Welcome to Armada 3

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BitMask
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Welcome to Armada 3

Post#1 » Tue Nov 04, 2014 4:09 pm

Image
Armada 3 is a PHost game using the PList 3.2Lite shiplist.
Game runs 3x week until turn 25 then 2x week or when all turns are in. Highest score at turn 80 or otherwise votes by players.
Planet Limit Ship instead of PBP.
Game Options: Mods: PList 3.2Lite http://torstatus.blutmagie.de/~h3s/vaga ... _lite.html
PLS with 999 ships,
Zeus (explore map + bank). http://www.circus-maximus.com/zeus.htm
(With Exploremap you will recieve a new xyplan[PlayerNumber].dat that with the new planets you see that you need to copy to your game folder as xyplan.dat)
Custom map with PWrap 400 planets (1100, 2900),
HW random locations. Random normal universe. SB, 1 planet with 1 free ship.
No Wormholes

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BitMask
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Re: Welcome to Armada 3

Post#2 » Tue Nov 04, 2014 4:10 pm

pconfig.src

Code: Select all

% PHOST

#
#   Overall Options
#

  GameName                        = Armada 3
  DisablePasswords                = No
  AllowRegisteredFunctions        = Yes
  AllowShipNames                  = Yes
  ScoringMethod                   = None
  TonsScoreCountsPlanets          = No
  PlayerRace                      = 1,2,3,4,5,6,7,8,9,10,11
# PlayerSpecialMission            = $PlayerRace
  MapTruehullByPlayerRace         = No
  NumShips                        = 999

  AllowWraparoundMap              = Yes
  WraparoundRectangle             = 1100,1100,2900,2900

  AllowPlayerMessages             = Yes
  AllowAnonymousMessages          = Yes

### Meta-options
  AllowIncompatibleConfiguration  = Yes
  ConfigLevel                     = 0

### Command Processor

  CPEnableGive                    = No
  CPEnableAllies                  = No
  CPEnableEnemies                 = Yes
  DelayAllianceCommands           = No
  CPEnableRaceName                = Yes
  CPEnableSend                    = No
  CPEnableRemote                  = No
  CPEnableShow                    = Yes
  CPEnableRefit                   = Yes

### Player Preferences

  Language                        = English,English,English,English,English,English,English,English,English,English,English,English
  CPEnableLanguage                = No

  AllowMoreThan50Targets          = No,No,No,No,No,No,No,No,No,No,No
  FilterPlayerMessages            = No,No,No,No,No,No,No,No,No,No,No
  AllowMoreThan500Minefields      = No,No,No,No,No,No,No,No,No,No,No

### Meteors

  MeteorShowerOdds                = 2
  LargeMeteorsImpacting           = 0
  RandomMeteorRate                = 3
  MeteorShowerOreRanges           = 50,20,30,10,300,400,300,200
  LargeMeteorOreRanges            = 100,100,100,100,10000,9000,9000,7000

### Ion Storms

  IonStormActivity                = 3
  IonStormsHideMines              = Yes

#
#   Planets
#

### Production
  RaceMiningRate                  = 70,200,100,100,100,100,100,100,100,100,100
  ProductionRate                  = 100
  ColonistTaxRate                 = 200,100,100,100,100,100,100,100,100,100,100
# NativeTaxRate                   = $ColonistTaxRate
  MaxPlanetaryIncome              = 5000
  BorgAssimilationRate            = 100

### Natural Processes
  NewNativesPerTurn               = 1
  NewNativesPopulationRange       = 2500,5000
  NewNativesGovernmentRate        = 0,1,2,3,4,3,2,1,0
  NewNativesRaceRate              = 0,2,3,4,2,3,2,1,0

  TransuraniumDecayRate           = 5
  StructureDecayPerTurn           = 5
  StructureDecayOnUnowned         = 10

