RacePlus v2.0 (Shareware)
For VGA Planets 3.5

Copyright (C) 1995-1996  Dave Killingsworth - All Rights Reserved

Overview
      The RacePlus is an add-on utility for VGA Planets 3.0 /
3.5 that takes advantage of the AUXHOST features found in
HOST 3.20.  This add-on  provides all eleven races with new
racial and ship abilities.  This add-on allows for abilities
ranging from a modest native government modification ability
to the ability for a ship to generate a massive gravity well.
The abilities provided to the races are many and varied.

	There have been 21 new friendly codes added.  They
are divided by race as follows:

Feds:   
	HUD -   Improve native government up to Feudal.
		(Planet code)

Lizards:
	!xx -   Activate Chameleon Device and emulate ship
		type xx (see chart in Lizard Ability Section)
	!!x -   Activate Chameleon Device and emulate ship
		type 10x (see chart in Lizard Ability Section)
		(Ship Codes).
Birds:
	EGG -   To place a bomb on targeted enemy ship.
		(Ship code).

Fascists:
	BAC -   To send boarding part on to enemy spacecraft.
		(Ship code).
	
Privateers:
	TCC -   Transfer clans as crew to target vessel.
		(Ship code).

Cyborg:
	STB -   Activate Super Tractor Beam. (Ship code).

Crystals:
	MKx -   Planet code for starbases built over Siliconoid
		Planets.(x = 1-8 or P = proton torps, G=Gamma
		Bombs).

Empire:
        SUK -   Activate Gorbie Gravity Well Generator.
		(Ship code).

Robotics:
	RDV -   Repair Damaged Vessel. (Ship code).

Rebels:
	BBT -   Activate Boobytrap (Planet code) -
		On a Rebel ship this friendly code makes
		them immune to boobytraps.

Colonials:
	SFG -   Stealth Fighter Gather mission activation. -
		If set on target planet of the SFG mission
		it will make the defenses of the planet
		inactive. (Ship code).
	xxx -   Friendly code on Gemini where xxx equals
		target planets ID# (Ship code).

Contents

	RacePlus contains 2 programs:
		
RPCONFIG.EXE
RACEPLUS.EXE

	Place these programs in the same directory that
 HOST normally runs from.  RacePlus requires access
 to the VGA Planets data bases (HULLSPEC.DAT,
 BEAMSPEC.DAT, ect.) as well as the host databases
 (SHIP.HST, XYPLAN.HST, PHONEY.HST ect...)  You do
 not place these programs in the game data directory.
 The configuration program will provide RACEPLUS.EXE
 with all of the PATH data it needs.


New Game Setup

	Before RacePlus can be used the configuration
program, RPCONFIG.EXE, must be run.  The running of this
program will take care of setting up your AUXHOSTx.BAT
files so that the program will execute properly.  RacePlus
accepts one command line parameter, the DOS path to the game
directory.  For example; to configure a new game in
E:\PLANETS\NEWGAME type

RPCONFIG E:\PLANETS\NEWGAME

	When RPCONFIG starts, a configuration dialog will
be displayed.  Notice that the DOS path provided on the
command line is displayed in the PATH to Game Directory
edit box.  Default values are automatically provided.
Change them to suit the requirements of the game.  Each
value must be within the valid ranges listed.

	Select the OK button when all of the changes have
been made.  The following files will be written to the
Game Directory:

RPCONFIG.HST

	A confirmation dialog will be shown, at which
time if YES is selected the RacePlus database will be
initialized.  Additionally, the following files are written
to during the initialization process:

RACEPLUS.HST

	The last thing to do now is make sure that the
AUXHOST1.BAT and AUXHOST2.BAT files are present in the
HOST directory.  Your install program (INSTALL.EXE ) should
have placed these files in your HOST directory.  If not
copy them from your RacePlus install disk to your HOST
directory.  Or just create these files as empty files.
Without these files the program will not run properly.
The RPCONFIG.EXE program will automatically path the
execution of the RacePlus program and write all files
that you need to the game data directory.

The New Race Abilities

	The following section covers all of the new race
abilities and ship abilities that are provided by RacePlus.
This is broken down by race and explains the abilities
in depth.  All of the new abilities can be turned on or
off in the RPCONFIG program.


