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GENERAL SETUP Recycle rate of colonizing ships 75 % Odds of a large meteor impact 0 % Mine fields YES Web Mine Fields YES Alchemy Ships YES Delete old messages YES Disable all passwords NO Ground Combat Attack Ratios The Solar Federation 1 : 1 The Lizard Alliance 30 : 1 The Empire of the Birds 1 : 1 The Fascist Empire 15 : 1 The Privateer Bands 1 : 1 The Cyborg 1 : 1 The Crystal Confederation 1 : 1 The Evil Empire 1 : 1 The Robotic Imperium 1 : 1 The Rebel Confederation 1 : 1 The Missing Colonies of Man 1 : 1 Ground Combat Defense Ratios The Solar Federation 1 : 1 The Lizard Alliance 10 : 1 The Empire of the Birds 1 : 1 The Fascist Empire 5 : 1 The Privateer Bands 1 : 1 The Cyborg 1 : 1 The Crystal Confederation 1 : 1 The Evil Empire 1 : 1 The Robotic Imperium 1 : 1 The Rebel Confederation 1 : 1 The Missing Colonies of Man 1 : 1 Free Starbase Fighters The Feds 0 The Lizards 0 The Bird Men 0 The Fascists 0 The Privateers 0 The Cyborg 0 The Crystal People 0 The Evil Empire 5 The Robots 0 The Rebels 0 The Colonies 0 Mineral Mining Rates The Feds 70 % The Lizards 200 % The Bird Men 100 % The Fascists 100 % The Privateers 100 % The Cyborg 100 % The Crystal People 100 % The Evil Empire 100 % The Robots 100 % The Rebels 100 % The Colonies 100 % Tax Collection Rates The Feds 200 % The Lizards 100 % The Bird Men 100 % The Fascists 100 % The Privateers 100 % The Cyborg 100 % The Crystal People 100 % The Evil Empire 100 % The Robots 100 % The Rebels 100 % The Colonies 100 % Race Advantages Rebels build fighters in space YES Colonies build fighters in space YES Robots build fighters in space YES Cloaked ships may be Robbed NO Empire's Dark Sense range 200 LY Lizards can use hiss mission YES Rebels can use ground attack YES The Feds can super refit YES Cyborg assimulation rate 100 % Colonial fighter mine sweep rate 20 Colonial fighter can sweep webs NO Effect of HISSS mission 5 Rob mission failure rate 1 % Planets can attack Rebel ships NO Planets can attack Fascist ships NO Science ship bonus YES Fed crew bonus YES Ranges and Rates I Odds that a cloak will fail 0 % Fuel used to cloak 5 Ships without fuel can move YES Ship visible range (StarCharts) 300 LY Sensor mission range 200 LY New natives will appear YES Planetary 'NUK' friendly codes YES Overpopulations eat supplies NO Isotope Trans-uranium Mutation rate 5 Planetary structures decay rate 1 Web mine decay rate 5 % Mine field decay rate 5 % Odds of hitting a mine per L/Y 1 % Odds of hitting a web per L/Y 5 % Maximum mine field radius 150 LY Mine detect range 200 LY Mines destroy enemy mines YES Ranges and Rate II Engine tech boosts shield power YES Engine tech boosts shield power % 50 Mine field sweep rate 4 Web mine field sweep rate 3 Mine field sweep range (LY's) 5 Web mine field sweep range (LY's) 0 Cloaked ship will hit mine odds 0.5 % Amount of damage that prevents cloak 1 Ships with one engine can tow NO Hyperdrive ships YES Climate death rate 10 % Planets have gravity wells YES Crystal people like desert worlds YES Normal mines destroy web mines NO Climate limits population YES Meteor Impacts Odds of small meteor impact on all 12 % Minimum Neutronium 10 KT Minimum Duranium 10 Minimum Tritanium 10 Minimum Molybdenum 10 Maximum Neutronium 200 Maximum Duranium 200 Maximum Tritanium 200 Maximum Molybdenum 200 Number of LARGE meteors impacting 0 Minimum Neutronium 100 Minimum Duranium 100 Minimum Tritanium 100 Minimum Molybdenum 100 Maximum Neutronium 10000 Maximum Duranium 9000 Maximum Tritanium 9000 Maximum Molybdenum 7000 Send Meteor Messages YES Cloning and Other Maximum income per planet 5000MC Ion Storm activity 5 Storms Firecloud Warp Chunnel YES Advanced Birdmen Super Spi YES Ion storms hide minefields YES Glory device (D19, Saber) YES Loki Class Anti-cloaker function YES Lady Royale Gambling Ship YES Cloaked ships can attack YES Ship Cloning YES Crystal/Privateer Boarding Party YES Star Destroyer Imperial Assult YES Cobol class free fuel per LY 2 KT Aries can convert minerals to fuel YES Bioscanners YES Hull Tech not slowed by mine hits 7 Loki Decloaks BirdMen Ships YES VPA Extra Features NO
I'm only use a small portion of the old Atomic Host addon which deals with Space Anomalies.
Sub Space Anomalies
I have added to the echo cluster sub space anomalies. They randomly
appear anywhere in the echo cluster. There are 15 anomalies active at
one time. These anomilies will show up in WinPlanets as UFO objects.
