Issues and Comments about FHost

Here you can find, hints, strategies and other info for VGA Planets, PHost and it's many addon's and utilities.

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B A N E
Posts: 3777

Post#106 » Thu Aug 10, 2006 1:20 pm

The answer is no.
If Fhost kills it, a crystal cannot tow capture...
Logically, that should be the case, but I was curious.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Cardno
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Post#107 » Thu Aug 10, 2006 4:51 pm

Desert-Fox wrote:The only thing i'd like to see done is to have a shiplist that was reasonably accurate. Most of the Frigates in the original list are crap and cannot be used as they were designed.

The main two reasons:
Small crew, Small cargo - (Iron Lady)=99 crew, 60 cargo. (Sage)=79 crew, 50 cargo. Vendetta=79 crew. SS Frigate=102 crew. Deth Specula cargo of 35.

In history Frigates were the independent operators of the fleet able to give a good account against equal or lesser odds. The ships mentioned above cannot be fought. They will be captured, so they are relegated to minesweeping and cannon fodder for carrier attacks. Both are necessary functions but because of low crew count and small cargo holds these ships never reach their full potential.

Not to mention some of the carriers...Was Tim on CRACK when he designed them? Maybe he should create some 3rd world (Banana Republic) race and just give the cast offs from all the other races to them.

DF
Can we please have them? We sold our airforce to some other country for pilot training...... so we are short on military 'ability'.

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Cherek
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Post#108 » Thu Aug 10, 2006 5:22 pm

Cardno wrote:Can we please have them? We sold our airforce to some other country for pilot training...... so we are short on military 'ability'.
I like this reply. :lol:
The line below is true.
The line above is false.

Cherek

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Havok
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Post#109 » Thu Aug 10, 2006 6:29 pm

Havok wrote:
B A N E wrote:fhostnt.exe is the one I was using that showed the -2B bug in patrol.

I'm going to do more testing in the next week with the fhost.exe
for dos32 and see what glitches I run into with regards to patrol.

It does glitch, but it isn't gross (by last nites tests) relative to +/-2B.

So, when I get a battery of tests done and figure it out, I'll post more
about it.

But hey, we found the ideal fuel point! 13!
I'll pull up the batch files and look at them when I get home and post here. Not sure which version I'm running, but I'm guessing it's the windows nt version.

For the record, I was using the DOS version 1.23 of FHOST in the Wing Commander game with DOS4GW.
Regards,
][avok

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B A N E
Posts: 3777

Post#110 » Thu Aug 10, 2006 6:34 pm

Havok,
If you didn't catch it, I ran into the 2B bug with Dos also. :(
So, Patrol is off unless author will fix.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Havok
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Post#111 » Thu Aug 10, 2006 6:48 pm

B A N E wrote:Havok,
If you didn't catch it, I ran into the 2B bug with Dos also. :(
So, Patrol is off unless author will fix.
I did miss it... Lots of messages posted since I posted yesterday.
Regards,
][avok

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AngryJohnny
Posts: 293

Forgive my ignorance...

Post#112 » Tue Oct 03, 2006 3:33 am

I just read some info regarding FHost & it sounds like a blast. I was wondering if there was any progress made to the debugging you all were doing & if there are plans to have another FHost game in the futue? I'd like to give it a try...


-- Angry Johnny

"If you wish to make the gods laugh, tell them your plans"

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Havok
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Re: Forgive my ignorance...

Post#113 » Tue Oct 03, 2006 4:10 am

AngryJohnny wrote:I just read some info regarding FHost & it sounds like a blast. I was wondering if there was any progress made to the debugging you all were doing & if there are plans to have another FHost game in the futue? I'd like to give it a try...
It brings a lot to the game. We're working on our second beta test game now. Hopefully we'll have some solid settings ready to go after Wing Command II has finished.
Regards,
][avok

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B A N E
Posts: 3777

Post#114 » Fri Oct 13, 2006 2:52 pm

Strange events for future reference.

Last turn in WC2, I had a Valiant, that had extra cash onboard
and fcode AFC. This turn, it had the fighters via AFC but the
cash had been beamed back down to the planet.

Another thing I've been watching is the ATC and I am thinking
that much like the AFC being weird versus lfm, so too is ATC
relative to mkt.

I'm having relatively small numbers of torpedos made by ATC.
Even when I have large amounts of minerals, cash & supplies.
IE: 200 cargo producing 10 torps.

So, I'm thinking that the torp build count is relative to the cargo
and the fconfig setting. In my case, (fascist) it is currently 20
supplies per torp.

If I'm not mistaken and maybe Cherek can confirm, the Crystal
is set to 25 so on an emerald, I'm betting his max ATC is 20.

If this is the case, then while ATC makes cheaper torps, the
higher the cost, the less that can be produced any one turn.

For WC3, the cost of torps may need to be brought down a bit.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Cherek
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Post#115 » Fri Oct 13, 2006 3:17 pm

B A N E wrote:Strange events for future reference.

Last turn in WC2, I had a Valiant, that had extra cash onboard
and fcode AFC. This turn, it had the fighters via AFC but the
cash had been beamed back down to the planet.

Another thing I've been watching is the ATC and I am thinking
that much like the AFC being weird versus lfm, so too is ATC
relative to mkt.

I'm having relatively small numbers of torpedos made by ATC.
Even when I have large amounts of minerals, cash & supplies.
IE: 200 cargo producing 10 torps.

So, I'm thinking that the torp build count is relative to the cargo
and the fconfig setting. In my case, (fascist) it is currently 20
supplies per torp.

If I'm not mistaken and maybe Cherek can confirm, the Crystal
is set to 25 so on an emerald, I'm betting his max ATC is 20.

If this is the case, then while ATC makes cheaper torps, the
higher the cost, the less that can be produced any one turn.