The Solar Federation

	The ability that is now added to the Feds is called
Native Government Enhancement.  This ability allows the Feds
to educate natives on planets that have a poor native
government.  On a planet that has a government that ranges
from Anarchy to Representative this ability may be used.

	On a planet meeting the above conditions the Feds
can implement their "education system."  This system requires
an investment of money and supplies on the part of the Feds.
The Feds need to own the planet for X turns (Where X is the
configured number of turns in the RPCONFIG program) between
each government increase.  If the planet is owned for X
turns and the planets friendly code is set to "HUD" for all of those
turn and the required amounts of money and supplies are present
the native government will "evolve" up one government level.
The money and supply requirements are as follows:

 Anarchy  to  Pre-Tribal     - 100 supplies  375 Megacredits
 Pre-Tribal to Early Tribal  - 150 supplies  625 Megacredits
 Early Tribal to Tribal      - 200 supplies  875 Megacredits
 Tribal to Feudal            - 250 supplies 1125 Megacredits
 Feudal to Monarchy          - 300 supplies 1375 Megacredits
 Monarchy to Representative  - 350 supplies 1625 Megacredits
 Representative to Particip. - 400 supplies 1875 Megacredits

	Note:  The planet needs to be under Fed control for
X consecutive turns before a government improvement can occur.



The Lizard Alliance
	
	The Lizards have had a new ability added to their
T-Rex and Madonnzila class warships.  This ability only
functions on these ships and only when they are under
Lizard control.  This new ability is linked to their new
development of what has been termed the Chameleon Device.

	To activate the Chameleon Device on either of
these vessels you use the friendly code of !nn or !!n.
The nn represents the type number of a hull design in
the game.  See Table 1.1.  The !!n friendly code represents
all ship hull types that are 100 or more.  The n is the
ones digit in a 100 or more numbered hull identifier.

Table 1.1  !nn Friendly Codes
Index Number    Ship Class         
1               Outrider Class Scout 
2               Nocturne Class Destroyer 
3               Bohemian Class Survey Ship 
4               Vendetta Class Frigate 
5               Nebula Class Cruiser 
6               Banshee Class Destroyer 
7               Loki Class Destroyer 
8               Eros Class Research Vessel 
9               Brynhild Class Escort 
10              Arkham Class Frigate 
11              Thor Class Frigate 
12              Diplomacy Class Cruiser 
13              Missouri Class Battleship 
14              Neutronic Fuel Carrier 
15              Small Deep Space Freighter 
16              Medium Deep Space Freighter 
17              Large Deep Space Freighter 
18              Super Transport Freighter 
19              Kittyhawk Class Carrier 
20              Nova Class Super-Dreadnought 
21              Reptile Class Destroyer 
22              Lizard Class Cruiser 
23              T-Rex Class Battleship 
24              Serpent Class Escort 
25              Saurian Class Light Cruiser 
26              White Falcon Class Cruiser 
27              Swift Heart Class Scout 
28              Fearless Wing Cruiser 
29              Dark Wing Class Battleship 
30              Valiant Wind Class Carrier 
31              Resolute Class Battlecruiser 
32              Bright Heart Class Destroyer 
33              Deth Specula Class Frigate 
34              D7a Painmaker Class Cruiser 
35              Victorious Class Battleship 
36              D7 Coldpain Class Cruiser 
37              Ill Wind Class Battlecruiser 
38              D3 Thorn Class Destroyer 
39              D19b Nefarious Class Destroyer 
40              Little Pest Class Escort 
41              Saber Class Frigate 
42              Lady Royale Class Cruiser 
43              Dwarfstar Class Transport 
44              BR4 Class Gunship 
45              BR5 Kaye Class Torpedo Boat 
46              Meteor Class Blockade Runner 
47              Red Wind Class Carrier 
48              Skyfire Class Cruiser 
49              Madonnzila Class Carrier 
50              Bloodfang Class Carrier 
51              B200 Class Probe 
52              Biocide Class Carrier 
53              Annihilation Class Battleship 
54              B41 Explorer     
55              B222 Destroyer 
56              Firecloud Class Cruiser 
57              Watcher Class Scout 
58              Quietus Class Cruiser 
59              Small Transport 
60              Ruby Class Light Cruiser 
61              Emerald Class Battlecruiser 
62              Sky Garnet Class Destroyer 
63              Diamond Flame Class Battleship 
64              Onyx Class Frigate 
65              Topez Class Gunship 
66              Opal Class Torpedo Boat 
67              Crystal Thunder Class Carrier 
68              Moscow Class Star Escort 
69              Super Star Destroyer 
70              Gorbie Class Battlecarrier 
71              RU25 Gunboat 
72              H-Ross Class Light Carrier 
73              Mig Class Scout 
74              Super Star Cruiser 
75              Super Star Frigate 
76              Super Star Carrier 
77              PL21 Probe       
78              Instrumentality Class Baseship 
79              Golem Class Baseship 
80              Automa Class Baseship 
81              Cat's Paw Class Destroyer 
82              Q Tanker         
83              Cybernaut Class Baseship 
84              Pawn Class Baseship 
85              Iron Slave Class Baseship 
86              Tranquillity Class Cruiser 
87              Falcon Class Escort 
88              Guardian Class Destroyer 
89              Iron Lady Class Frigate 
90              Sage Class Frigate 
91              Deep Space Scout 
92              Patriot Class Light Carrier 
93              Armored Transport 
94              Rush Class Heavy Carrier 
95              Little Joe Class Escort 
96              Cobol Class Research Cruiser 
97              Aries Class Transport 
98              Taurus Class Scout 
99              Virgo Class Battlestar 

