Power Game 3 HConfig Settings.

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Havok
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Power Game 3 HConfig Settings.

Post#1 » Tue Jul 01, 2014 5:05 pm

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     GENERAL SETUP

 Recycle rate of colonizing ships  75 %

 Odds of a large meteor impact     2 %

 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                                             10

 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     NO

 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    8 %

    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         NO

   VPA Extra Features                  YES

Regards,
][avok

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JonnyDoH
Posts: 433

Re: Power Game 3 HConfig Settings.

Post#2 » Fri Aug 15, 2014 6:57 am

Havok (or anyone else with the command capability), can you please post the config settings for the various Add-ons?

If not, I'm specifically interested in the settings for the Colonies' Ion Storm Control ability-- What is the range I need to be in order to make use of this wonderfully destructive ability? :mrgreen:
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BitMask
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Re: Power Game 3 HConfig Settings.

Post#3 » Sat Aug 16, 2014 8:43 am

you need to be inside the storm to control it.

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JonnyDoH
Posts: 433

Re: Power Game 3 HConfig Settings.

Post#4 » Sat Aug 16, 2014 7:42 pm

Ah, boo. Thanks, Bitmask!
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Havok
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Re: Power Game 3 HConfig Settings.

Post#5 » Sun Aug 17, 2014 12:25 am

Regards,
][avok

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JonnyDoH
Posts: 433

Re: Power Game 3 HConfig Settings.

Post#6 » Sun Aug 17, 2014 2:24 am

Respectfully, I was aware of the various pages describing the various abilities for the add ons. Thank you for posting quick links to them again though, Havok.

Under Jupiter's description of the Colonials' Ion Control, it states:
The ship must be (50) ly from the outer storm edge to operate on the storm; if the host sets the range to 0, the controller ship must be INSIDE the ion storm.
The description itself seems to indicate that a ship can be up to 50 ly away by default, but must be within the ion storm if the host changed the Jupiter Configuration Setting for this particular ability to zero (in which Bitmask indicated that yes, it was changed).

I just wanted to make sure before sending ships into a storm. My luck with them tends to be rather crap.

Edit: ...Aaaand I totally missed this:
Any player can use a planetary FC "con" to receive the list of Jupiter config options next turn in the mail.
I'll just do that. Thanks and apologies. #-o
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Havok
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ABHost Settings for Power Game for PG 3

Post#7 » Sun Aug 17, 2014 12:58 pm

Stadiums cost 1000
stadium effect 5
theme park cost 2000
theme park effect 10
mining research cost 1000
mining research effect 1
max mining research 4
native school cost 1000
native school effect 4
university cost 2000
university effect 6
family planning cost 800
family planning effect 25
max family planning 4
robotic factory cost 1500
robotic factory effect 100
romulan cloak freighters Y
Random jump device in hull #59
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][avok

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Havok
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Jupiter Settings for PG 3

Post#8 » Sun Aug 17, 2014 12:59 pm

Jupiter

Universal

Team game No
Defense sats Y
give planet y
native money gifts Y
Anchoring Y
mine factor 2
Defense factor 5
base factor 50
ship inter fuel 20
planet inter fuel 40
ship inter range 53
planet inter range 101
inter warp limit 4
OB max defense 20
cowardice factor 60
missile visibility 5000
AM build time 10
AM build cost 5
AM launch time 3
AM launch cost 1000

Federation

Sweet talk prevented by tow N
sweet talk success 25
goodwill factor 50
cryo hold multiplier 20
sweet talk aggressiveness 2
genesis temp variation 25
in flight refit money factor 1
tank attack rating 20
tank defense rating 10
combot defense rating 0

Lizard

Cryo hold decay 5
cryo hold multiplier 10
anti fighter mines multiplier 4
chem strike kill factor 15
multi purpos eros Y
super growth factor 10
tank attack rating 20
tank defense rating 10
combot defense rating 0

Birdman

Range of RID mission 162
Honor device damage factor 100
HD damage to own ships 20
birdman CShield failure 10
nonbird CShield failure 20
Beam up codes Y
Redwind Steal 20
RSA shields 0
RSA fed bonus 25
CShield fuel use 20
Fuel efficient ships Y
RSA target tow Y
Tank attack rating 20
Tank defense rating 10
Combot defense rating 0

