" wings in "strike thru" return to their carrier when preparing for the next attack run
New: A base or ships as capture target will be ignored even if "ignore disabled" is not set.
New: A kill target order overides a given "ignore disabled" and capture
New: In peel off mode firing on everything immediately is allowed (object is in strike thru). But the less often the more time has gone by since the last incoming fire.
New: Added code to be able to set "ignore disabled" independent for bases and ships.
Changed: When Ally Limit is inactive or the Ally Limit is 0, Rebels will no longer get a useless ally report.
Changed: Colonies GalDraw moved outside of the standard device activation so that it happens after all ships GalBank.
Changed: If Gravitonic Accelerator is active then sensor profile increase due to scanners being enabled is nullified.
Changed: Removed unused local and global variables in the combat code.
Changed: Shokazul Pulse can be countered by another Shokazul Pulse. In essense, if the resulting number of pulses active is an odd number then it is active.
Changed: Consolidated repeated common code in the movement code so that it is easier to troubleshoot and add on to later.
Notes: The host runs long. It is probably found mostly in games with long combats. The new buoy behaviour needs to be filtered from existing games that have scripted buoy that wasn't intended to exhibit this behaviour, so a new HConfig value will be added. The new buoy behaviour allows Tachyon Emitter to reveal buoys, so this will need to be addressed. Disabled objects or object with engine damage of 100% or more could flee from combat zone.

Host 4.000.213w
Fixed: Tachyon Emitter won't put log entries into objects other than ships and wings.
Fixed: Capturing/repopulating ships in VCR combat fixed. Also resolved an endless loop issue in this functionality.
Fixed: Gun Zero player message will now go to the correct player(s).
Fixed: Objects sometimes locked their movement on targets although they should go for other targets especially if nearby targets were moving very slow or stand still (bases). This should be fixed now. A future release will have a more improved fix for this.
The problem was
1) that the stand off flow portion from single targets is modelled like an attracting circular line. The radius of the circular line is the stand off range. Objects were attracted on a spiral course towards the circular line. And the closer the object is to the circular line the more is the movement along the circular line. So a target works repelling if the distance was smaller than the stand off range and attracting if the distance was greater than the stand off range. At a distance of exactly the stand off range the motion would be a perfect circular motion around the target.
2) that in the case of several targets the portions from the closer targets get more weights and below some threshold distance this weight grows quadratically. The actual flight target gets a bonus factor of five to force to motion to result in a net movement towards the flight target.
This quadratically growth could lead especially in the case of stationary targets (bases and very slow moving targets) in a locked motion around a target even if it isn't the flight target, which is taken from the movement target list and which is therefore a result of the attack plan settings.
So the attracting part of the stand off flow was removed for non flight targets and I think it is even better if there always is a small residual repelling portion (for non flight targets) no matter what the distance is.
New: "NOT" command code is supported on Privateer ships.
New: HConfig option "VCRCaptureRange". Default = 500, Min = 0, Max = 1000. This is the range (in clicks) that ships (and optionally bases; see below) can capture enemy or repopulate your ships.
New: HConfig option "VCRBasesCanCapture". Default = 0, Min = 0, Max = 1. Allows bases to perform capture attempts against crewless ships and to repopulate them if they are yours.

Host 4.000.213v
Fixed: Host crash due to loading an invalid ship object.
Fixed: Duplicate Galactic Banking processes.
Changed: Colonial GalBank and GalDraw put back to the original location in the host order of events. New GBx Command Code left in for additional flexibility.
Changed: Galactic Banking for other actions (besides Colonial GalBank & GalDraw) has been moved to process after all base jobs (buildings doing their thing). This means that you'll have to go back to making sure that you have money in the Galactic Bank to support your Exotic Techs at the start of the turn.

Host 4.000.213u
Fixed: Trying to Fix host crash, but failed, wait for Host 213v

Host 4.000.213t
Fixed: Prisoners will only be subject to death in Labor Mines if they actually worked in the mines.
Fixed: Missing base log message when colonists die due to lack of food.
Fixed: Slight movement enhancement in VCR combat to help focus on the preferred target when specified.
Fixed: Upon web minefield detonation, docked wings are not subject to loss of ability to move.
New: Message when bases merge about how the happiness level is adjusted.
New: Colonist happiness message for having Contraband around that they like.
New: Safety measure to stop log files from growing over 2 GB in size.
New: Ship log message when you catch spies attempting to steal hull plans.
New: Draconian Balka has double the chance to find an enemy base with ship sensors (like all Privateers do). Hull trait.
New: Newly launched ships will start with 2 fuel + hull cloak cost.
New: Base log message about the adjustement in happiness from being orbitally bombarded.
New: Base log message about propaganda effects.
New: Base log message from Privateer nearby competing Privateer.
New: Psi-Opps Hisser base and ship log messages.
New: Mind Crusher base and ship log messages.
Changed: The number of "active resorts" cannot be higher than the number of physical resorts.
Changed: Privateers can see the cargo of enemy ships.
Changed: Lizard selling of prisoners base price changed from .03 to .15.
Changed: Base log message from Privateer nearby bases has the happiness adjustement now.
Changed: Base log message from Privateer nearby River Royale has the happiness adjustement now.
Changed: Base log message for IMT Chupanoid to troop conversion happiness modifier.
Changed: N. Willow Class Survey Ship and Balka Class Vanguard now have a Bioscanner that works as described as the hull trait of the Willow. Additionally, it will interfere with Holojammer within 100 ly instead of 700 ly.
Changed: Clone Lab ship device no longer functions while Shokazul Pulse is active.
Changed: Solar Gamma Ray can be defended against by base undercities and raid shelters to protect personnel. Farms, Meds, and natives will still get fried. All personnel will now die off instead of just colonists. Prisoners will die off and aren't protected by undercites/raid shelters. Effects on ship Organic Armor is limited to 50 ly unless you set a kill target, whereas it will only affect that ship up to 200 ly away. It functions during combat and at the end of the turn. The thing it did at the end of the turn was any organic armor ship within 200 ly would take 250 armor damage. Now that's changed.
Changed: Privateers won't have crimals stealing their contraband when crime rate is high.
Changed: After 10 missed turns, all exotic techs are shut off. All personnel (including fighters and mechs) will die off instead of just colonists. Prisoners will get released.
Changed: Other logs cleaned up and more information added where appropriate.

Planets 4.000.065k
Fixed: the ordering of the VPS script sections so that it works properly with Master.
Fixed: Speed up the time it takes to determine which is the 'first group' for a ship.
Fixed: Speed up the time it takes to remove an item from a group.
Fixed: Using 'H'ammer to create a new group would create a blank group.
New: Added the PlayerName option to exporting the VPS file.
New: When you use Match C Codes with a base in the group then it'll update the Command Code of the base as well. This was previously just ships and wings.
New: Ship / Cargo: Fighter Wings page now has buttons: "Space Command" which will put only the carrier and wings into the space command list, "Make New Group" to find an unused group and place the carrier and wings into the new group, and "Undock All" which will launch all wings from the carrier in one click.
Changed: Closing the Groups window is much faster.
Changed: Group / Ship / Codes: Match Codes changed to Match C Codes since it only affects command codes and not the friendly code.
Changed: Redesigned the Ship / Cargo: Fighter Wings page to fit new buttons on it and display some more information.

Host 4.000.213s
New: GBx command code for GalBank ship device. 'x' times 1000 will be deposited in the galactic bank. When 'x' is 0 then 10,000 mc will be deposited. If the GBx Command Code is not used then all money on the ship will be deposited.
New: VCR combatants that you have set as 'preferred' will be put as the first target in the target list (both firing and movement).
New: Aczanny base log entry for native happiness drop.
New: Solorian base log when heating up the planet with colonist popualation.
New: Rebel base log message about how happy the natives are with you.
New: BD0 (B D zero) command code to beam down all ordnance to the base. Otherwise, it has the same behavior as BDO.
Changed: Moved Galactic Bank processing to just before Exotic Tech maintenance / activation.
Changed: Cleaned up base log text for Public Space Port native migrations, Scavenger Crawler native resource gathering, Cyborg assimilations, Insectoid attacks, Enforcer arresting unit, Coalition rescue team, Coalition Focus Stones, Stellar Matter Launcher, Privateer unhappiness to neighbors, Robots native/prisoner conversion, and IMT chupanoid fun.
Changed: Most base give away command codes will no longer produce base logs if there is nothing to do.
Changed: Assault Gondala requires a scan of the enemy base to be able to affect it.
Changed: Robot Insectoid Nest base log will provide enemy base name and ID if they have a scan of it; otherwise, no information is provided.
Changed: Robot Gun Zero requires that you have at least a 'contact' level scan of the target. Previously, it could fire at ships that didn't appear on the map at all. Its firing at cloaked targets hasn't changed.
Changed: Cleaned up ship log messages for Mobile Fighter Factories and Advanced Training.
Changed: Cleaned up player messages for Super Laser firing and Anti-Matter Maul firing.
Changed: BDM, BDF/BDG, BDN, BDR, BDC, BDO, BDS will target your base if present and if not will use a base with a matching friendly code of the ship or friendly code to your UFC.
Changed: Reticulian Light Beam requires a scan of the base to be affected.

Host 4.000.213r
Fixed: Solorians will not lose natives if they have over 100 of any type.
New: Draconians can make up to 9 extra "Gather Intelligence" (GI) spy attacks if they have 9 extra spy mana. If you have 11 mana you make a total of 2 GI, with 19 mana a total of 10 GI.
New: Gun Zero will produce a player message for the target when one or more of their ships have been hit.
Changed: Cleaned up the Gun Zero ship and base logs.

Host 4.000.213q
Fixed: Problem with the new Galactic Bank functions at the start of the turn.

Host 4.000.213p
Fixed: Issue with the new code that performs Galactic Bank functions at the start of the turn.
Fixed: Removed the 'object delete' portion of the VCR trimming so that not so many VCRs are kept. The wing redock would make this last 5000 combat ticks.
New: Warning message in base log when excess colonists, crew, etc are removed due to overpopulation.
Changed: Soil Reformer ship log cleaned up.

