Playing against the
Privateers
in VGAP4
May 2003. | Suggestions
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New bits in red
Introduction
Unlike my other "How To Play Race X" guides, I am not going to explain
how
to play Privateers, hereafter referred to as The Scum, better. The
reason
is simple. I despise The Scum and all who play them. I view VGAP4 as a war
game. The Scum are parasites, played by people who enjoy upsetting
other
players by stealing their stuff and never fighting. I am sure, then,
they
will see the humour of a guide devoted totally to making their lives
miserable.
Oh, and lest you wonder, up to now I've not had much trouble with
Privateers.
In my VGAP3 days I grasped their fundamental nature instantly and
targeted
them wherever possible before they could be a problem. I once inherited
a
doomed position in a VGAP3 game where the original player dropped out
from
despair after Privateers began carving him up and he felt there was no
point
continuing. My opinion of the VGAP4 variety
is as low as it ever was of the VGAP3 type. I decided I had better make
some
notes on how to handle this extremely dangerous race if I came across
them,
so here they are. If the page seems kind of rough and ready, it's
because it was thrown together in a hurry.
Perhaps oddly, I quite like a game with an element of treachery and
deceit.
That's a different kind of honour where everyone is on a level playing
field
- like a game of poker.
Many thanks to Tim, Drew Sullivan, "Pete", Ben Shaffer, Jon Nunn and
David Ouimet for their comments 8)
Know the enemy - Scum-related rules
Their ships have big evasive
bonuses, so Stormers are probably their worst nightmare.
They can steal your hoards of contraband
without even landing on a planet, with a ship device.
Privateer Pirates' Coves steal food from enemy bases
Pirates' Cove ground structure steals contraband from enemy bases,
causes unhappiness and has a 200ly range.
Money Tap has a 50LY range, steals all money from ships and pods. Will
steal
all money a base has over 10000mc. ( The first 10000mc is protected )
The Meteor class takes 2X damage from detonating Barbitic minefields,
(Normal damage if it hits one)
When a Privateer base is destroyed in a ground combat action ALL the
bases
that belong to the Privateer's enemies within 400LY will have a little
party
(get a happiness bonus) This bonus can be as high as a +200 point bonus
if
you take out 200,000 or more at once. You get 1 point per 1000 you take
out.
Blasting a Privateer base from orbit will uncover their hidden cache of
booty.
Cash, fuel, ord and repair units. For every 300 privateer colonists you
blast
you get 6mc, 2fuel, 12ord, 3repair.
Large populations of Privateers (Bases over 1 million) make 3x sensor
noise.
Privateer Gondolas report success in the base logs
Privateer River Royale:
Income = (Colonists / 1000000) * RiverRoyale * 100 *
(ColonistHappy / 300)
Happiness drop = 5 + RiverRoyales
Privateer fuel stealing device takes 50kt from any one enemy ship per
turn.
Ship can steal 50 KT from many ships at once. Fuel robber has a 50LY
range.
The device will not take Solorian fuel.
Privateer ships can steal up to 200kt of fuel from an ship enemy using
transporters
Can transfer any standard cargo from any ship without having to match
friendly codes. Yes, these scum can steal ALL your ord.
Cargo Grappler has a 50LY range and can steal Metals, Food, Med and
Supplies from any ship.
Privateers' 4X weapons bonus when the ships attacking have the target's
hull
plans only is given to PRIVATEER hulls. All captured alien hulls fight
as
normal ships.
All weapons have a 400% kill bonus
Scum ships get a 400% shield drain bonus and a 400% armor drain bonus
if
they have the plans of the target ship on one of their own ships taking
part
in a battle
Native dust off device. Removes all natives from a PLANET and places
them
in a native pod on the ship. Works AFTER movement and does not work on
bases. Jon Nunn mentions:
Native Dust Off limited to 400K natives a turn (per Meteor). Appears to
draw
in order that native types are listed on the datapad. (Chups are last.)