### Growth
  RaceGrowthRate                  = 100
  ClimateLimitsPopulation         = Yes
  AllowEatingSupplies             = Yes
  ClimateDeathRate                = 5
  NativeClimateDeathRate          = 0
  CrystalsPreferDeserts           = Yes
  CrystalSinTempBehavior          = Yes
  MaxColTempSlope                 = 1000

### Combat
  GroundKillFactor                = 1,30,1,15,1,1,1,1,1,1,1
  GroundDefenseFactor             = 1,10,1,5,1,1,1,1,1,1,1
  FreeFighters                    = 0,0,1,1,1,1,1,15,0,0,0
  FreeFighterCost                 = T3 M2
  AllowPlanetAttacks              = Yes
  PlanetsAttackKlingons           = No
  PlanetsAttackRebels             = No
  ColonistCombatSurvivalRate      = 75
  NativeCombatSurvivalRate        = 90
  MinimumHappiness                = 20

#
#   Ships
#

### Building Ships
  AllowShipCloning                = Yes
  ShipCloneCostRate               = 300,300,200,200,1000,200,500,200,200,300,200
  RecycleRate                     = 80

### Ship Build Queue
  BuildQueue                      = PBP
  BuildPointReport                = Allies
  BuildChangeRelativePenalty      = 100
  AllowPriorityBuild              = No

  SBQBuildPALBoost                = 0
  SBQNewBuildPALBoost             = 0
  SBQPointsForAging               = 500
  SBQBuildChangePenalty           = -1
  SBQBoostExpX100                 = 0

  PBPCostPer100KT                 = 200
  PBPMinimumCost                  = 400
  PBPCloneCostRate                = 200

  PALAggressorKillPointsPer10KT   = 10
  PALAggressorPointsPer10KT       = 2
  PALBoardingPartyPer10Crew       = 0
  PALCombatAggressor              = 0
  PALCombatBaseScaling            = 150
  PALCombatPlanetScaling          = 100
  PALGloryDamagePer10KT           = 10
  PALGloryKillPer10KT             = 0
  PALGloryDevice                  = 105
  PALGloryDevicePer10KT           = 0
  PALGroundAttackPer100Clans      = 0
  PALImperialAssault              = 0
  PALIncludesESB                  = No
  PALOpponentKillPointsPer10KT    = 10
  PALOpponentPointsPer10KT        = 2
  PALPillage                      = 0
  PALRGA                          = 0
  PALRecyclingPer10KT             = 10
  PALShipCapturePer10Crew         = 0
  PALShipMinekillPer10KT          = 0
  PALDecayPerTurn                 = 0
  PALPlayerRate                   = 100

### Ship Movement
  AllowNoFuelMovement             = No
  AllowGravityWells               = Yes
  AllowHyperjumpGravWells         = Yes
  GravityWellRange                = 3
  RoundGravityWells               = Yes
  UseAccurateFuelModel            = Yes

  FuelUsagePerTurnFor100KT        = 0
  FuelUsagePerFightFor100KT       = 0

### Missions
  AllowBuildFighters              = No,No,No,No,No,No,No,No,Yes,Yes,Yes
  ShipFighterCost                 = T3 M2 S5
  CumulativePillaging             = Yes
  AllowDeluxeSuperSpy             = Yes
  SpyDetectionChance              = 10
  AllowRebelGroundAttack          = Yes
  RGANeedsBeams                   = Yes
  AllowRGAOnUnowned               = No
  AllowSuperRefit                 = Yes
  AllowExtendedMissions           = Yes
  ExtMissionsStartAt              = 20
  AllowBeamUpClans                = Yes
  AllowBeamUpMultiple             = Yes

### Cloaking
  CloakFuelBurn                   = 5
  CloakFailureRate                = 1
  DamageLevelForCloakFail         = 21
  AllowCloakFailMessages          = Yes
  AllowCloakedShipsAttack         = Yes
  AllowAntiCloakShips             = Yes
  DamageLevelForAntiCloakFail     = 21
  AntiCloakImmunity               = Yes,Yes,Yes,No,No,No,No,No,No,No,No
  AlternativeAntiCloak            = Yes

