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% PHOST # # Overall game characteristics # GameName = Brass Tacks 12 AllowRegisteredFunctions = Yes ScoringMethod = Compatible NumShips = 500 AllowPlayerMessages = Yes AllowAnonymousMessages = Yes CPEnableGive = Yes CPEnableAllies = Yes CPEnableRaceName = Yes CPEnableRemote = No # WraparoundRectangle is only used when AllowWraparoundMap is Yes. # On a "flat" map, the map is as big as it is. AllowWraparoundMap = Yes WraparoundRectangle = 1000,1000,3000,3000 # # Player Preferences # # Players can change these using CP commands. You can turn off the # "Language" command if you only have the plangeng.hst language file. # In "Language", the first element is the Host's choice of language. # All other settings are "No" (conservative defaults that work with # all clients). # Language = English,English,English,English,English,English,English,English,English,English,English,English AllowMoreThan50Targets = No,No,No,No,No,No,No,No,No,No,No FilterPlayerMessages = No,No,No,No,No,No,No,No,No,No,No AllowMoreThan500Minefields = No,No,No,No,No,No,No,No,No,No,No CPEnableLanguage = Yes # # Minefields # ## General AllowMinefields = Yes AllowWebMines = Yes MineDecayRate = 5 MaximumMinefieldRadius = 150 CPNumMinefields = 500 ## Movement through Mines MineHitOdds = 1 WebMineHitOdds = 5 MineHitOddsWhenCloakedX10 = 5 HullTechNotSlowedByMines = 7 ## Mine Sweeping MineScanRange = 200 AllowMinesDestroyMines = Yes # Note that because Mine Sweeping happens after decay in PHost, the sweep # ranges must be larger than in THost to yield roughly the same results. MineSweepRate = 4 MineSweepRange = 10 WebMineSweepRate = 3 WebMineSweepRange = 5 FighterSweepRate = 0,0,0,0,0,0,0,0,0,0,20 FighterSweepRange = 0,0,0,0,0,0,0,0,0,0,100 AllowColoniesSweepWebs = No ### Ion Storms IonStormActivity = 5 IonStormsHideMines = Yes # # Planets (Production) # RaceMiningRate = 70,200,100,100,100,100,100,100,100,100,100 ProductionRate = 100,100,100,100,100,100,100,100,100,100,100 StructureDecayPerTurn = 1 StructureDecayOnUnowned = 1 ColonistTaxRate = 200,100,100,100,100,100,100,100,100,100,100 MaxPlanetaryIncome = 5000 ClimateLimitsPopulation = Yes AllowEatingSupplies = No ClimateDeathRate = 10 BorgAssimilationRate = 100 # # Planets (Combat) # GroundKillFactor = 1,30,1,15,1,1,1,1,1,1,1 GroundDefenseFactor = 1,10,1,5,1,1,1,1,1,1,1 FreeFighters = 0,0,0,1,0,0,0,6,0,0,0 AllowPlanetAttacks = Yes # # Ships (Building) # AllowPriorityBuild = Yes BuildQueue = PBP BuildPointReport = Yes BuildChangeRelativePenalty = 0 RecycleRate = 75 AllowShipCloning = Yes ShipCloneCostRate = 200,200,200,200,32767,200,32767,200,200,200,200 ## PBP Building PBPCostPer100KT = 200 PBPMinimumCost = 400 PBPCloneCostRate = 200 ## Ship Build Queue # (The SBQ parameters are ignored when you use a PBP queue. We just # show the defaults for a PAL queue.) SBQBuildPALBoost = 1 SBQNewBuildPALBoost = 1 SBQPointsForAging = 1200 SBQBuildChangePenalty = 0 SBQBoostExpX100 = 0 ## Acquiring PALs # The idea behind a PAL queue is that you have to destroy 2N kt mass # to be granted a N kt priority build. PALDecayPerTurn = 0 PALPlayerRate = 100 PALCombatAggressor = 0 PALAggressorPointsPer10KT = 2 PALOpponentPointsPer10KT = 2 PALAggressorKillPointsPer10KT = 8 PALOpponentKillPointsPer10KT = 8 PALCombatPlanetScaling = 100 PALCombatBaseScaling = 150 PALShipCapturePer10Crew = 0 PALRecyclingPer10KT = 10 PALBoardingPartyPer10Crew = 0 PALGroundAttackPer100Clans = 0 PALGloryDevice = 0 PALGloryDevicePer10KT = 10 PALGloryDamagePer10KT = 2 PALGloryKillPer10KT = 8 PALImperialAssault = 1 PALRGA = 0 PALPillage = 2 PALIncludesESB = No PALShipMinekillPer10KT = 0 ## Ships (Movement) AllowNoFuelMovement = No ## Ships (Missions) AllowBuildFighters = No,No,No,No,No,No,No,No,Yes,Yes,Yes AllowDeluxeSuperSpy = Yes AllowRebelGroundAttack = Yes AllowSuperRefit = Yes AllowHiss = Yes AllowExtendedMissions = Yes AllowBeamUpClans = Yes AllowBeamUpMultiple = Yes ## Cloak CloakFailureRate = 1 CloakFuelBurn = 5 DamageLevelForCloakFail = 1 AllowCloakedShipsAttack = Yes AlternativeAntiCloak = Yes