Recent rule changes block this device from working if there is an enemy
base on the planet.
Contraband dust off device. Removes all contraband from a PLANET and
places
them in a gold pod on the ship. Works AFTER movement and does not work
on
bases. Jon Nunn adds: Contraband Dust
Off limited
to 1000 contraband a turn (per Meteor). Appears to be in order that the
contraband
types are listed on the datapad. I
think recent rule changes block this device from working if there is an
enemy base on the planet.
Hull plan [kid]Napper, steals and deletes one enemy ship plan. Has a
range of 50.
Works after movement. Works on bases, ships and pods. Causes bases to
become
unhappy about the theft of the plans. I wasn't
sure how this worked. Drew Sullivan helpfully explained: The
Privateer Hull Plan Napper steals plans from bases, ships and (I think)
pods. It ONLY steals plans that are alien to the race that has them (if
the
Fed have a Loki Plan in a ship data bank the Privs can't steal that; if
the
Privs have a Firestorm Plan the Privs _can_ steal that plan).
Party Skiff. Produces 1 mc income each. Requires 1 kt of contraband and
100 colonists each to work. (Contraband is not used up.)
River Royale: Produces 100mc for every 1,000,000 colonists belonging to
another
empire within 200 LY. Causes a 5 point happiness drop in the victim
race's
colonists. Cyborg immune.
Assault Gondala. 200ly range. Kills enemy colonists (10 each). Raid
shelter
protects 1000000 colonists and undercities protect 100000 colonists.
(Yes,
those numbers are correct.) Cyborg immune.
The colonists of most races and natives detest Privateer scum and grow
unhappy
if the Privateers build a base within 200 LY of them. They loose 10
happy
points per base in the area.
Ships that are captured with plans have their plans deleted 95% of the
time
Advanced boarding laser: Kills up to 15% crew, 50% colonists, 20% troops
If a Privateers ship has the plans of the ship it is using a boarding
laser
on it can kill up to 20% crew, 60% colonists and 40% troops
If you share ANY data with a Privateer scum his spies will know your
universal friendly code
If a BR4, BR5, Meteor, Dwarfstar, or Bloodfang is owned by a
non-privateer
race any Privateers can set that ship as a capture target and have the
enemy
crew instantly spaced and take control of the ship, from any range.
To sum up Robbing: Privs can take cargo off your ships in 2
ways: Cargo Grappler (automatic
within 50 LY) and transporters (which can take all of it but they have
to
target yours ship explicitly.)
"You cannot leave your units on the base as they become robbed there.
You cannot xfer them to a ship, they become robbed ON THE WAY also -
and
this is
[most irritating] since they become robbed to 100 PERCENT. And I cannot
leave
some units on a ship (even with HG and troops) because it gets stolen
there,
too." - "Pete"
"Privateers need quite a lot of Meteors to rob you all the time. MBR
has not such a big cargo bay". - "Pete"
I believe the Privateers can live happily on asteroid belts. I'm
not sure if this gives them any special advantages except obscurity. However, just because
there are very few races that can live in the asteroid belts,
don't forget to occasionally check out the asteroid belts to ensure
they haven't set up shop there.
Here's everyone's
favourite ship, the Version 4 MBR:
Vulnerable to mines; its stats are:
Signature 70, Tow 5000 [easily powerful enough
to steal Starbases] , Max speed 380(!) with gravitonic accelerator on,
plus big hyperdrive range(!!), Scan 150,
Grav Acc, Cargo Grappler, Broading Laser, Fuel Grabber.
Several people have pointed out it has a gravitonic mine dropper, and
with
3000 ord capacity it can lay 6 small fields before having to head back
for
more ord (or steal it off you!) so it can be used to drop surprise
minefields
in your space. Its cloak burn is 80, which is VERY expensive especially
considering
the ship can NEVER fully cloak. It can carry 4000 cargo, which makes it
a thieving run quite devastating.