For WC3, the cost of torps may need to be brought down a bit.
I can't confirm that number since the max I've built in WCII was 16, but I believe that was due to the amount of supplies on the planet not because of cargo space.
In WCI, the amount of free cargo space did limit the number of torps that was built each turn. I had one or two Diamonds using ATC and each turn, I transferred the torps to a third Diamond, that way a could use maximum cargo space to build torps. At a base, that ATC will use all the available supplies to build maximum number oftorps.
The line below is true.
The line above is false.

Cherek

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Havok
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Post#116 » Fri Oct 13, 2006 3:42 pm

B A N E wrote:Strange events for future reference.

Last turn in WC2, I had a Valiant, that had extra cash onboard
and fcode AFC. This turn, it had the fighters via AFC but the
cash had been beamed back down to the planet.

Another thing I've been watching is the ATC and I am thinking
that much like the AFC being weird versus lfm, so too is ATC
relative to mkt.

I'm having relatively small numbers of torpedos made by ATC.
Even when I have large amounts of minerals, cash & supplies.
IE: 200 cargo producing 10 torps.

So, I'm thinking that the torp build count is relative to the cargo
and the fconfig setting. In my case, (fascist) it is currently 20
supplies per torp.

If I'm not mistaken and maybe Cherek can confirm, the Crystal
is set to 25 so on an emerald, I'm betting his max ATC is 20.

If this is the case, then while ATC makes cheaper torps, the
higher the cost, the less that can be produced any one turn.

For WC3, the cost of torps may need to be brought down a bit.

Can't confirm anything like this either. I built all my fighters planet side.
Regards,
][avok

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Praetor Spectre
Posts: 9
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Post#117 » Wed Nov 08, 2006 2:02 am

Anyone here contacted ol Micheal bout a 1.23 fix and 999 support lately?
I tried back when 999 was first made but he had dropped of teh air. Last time I chatted with him was.....whoa....<cough> few years ago with some coincidental questions:

>>
Subject: Re: FHOST Questions
Date: Thu, 3 Sep 1998 09:32:00 +0200
From: "Michael Raith" <michael>
To: Mark S

> 5) Is there another version due out soon?

I have a list of two or three minor things to do, but in the last year.
Interest in FHost has decreased to a minimum. I guess that
professional games like Master of Orion overtook the market from
Tim Wisseman...

As long as no one requests features that are 'programmable' I
didn't feel to push out unnecessary new releases...


> 6) Could you make Birdmen torps be untraceable? Maybe
> Birdmen can fire while cloaked?
> addons and big games we've played have generally proven the Birdmen seem
> to get hosed the most with addons in general. Everythings built to help
> find cloakers - few things improve cloakers.

That's a point. I could make birdmen detection and cloaked firing
configureable.

cu Michael
>>
Kill them all...
drink their blood, salt their fields, torch their homes
- let only history remember them -

...then take their stuff.

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Havok
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Post#118 » Wed Nov 08, 2006 2:07 am

Praetor Spectre wrote:Anyone here contacted ol Micheal bout a 1.23 fix and 999 support lately?
I tried back when 999 was first made but he had dropped of teh air. Last time I chatted with him was.....whoa....<cough> few years ago with some coincidental questions:

>>
Subject: Re: FHOST Questions
Date: Thu, 3 Sep 1998 09:32:00 +0200
From: "Michael Raith" <michael>
To: Mark S

> 5) Is there another version due out soon?

I have a list of two or three minor things to do, but in the last year.
Interest in FHost has decreased to a minimum. I guess that
professional games like Master of Orion overtook the market from
Tim Wisseman...

As long as no one requests features that are 'programmable' I
didn't feel to push out unnecessary new releases...


> 6) Could you make Birdmen torps be untraceable? Maybe
> Birdmen can fire while cloaked?
> addons and big games we've played have generally proven the Birdmen seem
> to get hosed the most with addons in general. Everythings built to help
> find cloakers - few things improve cloakers.

That's a point. I could make birdmen detection and cloaked firing
configureable.

cu Michael
>>
I have his ICQ address and you're welcome to it. The ICQ member number is 8547447. It also forwards to his PDA/Blackberry when he's not on the pc. He's online almost every day. His email is "metacon (at) web.de". Homepage is http://www.arthedain.de. There's almost no mention of VGAP or FHOST there.

Desert-Fox recently sent him some extensive notes from one of our beta games with all kinds of stuff and never got a reply from him.

Finally per the Developer Profile interview I did with him over a year ago, he said that he considered the project complete. So that may have had something to do with him not replying to DF. Dunno, but if enough people write him. Maybe he'll do something to improve it. Not having the Fighter Patrol option stinks.
Last edited by Havok on Wed Nov 08, 2006 2:29 am, edited 1 time in total.
Regards,
][avok

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Praetor Spectre
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Post#119 » Wed Nov 08, 2006 2:14 am

An apparently 'lucky' interview - and a nice one too btw - He's been mute on FHost subject for a while according to some alt..vgap people. Been keeping up with this v1.23 troubles...and it is very surprising. I still hope for teh best.
Kill them all...
drink their blood, salt their fields, torch their homes
- let only history remember them -

...then take their stuff.

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Havok
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Posts: 7557
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Post#120 » Wed Nov 08, 2006 2:45 am

Praetor Spectre wrote:An apparently 'lucky' interview - and a nice one too btw - He's been mute on FHost subject for a while according to some alt..vgap people. Been keeping up with this v1.23 troubles...and it is very surprising. I still hope for teh best.
I managed to get him to agree to it when I registered FHOST. It's an ok interview. I was expecting more to be honest. I think my favorite interview was Red Trolls. That really got the feel of what I'm looking for in that project. :)
Regards,
][avok

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