Host 4.000.213o
Fixed: Too much information about wings was included in the RST file for players. Removed details about high guard, scanners, waypoints 2 to 6, intercept range, attack settings (assumed to attack enemies), kill target, dock target, intercept target, escort target. What they are docked to is visible only if you can see the ship that they are docked to. Fuel and Ordnance reports are accurate. Fighters don't have the systems to be able to prevent scans of that type.
Fixed: The RST file for players would contain data as to which players have a full scan of ships and planets.
Fixed: The Scavenger Dampening Field for the Omen Class Spec Ops Transport would show the devices to the enemy, so it was a giveaway.
Fixed: Non-assault pods would never make it onto a combatant's target list in VCR combat.
Fixed: X Field being used by a Solorian player that captures an enemy ship will have its fuel set to 0.
Fixed: Fuel Robber, Money Tap, Hull Plan Napper, and Cargo Grappler will work on an enemy ship that you have a scan of. Simply having the cloaking device enabled and voided won't protect you any more. More informative log messages provided.
Fixed: When a Scavenger Q Ship uses the NID Command Code, the ship log will follow it as will the data about who has scanned it, so that it won't be removed from other player's maps when used.
Fixed: Hull Plans in a construction pod weren't being deleted before a Hull Plan Napper stole them in games where the HConfig didn't allow hull plan trading.
Fixed: Sometimes you would not be able to use a Jump Gate then enter a Worm Hole, but this is an intended possibility.
New: Affected enemy ships get a log about their repair units disappearing.
New: Bases will have their boundaries of values checked and fixed. Negative numbers that aren't allowed are set to 0. Populations that exceed 50 million will be lost.
Changed: Draconian Government Center will produce a bonus of 1 mc per 250 colonists at the base up to 400 mc (100K colonists). If there are 2500 troops there then the 400 mc bonus will be gained regardless of the number of colonists present.
Changed: For determining a movement target, less 'automatic' weight is applied to bases. Combat settings will change this, such as 'Prefer Base Targets'.
Changed: For determining if a combat is 'dull' or not, Holo Decoy drops, and objects being deleted from combat are now things that will keep the VCR file, so combats that don't involve a ship being damaged should be present now (i.e. wing vs wing, wing vs pod, wing vs base, etc).
Changed: Solorian Stellar Matter Launcher with X Field will only take effect once per SML shot.
Changed: Protomatter log text cleaned up.
Changed: When the ship repair was changed from sometime after movement until after all damage effects were completed, this allowed web minefield detaonations and X Field to become much more powerful. You were able to apply all repair units that you had to engine repair before X Field attempted to capture a ship. Thus, X Field capturing of ships has been toned down a bit. The first captured ship is at the normal 50%, but each successful capture after that will decrease the chance by 10%.
Changed: X Field ship log will not report the name or ID # of a ship that it cannot detect. This process will also only work on ships that you have a scan of. The X Field ship must have more than 10 crew available and it will send 10 crew to the captured ship.
Changed: Bioscanner ship log cleaned up.
Changed: If you are at 3 ly or less from a wormhole then it will pull you in (no change here), but if you exit within the pull of another wormhole then it wouldn't pull you in unless that wormhole had a higher object ID. Now if any wormhole 'slides' happen then all possible 'slides' are checked again.

Planets 4.000.065j
Fixed: Transfers from an object were not appearing in the exported VPS file.
Fixed: An issue where Minister / Galactic Bank / Transfer Income % may cause a negative transfer to be set on the Government Center and thus crash the client in various places.
New: When exporting a VPS file, it will provide the game name, host name, and rst file name in the VPS file.

Planets 4.000.065i
Fixed: "A"nvil button in space command wouldn't put the first item in the space command list into its new window.
Fixed: Speed up groups by making it a closed-system where the number of items in a group is constantly tracked and all blanks in a group are compressed/filled. Previously, the number of items in a group wasn't kept track of properly such that it required a recount upon modification. Groups will only be loaded once and saved multiple times. Instead of always looping through 5000 items, any loops will only loop through the current item quantity of the group.
Fixed: If you have the Ship Overview open while modifying its 'first group' then the overview screen will update right away.
Fixed: Groups / Pods / Name functions will refresh the groups screen after you make changes to the pod names.
Fixed: Corrected HUD display of aggressive/defensive, retreat, auto- intercept.
Fixed: Ministers / Pods: Podding personnel, assault units, fighters, etc looks at each type instead of the total of all in its decisions for how much to put in a pod. (Still a work in progress.)
Fixed: Ministers / Pods: Podding HG + Assault wouldn't observe reserve levels.
Fixed: Possible "H"ammer space command action client crash.
Fixed: "H"ammer and "A"nvil space command action windows will now allow you to add selection to group 1.
Fixed: Prevented some windows from re-drawing excessive number of times to help speed things up.
Fixed: OPT / More Map Options: Public Space Ports option wasn't working.
Fixed: The prisoners for the active player weren't being listed in Base / Stats / Prison even when looking at an enemy base.
Fixed: Corrected an issue with Privateer bases producing an error.
New: Speed up saving groups by allowing the group that needs to be saved to be targeted instead of saving all groups at once every time.
New: If you right-click on an item in groups, it will set that item as the anvil.
New: The current anvil object will be displayed in the groups with a red outline. If the anvil and hammer are the same then it will have a green and red outline.
Changed: "Drop" for pods changed to "Undock" to help prevent confusion.
Changed: Base / Stats / Growth: Tank-O-Tronic calculation will now use the switch status instead of the actual on/off status of the Exotic Techs so that you can play with the calculations by playing with the switches.

Host 4.000.213n
Fixed: Enemy ships in orbit of a base must have crew and less than 100% control system damage to be able to participate in a blockade.
Fixed: An issue with Spindizzy would cause unexpected results, such as not moving all of the expected units.
Fixed: When the Spindizzy attempted to tow a ship with gravitational stabilizers, the ship log would provide incorrect results.
Fixed: When a ship is destroyed, the wreckage will contain the megacredits of the original ship. This was fixed for wreckage from combat, but not by other means, such as minefields.
Fixed: Cloaked units get their power boost on VCR combat tick 0 now (was 25) since this bonus was negated in the new combat code.
Fixed: An issue where ships were able to fire at a base when outside of the Ion Cannon range.
Fixed: An issue where wings were able to fire at a base when outside of the Anti-Aircraft Gun range.
Fixed: Bases with Anti-Aircraft Guns were not firing at wings if they didn't have Prefer Base Targets enabled.
Fixed: Units fleeing from the enemy wouldn't properly consider the base in the center as an enemy.
Fixed: When a Glory Device explosion hits a planet, all players get a full scan of it. Previously, this would only happen when there were amorphous worms on the planet.
Fixed: The AI player is now aware of the HConfig setting "Farms need 1000 colonists" and will built the appropriate number of farms.
Fixed: The AI player wouldn't build undercities correctly.
Fixed: The AI player would be able to put high guard on ships with no guest capacity or overload it if the capacity was 2 or less.
Fixed: Ships created by the AI player will have skill from training centers like other players (was just 10 skill).
New: The Tech Levels report will now show which techs were not upgraded due to lack of funding.
Changed: The host order for when any type of Galactic Bank transaction occurs at the start of the turn in the same process (after taxes are collected). This includes King's Palace, Tech Institute (just the galactic bank portion), Government Center, Privateer one-time "Big Man" bonus, and the Colonies of Man GalBank and GalDraw. Yes this means that all income can now pay for new ET and ET maintenance costs.
Changed: Draconian Government Centers require 100k colonists to get their cash and native happiness bonus. (Prior to this they needed none).
Changed: If a ship is without crew then it will only gain a sensor profile reduction from a planet's atmosphere or Robot Q Tanker. (Cloak will not work with 0 crew.)
Changed: When a ship is destroyed, all engines (including hyperdrive, if any) had been grouped together to be lost at the same time (20% chance of loss). Hyperdrives are now separate from standard engines.
Changed: When a wing is formed or ship is built, it will start with the friendly code of the base/ship that it spawned from. This helps when you are utilizing an UFC.
Changed: The first super weapon power boost in VCR combat is 175 (was 310). There is still another at tick 4000.
Changed: Wing beam & missile strength adjusted for VCR combat. A 15% bonus to beams (30% for missiles) is applied when firing at ships. Other adjustments made to firing at other wings:
Half of the attack mod is taken to overwhelm fighter armor. The other half is also taken if the attack mod is greater than 100.
Fighter armor is made 20% weaker against fighter weapons
Fighter weapons have additional chances to overwhelm the fighter armor if the target fighter type has a soft spot greater than zero. The greater attack mod (firing fighter type) + 3 x soft spot (receiving fighter type) is, the greater are these additional chances. Missiles get more of theses additional chances than beams. At attack mod + 3 x soft spot = 200 the additional chances are at 50% of the maximum possible value. The maximum possible value is (1-rOdds) * 33%|50% (beams|missiles), where rOdds is the chance to penetrate the armor by "normal" means.
A fighter weapon hit against fighters kills one fighter plus a random bonus number so that in the mean there is a number of 1 + fighterbeam|missiles / 100 killed fighters totally. Beams can kill up to 4, missiles up to 5 fighters per hit.
Changed: Ships and Wings set for Guard Base will now start nearby the planet. If a base was created the same turn as the combat then this is not applicable.
Changed: Cloakers will acquire their targets earlier in the start of VCR combat.
Changed: Units will be able to flee from combat sooner (ticks [750,1550] instead of [1500,2300]). Centaurs may flee at ticks [500,1550] (instead of [500,2300]). Units will now leave if and only if they are explicitely set to do this ("Retreat") or if too badly damaged and if "Stay At All Costs" is not set.
Changed: RCS Trade Triad range is increased slightly by the colonist population. Each base has their colonists added together, divided by 50k and then take the square root of the result to come up with the increase in range in addition to what the HConfig value is.
Changed: Pre-movement actions: Hacker Droid, Dust Off, Virgo Burn, minefield detonations will now occur in random order based on the same scoring calculation as post-movement actions.
Changed: Wormhole movement only processed the first 999 wormholes. This now has no limit (except the 20,000 object limit). Note that when scripting the wormholes, the twin code can only be up to 4 alphanumeric characters. If you provide less than 3 characters, then it is randomly assigned for you. Anything longer than 4 characters is truncated, thus 1234 and 12345 are the same code.

Planets 4.000.065h
Fixed: Resolved a possible client crash whenever you press the Escape key to close a window.
Fixed: Fixed a client crash when exporting a VPS file when the game name has special characters.
Fixed: Put in a missing carriage return in the VPS file for Begin Tech and removed TechSuper (you can't modify the starting super weapon tech anyhow).
Fixed: Added some missing properties to the VPS export for various objects.
Fixed: After you change the name of a group or its log/notes, it will save the groups immediately.
Fixed: Issues with adding or removing objects from groups. (Bug was introduced in 65f & 65g)
Fixed: Groups / Ship or Wing / Attack: Problem with Match Attack when a wing is the hammer.
Fixed: Problem with using the space command H or A buttons to make a new/add to group before using the Groups button.
Fixed: After you clone a pod launch, the mc will update immediately to show you how much you have left on the base.
Fixed: Minelayer ships that have an ordnance capacity that is not a multiple of 500 would end up showing that they could lay a minefield with more than their capacity.
New: Minister / Base: New action to be able to match the base reserve levels for all bases to those of the hammer.
New: Groups / Wing: Match Fleet setting under Misc.
New: You can now launch the Air Attack Base formation of wings by left-clicking on the Air Attack Base from the Base Overview screen instead of having to go to the Base Switches screen.
New: Aczanny Assault Pods will start with "Board enemy ship" enabled upon launch.
New: When the client is opened and the player doesn't have a base or a ship, it'll try to find a planet to center upon (useful for new Minister function Observer introduced in Master 213).
Changed: Lightened up the text in the new space command H and A windows.

Planets 4.000.065g
Fixed: Fixed a possible issue with using groups to find a local base to act upon like using the Group / Ship / Transfer "Base Under" command.
Fixed: Groups: Pod / Controls: Wasn't allowed to work on pods.
Fixed: Fixed a client crash when some unexpected numbers were negative.
Fixed: The Pod Window would cut off the last digit of the object ID for 5-digit IDs.
Fixed: If you open the client and don't have a base, then it will find a ship to start your client centered upon. Helpful for first turn Colonies players.
Fixed: Updated Wing attack switches to have mutual exclusions. (Please test).
New: The OPT / Make CSV files will now also make a VPS script of the active game and put the script into the \scripts folder.
New: Groups: Ships / Attack: Added a button to match attack vector and one to spread out the attack vectors of the ships in the group.
Changed: Minister / Pods: Separated out "personnel" from "cargo" in the highly-configurable podding actions. *Not tested*
Changed: Groups: Put a box around where the buttons are for changing the group name and group log/notes entry.
Changed: Update the text displayed in the HUD to match the attack settings.
Changed: Text "Anti-Fighter Mode" changed to "Prefer Wing
Changed: Text "Target Closest" changed to "Prefer Close
Changed: Text "Target Bases First" changed to "Prefer Base
Changed: Text "Target Big First" changed to "Prefer Big
Changed: Text "Target Small First" changed to "Prefer Small Targets".