Anti Privateer tricks
General -
- Privateers are extra vulnerable to minefields. The most common
defence is
to drop several minefields. Privs have real proublems with mines. They
are
about 8 times less likely to see them.
- Lay a combo mix of gravity/barb mines with Exotic Tech to help
reduce the minefields' scan signature. The Grav mines knock the ship
out
of hyperspace, and the ship then ploughs through the barbitic mines.
The
Scums' favourite ship, the Meteor, has very little mass, one Barbitic
mine
hit can often destroy one outright and a Nova hit will destroy
it.
- "Some of the information [on this page -
see Drew's comments below] said
not to overestimate the effectiveness of a minefield because Privs
usually
get minesweepers later on. Something that wasn't stressed was
that
Privateers have a greatly reduced (1/8) chance of spotting a minefield
-
which coupled with the fact that Privs have no native minesweepers
makes
minefields the #1 anti-privateer device in the game. Even
grav-mines
alone are devastating to a MCBR hurtling through space. I have
lost
more than a few MCBRs to an unseen Grav-mine which knocks him out of
hyper,
then goes ripping through it at 190 taking several hits and much hull
damage
on the way through". - Ben Shaffer
- If I understand the stats right, they are crap at Spying and very
vulnerable to you using Spy attacks. (Drew Sullivan writes: Not
sure. I do get hit by successful spy attacks
every so often. I have the MC to DO spy attacks on other players fairly
often
(a function of Priv wealth and the amount of Spy Points) )
- Drop minefields in the middle of their space. It will take out
lots of their
ships and high speed pods, which move 120 LY per turn. Use this
advantage against them!
- They can't sweep mines until they trade for / steal a mnesweeper,
so minefields - even over their homeworld - are a real problem for them.
- Privateers are no good in toe-to-toe fights. At some point you
will have
to accept that you will lose some ships, but a big decisive battle is
required. - Drew Sullivan disagrees: Privs seem
terrific at toe to toe fights. That may be a function of the
way I play however. (I try to force the fight on the other guy on terms
advantageous
to me) The Privs are so mobile they are hard to FORCE into a
fight
on disadvantageous terms
- Note that Privateers can build jumpgates. What an excellent place
for them
to lay traps. One Privateer trick is to hide out "off the map" in deep
space
next to a jumpgate. Keep an eye out for this, it could be a good place
to
attack.
- Set a ship in auto intercept mode in the middle of a Gravitonic
minefield
and wait for a hyper jumping Meteor class ship to hit the field and
come
to a stop so your ship can auto intercept and kill it.
- They are crap at ground combat.
- Gravity Well Generators are a real pain to
Privateers.
Since Privateers can steal your Ord, it may be better to use energy
(ord-less) weapons on them. - Drew Sullivan comments: Not sure
this is worth the distinction. Yes, the Priv MBR will steal
your ord (the other ships need to see you a turn ahead and use their
transporters
to move the Ord off your ship). I would say that in general non-Ord
Weapons
have a bit of an advantage, though. I still think it is worth
bearing
in mind since many races - Stormers, say - have hulls with very low Ord
capacities.
If I were playing EE with their monstrous capacities, though, I
wouldn't
worry 8)
- Remember that the MBR is a high tech ship, so he wont have many
until
at least turn 10. If you can engage and destroy it, you will
cripple
his early game.. Note it's fairly well equiped but can't fully
cloak
so is a solid target if you can catch it.
- If you can cloak, setup an ambush.
- If you capture a BR4, BR5, Meteor, Dwarfstar, or Bloodfang
it is probably
a trap. The crew will turn into Privateers deep in your space!
- The Lady Royale has the power to steal enemy crew away from their
ships at a rate of 1400 a turn from a range of 20 LY
- If they like chupanoids so much, maybe they'd like some pods of
them ... no, they will steal them and use them back on you.
