Return to the Native ( beta )
--------------------
(c) Arthur Westerman

When I was working on an add-on, I asked Armin Trott (of Spaceport Hamburg)
if he also had some ideas. One of those ideas was to have the races of VGAP
having the ability to convert to specific native races, using ships that so
far have been left to degrade in starbase databases.

Since this turned out to be quite the program, I decided to make it an
add-on on it's own.

So, I, Commander Seedling , am presenting to you :

             ---------------------------------
             |      RETURN TO THE NATIVE     |
             _________________________________

             Where your colonists will convert
                to more usefull lifeforms.

Requirements
------------
host.exe version 3.22.020 or higher
RTTN looks for certain files (like race.nm) in the game-path.
Make sure you have them in that directory.
Host.exe will use the files found in that game-path as well.

Installation
------------

Copy RTTN.exe to the directory where host.exe resides.
(it can be anywhere, but you'll have to specify full pathnames when
 setting up the add-on then)

Copy the two bmp's (vpaux918 and vpaux919.bmp) to the BMP directory.
(first check if these exist. If so, rename them to two other numbers,
 and change the Picture Base Number in the config.)

Add the following line to AUXHOST1.INI

 rttn  1

Add the following line to AUXBC.INI

 rttn  b


Configuration
-------------

Configuration is done by typing

 rttn 

after the DOS-prompt.


For example, if the game directory is c:\plan1\TESTGAME

rttn c:\plan1\TESTGAME

 or

rttn TESTGAME
(if rttn.exe is in the same directory as host.exe)

For the AUX-files, it would be :

rttn {c:\plan1\}TESTGAME 1
 or
rttn {c:\plan1\}TESTGAME b

RTTN should work with HOST999, but this hasn't been tested yet.

RTTN has default settings, but it can be changed to suit your desires.

Picture Base Number : [918]
 Well, you probably know what this is. I think noone uses vpaux918.bmp and
 vpaux919.bmp. If another add-on does use (one of) these two picture IDs,
 you can change it. Off course, you'll have to change the picture filenames
 as well. 
 (If anyone knows some nicer pictures, please tell. :)

Don't Assimilate Natives : [YES]
 The Borg now can stop assimilating natives.

Minimum # of colonists for 'DAN' : [500]
 The Borg will assimilate natives up to this value times 2.
  400  clans will assimilate another 400 native clans
  800  clans will assimilate another 200 native clans
 1000+ clans will not assimilate any clans.
 
 If the number of colonists is odd and above 1000, 1 clan could get lost.
 ( This is because the Borg will see an odd clan as defective and remove
 them. ;)

Seed Enemy Planets : [YES]
 Can your ships create natives on unowned and enemy planets?

Day-factor (days/turn) : [30]
 How many days are there in a turn(or month)
 The colonists on board a ship will convert 1 clan per clan per day into
 natives.
 Thus, 20 clans on a ship will convert 20*[30] clans.
 However, planet population will not fall beneath 10% of the minimum # of
 required clans.
 If you got 5 clans on board, and 150 on the planet, only 140 will convert
  150-150=0
  [100]*10%=10
  0 < 10
  Clans used : 150-10=140
  Clans left : 150-140=10

Minimum # of colonists for 'CNx' : [100]
 For a ship to convert colonists to natives, there has to be at least this
 amount of colonists on the planet.
 (This doesn't count for Amorphs)

All races have one ship doing the conversion.(The Borg use it for 'DAN' as
well.)
This is the first number (in orange)

Which native races and conversion factors can be set as well.
100 means 1000 clans will convert to 1000 native clans, or 100%
0 means the race can't convert to this native race.

Player side
-----------
Most of RTTN happens during AUXHOST1. That's after the cheat checks, but
before anything else, like cloak and movement.
The Cyborg 'DAN' happens during AUXBC. This is after movement, but before
combat.

Ships do not require fuel for the conversion. 

If you'd like to know what's gonna be the impact on a planet's population:
Normal population increase is 5*sin(temp*PI/100)/(1+tax/5) %
So on a homeworld with 0% tax, increase is 5%
If you have 30000 clans, population will still increase.
 (Ship with 30 clans : 30*[30]=900, 30000*1.05=31500,
  surplus : 1500-900=600 clans)

The following fcodes are of importance:
 'con' : planet fcode : It will send the current config to the player.
 'DAN' : ship fcode   : The Borg use this on their ship to halt assimilation.
 'CNx' : ship fcode   : x stands for one of 9 native races:
                         H Humanoid
                         B Bovinoid
                         R Reptilians
                         A Avians
                         & Amorphs
                         I Insectoids
                         @ Amphibians
                         G Gypsoldals
                         S Siliconoids
 'UCx' : planet fcode : If this fcode is set on a planet, the biofactory
                        has permission to beam up colonists from the surface.
                        x can be anything, but only 1-9 have special meaning.
                        This number * 200 is the cost in MC for improving the
                        native government.
                        The following graph gives the chance-cost ratio:
                          x-value
                         0123456789
                        1*-               * = 2/9 chance on this gov
                        2***-             - = 1/9 chance on this gov
                        3*****-
                gov     4*******-
               level    5-********-
                        6  -*******
                        7    -*****
                        8      -***
                        9        -*

                        As you can see, no money (x is anything but 1-9)
                        means the government will be between 1(Anarchy, 20% tax)
                        and 5(Feudal, 100% tax)
                        If you pay 1800MC, (or 'UC9'), the govs will be between
                        5 and 9(Unity, 180% tax)

                        But...

                        This only goes for planets without natives.
                        You can still set 'UC9' but if the planet already has
                        natives, only their number will be increased. They will
                        not rise in government, and no MC is spend.

                        If Amorphs are dropped, no money is used.
                        Amorphs will kill up to 10 times their number of
                        non-Amorphs natives. If all natives are killed, yet
                        Amorph clans remain, they'll settle on the planet.
                        And then they'll do what angry Amorphs normally do:
                        They feast on the panic stricken colonists.

                        
The config-messages tell you which races are available to a player, and which
ship is their biofactory.

Anything you'd like to be improved/altered/deleted?
---------------------------------------------------

You can reach me at weste039@wxs.nl

Also, if you think you have a good idea, but don't have the time or the
know-how to build an add-on from it, mail me as well.
Just make sure I get your full name and e-mail, so I can put you in the
gratitude section.


My gratitude goes towards
-------------------------

Armin Trott  -  Mainly because it's largely his idea and for being my favourite host
Tim Wisseman -  For creating VGAP and the awesome VERSION 4!
Vangelis     -  For the music I played during most of the creating of this add-on ;)             

             -  Anyone I have/had the pleasure of calling 'ally' in VGAP ;)
             -  The players testing this add-on :)
                (your names/call signs : ........  )
                (                        ........ etc )

             -  Any future host that likes the add-on, and reads the Donations section. $)

Donations $)
---------
I liked programming this add-on, and there is more to come, but I can always
use some cash.
It's also an added incentive for making more free add-ons. }:)

If you want to send me some money (Dutch, English or American currency), 
use the following:

 Arthur Westerman
 Lijsterhof 17
 6181 KD Elsloo
 The Netherlands

 RABOBANK Nederland
 Account#: 1049.48.140