The differences are grouped according to who is affected, the host or
the player. Also, each difference has been labelled as either a major difference
or minor difference. Thus, the player or host who only wants an idea of
the major differences between HOST and PHOST need not read all items.
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VCR program and WinPlan/DOS Planets/VPA
The PVCR program in this distribution is meant to replace the VCR viewer
in all client programs, including the built-in VCR viewer in WinPlan. Please
see the Viewing Battles with PVCR
section of the "Playing with PHOST" page for
more information on setting up PVCR for viewing battles.
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Combat
Combat is different. Period. Efforts have been made to emulate the
original HOST combat as closely as possible but to expect exactly the same
results from HOST combat and PHOST combat is unrealistic. If there is an
important battle to be fought then you should be simulating it to ensure
that there are no unexpected surprises in PHOST combat.
Thomas Voigt's BSIM
v2.2
(or a more recent version) program is an excellent simulator of both HOST
and PHOST combat.
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Alliances
PHOST implements alliances in a different way from HOST. Please see
the "Alliances" page for the details of PHOST's
implementation. If you are wondering why the implementation is different,
please note that PHOST's alliance feature predates that of HOST by about
2 years.
In PHOST 3, there is a link between PHOST alliances and HOST-type
alliances (the "locking alliance codes" mechanism). When you
offer a PHOST alliance on all five alliance
levels, PHOST automatically creates a HOST-type alliance, just as if
you had used an ffX friendly code. This link between PHOST and
HOST alliances is meant to enable compatibility with add-on programs that
make use of HOST-type (but not PHOST-type) alliance information. Please see
the HOST Alliance Compatibility
section of the "Alliances" page for more
details.
HOST 3.22.039 implements a second level of alliance ("FF
allies"). PHOST's vision level alliance is roughly the
same.
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Configuration Options
In addition to the usual HOST options, PHOST has several unique configuration
options that can tailor the operation of the game. See the Configuration
Options section of the "Playing with PHOST"
page for more details. Also note that many of these options (as well as
some of the original HOST options, too) can be set to different values
for each player.
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Movement Through Mines
Movement through mines is slightly more realistic. As in HOST 3.2,
ships that exceed 100% in damage due to mine hits explode immediately and
leave any ships they are towing at the point of the explosion.
One difference in PHOST is controlled by the TowedShipsBreakFree
configuration option. If a towed ship loses its tower due to mine hits,
then the towed ship uses the remaining movement time to move towards its
original waypoint at its original speed (if the TowedShipsBreakFree
configuration option is enabled). Towed ships can also break free if a
towing ship runs out of fuel.
Also, the value of the HullTechNotSlowedByMines
option determines a ship's behavior after a mine hit with respect to the
ship's new speed and maximum distance travelled. Please read the description
of this config option for more details.
Finally, there are 6 new config options that can change the per-light-year
probability of hitting a mine, based upon the ship's warp speed. The host
can also set a warp speed setting at which ships will pass through minefields
with no chance of hitting mines. Please see the Minefield
Travel section of the "Playing with PHOST"
page for more details.
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Order of Battle
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The order of battle is more completely specified. The implementation is
modelled after the friendly-code-only behavior of HOST 3.2 but some differences
may exist. Please see the "Order of Battle" page
for more details. The use of the ATT and NUK friendly
codes also implies a battle order for planets now. Also, a planet's friendly
code will be changed in battle if it was captured.
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The Build Queue
The build queue implementation in PHOST is
different from HOST 3.2. Both are based upon a priority system but that
is about the only similarity. Since PHOST 3.3c, there is a
PBP build system which probably comes
close to HOST's behaviour.
Ship clone orders are treated as normal build orders, except that they
override the base's build order, if any. For example, if a ship to be cloned
at a base leaves the base and another takes its place, the new ship to
be cloned is placed at the back of the queue (since the build order was
"changed").
For every turn in which a player has build orders in the build queue,
PHOST will automatically send a message to the player listing the entries
in the queue, in decreasing order of construction.
For more details about ship building once the 500-ship limit has been
reached, please see the "Ship Build Queue" page.
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Matching Friendly Codes
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If a ship has a special friendly code (either registered friendly codes
or the unregistered ones) then it will never match the friendly
code of another ship, planet, or minefield. This becomes significant for
surrendering and combat. For example, if a ship has a friendly code of
mkt then it will fight an enemy ship even if the enemy
ship has a friendly code of mkt. This holds true even for unregistered
games. As another example, if a minefield's friendly code is controlled
by a planet whose friendly code is NUK, then no ship will
match the friendly code of this minefield.
This rule makes it easy to remember when friendly codes do and do not
match. The simple rule
is: Special friendly codes never match anything.
The friendly codes recognized by PHOST as being special are described
by Common Question #15 on the "Frequently
Asked Questions" page.