### Robbing
  RobFailureOdds                  = 5
  RobCloakedShips                 = No
  RobCloakedChance                = 0

### Towing
  AllowOneEngineTowing            = No
  TowedShipsBreakFree             = Yes
  AllowTowCloakedShips            = No
  AllowAlternativeTowing          = Yes
  TowStrengthEngineScale          = 1
  TowStrengthDistanceScale        = 12
  AllowBoardingParties            = Yes
# AllowPrivateerTowCapture        = $AllowBoardingParties
# AllowCrystalTowCapture          = $AllowBoardingParties
  TowedShipsCooperate             = Allies

### Scanners
  ScanRange                       = 250
  SensorRange                     = 200
  DarkSenseRange                  = 150
  ExtendedSensorSweep             = Yes
  MinesForDetectable              = 20
  FactoriesForDetectable          = 15
  DefenseForUndetectable          = 15
  DefenseToBlockBioscan           = 20

### Hiss
  AllowHiss                       = Yes
  HissEffectRate                  = 5
  MaxShipsHissing                 = 10

### Ship Special Functions
  AllowAlchemy                    = Yes
  AllowAdvancedRefinery           = Yes
  AllowScienceMissions            = Yes
  DamageLevelForTerraformFail     = 51
  TerraformRate                   = 2
  AllowHyperWarps                 = Yes
  DamageLevelForHyperjumpFail     = 51
  AllowGloryDevice                = Yes
  AllowGamblingShips              = Yes
  AllowImperialAssault            = Yes
  AllowBioscanners                = Yes
  RamScoopFuelPerLY               = 2
  AllowChunneling                 = Yes
  DamageLevelForChunnelFail       = 11
  AllowAlliedChunneling           = Yes
  MinimumChunnelDistance          = 100

### Ships in Combat
  AllowEngineShieldBonus          = Yes
  AllowESBonusAgainstPlanets      = Yes
  EngineShieldBonusRate           = 20
  AllowFedCombatBonus             = Yes
  AllowInterceptAttack            = Yes

#
#   Experience
#
  NumExperienceLevels             = 4
  ExperienceLevels                = 500,1250,2500,4500
  ExperienceLevelNames            = Initial,Medium,Advanced,Elite,Ultra Elite
  ExperienceLimit                 = 9000
  ExactExperienceReports          = Yes

  EPRecrewScaling                 = 30
  EPShipAging                     = 15
  EPPlanetAging                   = 10
  EPPlanetGovernment              = 40
  EPShipMovement100LY             = 60
  EPShipHyperjump                 = 60
  EPShipChunnel                   = 60
  EPShipAlchemy100KT              = 5
  EPShipIonStorm100MEV            = 80
  EPCombatKillScaling             = 800
  EPCombatDamageScaling           = 200
  EPCombatBoostLevel              = 0
  EPCombatBoostRate               = 100          # means: no boost
  EPTrainingScale                 = 45,50,40,55,45,50,48,50,55,70,50
  EModBayRechargeRate             = 4,8,5,0
  EModBayRechargeBonus            = 0,0,0,0
  EModBeamRechargeRate            = 0,1,1,2
  EModBeamRechargeBonus           = 0,0,1,1
  EModTubeRechargeRate            = 1,2,3,5
  EModBeamHitFighterCharge        = 0,0,0,0
  EModTorpHitOdds                 = 1,2,3,5
  EModBeamHitOdds                 = 4,4,5,8
  EModBeamHitBonus                = 2,2,3,5
  EModStrikesPerFighter           = 0,0,0,1
  EModFighterBeamExplosive        = 0,0,0,0
  EModFighterBeamKill             = 0,0,0,0
  EModFighterMovementSpeed        = 0,0,0,0
  EModMaxFightersLaunched         = 2,4,4,4
  EModTorpHitBonus                = 1,2,3,4
  EModTubeRechargeBonus           = 1,1,2,3
  EModExtraFighterBays            = 0,0,1,1
  EModEngineShieldBonusRate       = 3,6,9,12
  EModShieldDamageScaling         = 0,0,0,0
  EModShieldKillScaling           = 0,0,0,0
  EModHullDamageScaling           = 0,0,0,0
  EModCrewKillScaling             = -6,-9,-12,-15
  EModPlanetaryTorpsPerTube       = 1,2,4,7
  EModMineHitOddsBonus            = 10,20,30,40

