Host Configure Settings Explained

Host Configure Settings Explained

HCONFIG.EXE now makes a CONFIG.TXT file in the hst data directory that it is

configuring when you save. This a text file is a listing of the current

config settings being used in the game.

Recycle rate of colonizing ships

The percentage of minerals recovered from the hull of a ship that is crashing on to a planet on a colonize mission.

Odds of a large meteor impact

The percentage odds that ONE large meteor will hit one of the 500 planets.

This setting has NOTHING at all to do with the last full screen of meteor settings.

Minefields YES/NO

Allows new mines to be dropped. Will NOT turn off mines that

already exist.

Web Minesfields YES/NO

Allows new web mines to be dropped. Will NOT turn off mines that already exist.

Alchemy Ships YES/NO

Allows alchemy ships to do their job of alchemy/fuel making. Or do nothing.

Delete old messages YES/NO

Deletes old unread messages each turn.

Disable all passwords YES/NO

Turn off passwords every turn.

Ground Combat ratio

The number a race will kill when attacking an enemy by dropping (beaming down) one colonist on an enemy with a ground defense ratio of 1.

Ground Defense ratio

The number a race will kill when defending against an enemy with a ground combat ratio of 1 that is dropping (beaming down) colonists on them.

Free starbase Fighters

The number of "no money" fighters made at that race's starbases each turn. (Each fighter requires 3 tritanium and 2 molybdenum)

Mineral Mining rate

The percentage of normal that a race's mines extract minerals from the ground.

Taxes collected

The percentage of normal that tax money is collected from the colonists and natives.

Rebels build fighters in space YES/NO

Rebels build fighters in space aboard ships with fighter bays and 5 supplies/3 tritanium/2 molybdenum for each fighter built?

Colonies build fighters in space YES/NO

The Colonies of Man can build fighters in space aboard ships with fighter bays and 5 supplies/3 tritanium/2 molybdenum for each fighter built.

Robots build fighters in space YES/NO

Robots can build fighters in space aboard ships with fighter bays and 5 supplies/3 tritanium/2 molybdenum for each fighter built.

Cloaked ships may be Robbed YES/NO

The Privateers can rob money, fuel and minerals from ships that are cloaked.

Empire's Dark Sense range

The range of the dark sense will work from an Evil Empire ship to an enemy planet in light years.

Lizards can use hiss mission YES/NO

Lizards can use the HISS mission to claim down the natives.

Rebels can use ground attack YES/NO

Rebels can use the ground attack mission to mess up enemy planets.

The Feds can super refit YES/NO

The Feds can fix up old ships by putting new parts on them using the Super Refit mission. Super refit requires a full set of parts for the ship to work correctly. For Example:

To super refit a Nova Class you need at least 10 beams of any one type on the starbase and at least 10 torpedo tubes of any one type on the starbase. Normal ship building takes place before the super refit, so if some other ship uses the refitting ship's parts before hand, the super refit will not take place and the ship will be left with no weapons. NOTE: If the Nova has 10 torp tubes and 10 beam before the super refit, it will have the same weapons after if there were not a full set of better parts on the starbase.

Cyborg Assimilation Rate

The percentage rate that the Cyborg colonists can convert native races to Cyborg. At 100% the number of natives converted equals the number of Cyborg colonist or the number of natives, which ever is the smaller of the two.

Colonial fighter mine sweep rate

The number of mine units one Colonial fighter can sweep in a turn at a range of up to 100 light years.

Colonial fighter can sweep webs YES/NO

If yes then the Colonial fighters can sweep web mines as well.

Effect of HISSS mission

The number of "Happy Units" that a HISS mission hits a planet with per ship. A planet's "Happy Units" range from 100 (Happy) to 0 (WAR!) to -300 (AARRRGG!!!!!!)

Rob mission failure rate

The percentage of the time that the rob mission does nothing.

Planets can attack Rebel ships YES/NO

A planet can attack a Rebel ship in orbit using the "NUK" / "ATT" Friendly codes. ( This takes away the Rebel ground attack )

Planets can attack Fascist ships YES/NO

A planet can attack a Fascist ship in orbit using the "NUK" / "ATT" Friendly codes. ( This takes away the Fascist pillage attack )

Science ship bonus YES/NO

The "Bohemiam", "Eros" and "Onyx" class science ships are allowed to change the climate of planets that they are in orbit around.

Fed crew bonus YES/NO

All Fed ships get a 25% shield boost between battles. All Damaged weapons are still able to fire. All Fed fighter ships with less than 9 fighter bays will get 2 extra fighter bays than a normal ship of the same class.

Odds that a cloak will fail

The percentage chance that a ship's cloak fails to work.

Fuel used to cloak

The amount of fuel in kilotons needed to cloak 100 KT of ship hull. (Cargo and weapons don't count)

Ships without fuel can move YES/NO

Ships without fuel can move without fuel on "impulse power" alone.

Ship visible range (StarCharts)

The range in light years that a ship that is not cloaked and not behind a planet can be seen.

Sensor mission range

The range in light years at which ship sensors will work to detect enemy mines and factories.

New natives will appear YES/NO

One planet is picked. If it has no natives then a new group of natives will appear.

Planetary "NUK" friendly codes YES/NO

Planets can attack a ship by setting their friend code to "NUK" or "ATT" . Planets will attack even if the ship is out of fuel.