These anomalies can be detected from 140ly away by ships only. These
anomalies have gravity wells that suck ships into them. The ships can
detect the range of the anomalies from 140ly away. You can escape the
gravity wells by orbiting a planet. The planets gravity will keep you
there. In normal space you will be gradually moved towards the anomaly at
a rate depending on the strength of the anomaly, and the distance you
are from its centre. Ships can't cloak when they are in range of an
anomaly. Anomalies also disrupt transporter activate. If you reach
the centre there is a range of things that will happen to that ship:
Worm Holes - These worm holes are a random and fixed phenomenon.
They are two way and any ship can safely travel
Black Holes - These phenomenon cause damage to the ship. The damage
is random and a ship will only survive a few months
inside it. Supplies can be used to repair the ship to
sustain it for longer.
Crew Mutations - The crew on board the ship will mutate into an enemy
race. The race will gain total control of the ship.
Races that are not in the game will not be given ships.
Ship Mutations - The ship can sometimes mutate totally randomly into a
ship with different specs. The ship will not necessarily
have specs that meet the original limitations
eg A sdsf with 10 Heavy Phasers. The specs that
change are hull, engine, beam type and number of beams.
N.B. This my give an error in the host run complaining
about the amount fuel or cargo on a ship, host will
just trim of the excess thats all.
Pention Pulse - This will cause the systems on a ship to change
eg. the amount of money, FC, name etc.
Inverse Tachyon - This will cause the ship to enter cloak. The cloak will
Pulse last as long as the mission is unchanged.
N.B. The mission may say "NULL" in the VGAP but it
Radiation - The phenomenon emits a radiation that kills some of
Dimensional - A rift in the barriers that separate the infinite
Rift dimensions breaks down at this point leaving a gateway
to infinite parallel universes. Your ship will have
identical ships in other dimensions which will come
through the rift.
Your ship will multiply 1 - 10 times.
Crew Insanity - The crew become warped by the phenomenon and transform
into a non-specific race (none of the races which
They will remain in deep space and attack anything
that comes too close. They also become partially
Most of these phenomenon only last for one investigation then they will
dissipate. Worm Holes and Black Holes can be sealed by providing them
with a large amount of mass. 1200kts of minerals on a single ship will
seal an anomaly.
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Centaurian Legacy is an add-on for Tim Wisseman's ever popular play- by-mail computer game, VGA Planets. Long ago, well before any of the eleven races had arrived in the Echo Cluster, the concentration of stars was populated by an incredibly sophistocated and benevolent race of thinkers: The Centaurians... Born amidst the ion-rich star cluster of the Echo, the Centaurians prospered and grew into a mighty empire that spanned the entire sector. Their mammoth starships would inspire awe among anyone who was graced with their tremendous visages. For millenia, the Centaurians thrived in the Echo Cluster, a proud civilization and monument of intellect and ethics. The seat of the Centaurians' magnificent domain was their homeworld, Centauri. A planet referred to as "heaven" by some of its inhabitants, Centauri was a place teeming in all that is desirable, and devoid of everything that is not. A perfect atmosphere, an internal core rich in every mineral necessary for an invincible fleet, and technology beyond anything that has yet been rediscovered, the planet did indeed deserve its nickname. Even more impressive was the huge starbase that orbited the planet. The base, known as "The Pillar of Justice," bore the technologies that allowed the Centaurians to rule the stars unchallenged. It remains unknown how the Centaurians disappeared from the Echo Cluster. Various (and conflicting) speculations point to a myriad of different fates for the seemingly extinct people. Some say that another powerful entity came to the Echo Cluster and ruthlessly annihilated the Centaurians. Others choose to think that the Centaurians finally discovered a way to transcend their physical selves and became something greater than mortal. Regardless, all that now remains of the once magnificent race are mysterious obelisks that float in deep space. While their true purpose is unknown, the obelisks definitely have profound effects on spacefaring vessels that visit them. One Federation captain has claimed that one of these obelisks emitted an overwhelming wave of positrons that pushed his starship a hundred lightyears off course. Others have stated that the mysterious obelisks can enhance the technology of their own very ships. Some superstitious believers think that the homeworld of the ancient Centaurians still exists .. replete with its advanced, yet now dormant, technologies. To this day, however, the secrets of the Centaurian Legacy remain unknown. There are essentially two parts to Centaurian Legacy. The first is the obelisks that populate the Echo Cluster, and the second is the Centaurian Homeworld. The Obelisks The host sets the starting number of obelisks in the game, set the regeneration rate of obelisks, and set the maximum number of obelisks in existence. When this maximum is reached, no new obelisks will be spawned until the players have triggered some so that there is space for more. The host can also enable, disable, and configure each individual type of obelisk, of which there are twelve. While the behavior of the obelisks has not been officially cataloged, they all seem to carry a specific color pattern that matches the way they react to approaching ships. To investigate an obelisk, a player need only fly one of his or her ships to its location in space, and it will activate. The Homeworld Perhaps one of the most decisive possessions in the Echo Cluster is the ancient homeworld of the Centaurians. When a player successfully lands at least one clan of colonists on the Centaurian homeworld (which is selected at random from the unowned planets in the cluster), he is alerted to the fact that he has found it, and all other players in the game are informed of the discovery, as news this critical cannot be contained.