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HISTORY.DOC
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1994-05-19
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Geo-Political Warfare
* - Indicates a major release
Version Comments
0.90* 01/94 Initial Release
0.91* 02/94 Bug Fix: Last player in a game was unable to WIN an auction,
it would just act like no one bid on that item.
Bug Fix: News file would sometimes be over 200K and it
wouldn't allow some players to view their news.
Bug Fix: News that a transaction was accepted was written
twice, but only read once due to the above bug.
Bug Fix: ScoreBoard left player's data file open, so if
you viewed a scoreboard, then tried to enter a
game, it would exit out with a Run-time error.
0.91A* 02/94 Bug Fix: It was easy to starve yourself into a negative pop.!
Feature: Diseased population now dies a little each turn.
0.91B 03/94 Bug Fix: Healing population did lower your diseased
population, but it didn't add those people back
to your Healthy, productive population. Fixed!
Change : Changed the way that the cost of healing your
population was calculated. Now it's much lower.
Feature: Messages were added for IPBM strikes.
Feature: Kills from IPBMs are now divided up. Some of the
kills go toward diseased population, some toward
your regular population, and sometimes your
troops get hit, which can be devastating!
Feature: As IPBMs are launched, the defending player now
recieves a message letting him know that missiles
are headed his way, how many, and who launched
them.
0.92* 03/94 Feature: ATT's actually defend correctly now, each one
with a chance at hitting incoming troops, and
each can kill 150+ troops.
Feature: "Last Ditch Defense" feature added, where a
percentage of the population will suddenly rise
up after all troops are defeated, and defend
their planet once more.
Feature: When taking over another planet, your remaining
troops are added to that planets troops and the
planet's army efficiency is made equal to yours.
Feature: A warning message is sent to all players 1 turn
prior to the end of the turns of protection.
Feature: It's a little easier to build up your contentment
now, through different technologies.
0.93* 04/94 Bug Fix: Fixed a bug that crashed the game EVERY time you
tried to send a message to the LAST PLAYER in a
game. Took me about an hour to track it down once
I figured out what was going on! I had heard reports
of this mystery bug for a while!
Feature: When sending transactions, you can now specify who
pays the costs for transporting the resources. Either
the Sender or Receiver pays, or the cost is split
between the two of them. When viewing transactions
sent to you, it shows you your cost if you accept.
0.93A 04/94 Bug Fix: When sending a message to a player, the recv. player
would get flagged as having new messages and new
transactions. This has been fixed. (And also another
misc. bug with the msg indicator not wanting to turn
off when it should.)
Woops!: GPCYCLE was NOT up to date on the most recent data
structure change, therefore transaction data files
wouldn't get packed.
NEW: First major Beta of GPUTIL. At the present, GPUTIL
doesn't have a nice interface, but it does get the
job done. It currently will delete entire games and
update the data files appropriately and you can also
delete individual players from a selected game. It
will update the main data file, that game's main
data file, and check the comm, news, and trans files
for items either going to/from that player. If any
are found, they are deleted as well.
0.94 04/94 Bug Fix: Turns were sometimes overwritten on a Planet Report.
Bug Fix: GPUTIL sometimes run-time errored out when deleting
entire games. (A small programmer error - Typo)
Change: If a player's loan was over the limit, it would be
deducted from the player's cash. Now, that is
removed - Let the player beware!
Feature: Planets will now be taken over by First Universe Bank
if their loan gets extremely high (Over the limit).
0.95 04/94 Bug Fix: Occasionally, when entering a game, it would exit with
a runtime error, due to a read routine that wouldn't
work on some machines. (part of the time...?)
Feature: Now, if your planet is taken over by another, or if
it is seized to pay back a loan, you are locked out
of the game. (You used to be able to start again with
a new planet.)
Bug Fix: If a player owned more than 1 planet and any of their
planet's were taken over, they were locked out of
the game as if they all had been taken over.
Bug Fix: GPUTIL - Another dumb programmer bug.. heh..
Feature: Now, after a game is over, it is listed as being
completed on the Galactic Analysis, and automatically
deleted after 5 days, making room for more games.
0.96 05/94 Feature: 20 turn limit for UNREGISTERED games is GONE!!!
Yes, that's right! After reading many, many
messages about other ways of encouraging users
to register, I decided to remove that limit totally!
In place of that, I have added a 30 tech level limit
in the unregistered version, limiting your tech levels
slightly. In the Unregistered version, the prices to
raise your tech levels are also higher. I have also
added "annoyance" messages before and after the game.
Bug Fix: A recurring bug, having to do with starting new
games was once again fixed.
Change: Now you get 2 tech points per Science lab, instead of
one. I figured as much as they cost, and as high as
tech level costs get, they should make more!
Feature: FINALLY - The Custom game option now works! You can
now select a number of things, such as starting
values for cash, resources, etc. for each planet.
Feature: New Option - View Settings. This new option allows
you to look at the settings for a custom game - To
actually see the starting values you will get when
you join.
Feature: Now, in selected custom games, you can either have
Random distribution of Major's, or you can allow
each player to pick the Major of their choice.
Feature: Added Turn update newsletter - Lets players know
exactly how much money in taxes they made, the change
in population, and their production of resources.
Feature: Added the "Read online docs now" question as you
join up in a game.
Bug Fix: When you had several satelites, it sometimes
caused you to have a negative Maximum Loan. Fixed!
Change: Made Timer routines better, so that faster
machines didn't fly through the delay.
Change: Added more info to the online docs. It now has a
detailed introduction and more info in many
sections, plus new sections added here & there.