Overpopulations eat supplies YES/NO

Planets will eat supplies to survive when the planet becomes overpopulated. If set to NO the supplies are continued to be produced and the population stops growing.

ISOTOPE TRANS-URANIUM MUTATION RATE

The number of KTs of new minerals produced in the cores of all planets from the break down of natural uranium. This is the number of KTs that would be produced on a planet with a mineral density of LARGE MASSES per turn. The amount of new minerals is less on planets that have a lower mineral density.

Planetary structures decay rate

The number of surface structures that disappear each turn when the number of structures on a planet is greater than the maximum number of structures allowed.

Web mine decay rate

The percentage of Web mines that are lost each turn from each field.

Minefield decay rate

The percentage of normal mines that are lost each turn from each minefield.

Odds of hitting a mine per L/Y

The odds that you will hit a mine per light year the ship travels. A die is rolled for each light year traveled. Travel 100 light years through mines the die will be rolled 100 times (You might make it).

Odds of hitting a web per L/Y

The odds that you will hit a web mine per light year the ship travels. A die is rolled for each light year traveled.

Maximum Minefield radius

The maximum radius that a minefield can have in light years.

Mine detect range

The range at which enemy ships will detect the minefield in light years during a mine sweep mission.

Mines destroy enemy mines YES/NO

When two (enemy) minefields meet they blow each other up.

Engine tech boosts shield power YES/NO

The power from higher tech engines increases the shield power of the ship.

Engine tech boosts shield power %

The percentage of boost that an engine will boost the ship's shields.

Minefield sweep rate

The number of mine units that one x-ray laser can sweep in a turn and how many hundreds of units a heavy phasor can sweep in a turn.

Web Minefield sweep rate

The number of web mine units that one x-ray laser can sweep in a turn and how many hundreds of units a heavy phasor can sweep in a turn.

Minefield sweep range (LY's)

How close in light years a ship must be before it can sweep enemy minefields.

Web Minefield sweep range (LY's)

How close in light years a ship must be before it can sweep enemy web mines.

Cloaked ship will hit mine odds

Odds that a cloaked ship will hit enemy mines per light year traveled. (Cloaking does not effect a ship's chances against web mines)

Amount of damage that prevents cloak

If a ship has this or greater amount of damage then it can not cloak.

Ships with one engine can tow

If set to no a one engine ship can not tow another ship and can always be towed by a ship with two engines.

Hyperdrive ships

If set to yes then the 3 ships with hyperdrive are allowed to use it.

Climate death rate

The percentage of population that dies on a desert or arctic planet until the population reaches 1 clan. (Some races have a climate bonus on desert or arctic planets).

Planets have gravity wells

If yes most ships that come within 3.001 light years are pulled in to the planet.

Crystal people like desert worlds

If yes the Crystal People have a max population on desert worlds. A max pop of 5,000,000 on temperate-warm worlds.

Normal mines destroy web mines

If yes and mines destroy mines switch is also yes then normal mines will destroy web style mines when they overlap. Default is NO.

Climate limits populations

If set to yes (default) the climate of a planet will limit the number of people that can live on the planet. If set to no you can pack up to 25,000,000 on all planets, including ice and desert planets.

Maximum Income

This is the maximum amount of megacredits that a planet can produce in a single turn.

Ion Storms

The maximum number of active ion storms in the game, these number can range from 0 to 50.

Chunnel

If yes the Firecloud will be able to make a Warp Chunnel.

Spy Boost ( Deluxe Super Spy )

If yes the Birdmen will be allowed to change the friendly code of the planet to match the friendly code of their ship.

Ion Storms Hide Mines

If yes the ion storms will hide deep space mines from mine sweeps.

Glory Device

If yes the D19 and Saber class ships will be able to engage a device that causes their ship to explode.

Loki Class Destroyer Anticloak

If yes the Loki class ship will cause all ships within 10 light years to decloak.

Lady Royale makes money.

If yes the Lady Royal will make 1 megacredit for every colonist clan on board the ship.

Cloaked Ships Can Attack

If yes all cloaked ships can attack any visible enemy ship that matches its primary enemy.

Cloak

If yes all races, except the Privateers and Crystals can clone captured enemy ships at a 200% cost of normal.

Boarding Parties

If yes the Privateers and Crystals can capture any enemy ship that is out of fuel, just by locking a tow beam on the enemy ship.

Imperial Assault

If yes the Super Star Destroyer will capture any enemy planet just by dropping 10 clans onto its surface.

Cobol fuel scoop

This is the amount of fuel that a Cobol class ship will extract from the near-vacuum of space for every light year that the ship travels (range 0 to 4 ) default = 2

Aries Alchemy

If yes the Aries class starship will convert minerals into fuel.

Bio Scanner

If yes the Cobol, Pawn and Brynhild class starships are capable of detecting native life on other planets. If the starships mission is sensor sweep this ability will be activated.

Mine Hit Tech Slowdown

This is the tech level of starship hulls that are not slowed down by a mine hit. Ship hulls at this tech level and above will not be slowed by a mine hit. Ship hulls below this setting will be slowed by 10 LY when they hit a space mine. (range 1 to 10 ) default = 7

Odds of small meteor impact on all

The odds that a small meteor will hit a planet. A die is rolled for each planet.

Number of LARGE meteors impacting

This number of large meteors will hit.

Send Meteor Messages YES/NO

A message will be sent to each player for each large meteor to hit anywhere and a message for each small meteor to hit a planet that the player owns.

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