(That is why there are no links - you'll have to do this by hand. - Timo)
The adress is: ftp://uiarchive.cso.uiuc.edu//pub/etext/gutenberg
Sun Tsu's text translated into English with footnotes:
/etext94/sunzu10.txt
/etext94/sunzu10.zip
Sun Tsu's text translated into English without footnotes:
/etext94/suntx10.txt
/etext94/suntx10.zip
Available at your local bookstore, or get the free on-line version by gopher (176 kB plain
text).
#clans_eaten_by_amorfs = 91 - native_happiness (when native_happiness
<= 87)
Note 1. minimum is 5 clans
Note 2. for 99% correct - may vary by one clan...
When performing a Pillage Mission on your or enemy planets the colonist
happiness and the native happiness wil drop by 2 or 3 points, and more if they
don't like your tax rate... (I've noted a drop by 6 points for the colonist
happiness.)
This is also dependent of the goverment type of the natives: how lower the
government type how faster they go unhappy.
[It's difficult to obtain true values. - Timo]
There is a way to copy the messages you wrote to a new .TRN.
Why:
Two turns ago my host simply forgot to process my .trn! That really hurted, I
can tell you! And it was just this .trn file with about 20 outgoing messages -
its size was about 54 kB.
Next turn you have to do it all over again: building ships, attacking planets AND writing messages. As I didn't want to write those again, I decided to look for a better way, and there was!
The mess35X.dat file contains the outgoing messages. Looking at the type definitions of Planmap II, one could see that this file doesn't have any timestamp or such kind. (You can find the type definitions at A.M. van den Bos' WWW site: http://wwwtios.cs.utwente.nl/~bos/hotlist.html.)
So the procedure I used is rather simple: before unpacking your new .RST, save
your mess35X.dat file to another name or directory, then unpack your new .RST
file. After that you simply replace the new mess35X.dat with your saved
one.
[Well, and if you noticed that your .TRN wasn't processed only then when you
unpack your .RST, you could easily use your backup, don't you? You do have a
backup, don't you? (I always analyse my results first in a separate directory
using third party utilities and some self-written stuff.)]
Useless to say I've tested this myself on my own .TRN's and nothing went wrong
at all. No stale file, no TC attacks, nothing at all. I think this should also
work for the shareware/registered v3.0 version (because the fileformats are
the same), but I didn't test this and I don't intend to do so.
And: if you actually do have the 'luck' to hit an enemy ship with a Glory
Device, you'll get a message telling you it's name, ID, shiptype and
damage%... Life is full of surprises, isn't it?
(A Glory Device attack is simply treated as an ordinary attack.)
When you are on the wrong end of a Glory Device attack, you'll get a similar
message telling you your ship got hit by a level 6 shockwave of a GD and that
the damage is xx%.
Thanks to Alec Habig ([email protected]) for the new minefield filters.
I use these modifications:
For the modified Exploration mission:
[NEW]For those f**cking ION Storms:
[TYPE] PLANETS ; based on exploration mission
[ID] 6 "ARE ENEMY COLONISTS" ; 'ARE ' added
[ID] 7 "LIVING ON THIS" ; THE -> THIS modification
[RACE] 9
[NAME] 4 1 -1
[VALUE] 5 1 ; Used for temprature
[VALUE2] 11 1 ; Used for clans
[NEW]
[TYPE] STARBASE ; based on exploration mission
[ID] 6 "ARE ENEMY COLONISTS" ; 'ARE ' added
[ID] 7 "LIVING ON THIS" ; THE -> THIS modification
[ID] 12 "STARBASE"
[RACE] 9
[NAME] 4 1 -1
[NEW] ; Modified type addedFor the new Glory Devices:
[TYPE] IONSTORM
[ID] 1 "ION STORM WARNING"
[X-COORD] 4 1
[Y-COORD] 4 2
[VALUE2] 8 1 ; Extracts ion storm voltage
[VALUE3] 9 1 ; Extracts ion storm heading
[VALUE4] 10 1 ; Extracts ion storm speed
[VALUE5] 11 1 ; Extracts ion storm radius
[NAME] 14 3 -1 ; Extracts state as name[NEW] ; Modified type added
[TYPE] IONSTORM
[ID] 1 "ION ADVISORY"
[X-COORD] 4 1
[Y-COORD] 4 2
[VALUE] 3 1 ; Extracts ion storm id number <- not in STORM !!!