Table 1.2       !!n  Friendly Codes                     


Index Number    Ship Class                      
0               Sagittarius Class Transport 
1               Gemini Class Transport 
2               Scorpious Class Light Carrier 
3               Cygnus Class Destroyer 
4               Neutronic Refinery Ship 
5               Merlin Class Alchemy Ship


	


	The Chameleon Device burns fuel while activated.
This fuel consumption is based on the cloak fuel burn rate
in HCONFIG.EXE of HOST.  If the cloak fuel burn rate is set
at 5 KT per 100 KT of mass, the Chameleon Device burns
just 5 KT of fuel per turn.  The Chameleon Device fuel burn
is not based on mass it is just a flat rate.

	While the Chameleon Device is active all enemies
ships and planets will see you as the hull type you have
selected to emulate.  The hull type listed in Table 1.1
or Table 1.2 will be the image that enemies see when
they scan you or do a (V) view command of your ship.
If a Chameleon Device ship engages in combat it fights as
the type of ship it actually is, not as what it looks like.
The Chameleon Device does not change the ships mass, heading,
ID# or owner.  It only changes the appearance of the hull
type of the vessel.  ( So, yes, you could look like a 700 KT
mass probe if you wanted to.)


The Bird Men

	The Bird Men's Brightheart Class ship now has the
ability to allow the crew to plant a bomb onboard an enemy
ship. This bomb will explode and cause damage to the enemy
ship.  This is an ability that is linked to the Bird Men's
Brightheart Class ship.  This mission will only function
from this type of vessel and only for the Bird Men.

	This missions success rate is dependent on the
configuration settings in the RPCONFIG setup.  The %
chance of the mission failing can be set between 0 % - 20%.
So when this is set to a percentage number the program will
check to see if the sabotage crew gets caught by ship
security on the enemy vessel.  The other configurable setting
is the number of Bird Man ships that can perform this mission
to the same ship.  The range is 1-10.  So if it is set to 5,
you can have up to 5 ship performing this mission simultaneously
to an enemy ship.

	To perform this mission several requirements need
to be met.  The Bird Man ship needs to have at least 41
crew people on board.  They need to have forty supplies
and some fuel.

	To perform the mission the Bird Man ship(s) set
their friendly code to EGG.  Then they transfer at least
one unit of fuel to the target ship (this is just the
targeting mechanism).  This will cause the forty supplies
on the Bird Man ship to be used (as equipment and bomb parts)
and they will disappear.  In addition to the supplies and fuel
costs the mission automatically beams forty crew people onto
the enemy ship.  This is the point at which a check for Bomb
Fail occurs.  If the mission is successful a bomb will go off
and the enemy ship will take the equivalent of 1 mine hit of
damage.  Also, the forty crew people will be placed back onto
the Brightheart.

