There WAS a lot of stuff on Tims VPL 4.0 page. A rival game company, not
Animal Tech Games, used the contents of this page to attack Tim's work on
version 4.0, thus the page was taken down. This page has been redesigned
and is currently back up. No date has yet been set for beta testing. Some of
this is from Tim's page, some is from his FAQ and some are Tim's answers to my
mails and those of other authors in our cooperative.
Well do this: get all the Art work done, write a short General race
outline. And a rough outline of what powers and ships the race will have.
After you have seen and play tested version 4 you can go back and revisit
the race idea, adding new things deleting things that just will not work.
The RacePack has Race version number, the race ID number, race name, stats,
special powers. Leader BMP, symbol BMP, 3 fighters 3 ground units, short race
history / background. MIDI and a list of ship hulls it can build.
Races have only the race midi--all other sounds are generic.
Tim will compile the racepacks, with the greatest concern being that
somebody will create an unfairly powerful race.
Race Pack Format
version As Long
racenum As Long (FED = 101)
nm1 As String * 44 ' Long Name
nm2 As String * 20 ' Short name
nm3 As String * 30 ' Leader name
nmgov As String * 30 ' Governent Type
FarmLow As Long ' low farm climate (0 to 99) Normal = 40
FarmHigh As Long ' high farm climate (1 to 100) Normal = 60
FavClimate As Long ' climate this race likes the best Normal = 50
PlanetStruct As Long ' structs that this race can build
' bit 0
' bit 1 Government Center
' bit 2 Base Shield
' bit 4 Resort
' bit 5 Labor Mine
' bit 6 Labor Camp
' bit 7 Training center
' bit 8 Smugglers Cantina
ModMoney As Long Normal = 100 ' Double = 200
ModMine As Long Normal = 100
ModHappy As Long Normal = 100
contraLikes(1 To 12) As Long 'Rating of how much a race likes a
contraband item 0 to 100
combatCrew As Long 'Combat rating 1 to 100
combatColonist As Long
combatTroop As Long
combatHighGuard As Long
pilotcrew As Long 'Fighter pilot skill 1 to 100
pilotTroop As Long
pilotHighGuard As Long
deltacolcrew As Long 'Rate that crew is trained from colonists to crew
deltacrewtroop As Long
deltatroophg As Long
growthrate As Long 'Birth rate (1 to 100)
forcedark As Long (0 to 100)
forcegood As Long (0 to 100)
pcfactor As Long Policial Correctness (0 to 100)
spifactor As Long (0 to 100)
psifactor As Long (0 to 100)
leadership As Long (0 to 100)
lifeform As Long 'bit flags
' bit 0
' bit 1 Humanoid (ugly bags of mostly water)
' bit 2 Humanoid / Animal
' bit 3 Cyborg
' bit 4 Machine
' bit 5 Silicon based
' bit 6 Lizard / Humanoid
' bit 7 Transdimensional Energy Being
' bit 8 Lovecraftian
' bit 9 Living fire
' bit 10 Sentiel Plant
' bit 11 Consuming Darkness
' bit 12 Being of Light
' bit 13 Avian / Humanoid
' bit 14 Insectoid / Humanoid
PR As Long 'Public relations 0 to 100
law As Long ' How lawful the race is 0 to 100
resortE As Long ' flag of what a resort does for race ???
cantinaE As Long ' flag of what a cantina does for the race ???
shipB(1 To 40) As Integer ' the ship hulls that can be built (The race's
PodSpeed As Long ' How fast a cargo pod can travel under boost
(10 to 100)
End of current format
short Map Legend
- maximum pod speeds
- can build smugglers cantina? resorts?
A long that acts as a bit flag
- can use prisoners? labour camps? labour mines?
A long that acts as a bit flag (1 is yes?)
- attitude towards every native races?
PR and PC and LAW effect that in general
(insectoids like Robots. Does my race like them too?)
That is a veriable flag that I set
- attitude against every other race?
(Does my race really like the Draconians?)
- spying factors for my race against every other race.
(chance for succes)
SPI and the FORCEs
- same for smuggling
Law and Forces and ship design (Stealth factor in ships)
- what should be the influence of High Guards on several topics?
Greatly improved law and order, increased combat skills
- modifiers for ships and fighters, as you call it
engine modifiers, weapon-modifiers, impact of weaponry on
ship parts, fighter range, fighter speed,
-... etc. etc. etc.
!!! Deadline for new race-packs: WAS July 1998 !!!
Work is still going on and new races are being designed even though this date
has passed. Race programmers cannot finish their races until the game itself
is finalized, thus there is an unwriten extension.
more than 1 race can own a planet.
26 different buildings.
There are limits on some things to one, like the Government center,
because you only need one any more would be a waste. The limit on farms is
linked to climate. Things like factories and mines have very high limits
10,000 or so. It is not linked to population or climate, only money.