- Native Dust Off will not remove natives from a base
- They can steal all stored contraband and all money in excess of
10,000mc on a base
- undercities or raid shelters protect from attacks from assault
gondolas
- Beware their technique (listed on Tim's how To Play Privateers
page) of trying
to anger you into visiting a planet where they have laid cloaked,
overlapping
Gravitonic minefields. Detonating 10 of these together can take out a
hyperdrive
and most engines. They will also use their Privateer powers to steal
your
repair units.
EE specific tricks -
- Use the EE's Moscow's Contraband Lockdown device on them
- HYP cloaked Slayers onto their worlds and recapture everything
by ground assault with cloned troops. Enslave them and steal the
natives they stole off you, with interest. They have no laser cannons
for base defense and their
assault craft are a joke, being primarily built for other purposes.
Keep
the Slayer cloaked or they'll steal it. Don't store hull plans in the
Slayer
or they will be stolen. I'm not sure if the cargo (ord, etc) will be
stolen
if the Slayer is cloaked.
- You may not be able to lay barbitics, but you can lay Gravitonic
mines, and it only takes ___ damage to decloak a
ship, whereupon Type 3 Wings can Intercept and Destroy.
- Use Star Destroyers' Probe Launchers and Spy Scanners to locate
them. Then plant Buoys near their worlds. Everyone hates Privateers,
who rely on stealth to survive; other players will probably take out
any Privateer worlds they are told about, to stop their own stuff being
stolen. Put full information
on the buoys (structures, population etc) so other players are
incentivised to loot / destroy the
most dangerous Privateer bases first.
- They are very high growth, thus very dangerous in the long run.
(They will use all the resource points and crowd you out.)
- They have no base AA guns - hurrah! Send in Type 3 fighters from
long range.
Watch for their own fighters which are quite effective.
- Beware as they can lay gravitonic mines too, so you will need
some H Ross minesweepers
in the attack force. They are a hyperjumping race themselves.
Fed / Lizard / Enforcer / Rebel trick
-
- Use the Tachyon Scanner on your ships (Loki / Ranger / Rebel Space Platform)
to
spot the cloaked scum. By the way, you can probably sell Lokis
for
Lts And Lots Of Stuff in a Scum-infested galaxy..
Crystals -
- Scum will tend to avoid Crystals. Mines. Hyperjumping minelayers.
Immune to many Scum powers. Try to get a Crystal ally if you have no
other
way to fight Scum.
David Ouimet on anti-Scum tactics:
Many of their ground unit specials affect colonists, not
crew/troops/hg. So if
you're sharing a border with them, you can setup outposts of just a few
troops
and limit the damage they can do to you over all.
I dont believe they can steal from cloaked ships any more.
There was a
bug where they could hit solarian and cloaked ships but in theory this
has
been fixed. I have not tested it recently though.
Note that the dust-off (native) only works on natives
outside of a base,
once they are in the base the privs have to transport them as normal.
Can
be annoying for chumps, but its hard to actually get them into a priv
base
that matters.
There is no real defence against the priv theft attempts,
spend it or lose it. Lots and lots of minefields too.
|
Tim advises on his Privateer page:
Most Privateer ships have very few point defense systems so it is
pretty
easy to overwhelm them with photon torpedoes in large numbers. Maybe
true. Their ships
tend to do very poorly against fighter wings. Not true, Privateer
players
have evolved reasonable anti-fighter strategies, for example their own
fighters
are reasonably good and they have the mc to buy lots of them.
If you ever capture a Meteor Class Blockade Runner hit the
self destruct
at once, you must do this before the Privateers can auto capture the
ship
back. Definitely true.
The best strategy for dealing with the Privateers is to send out scouts
to
find their populated worlds and then send a large fleet in to crash it
as
quickly as possible. True. Remove their population centers and
they will fall.
Unlike most races they can not field a very strong fleet and can be
destroyed
easily by a medium sized fleet.
