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#61 » Tue Aug 08, 2006 11:30 pm

It's screwy.
What happens is this:
In FAx, FOx, FBx or TAx & TBx:
0 fuel ship gets -1 fuel to launch -x fighters or torps.
This creates a combat event of 0 units.
So, nothing really happens within fhost except for the +1 fuel
added to the ship in the Auxhost1 phase.

So, formerly 0 fuel ship now has 1 fuel.
missions get carried out including sweep.

If ship remains within a web, ship can be intercepted safely
and can be tow captured the next turn due to web drain.

If ship does not remain within web, that ship has 1 fuel and
is capable of VCR based combat that same turn.

The above is true except when Patrol enters the picture.
If patrol is involved, then things get screwy and that 2B bug showed.

However,
There is hope afterall...
DF will discuss I am sure some of the findings we found tonite by
switching to the dos based fhost.exe instead of the fhostnt.exe.
There's still some glitching with -xx fighters but instead of 2 Billion,
it seems to be however many are in the cargo hold changed to a
negative.

So, the max here would be -400 on a gemini.
The results so far are vastly superior to the 2B fighters of fhostnt.exe.
As I sim, I'll post more.

Havok
Can you run the dos based fhost.exe?
We may well be able to bring back patrol...no promises yet.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Cherek
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Post#62 » Wed Aug 09, 2006 12:02 am

So, out fuel ships get 1 kt of fuel to launch fighters/CMs, but it really can't launch them so my ship doesn't get destroyed. If I tow an out of fuel ship within the WEB, I'll capture it, but at the same time, it could sweep my WEB and then attack my ship.

I'm really going to have to pay real close attention to the size of the WEB that should have been laid vs WEB actual size. That could be very hard if there are more thay one ship in the WEB.
The line below is true.
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Cherek

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B A N E
Posts: 3777

Post#63 » Wed Aug 09, 2006 1:16 am

Yes,
The crystal is going to be in something of a vise.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Desert-Fox
Posts: 322

Post#64 » Wed Aug 09, 2006 8:08 am

Commodore Cherek, IRJTN wrote:So, out fuel ships get 1 kt of fuel to launch fighters/CMs, but it really can't launch them so my ship doesn't get destroyed. If I tow an out of fuel ship within the WEB, I'll capture it, but at the same time, it could sweep my WEB and then attack my ship.

I'm really going to have to pay real close attention to the size of the WEB that should have been laid vs WEB actual size. That could be very hard if there are more thay one ship in the WEB.
Maybe having your ships working in pairs doing overlapping minefields might be an option. They 'your victim' can only sweep one field at a time...if I remember correctly that is.

DF
Suck it up, Cupcake!

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Cherek
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Post#65 » Wed Aug 09, 2006 8:43 am

Desert-Fox wrote:Maybe having your ships working in pairs doing overlapping minefields might be an option. They 'your victim' can only sweep one field at a time...if I remember correctly that is.

DF
I was kind of thinking of them work in pairs or use CMs to lay a WEB while sending in one ship to tow. That would mean that I'd have to use almost twice as many ships as WEB tenders/capturers.

Did anyone try to lay a minefield using CMs? I assuming that when using the TMX, the X=tubes not torps onboard.
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Cherek

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Desert-Fox
Posts: 322

Post#66 » Wed Aug 09, 2006 8:58 am

Commodore Cherek, IRJTN wrote:
Desert-Fox wrote:Maybe having your ships working in pairs doing overlapping minefields might be an option. They 'your victim' can only sweep one field at a time...if I remember correctly that is.

DF
I was kind of thinking of them work in pairs or use CMs to lay a WEB while sending in one ship to tow. That would mean that I'd have to use almost twice as many ships as WEB tenders/capturers.

Did anyone try to lay a minefield using CMs? I assuming that when using the TMX, the X=tubes not torps onboard.
The mechanics are simple. X = %(total tubes). For example, if you had a Nova Dreadnaught with ten tubes and set the friendly code to TA9. The Nova would fire nine tubes or 90% . If you have a ship with eight tubes and entered TA9 it would fire seven tubes.

The bottom line is X= % of tubes.

DF
Suck it up, Cupcake!

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B A N E
Posts: 3777

Post#67 » Wed Aug 09, 2006 9:14 am

I tested offline TMx but not TWx.
DF is correct that it is like TA and TB, it is tube based.
So, maximum of 6 torp launch per crystal DiamondFlame.

They launch out to max range but they get a diminishing return
based upon the distance launched. I didn't work out the ratio.