[VALUE2] 8 1 ; Extracts ion storm voltage
[VALUE3] 9 1 ; Extracts ion storm heading
[VALUE4] 10 1 ; Extracts ion storm speed
[VALUE5] 11 1 ; Extracts ion storm radius
[NAME] 14 3 -1 ; Extracts state as name
[NEW]New additional Minefield filters:
[TYPE] OWNEXPLOSION ; from message about our exploding Glory Device
[ID] 1 "GLORY DEVICE"
[ID] 4 "HAS EXPLODED"
[X-COORD] 5 1
[Y-COORD] 5 2
[NAME] 2 1 -1[NEW]
[TYPE] ENEMYMINEHIT ; treat less than 100 % as ship smoking
[ID] 9 "WE HAVE BEEN HIT BY"
[ID] 8 "GLORY DEVICE"
[X-COORD] 11 1
[Y-COORD] 11 2
[RANGE] 12 1 0 99
[NAME] 5 1 -1
[NEW]
[TYPE] ENEMYEXPLOSION ; Treat 100% glory device hit as explosion
[ID] 9 "WE HAVE BEEN HIT BY"
[ID] 8 "GLORY DEVICE"
[X-COORD] 11 1
[Y-COORD] 11 2
[RANGE] 12 1 100 20000
[NAME] 5 1 -1
[NEW] ; from msg about us laying enemy mines
[TYPE] ENEMYMINES
[ID] 5 "TORPEDOES INTO"
[ID] 12 "STYLE"
[IDN] 5 "WEB"
[X-COORD] 7 1
[Y-COORD] 7 2
[RACE] 12
[VALUE] 10 1
[DISCARD][NEW] ; from msg about us laying enemy web mines
[TYPE] ENEMYMINES
[ID] 5 "TORPEDOES INTO"
[ID] 5 "WEB"
[ID] 12 "STYLE"
[X-COORD] 7 1
[Y-COORD] 7 2
[RACE] 12
[VALUE] 10 1
[DISCARD];NOTE - I added the .not. style field here so to distinguish between laying
;mines for us, and laying mines for them.[NEW]
[TYPE] OWNMINES ; from msg about us laying mines
[ID] 5 "TORPEDOES INTO"
[IDN] 5 "WEB"
[IDN] 12 "STYLE"
[X-COORD] 7 1
[Y-COORD] 7 2
[VALUE] 10 1
[DISCARD][NEW] ; from msg about us laying web mines
[TYPE] OWNWEBMINES
[ID] 5 "TORPEDOES INTO"
[ID] 5 "WEB"
[IDN] 12 "STYLE"
[X-COORD] 7 1
[Y-COORD] 7 2
[VALUE] 10 1
[DISCARD]
Put these definitions in your inf.def file. Don't forget to make a backup
first - you never know...!
You can leave out all ';'s and everything behind it: these are just
comments.
I used the second option once on a planet that was absolutly unimportant: less
than 500 kT of each mineral in lousy concentrations, amorf population of 8
million, far away from my homebase. The only good thing about it was the
temperature: 50 degrees.
Pillaging those 8 million Amorfs took me about 20 turns. In the beginning you
will only kill 20% a turn, but later on you will kill about 45% a turn because
the Amorfs will begin to riot. (Nothing better than Amorfs in a Civil War!)
It is true that Amorfs will eat more clans when they're upset, but for
pillaging you only need to beam down one clan.
1. The host.log says:
2. You will then receive a lot of messages like:Universe Mass Check Two Planetary Check Ship Check Base Check Data Status: The Empire of the Birds >> RED << Missing Mass RACE : The Empire of the Birds Money: 382 Fighters: -12 Duranium: 23 Tritanium: -366 Molybdenium: -429
and:(-d0000)<< Distress Call >> ALL starbase fighters have disappeared! We don't know why!
and:(-p0009)<< Distress Call! >> Arcturus ID: 9 Our tritanium dump has EXPLODED!
3. All other players will get messages like:(-p0009)<< Distress Call! >> Arcturus ID: 9 Our molybdenum dump has EXPLODED!
4. Well, and then you're sour! Your nerves are shaking, you start wondering what went wrong and even more: what has happened to your valuable ships/economy/planets/bases etc!The Tim Contunuum is attacking: Birdmen
What does the message in the host.log mean?
It means that host.exe thinks that 23 kT duranium and 382 MC are missing, and
that there are 12 fighters, 366 Tritanium and 429 Molybdenum extra on your
planets!
What does host.exe do about this?
-Host.exe does nothing about your missing stuff as fas as I can see....
-But in the case of the extra fighters/minerals it's different! Host will
start at your planet with the lowest ID and will remove every kT of the
mineral that has been 'tampered' with. It will do the same to the next planet
until the full quantity (or more!) of the mineral has been removed.
In the example host.exe will start at planet ID #9 (my lowest ID planet) and
will remove every kT of Tritanium and Molybdenum. If there was less than 366
kT Tritanium host.exe will do the same to the planet with the second to lowest
ID. And so on, until host.exe got his 366 kT Tritanium back.
The same applies to the Molybdenum of course. :-(
And for the fighters: host.exe will remove all the fighters of your lowest ID
starbase! That's a nice feature of VGA Planets you didn't know, did you?
And I guess when host.exe is not satisfied, it will take the fighters from
your next starbase... as simply as that. :-(
Timo, 11/03/96