Host 4.000.213m
Fixed: If you have a scan of another player's ship that a pod/wing is docked to and a scan of the pod/wing then you will see the docked status in your RST file.
Fixed: Wings set for return to home would stop and not move again during combat. Return home wings which were set to defensive come to a stand still until someone opend fire at them. The return home mode now has its own mobility class: Speed = 100% acceleration = 60%.
Fixed: Victory Points due to population, native votes, not at war, and at war points were awarded incorrectly.
Fixed: Ship log for Colonies of Man and IMT growth show colonists and crew growth now.
Fixed: IMT ship colonist growth only required 1/10 the actual food requirement.
Fixed: Refund of unused power of life pods landing at a new planet is now present.
Fixed: If fighting a fleet of identical units objects often had difficulties to decide for one target. This should now be better.
Fixed: A bug which let the allowed shots increase unintended if more than one fighter type was present in a wing.
New: Ship is considered disabled and cannot be a combat initiator when control system damage or weapon damage is 100% or is crewless. Stormers are excempted from the weapon damage condition.
New: New HConfig option "ChargeWeaponsEveryNthTick", which will change the charge rate of weapons in combat for testing purposes. Default = 1, Min = 1, Max = 15.
This means that all weapons of all units will increment their power increase at an interval instead of every single combat tick. The default is 1, which is every single tick. This is here to simply play with the idea of slowing down the charging of all units.
New: Squadron strike through.
One can use the CC "SQx", where "x" is any char (not case sensitive) for a "squadron" among units, which are set to strike through. The units of a squadron will start their attack run within a smaller time window so that they can do a concentrated attack run. One can mix units different in type (ship, wing) and abilities but it is recommended to use units with similiar mobilities.
This can have advantages and disadvantages as well. Sand caster spread fire loves objects coming in at the same time. Hostile objects can better navigate if your objects are concentrated. On the other side units can't be shot down like pearls on a string and their fire is more concentrated.
Changed: Having "Do Not Fire At Disabled" attack setting and auto-intercept set will not auto-intercept target ships with 100% system damage. You can manually set intercept for them as usual.
Changed: A ship captured in combat will adopt the "Do Not Fire At Disabled" and "Avoid Base" settings of the capturer.
Changed: A ship captured through hostile boarding action or capturing an abandoned ship will adopt the "Do Not Fire At Disabled" and "Avoid Base" settings of the capturer.
Changed: The bonus for further allowed shots per tick for fighter types with good generator stats is now for fighter counts of any size. The reason is that otherwise there would be a nasty unnatural jump at a wing size of 50, which would favour small wings too much.
Changed: Took the generator bonus for the allowed shots of a wing per tick into account when considering if wing weapons are charged (so that the wing can start a new attack run in strike through).
Changed: 2nd wave objects, which enter immediately before tick 300 due to destruction or disabling of the first wave enter 10 + RND * 10 ticks delayed. This is more a nice effect.

Planets 4.000.065f
Fixed: Group / Ship: Match Codes working as expected now.
Fixed: Group / Attack: Match Attack - Delay Ship / Delay Wing paired, Avoid Base paired, Wing "Close to Point Blank" = Ship "Stay at Standoff Range:0", Target Closest paired. Fixed weapon switch for large weapons firing on wings to match properly.
Fixed: Group / Misc: Fleet - Remaining Fleet window settings will now match.
Fixed: Allowed towing of yourself (hacker droid) and setting a waypoint to yourself.
Fixed: Many Quickbuild fixes.
Fixed: Ship / Transfer: Resources at a base target should update when moving from ship to ship programming it.
New: Data Grid window height and width will be saved.
New: Map Options for Cargo Grappler and Siren HAARP.
New: When you use Map Filters for Display All or Hide All, the map will immediately refresh.
New: Base / Struct: New development window task in progress.
You'll be able to produce ground base development scripts that will run when you activate them in Ministers or Groups.
Example:
1. Build 1 factory.
2. Build 1 city.
3. Build 25 farms.
4. Build 1 Pod Launch Pad.
5. Build up to 34 factories.
6. Build max farms.
7. Build up to 20 mineral mines when unmined minerals is greater than 1000.
8. Build up to 100 factories.
9. Build up to 30 undercities.
10. Build up to 30 cities.
Build {[up to|max]} # [building|part|fighter|mech] {where [planet|base] [attribute|sum of attributes|building] [equals|is less than|is greater than|is not equal to] #}
Changed: Cleaned up the look of the Find window. I will be modifying this to allow for more search parameters.
Changed: Speed up the processing of determining which group a unit is in before displaying it on the ship overview window.
Changed: Group / Base: Reserves - Set Food Reserves will be set to a minimum of 100.
Currently Set Food Reserves simply sets the reserve to a 100 turn stockpile. If your colonists population is <100k, your reserve will be set to lower than 100 Food. With <100 Food you no longer get a happiness bonus and actually get a happiness penalty. So this minimum setting prevents the penalty.
Changed: Population too low for farming/mining warnings removed when those structures aren't active.

Host 4.000.213l
Fixed: Bases purchasing parts would sometimes allow excess parts to be purchased and send the base's resources to a negative number.
Fixed: PAT command code had issues for wings.
Fixed: Poor interaction with Gravity Rift and Spindizzy would cause a possible endless loop.
Fixed: Ground combat player message for Cyborg won't display a fraction of a colonist.
Fixed: Long Range Mine Detector minefield data would not appear in the scanning player's RST file unless they also had some contact scan of it as well.
Fixed: Robots built-in mine detection would cause minefield data to not appear in the scanning player's RST file unless they also had some contact scan of it as well.
Fixed: When a player has missed over 10 turns of submitting TRN files the minefield energy would reduce by 2 per turn, but would not be destroyed once they fell below 1 energy.
Fixed: Refund for unused power on Ore, Assault, Life, Native pods is now in place for landing on planets and bases.
Fixed: When a life pod would create a new base on a planet, it would gather food from the surface but wouldn't deduct from what the planet had.
Fixed: Ships are required to have 2 or more fuel on board to be able to block enemy boarding/transfer attempts.
Fixed: When moving directly along the x or y axis, Ram Scoop would not work nor would hitting minefields.
Fixed: A bug allowed ships in RAM to aquire one time a wing as (internal) flight target within space combat.
New: Wing logs will display the planet name that they reached along with the waypoint like ships already do.
New: Wings allowed to use the SHU command code.
New: Colonies of Man and IMT ship logs for growth/training on ships.
New: 2nd wave object appear delayed by a very small amount - Just to let it look "cooler".
Changed: OLF (object log file) Univ file allowed to exceed its 2 GB limit.
Changed: Cyborg assimilation of prisoners and natives in the base are limited by the colonists and assimilator mechs in the base.
Changed: Cyborg get a diminishing return the megacredits gained by assimilating natives if it exceeds 50,000 per turn. When it is over 50k natives then the megacredits gained is 2500 + (SQRT(Natives - 50000) / 20).
Changed: Native Dust Off will only dust off 50k natives per pod.
Removed: Data Sharing player message that shows who you are sharing data with and who is sharing data with you.
Removed: New Wreckage from combat that you own will attempt to dock to your ships in the area automatically.
Removed: Ships built at bases using Quick Build or Base Build will use the metals and megacredits that any ships at or within 5 ly of the base if they are set to transfer to that base. Allied ships must have a matching friendly code.
Removed: Ships built at dry docks using Quick Build will use the metals and megacredits that any bases at or within 5 ly of the dry dock have to build their ships. Allied bases must have a matching friendly code. Ship parts will not be used.

Host 4.000.213k
Fixed: Megacredits were not being put into wreckage generated by VCR combat.
Fixed: Bases generated from an ally's life pod would generate a base for the life pod personnel with base structures the same as the life pod owner where it attempts to land.
Fixed: Mineral Mines free smelting was being performed without any colonists. 100 colonists are required now (same amount to run 1 mineral mine).
Fixed: Put in safeguards for new minefield creation in ship minelaying routine to ensure that the host starts with a fresh minefield object.
Fixed: Put in safeguards for new wing creation in mobile fighter factories and replenish fighters routines to ensure that the host starts with a fresh wing object.
Fixed: Put in safeguards for new pod creation in Reticulian Light Beam, Dust Off, Cargo Desk, Native Dust Off, Contraband Dust Off, and Incarceration Beam routines to ensure that the host starts with a fresh pod object.
Fixed: Started the new base with a fresh base to fix an issue where a life pod of another player would create a base with the same stuff as the base that you attempted to land it at had.
New: New Wreckage from combat that you own will attempt to dock to your ships in the area automatically.
New: Data Sharing player message that shows who you are sharing data with and who is sharing data with you.
New: Ships built by a drydock will use the crew and fuel of a base of theirs instead of the crew and fuel on their own ship when available.
New: Sandcaster spread fire.A sandcaster fires at all 10 targets of the target list until it has fired at the first ship or the limit of 30 destroyed fighters per type is reached for all types.
Changed: Bases with 100kt of food will gain a happiness bonus instead of needing 101kt.
Changed: Bases with 30kt of med units will gain a happiness bonus instead of needing 31kt.
Changed: Barbitic Minefield damage for moving through them changed. Was: IF Hull Mass < 400 THEN Damage = ((100 / Hull Mass) * (RND * 150 + 130)); otherwise Damage = (100 / Hull Mass) * 80 * RND. It is now Base Damage = ((100 / Hull Mass) * (RND * 150 + 130)) and is multiplied by (12000 - (Hull Mass - 400)) / 12000 for hull mass >= 400, which creates a sliding scale damage.
Changed: Amphibians chance to produce large weapons is no longer 10% for any weapon. It is now .1 - (Weapon ID / 250). Weapon ID is 1 through 20. 1 being Heavy Laser and 20 being Gatling Phasor.
Changed: Ships with an engine count of 0 or zero hull speed get a virtual hull speed of 9 (only for space combat needs) and a very small acceleration. They can move now but they are less mobile than for e.g. a Slayer.
Changed: Wings will earlier try to stay away from targets when in peel off mode due to the gatling phasor as new possible threat.
Changed: When in strike thru the presence of missile weapons let wings start to fire at max range (but not more than 450). With no missile weapons the wing starts fires if all weapons are in range(but not more than 450) when they do their attack run in strike thru mode. When they are peeling off and hiding for re-charge needs they still fire at the full range.
Changed: Change the pure Sqr vcr ord dependency on the ord capacity of a fighter type to a mixed linear/sqr function. Small ord capacities take most profit from this. The formula was VcrOrd=Sqr(Ord Capacity) and is now VcrOrd=IFF[Ord Capacity <= 4; 2 * Ord Capacity; 8 + Sqr(Ord Capacity - 4)]. Here is a table to demonstrate the change:
Ord old new ratio Examples
1 1,0 2,0 2,0
2 1,4 4,0 2,8
3 1,7 6,0 3,5
4 2,0 8,0 4,0
5 2,2 9,0 4,0
6 2,4 9,4 3,8
7 2,6 9,7 3,7
8 2,8 10,0 3,5 (Priv T3)
9 3,0 10,2 3,4
10 3,2 10,4 3,3 (Stormer T3)
11 3,3 10,6 3,2
12 3,5 10,8 3,1
13 3,6 11,0 3,1
14 3,7 11,2 3,0
15 3,9 11,3 2,9 (Bird T3)
20 4,5 12,0 2,7
50 7,1 14,8 2,1
100 10,0 17,8 1,8
250 15,8 23,7 1,5
500 22,4 30,3 1,4 (EE T3)