#
#   Minefields
#

### General
  AllowMinefields                 = Yes
  AllowWebMines                   = Yes
  MineDecayRate                   = 5
  WebMineDecayRate                = 3
  MaximumMinefieldRadius          = 200
  MaximumWebMinefieldRadius       = 200
  NumMinefields                   = 10000
  MaximumMinefieldsPerPlayer      = 40,40,40,40,40,40,100,40,40,40,40
  MineIdNeedsPermission           = No
  UnitsPerTorpRate                = 100,100,100,100,100,100,100,100,400,100,100
# UnitsPerWebRate                 = same as UnitsPerTorpRate

### Movement Through Mines
  MineHitOdds                     = 1
  WebMineHitOdds                  = 5
  MineHitOddsWhenCloakedX10       = 5
  MineOddsWarpBonusX100           = 5
  CloakMineOddsWarpBonusX100      = 5
  WebMineOddsWarpBonusX100        = 40
  MineTravelSafeWarp              = 2
  WebMineTravelSafeWarp           = 1
  CloakedMineTravelSafeWarp       = 2
  HullTechNotSlowedByMines        = 7
  MineHitDamageFor100KT           = 100
  WebHitDamageFor100KT            = 10
  WebHitFuelLoss                  = 50
  WebDrainFuelLoss                = 25

### Mine Sweeping
  MineScanRange                   = 190
  AllowMinesDestroyMines          = Yes
  AllowMinesDestroyWebs           = No
  AlternativeMinesDestroyMines    = No
  MineSweepRange                  = 5,5,5,5,5,5,5,5,5,5,20
  WebMineSweepRange               = 3,3,3,3,3,3,3,3,3,3,15
  MineSweepRate                   = 4
  WebMineSweepRate                = 3,3,3,3,4,3,3,3,3,3,3
  FighterSweepRange               = 0,0,0,0,0,0,0,0,0,0,80
  FighterSweepRate                = 0,0,0,0,0,0,0,0,0,0,15
  AllowColoniesSweepWebs          = No

#
#   Combat
#
  AllowAlternativeCombat          = Yes

### Beams
  BeamFiringRange                 = 25000
  BeamHitShipCharge               = 600,600,600,600,600,570,600,600,630,580,550
  BeamHitFighterRange             = 100000
  BeamHitFighterCharge            = 460,460,460,460,460,440,460,460,450,500,430
  BeamHitOdds                     = 70,70,70,70,70,70,70,70,66,71,70
  BeamHitBonus                    = 12,12,12,13,12,12,12,12,10,13,12
  BeamRechargeRate                = 4,5,4,6,5,3,4,4,6,4,4
  BeamRechargeBonus               = 4,4,4,5,4,3,4,4,6,4,4
  FireOnAttackFighters            = Yes

### Fighters
  ExtraFighterBays                = 3,0,0,0,0,0,0,0,0,0,0
  BayLaunchInterval               = 2
  BayRechargeRate                 = 40,42,40,39,36,41,40,40,37,42,40
  BayRechargeBonus                = 1
  FighterBeamExplosive            = 9,9,9,10,9,9,10,9,10,6,9
  FighterBeamKill                 = 9,12,9,10,9,9,13,9,8,6,9
  FighterFiringRange              = 3000,3000,2800,2800,3000,3300,2900,3200,3000,3000,3000
  FighterKillOdds                 = 10
  FighterMovementSpeed            = 300,310,300,290,300,300,300,290,275,300,320
  MaxFightersLaunched             = 30,30,30,30,30,30,30,32,30,30,30
  StrikesPerFighter               = 5,5,5,4,5,5,5,5,5,7,5