	MINE HIT DAMAGE = 10000 / Hull Mass

	If the mission fails the following occurs.  The crew
that beamed over are captured and eventually spaced.  There
is a 50% chance that these prisoners will give away the
command codes to the Brightheart before they are spaced.
If this happens the Brightheart (that had the failed mission)
will have its warp speed set to zero and its cloaking device
will deactivate.


The Fascists Empire

	The Fascists new ability is now linked to the D3
Thorn ship.  This ship in the hands of the Fascists will
allow them to perform a ship boarding mission.  This means
that they will beam a boarding crew aboard an enemy vessel
and have the ability to capture the target ship.

	There are two configurable and controllable portions
to the Fascist's mission (other than on or off).  The first
is the combat modifier of the boarding crew.  This is a number
between 1 - 4.  This is the attack factor by which the number
of crew in the boarding party is multiplied by.  This resultant
number will determine if you capture the ship or just kill
enemy crew equal to the boarding party times their multiplier.
(i.e., The 150 person boarding crew has an attack multiplier of
4.  This mission will capture a ship with 600 or less crew,
or kill off 600 crew, if the enemy ship had 601+ crew).  The
other configuration is the fail rate of the mission.  This
is a number between 0-30%.  If the mission fails the boarding
crew was detected coming aboard, isolated and spaced.

	To perform this mission you need to meet several
requirements.  The ship must have at least 151 crew.  It
need to have 40 supplies and some fuel.  To perform the
mission you transfer at least 1 unit of fuel to the target
ship.  The friendly code needs to be set to BAC.  This will
cause 150 of the D3's crew to beam over to the enemy ship.
The supplies will then disappear.  This is the point where
the program checks the fail rate of the mission.

	If the mission fails the Fascist crew was caught
coming aboard and spaced.  This does not cause anything
to happen to the D3 (Fascists are immune to torture).
If the mission succeeds the Fascists will kill a number
of enemy crew equal to 150 times the attack multiplier.
If this amount is greater than the crew of the target
vessel it is captured and is then crewed by a 75 member
Fascist crew.  The other 75 are lost in battle against
enemy crew and intruder defenses.


The Privateers

	The Privateer's new mission, Crew Replacement, is
race specific to the Dwarfstar Transport.  This mission
compliments the Privateer's 3.2 host ability of capturing
vessels in space.  This mission allows them to restock ship
crews in space by transferring clans from the Dwarfstar to
any other vessel.

	To perform this mission all you need to a Dwarfstar
a ship requiring crew and some clans.  To execute the mission
you need to have the Dwarfstar with clans on board.  The
Dwarfstar positions itself under the ship needing crew and
sets its mission to intercept the ship that needs crew.
Then you transfer the clans to the target ship you are
intercepting. To start the transfer you need to set a friendly
code of TCC. The clans will beam over and each clan will
become one crew person.  As soon as the transfer is done,
the program will automatically cause your Dwarfstar to
reset its mission to CLOAK.  There is not limit to the
amount of clans that can be transferred, except that you
can not exceed the ships max. crew limit.


The Cyborg

	The Cyborg's new mission, Super Tractor Beam, is race
specific to the Quietus Class Cruiser.  This mission allows
the Quietus to generate a high energy tractor beam.  This
is the most powerful tractor beam ever developed.  This
beam will allow the Quietus to PULL ships to it, and not
just tow them.

	This mission has three configurable components.  The
first is the amount of fuel consumed each turn that the
beam is active.  This configuration ranges between  200
and 350 KT per turn.  The next is the range of the of the
beam.  The range can be between 25 and 100 LY.  The last
configuration is the fail rate of the tractor beam.  The
host can configure the beam to fail 0-10% of the time.
This means that the target ship will break the tractor
beam if the percentage requirement is met.  So if the
fail rate is 5% there is a 5% chance that the target ship
could break the beam and escape.  Ships with more than
two engines or a hull mass that is greater than 300
cannot be towed.