Host 4.000.213j
Fixed: Ship Sabotage Attack! player message will no longer pop-up with an error in the client.
Fixed: The waypoint of Ore Pods was not visible to other players.
Fixed: Salvage for Wreckage would cause loss of parts if the wreckage only included: super weapon, hyperdrive, engines, or shields. The Outfit Pod result from Salvage never has included the hyperdrive, but will now.
Fixed: Lizards selling prisoners that are not Cyborg, Robot, or Evil Empire were priced incorrectly. The result was 10x more than it should have been.
Fixed: When Cyborg advanced in hull or engine tech due to the Cyborg King special assimilation, it would break the shareware limits, but the Cyborg wouldn't be able to use it. Now it won't break the shareware limits.
Fixed: Due to an incorrect condition, a Solorian that has an alien hull would be able to refuel it if the hull ID was over 526. The intention was that alien hulls cannot be refueled and so this has been fixed.
Fixed: Cargo Grappler ship log was incorrectly displaying too much cargo stolen.
Fixed: Missiles used the beam strength when trying to penetrate enemy fighter armor.
Fixed: Objects in strike through did too early their first attack run. This is now fixed.
Fixed: Retreating objects or objects which are peeling off had problems to stay away from the flight target when they have to do a peel off maneuver. They now evade better in the neighborhood of the target.
Fixed: Objects had problems to prefer wings when set to anti fighter mode
Fixed: Ships and Wings not able to have a combat with non-assault pods.
Fixed: Ships destroyed by moving through and hitting gravitonic/web minefields should provide a proper destruction player message.
Fixed: Ships with 100% hull or engine damage from moving through web minefields will stop.
Fixed: Filtered out excessive web minefield hit messages when the ship has already been destroyed or stopped.
Fixed: When using WPF and the waypoint is reached, the ship/wing will now properly continue on to the escort target.
Fixed: Wings set to escort the carrier that they are docked to will not undock.
New: Base blockades can be broken by an ally (a player that you have attack off and they have attack off for you).
New: Added support for base settings of "Fire Ion Cannons at Disabled" and "Defensive" modes.
New: When you get into combat with a ship, you will retain its weapon loadout so that you can view it in the client. This will be kept until you do not have a "detection" level scan of the ship. If you have only a "contact" level or no scan at all of the ship then you will have to gain this information again. This will also give you a slight edge when entering combat with one of these targets by knowing how to maneuver properly to use your weapon ranges efficiently. In a future client update, a feature where the weapon loadout is stored in the client will be available and may be inaccurate as outfit pod / wreckage pod part changes can change the data until you enter into combat with them again.
New: Wreckage from combat will be set to have its orbital thrusters enabled. Scavenger ships that scavenge the wreckage will have it set to dock to the ship.
New: Bases set for Defensive in the client will not initiate combat.
New: If a ship has no personnel on board or has 100% system control damage then you will be able to get an accurate scan of the contents of the ship.
New: You will no longer get an accurate scan of a ship belonging to another player in regards to ordnance, supplies, repair, duranium, tritanium, molybdenum, food, or med units. You will assume that they are set for Aggressive. You will no longer see their intercept target. You will assume that they have their large weapons set for anti-fighter, sand casters set for anti-ship, super weapon enabled, all devices enabled. You can now determine if the ship is recovering mines or recharging mines (through the use of command code also). Transfer target and mode is visible, but not what is being transferred. The contents of fighter and pod bays are not visible.
New: Bases belonging to other players will appear to have all buildings powered on, factories set to 10,000, terraformers set to 50, and reserve levels blank.
New: Ships built at bases using Quick Build or Base Command - Ship will use the metals and megacredits that any ships at or within 5 ly of the base if they are set to transfer to that base. Allied ships must have a matching friendly code.
New: Ships built at dry docks using Quick Build will use the metals and megacredits that any bases at or within 5 ly of the dry dock have to build their ships. Allied bases must have a matching friendly code. Ship parts will not be used.
New: Ships built at dry docks using Quick Build will use the training centers that any owned base has at or within 5 ly of the dry dock. The base with the most training centers will be used.
Changed: Base blockades cannot be broken by cloaked ships.
Changed: When a gravitonic minefield is hit by a ship, then the damage reduction due to hull mass of ships at 400+ kt will use this formula: damage = damage x (12000 - (rM - 400)) / 12000, which provides a sliding scale of reduction of damage instead of a flat 20% reduction for all ships with 500+ kt mass.
Changed: The orbital thruster status of pods are now visible to other players. The unit that a pod is docked to is no longer visible. Exception: Evil Empire and the Allow Commands setting.
Changed: Outfit pod visibility to other players will show New and Old parts combined in the data pad.
Changed: Planets mineral density will not be visible until you have a "detected" scan level.
Changed: If you have an escort target set and are not moving while at a planet then you will be under the atmosphere's cloaking protection. Scanners range will be reduced as normal.
Changed: Construction, Gold, and Wreckage pods must have a dock target of a planet if you want to land the pod on a planet.
Changed: HConfig FighterBeamDivisor and FighterMissileDivisor now yield the default weapon strength at a value of 100.
Changed: In strike through wings have to be in a range of Min(450, longest weapon range) before the open fire on their target. Was Min(450, shortest weapon range) before.
Changed: Sand shields and EE/Bot bonuses versus sandcaster hits now work for wings of any size. A SC shot can still destroy a maximum number of 30 fighters per type. But now this limitation of 30 kills is applied before the sand shield, EE and Bot bonuses are applied. Before the 30 kill limitation was applied at the end of all calculations.
Changed: The good odds blast effect of a SC against fighter armor is set to 15. Before it was 20.
Changed: Fighter beams and missiles are made 15%|30% stronger
Changed: Wings in strike through now stay longer in peel off mode to charge their weapons properly. They try charge until they have enough energy to fire 50 beam salvos and/or 5 missile salvos. One salvo is the number fighters which are allowed to fire per tick and depends on the HConfig parameter FiringFighterDivisor.

Host 4.000.213i
Fixed: When calculating growth, Happiness no longer modifies the growth bonuses (military stance and tank-o-tronics).
Fixed: When calculating growth, Crystal bases with less than 99 climate no longer halves the growth bonuses (military stance and tank-o-tronics).
Fixed: When calculating growth, the Cyborg King no longer multiplies the growth bonuses (military stance and tank-o-tronics) by 8.
Fixed: Possible issue with attempting to dock a wing to a carrier causing a faulty message stating that the wing cannot dock.
Fixed: Issue with player messages not being received when a unit is destroyed by moving through a minefield.
Fixed: Issue with a ship with over 500 hull mass becoming immune to all minefields after hitting a Web minefield and continuing to move through it.
Fixed: Issue with using WP1 and getting several "arrived at destination" messages in the unit log.
Fixed: Virgo doesn't need to have a speed set to use Light Speed.
Fixed: Only when a speed of greater than 0 is set will a Gravitonic Accelerator use get a disabled message from a Gravity Rift.
Fixed: Virgo using Light Speed and has a speed setting will not burn more than the Light Speed fuel since it doesn't move the Light Speed 400 movement plus the speed setting; only the 400 ly.
Fixed: Spy Attack "Sabotage Ships" would display an error in the client due to an attempt to load the incorrect picture.
Fixed: When the "Alien Plans Trading Allowed" is disabled in the HConfig, only Privateer, University Alliance, Scavenger, Cyborg, People's Army, and Rebels are allowed to use "Steal Ship Plans" Spy Attack. For everyone else, it would be useless and a waste of spy mana.
Fixed: Retreat issue in space combat.
Fixed: Stand Off fixed in regards to units set for defensive mode in space combat.
Fixed: The choice in targets based on the weapons detected on the target ship has been corrected. Also known as "weapon smelling".
Fixed: Fixed a bug which let the missiles use the beam strength when trying to penetrate enemy fighter armor.
Changed: FighterBeamDivisor and FighterMissileDivisor HConfig options will be applied to all target types.

Planets 4.000.065e
Fixed: Groups / Base / Reserves: "Execute" auto-pilot podding fixed an issue with not launching all possible resources. The number of pods launched fixed in the status bar message.
Fixed: Groups / Pod / Name: "Name by Content" change so that the name of the hull plan in a Con/Gold pod is displayed instead of generic "Hull Plan" name.
New: Public Space Port radius drawing available in More Map Options.
New: Map Filter option to hide Points in Space.
New: Groups / Base / Reserves: "All On" action to enable base reserves on all bases in the group.
New: Groups / Base / Reserves: "Set Res Food" will set your bases to the required amount of food to support your current population at each base.
Changed: If the HConfig options for maximum buoys is set to 0 then the buoy menu will not be available when you click on a point in space.
Changed: The maximum number of group items has been increased from 500 to 5000.
Changed: Wing "Ground Strike" changed to "Target Bases First".
Changed: Base Command - Switches / Anti-Aircraft Gun: "ord -> A.A.Blast" changed to "energy -> A.A.Blast". Air Attack Base: "Ord + N -> Refuel Fighters" changed to "Launch Wings".
Changed: When calculating the resources at a base from external sources, any ships within 5 ly with a valid transfer active will be added instead of only ships at 0 ly. This allows the resources from ships to be added to bases for Quick Build requirements
Changed: First try not working yet.This will require Host 213L or greater to function
Dry docks can use resources from bases within 5 ly as if it was already on the ship. They will now get the benefit of training centers on nearby bases so that the starting skill of new ships will be based on that like base-ship building. Also, dry docks will first use crew and fuel from a base to populate the new ship instead of itself.

Planets 4.000.065d
Fixed: Bases weren't saving the setting for "Fire Ion Cannons at Disabled".
Fixed: The distance calcuation shown when a Hammer and Anvil are selected in Space Command uses the same rounding as those found in other client screens.
Fixed: Groups / Ship / Match Dev: This would not work properly in cases where a ship device is added by the host code, such as Scavengers or special refits to a ship list.
Fixed: Groups / Base / Auto-Pilot Execute: This would create Life and Ore Pods that were named incorrectly.
New: Bases can now be set to be in Defensive mode, which means that they will not initiate combat and won't fire until fired upon. This setting is only on the Base Command - Military screen and bases will default to Aggressive.
New: Ministers / Bases: Action button to turn on/off a given building type's power status on all bases.
New: Ministers / Ships: Action button to cancel all ship transfers.
New: Ship Command - Overview: The first group that the ship is in is displayed next to the ship's object ID. Be careful, if you click on the text then you just might open up groups at the group that it is in. :)
Changed: Ministers / Ships: Action button "All ships cancel ground attacks" changed to "All ships avoid base".
Changed: Base Command - Overview: "Fire At Will" changed to "Fire At Disabled".