If you suspect the Privateers are laying a stack of cloaked gravitonic
mines
as a trap it might be best to scout ahead with a small mine layer and
lay
a barbitic minefield and blow it to clear the area of any cloaked
gravitonic
minefield traps. Yeah, but you need to be a pretty careful player
to
spot that and take countermeasures. NB blowing the barbitic minefield
wil
probably kil any lurking Scum ships - hurrah! Also note that Loki class
ships
(or any other ship with Tachyon Scanners) will probably unmask the
minefields
and pinpoint a trap.
If they build jump gates take the gates from them. Lay minefields
around
the gates, but not on the gate. Place the mines between the gate and
something
interesting. Buy the stealth mine exotic tech to make it even harder to
see
your minefields. Hopefully the Privateer will come out of the gate,
sweep
for mines, not destroy any or see any and thinking the coast is all
clear
go flying away from the gate at full speed and hopefully into your
mines.
Lay small fields about in areas that you think the Privateers will be
moving
about.
If you find them, but can't act immediately yourself, send a
general anonymous
message to everyone letting them know where the enemy Privateers have a
great
deal of wealth and suggest that they attack it at once.
|
|
Drew Sullivan's comments on Privateers:
The most important advice in my opinion is that you CAN'T defend
against the Privateers. You also can't defend against the Borg. Nor the
EE.
Nor the Stormers, Centaurs nor Smurfs. If you sit there, let them come
at
you, let them pick the time and the ambush you will lose.
So the way to handle the Privateers is to attack and eliminate
them. And that you can do in a variety of ways. I particularly
recommend
going after their scanning ships (Outriders mostly) since they are
nearly
blind. Don't let a lot of Outriders hang around you snooping. Kill them
quickly.
And kill the Priv bases that have the highest concentration
of Priv population. That will not only cripple them in RPs, but will
get
you that lovely bounty for killing them from orbit. (You can make a
nice
economy out of Privateer Blasting. Until you run out of Privateers).
On reflection, my best success against Privs has been
by going after their larger bases (most population). These bases are
easeist
to scan (the Priv can make stuff on 1 Priv bases with MC and metal and
those
are hard to see) but if you kill his population his resource Points go
way
down and his goose is cooked.
The nice bounty you get killing these bases is a bonus of this
tactic.
So I council: Find his bases and kill them from orbit in order
of population, largest first.
In my experience the Minefields are a nuisance more
than a game-deciding nightmare:
a) No one takes the time to lay mines properly (they put 5
MFs all with the same center and that center over one of their bases.
These
can all be blown at once. Put your MFs with the centers OFF the planet
(it
surprises the heck out of people to find the standard 16 LY radius MF
has
been planted 5 LY south of the planet. You run with GA on to 18 LY
south
of the planet expecting to use all your devices and SURPRISE! a
minefield
extends that far. If they are not all concentric they are harder to
blow
with Barb Mines. (That is general advice, not just anti-Priv)
b) don’t count on the Privs not having Minesweeper plans. With
their frequent spy attacks and Hull Plan Napper they will likely have a
lot
of different Hull Plans and Barb Minelaying (the best way to sweep
mines)
and Minesweeping are such common devices they likely have both by turn
25
or 35 or so.
Their bases are just plain vulnerable. Pro Priv advice: spread
thin,
don’t have all your eggs in one basket. Anti Priv Advice: Pound them
from
orbit for the bounty (fuel and MC and ord etc.
And actually I think AA (and just about every other Structure
Defense) is nearly worthless. I defend with Fighters (the Privs have
pretty
good fighters). Those do everything to foil an attack the AAA should
do,
and they can be moved/reconcentrated elsewhere as the need presents
itself.
Q: Can they Rob etc ships they can't see? ie if you
trundle a cloaker up to their planets for some nefarious purpose, do
you
end up with a ship with no ord, fuel etc?
A: The Privs are not supposed to be able to steal from
a ship that is fully cloaked. However I am routinely stealing from
ships
I don’t have a scan on. The difference is a ship may have a signature
of
1000, and I just didn’t scan it. In that case I seem able to steal from
it
(the automatic steal with the fuel grabber, cargo grappler etc, not the
“transport
off the ship” type of steal. For that I need to know the ship ID #. But
if
the ship is cloaked to signature 0 I don’t think the Priv’s can steal
from
you.