	To activate the beam the Cyborg have to be within
range of the target ship.  Range is dependent on the
RPCONFIG settings.  They then set their mission to
INTERCEPT and selected the ship that they wish to use
the tractor beam on, as the intercept target.  Then
they set their friendly code to 'STB'.  This will
draw the target ship to the Quietus Cruiser, unless the
ship escapes (per Tractor Beam fail rate).


The Crystal People

	The Crystal People will now have to ability to
gather up some of the fuel that gets drained into their web
mine fields.  They will also receive "free" torpedoes at
starbases that are built over Siliconoid planets.  This
new ability only has one configurable part.  This configuration
lets the host decide how many "free" torpedoes will be
given to each starbase. The configurable rate is between
1-10 torpedoes.  To select the torpedo type you wish to recieve
you need to set the fcode of the planet, the starbase is over,
to MKn (where n is the torp type - i.e MK8 = Mark 8 {tech10} torps)

	The new ability of the Crystals allows them to
gather fuel from ships trapped in web mine fields.  The
Crystals only gather fuel from ships that are being drained
by the fields.  They do not gather fuel that is drained
from a mine hit.  When a ship ends a turn in a web field it
loses 25 KT of fuel due to web drain (as per standard web
mine drain rules).  With this new ability will cause Crystal
ships in the same web field to gather this fuel (provided
they have the space).  Additionally, the power surge of
fuel being drained from enemy ships helps keep the
minefield from deteriorating like normal.  If more than 
one Crystal ship is in a web field, the fuel drained from 
enemy ships will be split evenly between the Crystal 
ships.  To get this fuel the  Crystal ship(s), also, need to 
end their turn inside the web field.


The Evil Empire
	
	The Evil Empire has a fearsome new race specific
mission for the Gorbie Class Battlecarrier.  This new
ability is called a Gravity Well Generator.  The new
Gorbies under RacePlus can perform this mission if they
meet specific criteria.

	The Gravity Well Generator (GWG) is only installed
on Gorbies equipped with Transwarp Drives and Heavy Phasers.
These Gorbies are the only ships with stable enough power
conduits to handle the massive amounts of energy that get
channeled through the ship when the GWG is activated.

	The GWG mission has three configurable parts to it.
These are the range of the GWG, the fuel cost of the GWG
and the length of time that the GWG disables the Gorbies
engines and beam weapons.  The range is between 25-100 LY.
The fuel cost can be configured to be 300 to 500 KT of fuel.
The "recharge" period of the Gorbie is between 2-4 turns.

	To activate the GWG the Gorbie sets its friendly code
to 'SUK' and has to have fuel enough to start the GWG process.
The Gorbie can not be over a planet.  If it is, it will destroy
the Gorbie and any ships in orbit with the Gorbie.  This
destruction happens as a direct result of the conflicting
gravity spheres of the planet and Gorbie.  These conflicts
cause the ships to be torn apart.  Starbases receive
damage from stress waves.  Starbases will receive 50%
damage to its current state.  (if the base was 50% damaged
it would become 75% damaged).  The starbase defense
rating is reduced by 50% and 50% of the fighters are lost.

	When the mission is activated it will cause all
ships (including your own), that have a base hull mass of
200 KT or less to be drawn to the Gorbie.  There is no way
to escape this gravity field. Ships pulled to the Gorbie
in this manner have their warp set to zero.  Once the
mission is activated the engines of the Gorbie will become
non-operational and the beam weapons will be inactive and
unable to fire.  This disability lasts for a number of turns
equal to the configuration setting.


The Robotic Imperium

	The Robotics now have a new ability added to their
Cybernaut Class ship.  The Cybernaut now has the ability to
repair other vessels in space, without supplies.  They can
also repair Robotic crew members by using supplies.

	The Cybernaut mission is activated by selecting the
friendly code of 'RDV'.  This will cause the Cybernaut to
repair the most damaged vessel at its location.  If the
vessel is a Robotic ship the Cybernaut will repair (fix
/ restock) 5 Robotic crewman per 1 supplies onboard the
Cybernaut.  This mission requires that the Cybernaut be
under Robotic control and that it have at least 1 unit of
fuel.