Planets 4.000.065c
Fixed: You cannot select "Steal Ship Plans" if "Alien Plans Trading Allowed" HConfig is disabled and you are not Privateer, University Alliance, Scavenger, Cyborg, People's Army, or Rebel.
Fixed: No longer using built-in functions for the Base Command - Stats / Growth page that require regional settings, so they will display for all languages.
Fixed: Display error for Factories showing negative production when there is negative cash at the base (from ship transfers that exceed what is present).
Fixed: Possible client crash when invalid values are put into the Points fields.
Fixed: Some issues with saving client settings such as the display of minefield icons.
Fixed: Pod Lanches would stop being able to be cloned when the base had less than 50 mc. Now this is dependant on the HConfig'd pod cost value.
Fixed: The right-click on Base Command - Overview screen for factory setting and government transfer is limited to 10k now so that it displays and functions easier.
New: Insectoid Nest, Scavenger Wreckage Gathering radius for ships and bases in "More Map Options".
New: Ministers / Contraband: New actions that will allow you to Clear Sell orders for a specific contraband type, clear all sales, clear sales of lerchin spices at bases where you are trying to gather worms, clear sales of kerria crystal artifacts where you are trying to gather ghipsoldals, buy spice at bases where you are gathering worms, and buy KCA where you are gathering ghipsoldals.
New: Resource Rings -> Cargo/Crew -> Parts display.
New: When the client starts, some files are moved to their appropriate folders. Now the .MAP files will be moved to the data folder automatically.
New: Reset button added to Ship Command - Data, Wing Command - Data, and Base Command - Switches screens that will revert all changes back to the original RST file data.
New: Base Command - Struct screen shows the maximum usable factories based on the colonist population when Factory is selected.
Changed: When old contact data is selected, the Delete option has been moved off of the action button.
Changed: On the Change Colors window, only those players that exist in the game will be displayed and changeable.
Changed: Your own ship device status will determine if they are displayed as map options.
Changed: Changed the default setting of map option object stacks and enable hotkeys to enabled.
Changed: Map Options will display according to the color of the player.

Planets 4.000.065b
Fixed: Base names displayed using the N toolbar button will update when the name of the base is changed in the Base Command - Name screen.
Fixed: Space Command - had some situations where its window wouldn't save its last position in the client.
Fixed: Central Command - When you change the tax policy or perform an action that would affect your cash amount that you are transferring to the bank, it'll update on the HQ / Tech screen without having to close and reopen the client.
Fixed: Central Command / Tech - Negative transfer amount removed.
Fixed: Central Command / Tech - Celestia transfer wasn't always correct.
Fixed: Files Screen - "Clear Slot" will now get rid of all appropriate files created by the client that need to be removed.
Fixed: Planets, wreckage, etc that doesn't have a valid owner were being added to groups through various actions.
Fixed: Base Command - Med Unit production from Coalition farms is correct now when the HConfig setting "Farms Need 1000 Colonists" is disabled.
Fixed: Training rate calculations weren't taking into consideration the new crew or new troops for new troops and new high guard respectively. This was a display error only.
Fixed: Minister / Bases - Build Farms minister command wasn't taking into consideration the HConfig setting "Farms Need 1000 Colonists" when it is disabled.
Fixed: Minister / Pods - Minister Pod command to self destruct or land empty pods will now look for a base within 3 ly to land instead of only the same coordinates. It will also set a drop target for the ship it is docked to given that situation. Fixed: Shield display on Pending ship builds would display the shield as the same value of the engine count if it had no shields.
Fixed: Med Unit Transfer will no longer be active when launching Resupply Pods.
Fixed: Clicking "Stand At All Costs" will no longer disable "Strike Through".
Fixed:´Options - An issue with the Stellar Matter Launcher map option display.
Fixed: At a certain zoom level, the bullseye map option display would start the lines at 110 ly (and increment by 100 ly) instead of starting at 100 ly.
New: Options / Change Colors - Colors! Colors for other races can be modified. There are a couple of outstanding issues with this that you will see (bases, wings, space command pictures). It's changed as far as I can take it without having to start modifying graphic images.
New: - Points in Space tool has a new way to plot multiple points.
New: The Quickbuild as well as the Groups window will now store its last position in the client and appear there the next time that you open it.
New: Scavenger ships that have dormant ship devices will have a gray button and the device name listed on the Ship Command - Devices page.
New: You can press the "Delete" key on the keyboard to remove a Point in Space from your map.
New: Food prediction for bases now includes what chupanoids will eat.
New: Base Command - Stats / Growth Rate Calculations screen.
New: Hull Plan is now displayed on the Gold Pod Command Control screen.
New: Ship Command - Fleet screen: You can right-click on the slider bars to get a pop-up that will allow alternate input methods to change the values.
New: "Sandcaster: Fire on Fighters" changed to "Large Weapons: Fire on Wings" and the button will be toggleable when you have Gatling Phasors mounted.
Changed: Configuration changes that should be kept on a per-game basis (player colors, base reserve saved configuration, map options, etc) are now stored in INI files in each individual WAR/SLOTx folder instead of one INI for all games in the Planets4 installation folder.
Changed: Ship Attack Setting "Target Soft" changed to "Target Small First".
Changed: Ship Attack Setting "Target Dangerous" changed to "Target Big First".
Changed: Ship Attack Setting "Fire at Ground Targets" changed to "Target Bases First".
Changed: Wing Attack Setting "Quick Strike and Run" changed to "Strike Through".
Changed: Wing Attack Setting "Ground Strike" changed to "Target Bases First".
Changed: Wing Attack Setting "Target Deadly" changed to "Target Big First".
Changed: Wing Attack Setting "Target Soft" changed to "Target Small First".

Host 4.000.213h
Fixed: Ship load error when opening an RST caused by a problem in RST creation. This is nothing that will harm the game files or your TRN files.
Fixed: Power Boost space combat issue. Normal (new) power boost for non BC/PBC LWs never triggered a BOOM! event. Now it should.
Fixed: Ship RAM space combat issue. Both old and new RAM! event use a damage power proportional to speed and mass. Old RAM! used 1/3 of speed parameter of rammer and hull mass of rammer. New RAM! uses the current relative speed (the scalar length of actual difference of velocity vectors) between rammer and rammed and the sum of both hull masses. As an effect the damage power now was ~10-50 times greater then before. So it was now tuned down by a factor of 0.1
Fixed: Error messages in the host log appearing for no valid reason.

Planets 4.000.065a
Fixed: Central Command / Tech - Cleaned up the way that "Super Weapon Tech Forbidden" (for Scavengers) looked.
Fixed: Data Pad - "Lifeforms" and "Other Life" on the display for a base now includes the high guard there.
Fixed: Minister / Ships - All warships attack will now look for all war-type weapons instead of just the presence of the 1st small weapon, large weapon and pd weapon slot filled with something.
Fixed: Minister / Pod - Self Destruct or Land Empty Pods will now refresh the pod screen if you have an applicable pod command window open.
Fixed: Base Command - Overview - Races that can't build Undercities will now see the red circle with a slash through it.
Fixed: Ship Command - Trans - Give All & Take All buttons will not get cut off when you adjust resource transfers next to them.
Fixed: Ship Command - Trans - Give All will use the fuel on the ship as the bases for transfer instead of the max fuel that the hull can hold.
Fixed: Ship Command - Overview - Clicking on "Disable Gravs" will now refresh the map along with filters in place.
Fixed: Options Window - Speed up performance of the map refresh when Stellar Matter Launcher map option is enabled.
Fixed: Fixed a possible memory overflow issue during Planets4 client startup.
New: Options Window - Map option that will link worm hole pairs if you have a full scan of both sides.
New: Minister / Pod - Cloak Gold Pods.
New: Space Command - The distance display will now display when both hammer and anvil are Points in Space or when either one of them are.
New: Space Command - The WP1 button can be used for Points in Space.
New: Data Pad - Prisoners total added to display for bases.
New: Data Pad - display for wormholes will now show the wormhole exit if you have a scan of it.
New: Game Settings Window - will display more details about Victory Point settings.
New: Display Filters - New filter that will apply a filter against objects that you have set to View or not.
New: Groups - Pods in groups.
New: Options Window - First attempt at player map colors. (Each player having their own color similar to VidiVici)

Host 4.000.213g
(Host 213f and Host 213g have been one release in Host 213g)

Host 4.000.213f
Fixed: Host crash in VCR combat.
Fixed: An undocked wing with Do Not Launch enabled will be able to be a combat initiator again.
Fixed: When a wing docks mid-turn to a carrier and has Do Not Launch enabled then it will no longer be a valid combat initiator.
Fixed: Wings docked to a carrier were allowing combat to be initiated with them, always. Now it is only when they are visible to the initiator or set to aggressive mode with Do Not Launch disabled.
Fixed: When a wing uses auto-intercept to undock from a carrier and attack a target, it will become a valid combat initiator.
Fixed: When a wing uses intercept, escort, or a waypoint to undock from a carrier, it will become a valid combat initiator if is in aggressive mode.
Fixed: Privateers were able to be blocked by Transport Inhibitor, Federation forcefields, and system damage from their ship for boarding an enemy, but not for transporting their target's resources off. Now the same limitation is imposed for that.
Fixed: Filtered out "Last Transmission" messages that didn't have any useful content that were products of base merges, which you have the log in the merged base anyways.
Fixed: Filtered out the ship log spam that you get when you are transporting personnel to a friendly ship when they still have personnel on board. "Our crew visited with the crew of..."
Fixed: Various space combat changes/fixes.
Host 213g
Fixed: If you set a tow target for your ship and the ship's hull has no tractor beam rating on the hull, the tow target will not be cleared.
Fixed: Stand off fix.
Host 213f
Changed: When a ship is fully cloaked with defensive mode enabled and is unseen by the initiator then the Guard Base setting is ignored and will not pull the ship or base into space combat.
Changed: Growth rate penalty due to population has been reduced. Penalty factor = (100 mil - colonists) / 100 mil. Shareware players factor is 60 mil instead of 100 mil in this equation. 1M base growth at 99%, 5M 95%, 10M 90%, 20M 80%, 30M 70%, 40M, 60%, 45M 55%
Changed: Global Warmer, Global Icer, and Crystal Inferno Device require less than 60% control system, less than 80% hull damage and crew on board to operate.
Changed: At the start of the game (turns 1 to 4) Solorian bases with 10k colonists will change the star (instead of 10,001 colonists).
Changed: Various space combat changes/fixes.
Host 213g
Changed: When calculating a ship's tow score, the following will cause the score to be -1 (was previously zero): control system damage > 50%, no crew, no fuel. This allows hulls with 300+ hull speed and a valid tractor beam rating to tow ships under these conditions.
Changed/Fixed: Various space combat changes/fixes
Fixed: Weapons only fired on bases if "ground attack" was enabled. But as now "ground attack" only let bases be preferred targets weapons now refuse to fire at bases if "Avoid base" is enabled.
Changed: Now the true allies set a player as hostile for their objects only if they have set this player as enemy.
Changed: Charging within a carrier. HGs decrease the time inside a carrier. Their influence was decreased. The the Borg Queen's influence in a Borg base was increased
Changed: Small wings can better decide when their weapons can be considered as charged.
Fixed/Completed:
Target verifying, learning and allied informing process:
If an objects enters "agressive" then a the start it immediately regards the players which are set to be attacked in the client's ally menu as hostile and starts to fire on them immediately.
If an objects enters "defensive" then at the start then all players are regarded as non hostile. This means such object won't start fire at other objects and it does not move relative to other objects (but it follows its leader if it is a part of a fleet).
A retreating object won't start fire at other players but it tries to escape from players which are set to be attacked in client's ally menu.
If an object is coming under fire by an agressor then it marks this player as hostile and immediately fires back. It also informs the fleet so that other own object will also fire back.It also informs the true allies which are set to attack the agressor.
One can combine agressive|defensive x retreat to mix the two corresponding behaviors.
Fixed: In default flight mode (player does neither set stand off nor strike thru nor ram nor retreat) ships were set to stand off. The stand off range is set to 90% of the smallest LW & SmW range. Right now this could do only agressive ships. But a defensive ship should be able to do it, too. This is now the case. But if the stand off range is out of base IC range such ship wouldn't come into fire range for a base (because there is the rule that ships have to come that close to be allowed to fire their non super weapons at a base). So the stand off range is set to 90% of the base IC range but only if the ship is not ordered to avoid bases.
Changed: The differences between the mode depending used parts of maximum speed and acceleration are decreased. "Close to point blank" for fighters has now its own speed/acceleration profile.
New table for Mode Speed Acceleration
Guard base: 100%/60% 100% 1)
Flee: 100% 60%
Idle: 40% 40%
RAM: 100% 100%
Stand off: 60% 100%
CTPP: 80% 60% 2)
Strike thru: 100% 80%
1) 100% if outside base IC range if guard base mode is interrupted because nobody is shooting neither at the base nor at the base guards.
2) CTPP = close to point blank
Fixed: Wings have chosen a bit too big stand off ranges. They now stay 10% below their ranges to be able to fire whenever their weapons are charged.
Fixed: Before a redocking is possible a certain time has now to go by.
Fixed: Although a missile shot was caculated the shot was written into vcr file as beam shot. This causes the display only bug that missiles do not fire at wings.
Fixed: A variable confusion sometimes caused stand off to use a too low stand off range
Changed: Increased fighter maximum speed by 20%
Changed: If an object orbits arround the center due to lack of flight target or because stand off is interrupted for a while then if a hostile base is present it orbits now out of range of possible base defense weapons.
Changed: A wing which is is undocking from a carrier during combat due to its "return home" needs some time to find new targets.
Changed: Damage profile due to power boost BOOM! event:
Weapon damage: Randomly 0 - 100%
System damage: Randomly 0 - 100%
Hull damage: Randomly 0 - 25%
Shield damage: Randomly 0 - 50%
If the soft spot is hit: Additional random hull damage 0 - 25%