I routinely have EVERY BR4, BR5, Meteor, Dwarfstar, or
Bloodfang
set on capture. So it is a waste of time to try to board them vs a
conscientious
Priv player. Trap? I don’t know about that (I do lose the ship so I
can’t
see any advantage to the Priv losing the ship)
Q: They can steal all stored contraband
and all money in excess of 10,000mc on a base - is there a defence
against this?
a) don’t end any turn with > 10,000 MC on any base (buy
Contraband to lower your MC). If you are moving MC to the Central Bank
that
is OK (If you are moving 10,000 to the CB and have 19,000 on the base
the Priv can’t steal from you, the CB transfer (and just about
everything
else on the base) is before ship devices which is at tick 200
b) The Priv can steal the Contra, but only a fraction every
turn and only with a base and Cove, not with just a ship.
...On further reflection on how to fight
the Privs:
Don't try to defend against the Privs. You can't defend against them
(nor
just about anyone else in this game). Take the offensive against them.
You
need to kill them before they can hurt you. To do that you need to be
"about
as mobile or more so" than they are. They can Hyp so you had better
have
chunneling or hyping or Jumpgates or you likely are just a Large Slow
Target.
The Privs are nearly blind. So kill their scout ships (typically
Outriders.)
Don't let your area get a couple of Outriders in it. They are just
casing
the joint (american slang for what a burglar does to study the bank or
jewelry
store the day before robbing it).
And as I said, kill their population (the bases with the largest
population).
I discussed why in another post. That of course requires you to scout
them.
(Scouting the other guy while screening/killing off his scouts is a
large
and generally overlooked part of this game).
I shouldn't mention
this with all these primates listening,
but the cloaked Scavenger HalFlint is invisible and can mount a Cargo
Grappler
too . . . of course since
most
Big Lumbering Primates don't remember that Scavs can have that device
too,
the Priv usually gets blamed for what the Rodent has stolen
<G>
|
Pete from Finland writes -
A few things that I have noticed whilst playing Privateer in Quixotes's
Jumpgate Jubilee.
If you know a Privateers home base, try to destroy it using ground
attack.
Privateers don't have Training Centers and with only those two start
ships, can
train more troops but not HGs. But mostly they are needed to explore
and
dust-off any natives and contraband what they can find. So privateer
home
base will be quite vulnerable to GA. Those privateers' low tech ships
and
fighters don't help so much to defend the base. It takes only a few
turns
and you have more than enough Ground Units, troops and HGs
to conquer Privateer
base. (Now that colonists don't take part in GA, it seems that
Privateer
home base is too weak.)
Lay gravitonic minefields over the important bases so that Privateer
ships cannot jump+move nearer than 62ly without chance to hit the
minefield.
So plenty of minefields are needed to defend only the one base! It is
not
so important to Privateer to get your money, it is more important that
you lose
them. It will be too late if Meteor is nearer than 50ly from your
base. You can detonate a minefield and destroy the Meteor, but
- so what - says the Privateer.
Autointercept doesn't help if Privateer knows what to do,
so don't count on that.
Put only enough fuel to fuel tanks. Transfer fuel using pods (and
others too) which are docked to ships.
You can try to keep your money in cloaked ships or Gold Pods. Many
times it will be better than keep them on the base.
As David and Drew has said - there are no defence against
Privateer.Only
way to "defend", is to attack (GA) and so early than possible before
Privateer
can build more Meteors.
|
Drew Sullivan remarked:
The Privateers can transport fuel and cargo off any enemy ship. This is
a
race ability, not a ship ability, i.e. the Privs can do this even when
using
a ship design alien to the Privs.
Playing as the Privs I have been using Migs to suck fuel from all my
opponents with truly devastating effect. The other players have most of
their ships stranded out of fuel. They can't prevent this as I can hype
on
them from up to 750 LY before they get to move from their starting
position.