The Rebel Confederation

	The Rebels now have the ability to place a boobytrap
on planets.  This boobytrap is a transwarp sensitive tractor
beam.  This ability is inherent only to the Rebels.

	The ability has two configurable parts to it.  The
configurations are the amount of fuel required to 'crash'
a ship on a per engine basis.  The range is 75 - 150 KT of
fuel per engine on a ship.  The next configuration is the
maximum number of planets that can have a boobytrap active
at one time.  This range is 5-10 planets.

	To perform this mission you need a ship (any one
will do, as long as it has enough cargo space to hold the
components).  The components need to set a boobytrap is
clans (any number) and fifty supplies.  Then you drop
clans on an unowned planet and the fifty supplies.  The
next turn that you own the planet (provided you wish to
perform this mission) you set the planets friendly code
to BBT and beam up ALL of your clans.  This will cause
the planets friendly code to randomize and the boobytrap
will become active.  The boobytrap is dependent on fuel
(Neutronium) to function.  So make sure you have fuel
available on the planet when you take your clans off.
The trap requires the configured amount of fuel per engine
of the target ship you might destroy.

	When the trap is activated it scans its planetary
orbit for transwarp signatures.  (This will even sense
cloaked ships due to their Transwarp subspace eddies
disturbing the planets atmosphere).  When the planets
senses transwarp signatures it will lock onto the ship with
transwarp engines and attempt to pull its engines off.
To do this the planet must have sufficient fuel to do
this (number of engines times the fuel per engine cost).
(i.e., 2 engine ship (configuration says 100 KT of fuel
per engine) = 200 KT of fuel required to pull the engines
off and destroy the ship.  If a ship is destroyed it will
deposit all of its fuel onto the planets surface, thus
fueling the device for more turns and ships.  If there
is more than one ship with transwarp engines the planet
will attack the ship with the MOST engines.  In the event
of an equal number of engines the planet will take the
heaviest ship, with the most engines.

	If there is insufficient fuel to take all of the
ship's engines, the planet will damage that ship in a
proportion equal to the number of engines that CAN be
effected divided by the total number of engines. (i.e.,
A planet with 750 units of fuel attempts to destroy a
Virgo.  The planet burns up 700 units of fuel {only fires
what is needed for what it can effect} and locks onto the
Virgo's engines.  It will be unable to destroy the ships
since it has to be able to pull off all of the ship's
engines.  Since it is short of fuel, the beam spreads
out its 700 KT of power over eight engines but only has
seven engine destructive power.  This will cause 87%
damage to the ship.  Since its power (number of engines
effected divided by the total  7 / 8 = .87) is not high
enough to take all of the engines it damages struts,
structural integrity, and hull integrity.

	DAMAGE % = Number of Engines That Could be Fully
	Effected by Available Fuel / Engine Total

	The boobytrap ignores ships equipped with less than
transwarp engines.  For a trap to be deactivated all you
(or your enemy) needs to do is drop at least one clan onto
the planet.  This will immediately deactivate the trap.
Rebel ships will be effected by the boobytrap when they
enter orbit, unless they have their friendly code set to
BBT.  Enemy ships with BBT friendly code are not so protected.


The Lost Colonies of Man

	The unmatched ability of the Colonial fighter pilots
is once again demonstrated by their new ability, Stealth
Fighter Gather mission.

	 This new ability is race specific to the combination
of the Sagittarius and Gemini class ships.  This mission
only has one configuration.  This configuration is determines
the maximum fail rate of the Stealth Fighter Gather mission
(SFG).  It is ranged between 5-50%.

	This new mission is linked to the ability of the
Colonials to have excellent fighter and ship to ship
communication.  The combination of the Sagittarius and Gemini
allows for unprecedented levels of this communication.  This
mission will allow fighters from a Colonial Sagittarius to
sneak onto an enemy planet and steal a unit of fuel, supplies,

	To initiate this mission you need fighters, a
Sagittarius, a Gemini and a target planet.  To start this
mission you need to have the fighters on the Sagittarius.
The Gemini and the Sagittarius need to be at the same point
in space and they need to be with in 100 LY or less of a
target planet.