There used to be 30, but lobbying by Timo of the
race author's list
convinced Tim to cut 4 buildings. Race authors are now permitted to
create up to 4 unique buildings for their races.
3 units with race specific functions.
These can be combat units or something widely different.
Some structures use resources every turn and others, like farms
generate resources each turn.
food, medical stuff, and good old: supplies, minerals and money.
You can always ship in MedUnits from other planets with a MedLab.
You will start the game with a large supply of Med Units.
No tax system.
natives can be moved and are using their own ships
Planets have weapons dumps and part storage.
5..40 ship hulls for each race. ( 5 to 20 is a good range.)
Hulls have damage modifiers with a normal setting of 100. If set to 50,
weapons would do only half as much damage to these parts. Modifiers are
modparts (part modifier)
modsys (system modifier)
modeng (engine modifier)
modlife (Life support modifier)
modhyp (Hyperdrive modifier)
3 types of fighters, Each defined by:
> beam (1-100 indicating strength, number and type)
> missile (1-100 indicating strength, number and type)
> odds beam
> odds missile
> Max Range the fight can flay alone
> Armor from 0 to 10
> Evasive Mod 0 to 100 (100 is best- 1 is cheap junk)
> Attack Mod 0 to 100 (100 is best- 1 is cheap junk)
> range missile
> range beam
> Max speed (1-200 with 200 top)
> Generator ( 1-40 Power generated per second )
> Batteries ( 1-500 Power stored in the fighters batteries)
--Power is used to fire weapons.
> Ground attack mods:
Against ground units: (1-100)
Against Ground troops: (1-100)
Against Cities: (1-100)
Against air defenses: (1-100)
> Defense ( Ratings of NOT being shot down )
Against Air Defenses: (1-100) (Anti-Aircraft guns)
Against Troops: (1-100)
Against ground units: (1-100)
Race-dependant assault units do cost money, but do not use mineral
The max is 10,000 units each. You can control which ones will be built.
There are 3 fighter types and 3 ground units for each race to pick from.
The Fighter plants and Assault plants don't use minerals to produce
fighters and assault crafts. They require MC only.
ships can have
- up to 5 aux generators for additional power.
- up to 20 engines
Valid max ship speeds are:
13 15 20 40 45 50 80 90 105 110 120 190
- fighters Maximum 20 bays and 100 pads per bay.
A fighter wing, can set a chain of 6 waypoints just like a ship.
- up to 10 point defenses
- sand casters One of the Large Weapons now
- up to 1 super weapon
5 Proto-Matter Bomb
4 Anti-Matter Maul
3 World Crusher Missile
2 Nemesis Torpedo
1 Super Laser
To which race-specific properties can be added.....
- 30 small weapons\ / this may include torps, bombs and beams,..
ALL small weapons are the same size.
- 20 large weapons/ \ ..i do not have specific information
See Tim's Page for more information.
Large weapons come in different sizes. The mounts are:
A ship with size 150 mounts, can use any weapon with a size
of 30,40,50,60 or 150
LARGE weapons can only be used on larger ships and do a lot of damage
in any single shot, however, they take a long time to recharge.
- ALL races use the same weapons.
- Super Weapons can have abilities based on race.
- 20000 kt max cargo
- 20000 max crewmen
- shields. The shield limits are: (No data on what this measures)
- Armor. Maximum armor is a number from 0-3000
- Moral penaltys possible after a flagship is lost in combat.
Yes, when a pod is launched to an X,Y in space or at another planet
the pod will travel at that speed until it reaches its target. If no
target is given the pod will just orbit the planet it was launched from
waiting to be towed or loaded into a cargo bay.
- The Pod pad builds them when you load and launch them.
- They cost 25mc each to make.
- You can make an unlimited number of them as long as you have the money.
- They are there when you need them, if you have the money.
- Top speed (1-100) specific to each race.
- You can keep pods with weapons, engine parts on the planet surface.
other new aspects:
- time travel
- space monsters
- High Guards
- Nemisis Torpedo. Fired into the sun, it destroys small mass ships
- ship plan theft. The ability to steal plans is a special race
ability. All ships carry one blueprint in the
computer and capturing that ship will give you that
set of blueprints.
- Movement in ion storms. There is a device which allows ships to
not cloak, but maintain full manouverability in
- You have the option of landing on an enemy planet and not destroying
any enemy buildings, just some, or all. You can also
add enemy buildings to your own.
- There are a few things in the game that generate cash: farms and cities.
- A City or an Undercity require 100000 colonists.
- You can build the city without having the full number of colonists.
- If you have less that 100% of the colonists in the city you will
get only a % of the MC and they will use some of the supplies the
- For a City you need to build a MedLab at 425 MC.
- You will recieve some money from the colonists and natives even if
you have no cities.
time travel means:
a ship or a base can vanish for some turns and reappear later. May be even
on another place.