Fascist

missile speed 8
sweep factor 100
strength of LMM 900
Strength of LBM 15
Strength of LAM 100
Missile range 5000
Base boarding adjust factor 25
base damage on boardings 25
strength of LPM 25
strength of LOM 50
Strength of LXM 33
tank attack rating 20
tank defense rating 10
combot defense rating 0

Privateer

Range of RID mission 162
Martial Law Effect 20
Redwind steal percentage 20
CLT engine degredation 33
AGD native population 50
Tank attack rating 20
tank defense rating 10
Combot defense rating 0

Borg

Mine speed 5
Quietus strip max defense 100
Cube intercept allowed Y
A2S effectiveness 50
tank attack rating 20
tank defense rating 10
combot defense rating 0

Crystal

web mine speed 5
HD damage to crystal ships 20
ATF additional heat up 50
Self destruct Y
Onyx effectiveness 1
Oscillator effectiveness 30
super alchemy Y
tank attack rating 20
tank defense rating 10
combot defense rating 50

Empire

Share YperMoscow Y
Range of HyperMoscow 350
Fighters required for IPC 100
Imperial Probe droids Y
beacon detect range 20
GCB radius 52
Warp Interdictor on SS Carrier N
tank attack rating 20
tank defense rating 10
combot defense rating 50

Robot

cloak detection percentage 50
CD reports correct race 50
CD distance 49
viral field radius 50
Inform detected ship Y
Mass driver fuel use 20
mass driver batch size 200
mass driver range 200
BMR mineral 2
tank attack rating 20
tank defense rating 10
combot defense rating 0

Rebel

Allow sabotage missions Y
range of hypersage 350
Cost factor of DSBs 5
DSB detection range 25
Share Hypersage Y
rebel Defense Regeneration Y
RSM money factor 2
HD Damage to own ships 20
tank attack rating 20
tank defense rating 10
combot defense rating 0

Colonial

range of base attack mission 162
skill of base attack pilots 120
ion control failure rate 10
ion control feedback probability 0
range of KDP mission 100
skill of KDP pilots 3
ion control range 50
subspace bubble Y
tank attack rating 20
tank defense rating 10
combot defense rating 0
Regards,
][avok

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Havok
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Unity Settings for PG3

Post#9 » Sun Aug 17, 2014 1:00 pm

Unity

change player names Y
change planet names Y
neutral planets update Y
extra native happiness Y
new natives bring tech Y
additional beam down money codes Y
new merlin friendly codes Y
# of defense posts amorphous build 10
advanced hyperjump with hyperdrive ships Y
min engine tech level for fed deluxe terraform 9
# supplies required for fed scramble 200
min engine tech required for reptilian scoop 7
lizard remote mine laying Y
birdman white falcon sabotage Y
birdman cloak valiant wind class build fighters Y
privateer scan loki range 20
privateer scan d19b range 20
privateer scan loki/d19b failure rate 5
cyborg disassemble colonists for supplies Y
crystal scoop torpedos Y
crystal extra colonist happiness at 90+ degrees Y
empire gorbie planet assault Y
robot transfer fighter range 250
robotic minefields can explode Y
rebel extra growth on arctic planets 9
rebel super alchemy Y
lost colonies incite human revolts Y
lost colonies transfer fighter range 320
Regards,
][avok

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Kassengestell
Posts: 228

Re: Power Game 3 HConfig Settings.

Post#10 » Tue Sep 23, 2014 3:03 am

i have a question about imperial pacification:

# The Empire:
Imperial Pacification.

The Super Star Carrier with 100 or more fighters ==> CHECK
in its bays can instantly
improve morale of any Imperial planet's natives or colonists to 69%
if it drops below 69. The ship has to be at warp 0 ==> CHECK
, have FC "PAC" ==> CHECK
and not be towed. ==> CHECK

but in this turn natives morale dropped to 36 !!??
any ideas what could be wrong? could it be, that the ssc must have EXACT 100 fighter ?
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JonnyDoH
Posts: 433

Re: Power Game 3 HConfig Settings.

Post#11 » Tue Sep 23, 2014 3:50 am

I wonder if it might have something to do with the modified ship list. Does the SSC take the same spot in the ships list for Empire as with the "regular" ship list? If not, then it might be a different hull that does this. I know that the Unity special for me will not work (it's based on the Scorpius Carrier hull and it's not on the modified ship list, nor does any carrier take the "Scorpius" spot in the modified ship list*). That's just my guess, though.