They could carry lots of fuel to avoid being stranded but it's
impractical
to need 450 fuel 300 LY (at 120/turn you will spend 2 turns in between
stars
and lose 400 fuel total). If I do see a ship with 350 fuel I just hit
it two
turns in a row and it is stranded. The enemy fleets ships are useless,
strewn all over the map with no hope of getting refueled.
I can do this because the Migs are a) dirt cheap and therefore
available in
enormous numbers, b) can hype (so they can hit thier target without
having
to guess its planned move) and c) have large fuel tanks. The Peep Dirk
(although with a smaller fuel tank) is even cheaper and would probably
be
worse if used like this. There are other dirt cheap hyperjumpers here
and
there in the ship lists.
This seems way too easy and I can't see any practical defense.
I will cut the limit to 50 kt of fuel for non-privateer hulls. -
Tim
Since I
wrote this article,
there have been numerous changes to Host affecting the Privateers. I
don't
have time to edit them in properly, but here's a list of the raw
changes.
Privateers
have become much more dangerous and specialised. As Drew Sullivan put
it, in response to a Newsgroup query:
> Are Privateer forever pariah?
Yup!
With the new rules particularly.
The other races exterminate their enemies. Now (more than before even)
the
Privateers want to "feed off them" instead.. Not actually kill
people,
just steal all their ships and destroy their structures, then steal
food
from them (for the experience) and park LRs over those planets for the
gambling
income (not to mention the River Royales)
Did you see the part in the Sopranos (about 3 years ago) when Tony
started
milking that Sporting Goods Company? He didn't want them out of
business.
He wanted to use them day in and day out to suck on their credit
rating,
their insurance their suppliers etc.
Don't kill the goose that lays the golden egg. Just sadistically suck
blood
from it every turn. Tony Soprano don't make a very good business
partner.
Ya know what I mean, Right?
Oct 15th, 2002
What is new in Host.exe
Version 4.000.115
New: Most ships
hyper jump at movement phase 100 and come to a complete stop after the
jump, they do their normal warp movement before the jump
New: Meteor Class
and Rebel Falcon Class ships jump before normal movement (phase 0) and
have normal warp movement after the jump
Changed: Privateer
boarding power increased, if they have the ship plans on the attacking
ship when they try to board a ship they will kill 120 enemy for every 1
attacker they send over.
Changed: Plan Napper
device range increased to 150 LY
Host.exe Version 4.000.117
New: Repairs limited to
Hyperdrive 30%, Hull 20%, Systems 40%, Weapons 20%, Life support 10%
per turn
Host.exe Version 4.000.118
New: Repair limit
bonus factors:
Weapons: 20% Normal
max repair rate
If your PC Factor is less than 80 max weapon repair is 40%
If your PC Factor is less than 40 max weapon repair rate is 60%
Shields: 20% Normal
max repair rate
If your race's addiction to Grecken Blood Wine is less than 20 repair
rate is 40%
Control Systems: 40%
normal repair rate
If leadership greater than 90 repair rate is 80%
Hull: 20% max repair
rate
If PR and Law are both greater than 80 max repair rate is 50%
Hyper Drive: 30%
normal repair rate
If Force Good is greater than 20 max repair rate is 60%
Life Support: 10%
normal repair rate
If PC Factor greater than 80 repair rate is 40%
Host.exe Version 4.000.123
New: For the steal ship plans spy mission to work you must
get a ship within 40 LY of a ship belonging to the enemy race that you
wish to steal plans from
New: Siliconoid
natives produce bonus ord units for all races that have them in their
base.