### Torpedoes
  TorpFiringRange                 = 30000
  TorpHitOdds                     = 50,50,52,52,47,52,61,51,42,49,44
  TorpHitBonus                    = 13,13,14,13,10,13,13,13,7,12,11
  TubeRechargeRate                = 30,29,31,30,31,30,27,29,34,29,31
  TubeRechargeBonus               = 7,7,8,7,8,7,4,6,9,6,8
  PlanetsHaveTubes                = Yes
  PlanetaryTorpsPerTube           = 2
  UseBaseTorpsInCombat            = Yes

### Miscellaneous
  CrewKillScaling                 = 30,20,30,30,30,39,15,30,30,30,30
  HullDamageScaling               = 20,20,20,21,20,20,20,20,18,20,20
  ShieldDamageScaling             = 40,40,48,40,36,40,40,40,60,36,40
  ShieldKillScaling               = 0
  ShipMovementSpeed               = 100,100,100,100,110,90,100,100,90,100,100
  StandoffDistance                = 10000

#
#   Wormholes
#

  AllowWormholes                  = No
  WormholeUFOsStartAt             = 51
  WrmDisplacement                 = 2
  WrmRandDisplacement             = 1
  WrmStabilityAddX10              = 10
  WrmRandStability                = 5
  WrmMassAdd                      = 10
  WrmRandMass                     = 5
  WrmVoluntaryTravel              = No
  WrmTravelDistDivisor            = 100
  WrmTravelWarpSpeed              = 9
  WrmTravelCloaked                = No
  WrmEntryPowerX100               = 25
  WrmScanRange                    = 150 

#
#  Host order control. Here are all the stage names, in correct order,
#  set to "Normal" (which happens to be the default configuration).
#


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BitMask
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Re: Welcome to Armada 3

Post#3 » Tue Nov 04, 2014 4:15 pm

Planets Limit Ships

Code: Select all

PLS (Planet Limits Ships)
-------------------------

An addon for PHOST, the VGAPLANETS portable host (http://phost.de/)


THE 500 SHIPS LIMIT

If you are new to VGAPLANETS, you neeed to know that, once there are 500
ships in game, no more ships can be built (phost may raise this limit to 999
ships, but the limit is still there). Once a ship is destroyed (usually in
combat, or using the mission Colonize), a "ship slot" is freed and a new
ship can be built.

But... who builds that new ship? All the 11 players want to do so.

Phost provides several mechanism to determine it: PBQ, PAL, FIFO,... neither
of them are a real solution. Read about those queue mechanism in the phost
documentation.


PLS

PLS is an addon which, instead of giving 500 ships for the 11 players, gives
each player a number of ships slots equal to the number of planets he
controls (in fact, the number of slots is equal to the number of planets the
player controlled _last_ turn). VERY IMPORTANT NOTICE: contrilling a planet
is not the same than owning it; see below.

This way, the game does not need to decide who builds next: you can only
build if you have a free slot. Beautiful.

This is supposed to provide:

-A fairer distribution of the ships in the game, since larger empires will
get more ships. As in many other strategy games. As in real life.

-A more aggresive game, since players will tend to fight to conquer more
planets, and own more slots.

-A more aggresive game, since players will not mind to lose a ship in combat
(if they have a slot and a strong economy, it will be built again).

-Added value for planets, even amorphous or 99 degrees planets.

-More ships to be usable, since players will not build yunk just to fill
slots.

-Stronger ships, since in the late game players will destroy weak ships to
build stronger carriers and battleships.

In summary, a funnier game.


RULESET

[CONFIGURABLE] means that the default value is shown here, but the hoster
may choose another value; ask for the pconfig.src configuration file to your
hoster.

