Issues and Comments about FHost

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Cherek
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Issues and Comments about FHost

Post#1 » Wed Jul 26, 2006 11:31 am

I think this would be a good place to post things we found in teh FHost game. I know BANE has about 600 things to post.
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Havok
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Re: Issues and Comments about FHost

Post#2 » Wed Jul 26, 2006 2:34 pm

Commodore Cherek, IRJTN wrote:I think this would be a good place to post things we found in teh FHost game. I know BANE has about 600 things to post.
I was waiting for him to get back from his vacation, and I've had some other technical issues going on too :)
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][avok

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B A N E
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Post#3 » Thu Jul 27, 2006 12:53 pm

Well, I'm back...
Sick 1 yr old and all.

So, what's wrong with Fhost?
In a word: Patrol

IMO, turn Patrol off and the problems that I encountered are removed.
Zero Fuel Bugs (launching 2B fighters) shields staying up.
Cannot effectively steal ships.
Patrol reduces warps (up to 4warps (so far) per patrol)
Fighter wings do not group up against patrols.
Fighter Bay count doesn't effect patrol fighter count.
and more.

OH, and there is that Birdman TAx and TBx while superspy.

Don't know about the DeathStar weapon...
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Post#4 » Thu Jul 27, 2006 1:09 pm

CMs launch at carriers with no fuel (due to WEB drain), the CMs are asorded by shields.
Carriers can't be be captured due to WEB drain.

Change to the default setting:
Remote mines and WEBs should be "YES".
Rob mission immune to FPX should be "YES"
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Post#5 » Thu Jul 27, 2006 1:16 pm

AFAIK, there isn't an fhost setting for immunity to FPX
viewtopic.php?t=811
Patrol is an all or nothing setting. :(
Understanding is a three-edged sword.
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Post#6 » Thu Jul 27, 2006 1:22 pm

B A N E wrote:AFAIK, there isn't an fhost setting for immunity to FPX
viewtopic.php?t=811
Patrol is an all or nothing setting. :(
Sorry, it was FAX not FPX that has the Rob immune setting.
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B A N E
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Post#7 » Thu Jul 27, 2006 1:33 pm

So much of fhost did NOT get tested in this game. :(

CMRT and Sunbusters?
I've tested the CMRT offline and found its' usefulness to be negligible.
In nonmeteor games, it would prove much more valuable.
In low mineral games with meteors, it might prove priceless.
But for the cost, supplies and merlins are better.

As for Sunbusters?
Only the *nonlethal* version for shareware so I have no clue on the
explosive one.

Repairships?
I actually built some for testing...then didn't get to.

Cruise Missiles.
For cloakers? I love em!
For the rest?... not so sure.

I don't find them underpowered at all after a number of tests comparing
the effectiveness (cost versus damage) between CMs and fighters.
I'll take the CMs any day.
They ROCK against starbases whereas fighters stink.
Yep, it may cost 100+ torps, but so what!
These things can be used lots of different ways.

As Trill & Zap saw, once the torp tubes get amassed, then it's a major
hammer.

I didn't get to really test super fighter strikes due to the patrol bugs.

Default Shiplist.
IF Patrol is off, the default IS usable.
If Patrol is on, and fuel used = 0, then shiplist must be adjusted. (gemini)
If Patrol is on and fuel used >0, then no shiplist fixes.
Understanding is a three-edged sword.
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Post#8 » Thu Jul 27, 2006 1:37 pm

I agree, Rob Immune to FAX is a must.
IMO, cloak attack should be yes also.

Since the birds have the Superspy + attack, might as well give
it to the lesser cloaker races.

Consider that the rest have:
4 tubes (Deth), 4 tubes(MBR) and 3 tubes(LCC), the impact isn't
nearly as nasty as the Darkwings on SS and TAx or TBx.

If Cloak attack is enabled, then IMO, the cloakers should have
a reduced chance of hitting with CMs.

Otherwise, the bird % to hit with CMs should be reduced to account
for the DWs massive (with impunity) strike potential.
Understanding is a three-edged sword.
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and the truth.

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Post#9 » Thu Jul 27, 2006 1:50 pm

B A N E wrote:AFAIK, there isn't an fhost setting for immunity to FPX
viewtopic.php?t=811
Patrol is an all or nothing setting. :(
Yeah, mod is pretty much worthless without patrol.
Regards,
][avok

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Post#10 » Thu Jul 27, 2006 1:53 pm

If you use Patrol is on and fuel used is other than =0, then you have completely neutralized the Tholians WEBs against carriers.
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Post#11 » Thu Jul 27, 2006 1:56 pm

See, I don't get that?
Why does anyone think that Fhost is worthless w/o patrol?
Patrol is one aspect of the mod, but certainly not the summation of it.

Patrol isn't the end-all be-all of Fhost.
I am puzzled.
Understanding is a three-edged sword.
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their side,
and the truth.

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Post#12 » Thu Jul 27, 2006 1:59 pm

Havok,
Did you hear back from the Author?
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Post#13 » Thu Jul 27, 2006 2:02 pm

B A N E wrote:Havok,
Did you hear back from the Author?
I haven't written him. I wanted to get input from all of you and draft something up, have you all sign off on it as well, then get it over to Michael. You were gone, so was Shardin. I lost a 250 hard drive. etc...
Regards,
][avok

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Post#14 » Thu Jul 27, 2006 2:22 pm

Havok,
As CofM, did you do any fhost based fighter minesweeping?

According to Shardin,
His (bird) fighters were only sweeping 1 minefield even when multiples
were in range.

If that is the case with the CofM, then IMO,
CofM should have the setting in Fhost turned off and have the Hconfig
turned back on.

Fuel Ramscoop:
I am thinking this setting needs to be cut in half.
Why?
I was able to mass produce for minimal investments a staggering
amount of fuel and had no need to ever build a Refinery.

Once I figured this out, I (as lizard) and I suspect Borg would have
had similar effectiveness... I built a significant number of Eros to
work two jobs at once. This lizard happened to be living in the
land of sand and had to cool a whole bunch of deserts.

I was shuttling Eros fleets between planets to both cool them and
produce fuel.

Due to the low mass of the Eros, (and I suspect B41?) I could build
them with T5 and T6 engines and overdrive them and still top tanks.
Cutting the production in half via fhost would force an increase in
the investment to at least Tech 7/8 and likely Twarps to make this
tactic reasonable but require an investment.

Once I got the cooling fuel shuttles setup, my fleets were able to
start moving quite easily. This also freed up a lot of mineral and
supply assets to weapon production as opposed to fuel refining.

Then I discovered Stargates...
:D
While I had already built a couple of them.
One notably to the Crystal, I wasn't employing them well.

Stargates save staggering amounts of fuel and enable the fast
movement of hordes of empire building staples.

IMO, Starbase+ should not be run with Fhost.
I was able to build a gate, build a base, max a base quickly due
to the combination. Then repeat the process of base building
to planets surrounding the stargate easily supplied through gate.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Cherek
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Post#15 » Thu Jul 27, 2006 2:25 pm

We saw that Trilly Rushes were in the WEBs and out of fuel more than three turns, but because FHost puts fuel on the carriers for the fighters.

Here is a thought, a Rush is out of fuel and a CT runs out of fuel when it intercepts teh Rush. The following turn, both carriers FC are set to FPA, will the 4B fighters fight or will FHost go belly up?
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Cherek

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