Host 4.000.213e
Fixed: Anti-Matter Maul cannot overload the ships cargo bay when it absorbs a destroyed object.
Fixed: Boarding laser ship log text.
Fixed: Enhanced stand off mode in VCR combat. More info here.
Fixed: Fuel, Ordnance, and Repair sharing is limited to the hulls cargo space again. (Host 213b error)
Fixed: Growth rate reduced if you are short on food. (Host 213d error)
Fixed: Growth rate reduction due to high population fixed.
Fixed: Host crash in VCR combat.
Fixed: Issues with combatants firing at bases.
Fixed: Removed static handling of Ion Cannon range in calculations to a dynamic method based on the HConfig value.
Fixed: Wing beam vs Wing fixed variable confusion that would lead to unexpected results or host crash.
New: If you have at least one high guard at a base, it has a 40% chance of stopping a Incite Disorder spy attack.
New: Show Lounge income displayed.
Changed: Crewless ships have a scan range of 0.
Changed: Global Icer, Global Warmer, Crystal Inferno Device require at least 1 crew on board to operate them.
Changed: Home Guard wings default to Return Home mode.
Changed: Some movement decisions about when to turn in VCR combat logic.
Changed: Starting Solorian stars will not have a chance to get colder as they adjust during the first 4 turns.
Changed: The ability of resupply pods to land on planets removed. The sorting of resupply pods to perform their transfers last removed.
Changed: Wing firing rate adjusted (slightly more powerful). More info here.
Changed: You will only receive a certain happiness or crime adjustment message when it actually changes.

Host 4.000.213d
Fixed: Host crash in VCR combat.
Fixed: Units not hitting minefields when the direction of travel is towards the lower or left part of the map (i.e. had a negative vector length).
Fixed: Scavenger ship Omen Class Spec Ops Transport will now properly show up as a Medium Deep Space Freighter hull to everyone but the owner. It can now properly use the "NID" command code.
Fixed: Scavenger ship Pretender Class Q-Ship will now properly show up as a Large Deep Space Freighter to everyone but the owner.
Fixed: Colonists will eat food when the Shokazul Pulse is active.
Fixed: The calculation for undercities to counteract the negative effects of growth rate from cities didn't take into consideration whether or not the cities were full of colonists, so this screwed the results. For example, if you had 100 cities, 30 undercities and only 200k colonists, you would get no benefit from the undercities in this respect.
Fixed: Undercities would give their 1% bonus per undercity regardless of whether or not they were full of colonists. They now require colonists to be in them to provide the growth rate bonus. It is still up to 30 undercities / 30% bonus.
Fixed: When Robots are holding prisoners, their base needs to have at least 1 food to prevent the prisoners from dying from starvation.
Fixed: Gatling Phasors will only fire at wings when the "Sandcasters: Fire on Fighters" switch is enabled. The text for this will be changed in a future client release. Gatling Phasors will now correctly fire at ships, pods, and bases regardless of this "fire at wings" setting.
Fixed: Wings will hit more often (as they were meant to).
Fixed: If an object is set to attack bases and if target is a base then ignore the stand off range and try to bring the object into a range of 5 to the base.
Fixed: VCR display and report for beams & missiles from wing vs wing will only show those that actually destroy a fighter in the target wing.
Fixed: "Ram!" setting will do a better job in VCR combat at finding and moving towards a ship to ram.
Fixed: Enforcer ability to use their DOA-187x Bomber to destroy a target structure is fixed. It was never working before. It can only be performed in ground combat and the base that the fighters are in need to have the appropriate command code for targeting the enemy base structure.
Fixed: Ground Combat values are now limited to stay non-zero to avoid weird results.
Fixed: Crew combat values were not being properly evaluated for determining whether or not a base would surrender. They always counted as 0.
Fixed: Colonists happiness will not drop when there are no colonists in a base that is being attacked by amorphous worms.
Fixed: Privateers cannot trade hull plans to another Privateer via ship to ship transport. (I still need to review their ability to transfer between their own units. At first glance, it doesn't look broken.)
New: High Guard Rangers are displayed in the player message regarding Ground Combat.
New: When Ground Combat causes the defender to rush back to base, the new enemy forces are listed. This caused confusion when the display only stated that there were colonists, but they actually ran back to base to join the base where the troops, etc were.
New: When Amorphous Worms attack a base, you'll get a casualty count in the base log.
New: High Guard Rangers will run before a base is eaten by Amorphous Worms. They don't count towards keeping the base intact anyhow.
Changed: Adjusted the target weighting of bases in VCR combat when "Ground Strike" is enabled.

Host 4.000.213c
Fixed: Host crash in combat firing super weapons.
Fixed: Disabled ships will not put power into their super weapons during a power boost in combat.
Fixed: Players 28 to 30 would not receive a super laser destroyed a planet player message.
Fixed: Amorphous natives would rarely die properly on a planet due to the use of the Eye of Madagon.
New: Added the ID# to ship to ship boarding messages.
Changed: Engine less ships should now move (very slowly). They have a vcr speed of 1 and a acceleration of 0.01 A vcr speed of 1 corresponds to a max hull speed of 0.25
Changed: Tweaked the fighter generator depending shot rate bonus. With a FiringFighter hconfig default of 50 every 50th fighter per type in a wing is allowed to fire per given tick. If the count falls below 50 then with a chance of count/50 the type is allowed to fire one shot at a given tick. This way the mean of firing fighter per type at a given tick is always count/50. Types with a generator > 10 gets an increasing chance of firing two more shots per tick.
Changed: A single 2nd wave object now should enter if there are no intact friendly or owned units. Meaning: If a party, i.e. a group of friendly objects of own and allied units, is only in 2nd wave then they enter immediately otherwise (if there are also friendly or own 1st wave units) they have to wait until all friendly and own 1st wave units are either destroyed or disabled. At tick 300 all still waiting 2nd wave object enter.

Host 4.000.213b
Fixed: A tow rating of 0 will not allow you to tow 0 mass objects.
Fixed: Command Codes BDC, BDS, BDF/BDG will only display a message when something is actually transferred.
Fixed: Ground Combat is able to initiate again. This issue also caused Scavenger wreckage to fail to be gathered.
Fixed: In Ship to Ship Transfers, you will only get the "We have exchanged cargo with ship..." message when a resource actually changes hands.
Fixed: Jettison fuel will work now.
Fixed: Sharing repair and ordnance with a fleet will skip yourself.
Fixed: Ships won't create extra bases from transfers to appear in combat.
Fixed: The last scans of ships, bases, and wings at the end of the turn would not see the changed location of units that moved after movement (base chunnel, worm hole, jump gate, etc.).
Fixed: The Omega Pulse message showed the wrong number of turns.
Fixed: Various combat code fixes to be detailed later, which included anti-fighter issues and host crash issues.
New: Aczanny Security Device bonus added to VCR combat boarding attack/defense values. If an Aczanny ship with this active device is captured in combat then it will have a chance to self destruct.
New: Gatling Phasors can now fire at wings (they are somewhat effective, but not as much as point defense).
New: Mine Droppers go offline if control damage is over 50% or hull damage is over 80%.
New: Some crime logs will show the resulting value after it is changed.
Changed: Borlox Armor will not function on alien hulls.
Changed: Resupply pods will transfer their contents last, so life & assault pods and ships will create a base before they transfer. This keeps the stuff from ending up on the planet instead of the base.

Planets 4.000.065
Fixed: Runtime error when using the "More Map Options" function introduced in Client 64.