AntiCloakImmunity = Yes,Yes,Yes,No,No,No,No,No,No,No,No ## Rob RobCloakedShips = No RobFailureOdds = 1 ## Tow AllowOneEngineTowing = No AllowBoardingParties = Yes TowedShipsBreakFree = No AllowTowCloakedShips = No AllowAlternativeTowing = No ## Scanners ScanRange = 300 SensorRange = 200 DarkSenseRange = 200 ExtendedSensorSweep = Yes # Ships (Combat) AllowFedCombatBonus = Yes # # Wormholes # AllowWormholes = Yes WrmVoluntaryTravel = Yes WrmTravelCloaked = No WormholeUFOsStartAt = 51 ### Meteors MeteorShowerOdds = 7 LargeMeteorsImpacting = 0 RandomMeteorRate = 2 MeteorShowerOreRanges = 10,10,10,10,200,200,200,200 LargeMeteorOreRanges = 100,100,100,100,10000,9000,9000,7000
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## ## Ship list configuration for the Standard Ship List ("Tim list") ## ## This file contains the parameters which are fixed for this ship ## list, and are usually never changed. The game configuration is in a ## separate file, pconfig.src. # # PHost configuration items # % PHOST ## Battle configuration. This yields "tim-compatible" combat. AllowEngineShieldBonus = Yes AllowESBonusAgainstPlanets = Yes EngineShieldBonusRate = 0 AllowAlternativeCombat = Yes BeamFiringRange = 25000 BeamHitShipCharge = 600 BeamHitFighterRange = 100000 BeamHitFighterCharge = 300 BeamHitOdds = 70 BeamHitBonus = 12 BeamRechargeRate = 5 BeamRechargeBonus = 5 FireOnAttackFighters = Yes ExtraFighterBays = 3,0,0,0,0,0,0,0,0,0,0 BayLaunchInterval = 2 BayRechargeRate = 42 BayRechargeBonus = 1 FighterBeamExplosive = 6 FighterBeamKill = 6 FighterFiringRange = 3000 FighterKillOdds = 10 FighterMovementSpeed = 300 MaxFightersLaunched = 20 StrikesPerFighter = 6 TorpFiringRange = 35000 TorpHitOdds = 66 TorpHitBonus = 7 TubeRechargeRate = 28 TubeRechargeBonus = 7 PlanetsHaveTubes = No PlanetaryTorpsPerTube = 3 CrewKillScaling = 60 HullDamageScaling = 40 ShieldDamageScaling = 70 ShieldKillScaling = 0 ShipMovementSpeed = 100 StandoffDistance = 10000 ## Towing configuration. In case alternative towing is used with this ## ship list, parameters are as follows: TowStrengthEngineScale = 1 TowStrengthDistanceScale = 19 # # Hull Functions. The built-in defaults match Tim's Host. # % HULLFUNC Init = Default Hull = 52 (FIRECLOUD CLASS CRUISER) Function = 12 (Chunneling) RacesAllowed = + Hull = 52 (FIRECLOUD CLASS CRUISER) Function = 26 (ChunnelSelf) RacesAllowed = + Hull = 52 (FIRECLOUD CLASS CRUISER) Function = 27 (ChunnelOthers) RacesAllowed = + Hull = 52 (FIRECLOUD CLASS CRUISER) Function = 28 (ChunnelTarget) RacesAllowed = +
I like the idea of the game only going to turn 80, but this is Phost. I'm kinda waiting on a Thost NF game. They tend to fill pretty quickly.Cardno wrote:After almost two weeks, only 4 players have joined - this game struggling to get off the ground....
It must be that the other players are scared of playing against you. I cannot see that anyone can be scared of PHost (Except Gil perhaps for some reason )Cardno wrote:After almost two weeks, only 4 players have joined - this game struggling to get off the ground....
Not scared of Phost - I just think it sucks!BitMask wrote:It must be that the other players are scared of playing against you. I cannot see that anyone can be scared of PHost (Except Gil perhaps for some reason )Cardno wrote:After almost two weeks, only 4 players have joined - this game struggling to get off the ground....
Havok wrote:I suspect that the BT12 game shouldn't have been added until FedWar2 was full. There isn't as much demand for Phost games as Tim's original host.
I'll see what I can do when I get home from Philly.
The two Thost NF games that were set up less than 2 days ago have already passed the Phost BT game that has been sitting for weeks. NF 108 only needs two to fill it.Cardno wrote:Given the inability of Federation War to get off the ground and the slowness of Brass Tracks 12, I would be interested in seeing a TimHost game being added and seeing how quickly it fills. I think you mentioned to be Bitmask that one might be on the way soon?
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