One change I noted, Bots didn't (in my sims) get the 4x fields.
So, for bots, it is counterproductive (generally) to use TMx.

The minefield behavior mechanics seemed to work the same.
I could not get fields at same xy or fields at 1 ly or greater to
form independent fields if their centers overlapped. (That's good)

IMO, in theory, the crystal needs to have a ship intercept the target
on the same turn that the target runs out of fuel.

This of course is modified by situation conditions.
Fhost will make ship capture much more difficult for crystal.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Cherek
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Post#68 » Wed Aug 09, 2006 9:28 am

As I stated ealier, I'll have to devote more ships to WEB tending/capture since using CMs to maintain WEB size when a ship is trapped in the WEB is out of the question. A ship with one Heavy Phaser can sweep 300 WEBs mines per turn. The max (using mk8s as CMs) a Ruby can drop per turn 200 mines and an Emerald can drop 300 mines per turn.
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Cherek

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Desert-Fox
Posts: 322

Post#69 » Wed Aug 09, 2006 9:28 am

B A N E wrote: Fhost will make ship capture much more difficult for crystal.
But it will certainly sharpen the crystal player's skills and attention to detail if ,of course, it doesn't drive them over the edge of insanity...But it is do-able.

Imagine after playing a game with FHost you go play a Vanilla game...your senses would already be in a heightened state, poised like a cat ready to pounce on unsuspecting prey...The immortal words of that great orator, Mr. T, come to mind...I pity da fool!

DF
Suck it up, Cupcake!

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Cherek
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Post#70 » Wed Aug 09, 2006 10:09 am

Desert-Fox wrote:
B A N E wrote: Fhost will make ship capture much more difficult for crystal.
But it will certainly sharpen the crystal player's skills and attention to detail if ,of course, it doesn't drive them over the edge of insanity...But it is do-able.

Imagine after playing a game with FHost you go play a Vanilla game...your senses would already be in a heightened state, poised like a cat ready to pounce on unsuspecting prey...The immortal words of that great orator, Mr. T, come to mind...I pity da fool!

DF
I agree, I will be doing a lot more calculating, planning and reviewing my plans before I send in my turn.

But imagine you are playing in a Vanilla game, setting there saying "If I had some CMs right now...).
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Cherek

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B A N E
Posts: 3777

Post#71 » Wed Aug 09, 2006 10:27 am

Commodore Cherek, IRJTN wrote: But imagine you are playing in a Vanilla game, setting there saying "If I had some CMs right now...).
Of course the alternate might be true...
"whew! I'm so glad I don't have to deal with Fhost this game!"
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

User avatar
Desert-Fox
Posts: 322

Post#72 » Wed Aug 09, 2006 10:27 am

Commodore Cherek, IRJTN wrote:
Desert-Fox wrote:
B A N E wrote: Fhost will make ship capture much more difficult for crystal.
But it will certainly sharpen the crystal player's skills and attention to detail if ,of course, it doesn't drive them over the edge of insanity...But it is do-able.

Imagine after playing a game with FHost you go play a Vanilla game...your senses would already be in a heightened state, poised like a cat ready to pounce on unsuspecting prey...The immortal words of that great orator, Mr. T, come to mind...I pity da fool!

DF
I agree, I will be doing a lot more calculating, planning and reviewing my plans before I send in my turn.

But imagine you are playing in a Vanilla game, setting there saying "If I had some CMs right now...).
Maybe someone will write a CM add-on...that'd be nice...and deadly

DF
Suck it up, Cupcake!

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Cherek
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Post#73 » Wed Aug 09, 2006 10:30 am

Naw, once we get the configuration done right, I might just stop playing Thost games and play nothing but PHost and Fhost games. :lol:

I'd like to try AHost at least once.
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Cherek

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Cherek
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Post#74 » Wed Aug 09, 2006 10:32 am

Desert-Fox wrote:Maybe someone will write a CM add-on...that'd be nice...and deadly

DF
If I was a programmer, I'd give it a try.
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Cherek

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Desert-Fox
Posts: 322

Post#75 » Wed Aug 09, 2006 10:41 am

Commodore Cherek, IRJTN wrote:Naw, once we get the configuration done right, I might just stop playing Thost games and play nothing but PHost and Fhost games. :lol:

I'd like to try AHost at least once.
Now you know...FHost works with PHost also....

You know, I'd like to try a Phost game...I've never played one.

DF
Suck it up, Cupcake!

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