	When you perform the mission you set the Sagittarius
to intercept the target Gemini (the one to receive the
minerals) and you set its friendly code to 'SFG'.  You
then set the friendly code of the Gemini to equal the target
(planet you want to gather from) planet's ID# .  You also,
need to set its mission to GATHER  X, where X is one of the
items you can select to be gathered.

	When this is done the fighters will launch and
raid the planet.  The planet does have some measure of
defense against this mission.  The planets defense outposts
can help protect from the effects of this mission.  The
number of defense outposts will determine the percent chance
to catch the fighters coming into the planet.  (i.e., 20
defense outposts = a 20% chance to catch a fighter sneaking
in).  If a fighter is caught it is destroyed.  The max.
percentage of being caught is determined in the configuration
setting (5-50%).  You can have more defense outposts than
this but it does not improve your odds of catching the
fighters, the pilots are just to impressive.

        The calculation for being caught is done as follows.  The
program looks at the number of defene outposts and uses that as a base
number for shooting down fighters.  If the number of defense outposts
exceeds the configured maximum, the maximum is used for calculating
fight shoot down.  This final number is both the chance to be caught
and if caught, the percent of fighters possibly lost.  A mission that
has a 30% failure chance and is caught, will loose up to 30% of
the fighters used in that sortie.

        If an ally wishes to allow you to raid his planet and not
shoot you down.  He can select the planetary fcode of 'SFG' for his
planet.  You can raid a planet with SFG fcode and will not be shot at.

        The fighters, after gathering, fly back to the Gemini and deposit
their minerals there and then return to the Sagittarius before movement
commences.

When do These Mission Happen?

HOST Sequence
RacePlus
     AUXHOST 1
	Load RacePlus
	Boost Governments
	Sabotage Ships
	BoardShips
	Transfer Colonists for Crew
	Super Tractor Beam
	Build Free Torps
	Remember Fuel Amounts
	Gravity Well Generator
	Repair Robot Ships
	Fighter Stealth Gather
	Booby trap planets
     AUXHOST 2
	Load RacePlus
	Activate Chameleon Device
	Refuel Via Web
	Return Beams to Gorbie
	Booby Trap Activation



RacePlus
 for VGA Planets 3.5

Design:
Dave Killingsworth & Dan Gale

Special Consulting:    
Tim Wisseman, Conrad Lesnewski, Edward Jones, 
Jim Welch, Richard Vogt

Programming:            
Dan Gale

Documentation:          
Dave Killingsworth

BMP Artwork:            
Mark Stewart, Tim Wisseman, Kenneth Wisseman, Dan Gale
Dave Killingsworth

Special Thanks:         
Anyone We Forgot.
				
Copyright (C) 1995 Dave Killingsworth  All Rights Reserved.

No part of the program or documentation my be copied, in
part, or in whole, without the written permission of the
copyright holder. Although it may be distributed to
players in a game you are hosting.

VGA Planets is a Trademark of Tim Wisseman


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HOSTS----  You need to give a copy of this DOC file to  your players !!!
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You also need to give them copies of all BMP files you find in the ZIP
file you got this program from.  Tell them that they need to place the
BMP files in the sub directory (labeled BMP) under their WINPLAN dirctory.
This will give them the BMP's they need to see the in the pictures
associated to the messaging system.

NOTE TO HOSTS:

	This is a shareware copy of this program.  It will only allow 
you to activate 3 abilities at a time.  If you try to activate more
than that it will use only the first three active that it encounters.
Counting from race1 to race11.

	Registration of this program will get you a registered copy of the
program mailed to you.  This copy will allow you to activate all 11
RacePlus features at one time.

Registration information is available in the ORDERFRM.ZIP file included
in this ZIP file.

Thank you for your interest.

	Dave Killingsworth
		Sysop Of Dan and Dave's BBS 916-345-6447
		Co-sysop of Warp Speed and Tim Continuum
	Dan Gale
		Sysop of Dan and Dave's BBS 916-345-6447

or contact us via the internet
capstern@aol.com
dangale@aol.com