Note that the universal minefield friendly code prefix mf is not
considered to be a special friendly code.
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Towing Cloaked Ships
In HOST 3.2, it is possible to tow cloaked enemy ships. This is not
possible in PHOST unless the AllowTowCloakedShips
compatibility option is enabled, or players are allies and the Ship
Level of alliance is granted.
The HOST behavior rationale is that allies should be able to tow each
other's cloaked ships into combat. Unfortunately, it has the side effect
of giving cloaking races little defence against the Privateers, since even
if a towed ship cloaks, it will never escape the tow of a ship with gravitonic
accelerators. A cheap Privateer gunboat can tow a cloaked ship to a starbase
and just wait for its fuel to run out (due to cloak fuel burn) or its cloak
to fail. The towed ship cannot escape.
PHOST enables allies to tow each other's cloaked ships into combat,
simply by having the allies give each other the Ship
Level of alliance. Thus, there is really no need for non-allies to
be able to tow cloaked ships, and the cloaking races can once again escape
Privateer tows by cloaking. Thus, it is recommended that AllowTowCloakedShips
be disabled.
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Towing
There are two towing models available in PHOST 3. The model in effect
is selectable using the AllowAlternativeTowing
configuration option. With this option disabled, towing works very much
like HOST. The full rules of towing in HOST, however, are not well known.
Thus, there may be exceptions to PHOST's emulation of HOST's towing model.
For a complete description of how towing works in PHOST 3 under both
towing models, please see the Towing section
of the "Playing with PHOST" page.
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Planets Capture Ships
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In combat, planets can capture ships if a ship's crew is reduced to 0.
This aspect of the game design was actually intended for inclusion in the
original HOST program. As it would have required patching VCR.EXE
and distributing a new copy to all players, this change was judged too
great to implement in HOST.
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Damaged Lizard Ships
In HOST, Lizard ships are allowed to exist with more than 100% damage.
In PHOST, if a Lizard ship ends a turn with more than 100% damage, it is
destroyed. It is still allowed to reach 150% damage in combat and when
travelling through minefields, but it will be destroyed at the end of the
turn (or the end of the battle in combat).
It can be argued that HOST's behavior is a bug (what does it mean to
have more than 100% damage?). In any case, PHOST compensates for this difference
by making the damage-limited ship speed and shield level formulas relative
to 150% damage rather than 100% (see the "Detailed
Operation" page for more details). This gives the Lizard player a slight
advantage to compensate for the disadvantage of not having ships with greater
than 100% damage survive.
The same reasoning holds for planets. Lizard planets are allowed to
suffer up to 150% damage in battle but will explode (be conquered) if they
end a battle with more than 100% damage.
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When Gravity Wells are In Effect
It is not clear from available HOST documentation when gravity wells
do or do not affect ships. For completeness, the approach taken by PHOST
is described below. It is believed that this closely (if not exactly) matches
HOST behavior.
If the AllowGravityWells
config option is ON, then a ship will be pulled into a gravity well after
movement is complete except for the following circumstances:
There is some confusion regarding PHOST's emulation of HOST behavior
with respect to web mines. Various reports of HOST behavior indicate that
Crystal ships are not drained of fuel in web mines regardless of who the
web mine owner is, that Crystal ships can change the owner of the web mine
simply by laying one torpedo in the mine, etc. plus there are version-dependent
effects. Rather than try to discover and document all of these differences,
we simply state how PHOST handles web mines.
The basic rule is that web mines are no different from ordinary mines.
Web mine draining, however, is a Crystal-only racial ability. The owner
of a minefield (or web mine) is immune to its effects, while others are
not (unless they are allies). Therefore, a Crystal ship will have fuel
drained from it if it is in a web mine belonging to another Crystal player
(in a custom PlayerRace game,
for example).
The ownership of minefields cannot be changed, and this holds true for
web mines too. Once a minefield is laid, the race of the ship that laid
the minefield is forgotten, and only the minefield owner is remembered
(which, in most cases, is the same as the owner of the ship). If the ship
laying the minefield is doing so in another race's name (using the miN
friendly code or the Lay Mines
extended mission) then once the minefield is laid, the ship's owner has
no special immunity or claim to the minefield.
Web mines interact with normal mines if and only if the AllowMinesDestroyWebs
config option is enabled. The only consequence of this is in the minefields-exploding
stage. A web mine will not explode normal mines unless this config option
is enabled. Otherwise, it is always true that web mines interact only with
web mines and normal mines interact only with normal mines. For example,
laying a web mine that overlaps another web mine of a different race will
cause minefield explosions (assuming AllowMinesDestroyMines
is enabled).
All of the above can be summarized by remembering that there is nothing
special about web mines (other than that they drain fuel) and they do not
explode normal mines unles AllowMinesDestroyWebs
is enabled. Note that this behavior is consistent with the VGA Planets
documentation.