-PLS will do nothing at all until 450 ships [CONFIGURABLE] exist in the
game. However, it will send information messages to the players from the
begining, containing the number owned planets, the number of controlled
planets and the ships limit.

-Owner of a planet vs. Controller of a planet: the controller of a
planet is the player that, in the last 9 turns [CONFIGURABLE], owned the
planet for most turns.

-Ship-limit: the number of ships you can own is the number of planets you
controlled at the end of the previous turn, modified by the RaceBalance
parameter (see below). A minimum of 1 ship [CONFIGURABLE] is allowed, even
if you control less planets.

-TransferOwner stage: if player is using "give ship" or "gsX" friendly code,
the receiving player MUST use "rsX" friendly code in the receiving planet or
ship. Otherway, the ship is returned back to the previous owner. NOTE: for
players 1-9 just use the number; for players 10 and 11, use A and B
(uppercase!).

-BaseMissions_1 (Force Surrender), Combat and BoardingParties stages: if a
captured ship takes a player above the limit, the ship may be _destroyed_
[CONFIGURABLE] (in ship ID order; lower IDs are destroyed first). Default
behaviour is not to destroy the ship, but the hoster can change it.

-Before ShipBuilding_1 and ShipBuilding_2 stages: two actions are taken.
  1) If the number of owned ships is above the limit, some of them may be
destroyed [CONFIGURABLE]. Ships are choosen to be destroyed by:
    1) PDx friendly codes [CONFIGURABLE] in order (PD1 to PD9 for
    PriorityDestroy1 to PrioriryDestroy9).
    2) By a given order. The order may be configured to be Random (default),
    by BattleOrder (lower battle orders are destroyed first) or None (no
    ships are destroyed by this cause).
  EXCEPTION: if a fuelless would be choosen to be destroyed, it is actually
  choosen only with 20% probability [CONFIGURABLE].
  2) Build orders that would take the player above the limit are removed
  from the build queue in "battle order" order (higher "battle orders" are
  kept).
  NOTE: clone orders are only accepted during ShipBuilding_1, ignored during
  ShipBuilding_2.


RACE BALANCE

PLS can be configured so each different race has a different "adjustment
coefficient" for the relation slots/planets. It is used to favour some races
that may need more ships to be competitive.

The default value is 100,100,100,100,100,100,100,100,100,100,100 , which
meand that every race gets 100 ship slots for every 100 controlled planets.

Ask your hoster for the configuration file so watch this balance.


WHAT DO I HAVE TO DO?

Nothing. Just act knowing about this ruleset. It does not need client support.

Zeus

Code: Select all

[SPHERE]
enabled=0
ScanEnabled=0
RoundMap=0
MapRadius=0
border=0
[EXPLOREMAP]
enabled=1
PlanetaryDefenceEnabled=1
PlanetScan=1
MissionExploration=1
ScanRange=150
DetectRange=50
MinDetectRange=20
DefenceBonus=0
DefenceFactor1=600
DefenceFactor2=600
[STARGATE]
enabled=0
Auxhost1Jump=1
CostMc=900
CostSupplys=0
CostNeu=0
CostTri=400
CostDur=120
CostMol=340
[BANK]
enabled=1
CostMc=500
CostSupplys=200
CostNeu=0
CostTri=100
CostDur=100
CostMol=100
[MASSTRANSPORTER]
enabled=0
TransTritaniumEnabled=1
TransDuraniumEnabled=1
TransMolybdeniumEnabled=1
TransNeutroniumEnabled=0
TransSupplysEnabled=0
TransClansEnabled=0
CostMc=900
CostSupplys=0
CostNeu=0
CostTri=400
CostDur=120
CostMol=340
MaxKT=1000

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Gilgamesh
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Re: Welcome to Armada 3

Post#4 » Tue Nov 04, 2014 7:25 pm

I'm loving all the great Klingon-themed game graphics lately!
QI'DaS tuQ SoSlI'

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Havok
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Re: Welcome to Armada 3

Post#5 » Tue Nov 04, 2014 9:44 pm

You know... I had to think about it, and then take a look to make sure, but I've used that image before... and I try not to do that. It's from a looooooooong time ago though.