Host 4.000.213
New: 20k loops have been controlled a bit by maintaining a pointer to the highest object ID in existence. This makes hosts runs with few objects run very fast. Simulations and small games will process much faster by the host.
New: Alchemy Forge will observe reserve levels of the base when taking supplies.
New: Bases can be the initiator of combat if they have Ion Cannons or Fighters and the target is a ship. Also, they can be the initiator if they have Anti-Aircraft Guns or fighters and the target is a Wing.
New: Boarding laser ship logs.
New: Object ID # added to pod capture player message.
New: Player message when a minefield runs out of energy.
New: Ship and Wings that have Target Harmless Pods disabled (client 64) or Target Soft disabled (client -63) will not use pods as a target when attempting to initiate combat.
New: Ship command code "CTx", where x is from 0 to 9. This code will cause troops to be transferred to the base below and colonists transferred up. The x value is the percentage (x 10) of troops that you want to keep on the ship. For example, when x = 1 then 10% of the troops on board will be kept on board.
New: Ships and Wings set to Avoid Base will not use them as a target when attempting to initiate combat.
New: Support to initiate a transport from an assault pod using a ship.
New: Support to land construction and gold pods on planets. If you lose a hull plan in the process (since they cannot exist on planets) then you'll get a player message.
New: Support to land resupply pods on planets. This may effect how colonizing new planets with a life pod and resupply pod functions. Please report back any issues/concerns.
New: Support to land wreckage on planets. If you lose ship parts in the process (since they cannot exist on planets) then you'll get a player message.
New: When a wing or ship is set to guard base and there is a base owned by that same player in range of the combat initiation, it will be pulled into combat if it has fighters, ion cannons or AAGs to add support to the combat. This will happen for ships even if they are hidden from other players. It will also happen if ships/wings have their aggressive mode disabled.
New: You have a 40% chance to receive the last transmission from a destroyed unit (ship, wing, base) via player messages. If the message is too long then you'll only receive the last portion of the unit's log. There is a 20% chance that the transmission will be fragmented and you'll only get a portion of the unit's log.
New: Your forces will only attack enemy Anti-aircraft Guns in ground combat if you have fighters in your forces to protect.
Fixed: 2nd Crew Report displays correct prisoner count now.
Fixed: A combat initiator could find a pod docked to a ship and use that as an object to start a fight with, even though the ship it was docked to had attack off or was fully cloaked. Undocked pods can be targets now with Target Harmless Pods enabled (client 64) or Target Soft (client -63) for ships and wings as the initiator.
Fixed: A target of incoming fire will start to return fire if it was previously not configured to do so, as will all of the units from the same player.
Fixed: After the first combat with a base or pod, their next combat will be on movement pulse 199. Assault Pods are exempted from this.
Fixed: Fighters in an assault pod can form a new base on a planet.
Fixed: Fixed an issue where an ally with matching friendly codes of an ally's ship could not transport to/from the other ship.
Fixed: Fuel burn rate is recalculated after engine damage is incurred.
Fixed: GBA and GSA were doing some weird stuff, including destroying race structures that couldn't be given away.
Fixed: Gravwell not working sometimes. Most noticibly with a Coalition A. Odin Class Carrier.
Fixed: Ground combat kills forced to be non-negative to avoid weirdness.
Fixed: If a base is filtered from combat because it's planet isn't in the combat zone then the home guards of that filtered base will not be in the combat.
Fixed: If a Spindizzy incurs 20%+ system damage during movement then it will stop and the Spindizzy will fail.
Fixed: If a unit is not moving in a minefield (and isn't escorting or intercepting) then it's vector length will no longer cause it to hit a mine.
Fixed: If multiple Spindizzies violated the 5 ly planet radius in the same tick then only one would stop.
Fixed: If you try to create a new base from a ship and the game is out of object IDs then you will no longer lose your personnel from the transport.
Fixed: Improved the speed of ally checks in combat.
Fixed: Labor Camps owned by the EE producing too much money. (Host 212f error)
Fixed: Labor Mines were allowed to be overpopulated and thus produce more mining & money. (Host 212f error)
Fixed: Mobile Fighter Factories wouldn't build new wings if they didn't have the cost + 1 mc. Now you can have the exact cost.
Fixed: Native growth "Amorphouss" typo.
Fixed: New buoys come with garbled text. You will have to reapply the proper text to current/active buoys. (Host 212f error)
Fixed: New wreckage appears with garbled text. You will have to reapply the proper text to current/active wreckage. (Host 212f error)
Fixed: Outfit pod launches that have a 0 engine count but a valid engine type are cleaned up so that weirdness doesn't happen.
Fixed: Outfit pods may have an engine type, but a zero engine count in the "old" section, which would cause an Upgrade/Swap to fail.
Fixed: PD used against a Base Ion Cannon would not use ordnance where appropriate.
Fixed: Possible (rare) situation where a worm hole could be mistaken for a jump gate.
Fixed: Privateer Spy "Universal" typo.
Fixed: Problems transporting resources from a resupply pod.
Fixed: Problems with some actions finding all of the objects within a given radius to perform the actions upon.
Fixed: RCS type-3 fighters were still taking 1 fighter hit sometimes while moving through laser minefields. Also, their HG had a chance of dying. No longer.
Fixed: Robot prisoners won't die from starvation.
Fixed: Rounded partial mechs and fighters used in Deep Ground Patrols down.
Fixed: Scavenger wreckage gathering after combat would sometimes grab wreckage outside of its gathering radius.
Fixed: Ship fuel wasn't being exported from combat correctly. This only really mattered for Solorian ship captures.
Fixed: Ships with 100% hull damage were allowed to enter combat. Previously, only ships with 101%+ hull damage could not.
Fixed: The ship boarding combat report will show the proper amounts of passengers remaining on the enemy ship instead of lumping them together as "crew".
Fixed: The trimming of VCR files should work better now.
Fixed: There were issues with ships being able to transfer to/from a pod you own or that you are allied with unless it was docked to you and belonged to you.
Fixed: Virgo Light Speed requires less than 50% control systems damage and crew to be on board to be able to use it now like all other movement mechanisms.
Fixed: When a ship would get into combat, it's fuel would reset to the level at which it started movement at. Wreckage would have this incorrect amount as well. Anti-matter Maul would get this from a destroyed ship.
Fixed: When life pod is landing that you own and you have prisoners from another race in it that you are now allies with, the code would look for a base of that prisoner player within 150 ly of the base where you are landing it to put the contents of the pod. When this would fail the prisoners would vanish from the game. This has been changed to find the nearest base and upon failure, use the local planet (if you can; asteroid check) and if not look for another suitable planet within 150 ly. If none is found then the landing orders are canceled and the pod and prisoners remain intact in orbit.
Fixed: When wings refueled, the log message stated the incorrect object ID that it got refuled from.
Fixed: Wings & Pods will undock from their prior ship before docking to a new ship mid-turn, so that they won't appear as undocked when the player opens their RST.
Fixed: Wings would always initiate a combat; regardless of whether or not they were docked or had attack settings enabled.
Fixed: You can no longer transport to a pod and overload a pod with cash so that it exceeds its 1000 kt limit. 1000mc = 1kt.
Fixed: You gain 10 happiness (max 200) for a ship performing a transport to a base. Now it will make sure that something actually moved from one object to another before giving you the bonus.
Fixed: You will only get a transport log message when some resource actually moves from one object to another.
Changed: A ship cannot tow anything if its hull or engine damage is over 25%.
Changed: Assault Pods docked to a ship must have their Board Enemy Ship option enabled if they want to be able to be a target for combat initiation.
Changed: Checks put in to make sure that new pod launches don't exceed capacity. It won't affect anything, but in the future when/if other clients are available then this limitation will hold true.
Changed: Coalition Trade Triad requires that 50k colonists be present to quality as member of a triad.
Changed: Combat initiation still chooses an initiator and a victim, but a line is drawn between them and everything within 6 ly of the line is pulled into combat.
Changed: Exotic Techs for increasing scanning range is no longer applied to alien hulls except for Privateer-owned ships.
Changed: If a ship is fully cloaked, but the combat initiator has detected them somehow, they can enter combat with them.
Changed: IMT conversion of chupanoids to troops will start at a maximum of 5000 and then increase by 350 per turn thereafter.
Changed: Instead of a worm hole exiting situation leaving everything that enters it at coordinates (x+7,y+7), it can be in any direction from x-4 to x-7 and y-4 to y-7.
Changed: Mine Sweeper Array cannot function with hull damage over 80% or control systems damage over 50%.
Changed: New ships will launch with 2 fuel with the NOO base command code or 30 if the base/ship has the available fuel on hand. The ships will also observe base reserve levels.
Changed: Public Space Ports will cost 10 mc each to operate even though the effective number of operating space ports may be less.
Changed: Removed some slow routines that would recalculate the mass of all objects every movement pulse. Instead, whenever a change to an object occurs, the mass is recalculated at that point. The fuel burn rate is recalculated after the mass is adjusted.
Changed: Ships/wings set for guard base will bring in an allied base into combat if it can provide support as well as its own.
Changed: Ships/wings that are set for Defensive Mode ("Normal" in client -63) or Retreat ("Flee" in client -63) will begin the combat without any enemies and will only return fire once fired upon. When fired upon, they will inform all of their units to open fire as well and any allies that are in the combat will open fire.
Changed: Siren HAARP affects friend and foe alike. It is an area of effect weapon that attacks and affects the minds in the area. It isn't selective.
Changed: The coordinates of a combat will be the point in space in between both combat initiator and the first valid target found. It was previously located at the initiator's coordinates.
Changed: Transports will not cancel unless there is nothing left to do or you performed a boarding action against another ship. The target ship no longer has its transport cleared, so it can reciprocate a boarding assault.
Changed: Victory Point Scoring for the following values are now configurable between 0 and 500 instead of just being an on/off switch: VictoryPop1Million, VictoryPop5Million, VictoryPop10Million, VictoryNativeVote, VictoryNotAtWarVotes, VictoryAtWarMinusOne. In other words, you'll get the value set for these as victory points instead of just 1 VP.
Changed: When a wing that is docked to a carrier auto-intercepts a unit then it will automatically be set to escort and dock with the carrier so that when the auto-intercept is destroyed, that it will return to the carrier unless it finds another auto-intercept target.
Changed: Wing base value for hitting a minefield increased from 15 to 25.
Changed: You no longer get a full scan of all participants in a combat unless you include at least a ship, wing, base or an assault pod.