New: Amphibians
produce free weapons
New: Bovinoids can
give a 50% discount on supply units
New: Reptilians can
boost mining rates by 40%
Host.exe Version 4.000.125
New: Cloaked ships
burn cloak fuel
New: Captured ships
stop dead in space after being captured with a transporter
Fixed: Hacker droids
fail to get plans of ships more massive than what the tow beam can pull
Host.exe Version 4.000.126
New: Privateers can
no longer use alien ship plans to build new ships
New: Privateers can
not give hull plans to another race
New: Privateer cargo
pods will no longer hold plans
New: Hull plan
napper blows an enemies' ship's computer core when it steals plans,
doing 99% system damage to the enemy ship's systems
New: Hull plan
napper causes cargo pods with alien plans to explode if they are docked
New: Hull plan
napper also grabs cash with the alien plans that it takes
New: Privateers get
the insanely high 1 to 120 kill ratio when boarding an enemy ship with
a boarding laser if the enemy ship is of a hull type that the enemy can
not normally build
New: Cargo grappler
can steal food from pods and ground bases
New: Privateers have
2X scanning bonus when it comes to detecting and scanning enemy bases
New: Privateers gain
ship experiance when they use a boarding laser, cargo grappler or hull
plan napper
Host.exe Version 4.000.129
Fixed: Nova
Minefield bug, mines failing to chain react
New: Wings clear intercept target in the event the
target is destroyed.
New: Wings clear dock target in the event the target
is destroyed.
New Rule: Privateers
are no longer allowed to transfer cargo to a another race's base unless
they use the target's universal friendly code. They can not do the
transfer at all if the two races are at war.
Anti-Privateer
strategy: Since my assault gondola's only kill off colonists, my friend
(and enemy) has taken to colonizing forward bases with troops and/or
crew.
That way I don't get an early warning they are in the area until the
crew
breed some colonists, and even when that happens, I do not kill off the
entire population. Just thought I'd throw that out to all those
anti-privateers
out there. :) Killian Lett
Speaking of Crew:
Privateer Crew fight like 40 and troops like 50. The Privs can't build
Training Centers. They make troops on ships if the ship experience is
high
enough, but they can make crew (fast) on ANY ship. So when I play the
Privs
I use Crew for much of my fighting (including boarding BTW) - Drew
Sullivan
A few comments from Yazoo:
Auto-intercept with fighters is very good. But even better is to
set a Barb minefield of minimal diameter around the planet you are
defending, coupled that minefield with auto-intercept of ships and/or
your fighters. The mines force the Priv to slow down to 13 ly per turn
after hyperjump, and he then cannot outrun your auto intercept ships.
If you are sending in an invading force, I would suggest laying a
minefield along your path of ingress. They may be cloaked or not.
As your ships move toward Priv, activate the minefield. He sees your
ship, hyps jumps on tick 1, grabs fuel, and flees right through your
grav mines. Boom! Plus, privs cannot see mines very well.
Meteors are very expensive.
Also, just in case you get robbed, your ships should carry pods of fuel
and ord on them. The Privs cannot rob pods. (To be more precise - their
Money Tap can steal cash from pods, but they can't steal other stuff
from pods - PH)
Finally, 2 Deth Specs with transwarp engines and PTTs set with
appropriate standoff range are deadly to Privs Meteors. They
should be set to auto-inntercept. The Priv will have a difficult
time fleeing Deth Specs following a robbery attempt.
PH: The Siren HAARP device
seems scary, because it can suck all your crew away, but it works AFTER
movement (and thus combat) so it isn't a total barrier to approaching
Privateer strongholds. And remember in order for the Siren HAARP to
work effectively, the Lady Royale needs to have a low crew level... and
ships with low crew levels fight poorly. Also, I suspect
you can avoid losing ships to this device by docking an Assault Pod to
ships which may have their crew sucked out, and set the pod to
replenish crew on the ship with the Transfer
To Ship function. of the pod. (I admit I have not simulated the
pod idea to test it. Perhaps the HAARP steals crew from pods too.)
If your ship is about to be captured by Scum, set it to Recycle. At least in Host 197, this command is not wiped by boarding. Nor are waypoints or Intercept.
One interesting suggestion along these lines is to set ships which are not going to bases, to Recycle, just in case. But I don't think I'd remember to always turn this off!