Image
Regards,
][avok

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Gilgamesh
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Re: Welcome to Armada 3

Post#6 » Wed Nov 05, 2014 8:38 am

You can never have too many Klingons!
QI'DaS tuQ SoSlI'

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Havok
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Re: Welcome to Armada 3

Post#7 » Wed Nov 05, 2014 8:55 am

Gilgamesh wrote:You can never have too many Klingons!

I dunno... to many show up and things get rowdy...
Regards,
][avok

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Peron
Posts: 34

Re: Welcome to Armada 3

Post#8 » Wed Nov 05, 2014 7:56 pm

Image

Oh!!!!
Peron

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Peron
Posts: 34

Re: Welcome to Armada 3

Post#9 » Fri Nov 07, 2014 5:11 pm

One question...

The addon Zeus explain about SPHERE:

[SPHERE]
enabled=0
ScanEnabled=0
RoundMap=0
MapRadius=0
border=0

BUT...

Pconfig.src :

AllowWraparoundMap = Yes

My question is if we have in the game the posibility of cross the map and appear in the other side.

Thanks!
Peron

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Havok
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Re: Welcome to Armada 3

Post#10 » Fri Nov 07, 2014 5:22 pm

Yes. That means the map is set on Explore Map and Wrap, so you can appear on the other side of the map if you go over the edge.
Regards,
][avok

User avatar
Peron
Posts: 34

Re: Welcome to Armada 3

Post#11 » Fri Nov 07, 2014 5:31 pm

Oh! very good!!!

And this?

PCONFIG.SRC ### Scanners
ScanRange = 250
SensorRange = 200

DarkSenseRange = 150
ExtendedSensorSweep = Yes
MinesForDetectable = 20
FactoriesForDetectable = 15
DefenseForUndetectable = 15
DefenseToBlockBioscan = 20

ZEUS [EXPLOREMAP]
enabled=1
PlanetaryDefenceEnabled=1
PlanetScan=1
MissionExploration=1
ScanRange=150
DetectRange=50
MinDetectRange=20
DefenceBonus=0
DefenceFactor1=600
DefenceFactor2=600

I think that Pconfig is prioritary against Zeus... And you will sensor a planet at 180 LY... Is that ok?
And if you put the mission CLOAK... What will happend? Because you need "Exploration/Sensor Sweep" mission...

Thanks in advanced.

Peron
Peron

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BitMask
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Re: Welcome to Armada 3

Post#12 » Sat Nov 08, 2014 6:49 am

Just to explain:
Zeus handles the explore map (and the bank). All the scan settings you see in Zeus are for the creation of your new planet map that you get each turn. The explore map will not create the planets on the other side of the wrap, you first have to cross over and then Zeus will give you those planets the next turn.

Now all the settings for wrap and scan ranges in pconfig are for PHost and relate to ship scans and movements and wraps.

So, we use both the settings from both tools, but for different things.

User avatar
Peron
Posts: 34

Re: Welcome to Armada 3

Post#13 » Mon Nov 10, 2014 6:59 pm

Thank you very much!!

Peron
Peron

User avatar
Peron
Posts: 34

Re: Welcome to Armada 3

Post#14 » Wed Nov 12, 2014 2:14 pm

Dear hosters.
I think the addon zeus is not working...

(-h000)
<<< PHOST Command Processor ERROR >>>

The command:
zeus
submitted to the command processor
was ignored for the following
reason:
unknown command
>>>>>>>>>>>>>>>>> END <<<<<<<<<<<<<<<<<

what is happend?

Thanks!
Peron

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albatross
Posts: 412
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Re: Welcome to Armada 3

Post#15 » Wed Nov 12, 2014 2:46 pm

Not for sure, but maybe upper- lower case might be the problem. The docs say "One line must contain the word Zeus".

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