Planets 4.000.064
Fixed: A Lizard player's captured prisoner count will not decrease while using the client.
Fixed: After podding Life Pods from a base, closing the Planets4 Client then reopening it, the population display would be incorrect. That is now fixed and it will accurately display the adjusted population.
Fixed: An issue where a D or E appears in a planet name would cause a variable overflow when the string is converted into a numeric value since 256D11 denotes 256^11, which is a very large number and 10E1000 is large as well.
Fixed: Base / Parts: Display of names of wings/mechs changed to be more visible according to their length.
Fixed: Base Overview & Stats: King's Palace and Metal Exchange would display the cash adjustment even when these structures didn't exist at the base.
Fixed: Base Overview: Cleaned up the "Bad incoming planet DATA!" on some bases.
Fixed: Base Reserves screen Neutronium Ore slider bar wouldn't change when the numeric value entered would change.
Fixed: Centaur Marketplace income corrected.
Fixed: Centaur Racetrack shows correct cash gain. It was using natives for its calculation instead of colonists.
Fixed: Consistency established for "systems" / "control systems".
Fixed: Disable Gravs button on ship overview screen will disable Nova Barbitics.
Fixed: FIG toolbar button will bring up a window with the latest HConfig options listed.
Fixed: Generators of tech levels 6 through 10 will now show their power output on the Ship / Data / Weapons page.
Fixed: Groups / Ship & Wing - Nav - Relative XY fixed so that it doesn't create waypoints 2 through 6 if the selected ship/wing doesn't have those waypoints.
Fixed: Groups: "Remove" button will now appear regardless of what screen of objects you are listing for your group. Previously, the problem here was that you would have an object selected, but be on a different screen in the group and wouldn't have a Remove button.
Fixed: Groups: Misc - Match Fleet: This will no longer change the Fleet Leader/Escort Target settings unless you attempt to escort yourself.
Fixed: Groups: Misc - New Name: Previously if you didn't use the # or #r then a blank name was generated. This has been fixed.
Fixed: Hitting Display All on Map Filters page would not turn on the last 2 options.
Fixed: HQ: Spy - The amount of funds to put into spy spending corrected and the arrow buttons work properly now. The projected amount is correct now.
Fixed: Hyper ships disabling gravitonic minefields would sometimes cause the minefield to become unmanageable.
Fixed: In the data grid, viewing base resources, a heading for Repair was actually listing Food.
Fixed: Issue with Robotic Barbitics showing up as Nova.
Fixed: Labor Camps should show correct cash and supply gains.
Fixed: Med Units Transfer will no longer be enabled when launching a resupply pod.
Fixed: Metal Exchange output fixed to match new host code.
Fixed: Ministers / Bases - Building single-item buildings such as Pod Launch Pad, Base Shield, etc wasn't working correctly.
Fixed: Ministers: Base - The 2nd configurable option to build at least x of a given building was using the wrong configured values. Using Edit to change them will now work properly.
Fixed: Ministers: Ship - "All ships with weapons attack" will change the attack status when there is any super, large, or small weapon on board. Previously, it would only change status when the first small weapon or first large weapon slot was filled.
Fixed: Ministers: Ship - Minesweeper on/off status bar will only reflect how many minesweepers actually changed status; not how many ships with minesweeper devices that you have.
Fixed: Ministers: Ship - New attack vector changes so that the status bar will reflect how many ships actually had to change status instead of how many ships you have total.
Fixed: Ministers: Ship - Super Weapon on/off status bar will only reflect how many super weapon ships actually changed status; not how many ships with super weapons that you have.
Fixed: Ministers / Base: Fixed the building of farms. It now takes everything into account properly and won't display the "Base Z save error!" message.
Fixed: On Base / Switches / Military Space Port screen, the tech level progress indicator bars were incorrect for Hull Tech and Large Weapon Tech.
Fixed: Overflow issue with some object logs.
Fixed: Plasma Stream Enhancer on Lotus Class Pursuit Ship and Aurora Class Flagship will now show proper energy and ordnance drain when building a ship and on the Ship / Data / Weapons screen.
Fixed: Pod Cost for launch changed from a fixed amount of 25 to the HConfig amount.
Fixed: Quick Build for Dry-docks building ships when not enough resources are on the ship and the ship is performing a transfer fixed.
Fixed: QuickBuild display fixed to better suit the player needs in several situations.
Fixed: Resolved a possible client crash due to an array issue in groups.
Fixed: Rouge colonists were changed to Rogue.
Fixed: Selling contraband is limited to 10k per type in the client, which it already is in the host.
Fixed: UEA Redistribution Center resource gains corrected.
Fixed: When putting cargo on a pod and then you hit the Cargo Load button, it would clear all values that you already changed. No longer.
Fixed: When you are deleting old data from the space command, it will no longer jump to the top of the list when you delete the 2nd old data entry.
New: Added all new combat buttons to ships and wings including their inter-dependencies.
New: Base / Switches: Insectoid Nest displays useful statistics.
New: Base Group Micromanagement Tool. This routine will examine all ground bases in the group for needed resources and available resources determined by the reserve levels set for the ground base. The "needed resources" and the "available resources" include those presently at the base, plus incoming pods & ships and adjusted by pending pod orders. Range between the bases is ignored and is up to the player to define by what bases are included in the group. The "available" resources includes ship transfers above the base. This can cause problems since ship transfers occur after pod launching. The current version does not use chaining; described here. To get resources to the destination faster, "chaining" can be done to launch resources from a base that will be replenished by another nearby base, and so on back to the source. For example: base A has the resources and Z needs them, but they are further away than 1 turn of pod travel, so you look for bases in between A and Z that have the needed resource and are within 1 turn of pod travel between each other. A chain of the same pod launch from A to Y will succeed in supplying Z with the resource and leave the rest nearly unchanged. To use these new features, configure your base reserve levels properly and then use the Forecast button to preview what will be done and Execute to perform the actions. These are in the groups feature with a base selected.
New: Base Overview & Military screen: New toggle to turn on/off the setting to Fire Ion Cannons at Disabled Ships. This feature to not fire at disabled can be enabled with a command code of DFD if you want.
New: Group / Nav: Match auto-intercept.
New: Groups - Bases are now able to be added to groups and some commands are in place to be able to execute against all of them.
New: Groups: Added "Remove All" button to remove all members of the selected group. Will pop-up an "Are you sure?" window.
New: Groups: Added "Remove Selection" button to remove any items in the Space Command list from the current group.
New: Groups: Added "Sort ID" button to sort the group by object ID.
New: Groups: Added "Sort Name" button to sort the group by object name.
New: Minister / Base: New button to "Clear all structure builds", which will clear any pending requests for cities, factories, etc.
New: Minister / Pod - Land empty pods at bases that they are at otherwise self destruct them.
New: Minister / Pods - Metal to Yards configurable for radius and mass.
New: Minister / Pods - Ore to Yards configurable for radius and mass.
New: Ministers / Pods - The highly configurable pod launching entry has more support for more items, but it is still not complete.
New: Ministers: Base - View on/off configurable through Edit to toggle the setting. Redundant item removed.
New: Ministers: Ship - Minesweep, View, and Super Weapon settings can be toggled on/off using the Edit button. Redundant items removed. Super Weapons were only able to be turned off previously.
New: OPT: Map Options button added which will bring up another list of options to be able to turn on/off certain range displays of things like: Gun Zero!, Pirates Cove, Tachyon Emitter, etc. Settings are saved so that when you open the client again, they will be the same.
New: OPT: Option to turn off hotkeys so that you can't accidentally change a ship/wing speed while typing in its name or log. Defaults to off so that new players don't get a surprise. Setting is saved so that when you open the client again, it will be the same.
New: Players must now designate a "ship yard" instead of the code choosing any base with a military space port on it. A "Y" toggle is available on the Base Overview screen. This setting will be retained from turn to turn. The settings of the pods launched changed to use boost and dock instead of boost and drop so that you can set an ally's base as the anvil and get the expected results. The way that this command observes "reserve levels" was broken and is now fixed. Solorians can no longer attempt to pod neutronium ore.
New: Points In Space toolbar button changed to bring up a new window that will give you the ability to plot points in space using the following methods: mouse points (normal), x/y coordinates that you input, multiple points around the hammer at a given radius and specific distance between points, and multiple points from x1,y1 to x2,y2 in a grid pattern separated by a distance provided. You can also erase all points in space in the current space command selection from this window.
New: Quantity of ships+wings in the same location in space drawn on the map near the stack.
New: Resource Rings for Farmable planets. Under Misc.
New: Scan range put in text for Scanner building.
New: Ship support for Target Harmless Pods.
New: Space Command now has a little H and A that will launch separate Hammer and Anvil windows that will allow you to perform various functions against your objects. To use them, rubber band an area of space, then hit the H or A, what is within that area of space will appear in your new window. You can hit the other H or A to fill the list with the same items or rubber-band an area and hit the button to get new items. Both windows allow you to Add or Remove items from their windows separately. The Hammer window will allow you to create a new group from the entire list or from whatever you select within the list. You can also add to an existing group. The majority of the options work against the Anvil window: Intercept, Escort, Kill, Capture, Tow, Dock, Undock/Drop, and Transfer. You can select multiple Hammer units to perform these actions against 1 or more Anvil units. If you have multiple Anvil units then the Hammuer units will split up the command against them. For example, if you have 6 Hammer units set to escort 3 Anvil units, then the result will be that 3 sets of 2 Hammer units will escort each individual Anvil unit separately. I know that it's not beautiful, but the functionality is there. VB6 is a bit limited here without going crazy.
Changed: Anti-Aircraft Gun building text changed to "Fires at enemy fighters. Does not use ordnance. Requires energy to fire."
Changed: Flee changed to "Retreat".
Changed: Flee option removed from being able to be changed in the Ship Overview.
Changed: Groups will now accept players that you are not at war with.
Changed: Ion Cannon building text changed to "Breaks blockades. Fires at enemy starships. Costs 10 ordnance per shot. Requires energy to fire."
Changed: Minefield displays changed from simply "Minefield # xxxx" to "Minefield #xxxx (type)(status)(action)", such as "Minefield #1234 (G) (A)(D)" where minefield 1234 would be an (A)ctive (G)ravitonic, which you have set to (D)etonate. Types are: (B)arbitic, (G)ravitonic, (L)aser, and (W)eb. Status possibilities are: (A)ctive, (I)nactive, or (C)loaked. Action will only be displayed if one of these are chosen: (D)etonate or (SD)=Soft Destruct.
Changed: Ministers / Bases - When building factories, it won't allow you to automatically build more than your income will support.
Changed: Ministers: Pods - "Launch pods of metal to ship yard bases" changed to "Launch pods of 300+ kt metal to nearest ship yard bases", which more closely matches what it does. It will also only work on ship yards that are within 300 ly of the base with metals. The restriction that mineral mine buildings had to be present at the podding base removed. Players must now designate a "ship yard" instead of the code choosing any base with a military space port on it. A "Y" toggle is available on the Base Overview screen. This setting will be retained from turn to turn. The settings of the pods launched changed to use boost and dock instead of boost and drop so that you can set an ally's base as the anvil and get the expected results.
Changed: Ministers: Pods - "Launch pods of ore to ship yard bases" changed to "Launch pods of 300+ kt ore to nearest ship yard bases", which more closely matches what it does. It will also only work on ship yards that are within 300 ly of the base with metals. The restriction that mineral mine buildings had to be present at the podding base removed.
Changed: Ministers: Ship - "All scanners off" changed to "All ship scanners & running lights off" as that is what it really does.
Changed: Ministers: Ship - "All warships attack enemy" changed to "All warships attack enemy and disable flee" as that is what it really does.
Changed: Multiple Pending Orders can be selected (ctrl-click, shift-click, etc) and deleted.
Changed: Pod launches now have a Clone x1, Clone x5, and Clone x10 set of buttons to allow cloning of more than just 1 at a time.
Changed: Resupply Pod controls: Transfer Fuel, Transfer Ord, Transfer Sup., Transfer Repair, Transfer Med, Transfer Food, and Transfer Cash will always appear on the controls screen regardless if you have any on the pod so that you can pre-program the controls just in case something gets transported onto the pod.
Changed: Robot-owned barbitic minefields will be listed as N instead of B.
Changed: Space Command: Minefield Display in list will show a ? when the minefield is an enemy instead of always I(nactive).
Changed: The Map Bull's-eye (keypad '0') will no longer shut off whenever you move the map. On/off setting is available through the new map options page or by pressing keypad '0' to toggle it on/off.
Changed: When ally limits are active, you will not be able to turn attack off on a player unless you first enable the attack setting for another player.
Changed: When you click on the Base toolbar button when first opening your client, it will jump to the base with the highest population and lowest ID instead of just the highest ID.
Changed: When you click on the N (Planet Names) button, it will turn on planet names, but if you click it again then it will turn on Base Names and a third click will turn it off. Either Planet Names or Base Names will be displayed; not both. Like the planets, the base names will be in the color that pertains to the alliance level of that base, so that your own are in green, allies are in blue, and enemies are in red.
Changed: Wording for "Attack All Enemies" to "Aggressive". When not in Aggressive mode, you are in Defensive mode. "Normal" attack mode changed to "Defensive".


Links to older host updates:

* Host v4.000.001 to v4.000.212 *