*Not that I'm complaining for my own version of this problem-- Wolfgang offered to change the code but I told him no-- I don't want to pause the game just for me. It's a bigger issue for you, though, so if a code or ship list fix can be had for it, I wouldn't be opposed.
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Kassengestell
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Re: Power Game 3 HConfig Settings.

Post#12 » Tue Sep 23, 2014 4:24 am

thanks for your thoughts !

some other curiositys:

Description Power Game:
Mig Scout
A small probe with a considerable range.
There were rumours that Romulans could cloak inactive minefields, and make them active and visible whenever they felt the need for it.
Imperial spies have revealed those rumours as fairy tales, and so the Empire has removed any counter devices from the Mig.

HConfig Setting:
beacon detect range 20

what will work here ??




Description Power Game:
Super Star Carrier
Medium armament and enhanced cargoroom make this ship a good workhorse. This Imperial ship now can install a warp interdictor (look to the Romulan section at the Neutronic Refinery ship to see how it works).

HConfig Setting:
Warp Interdictor on SS Carrier N


what will work here ??

but hey, when we play with such a bunch of add-ons, i would like to see them all working without any problems!

but this game is gone for me anyway...
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Havok
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Re: Power Game 3 HConfig Settings.

Post#13 » Tue Sep 23, 2014 1:35 pm

It's an old game with add-on's and a shiplist that haven't been updated in almost 20 years. Unfortunately the original creator of this, Nikita, is off the grid... So we're playing with what's available.

On a side note, we're going to see a bug fix update to the Unity app. The author of it is playing in this game now.
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][avok

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FireAge
Posts: 424

Re: Power Game 3 HConfig Settings.

Post#14 » Tue Sep 23, 2014 3:28 pm

Kassengestell wrote:i have a question about imperial pacification:

# The Empire:
Imperial Pacification.

The Super Star Carrier with 100 or more fighters ==> CHECK
in its bays can instantly
improve morale of any Imperial planet's natives or colonists to 69%
if it drops below 69. The ship has to be at warp 0 ==> CHECK
, have FC "PAC" ==> CHECK
and not be towed. ==> CHECK

but in this turn natives morale dropped to 36 !!??
any ideas what could be wrong? could it be, that the ssc must have EXACT 100 fighter ?
What was the happiness level of the planet when you tried this?
You need 100 or more, confirmed in Pit4 game.

The change in happiness is applied before almost everything.
That means if you have a planet with happiness at 40 and normally it would go to 45 because you did not tax, with the pacification, it will go to 74, because it will first be raised to 69, and then the normal 5 are added.
Similarly, you can tax your guys at 40 happiness down to 11 happiness, and the end result will be 40, because 29 are added due to pacification.

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Kassengestell
Posts: 228

Re: Power Game 3 HConfig Settings.

Post#15 » Tue Sep 23, 2014 4:13 pm

FireAge wrote:
Kassengestell wrote:i have a question about imperial pacification:

# The Empire:
Imperial Pacification.

The Super Star Carrier with 100 or more fighters ==> CHECK
in its bays can instantly
improve morale of any Imperial planet's natives or colonists to 69%
if it drops below 69. The ship has to be at warp 0 ==> CHECK
, have FC "PAC" ==> CHECK
and not be towed. ==> CHECK

but in this turn natives morale dropped to 36 !!??
any ideas what could be wrong? could it be, that the ssc must have EXACT 100 fighter ?
What was the happiness level of the planet when you tried this?
You need 100 or more, confirmed in Pit4 game.

The change in happiness is applied before almost everything.
That means if you have a planet with happiness at 40 and normally it would go to 45 because you did not tax, with the pacification, it will go to 74, because it will first be raised to 69, and then the normal 5 are added.
Similarly, you can tax your guys at 40 happiness down to 11 happiness, and the end result will be 40, because 29 are added due to pacification.
sorry, fireage - in my opinion your math-examples makes no sense. or i do not understand them ;)

beforfe tax the happiness was 74 now 36 !?

edit has an idea:
The Imperial forces will calm down the mood of colonists and natives to a
minimum of 69 happiness points at the very beginning of a turn.


then in later gamephase:
- Happiness change Computed
- Supplies produced (incl. Bovinoid natives)
- Taxes produce MCs (if HP > 29)
- Cyborg assimilate
- Population growth (if HP > 69)

so at the beginning of the next turn my ssc increases the happiness to 69 again and then it drops to whatever and i get my money, could that be right ?
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