home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Aminet 8
/
Aminet 8 (1995)(GTI - Schatztruhe)[!][Oct 1995].iso
/
Aminet
/
comm
/
cnet
/
TrdWars23.lha
/
tw.changes.README!
< prev
next >
Wrap
Text File
|
1993-08-09
|
26KB
|
551 lines
TRADEWARS NEW VERSION ADDITIONS/CHANGES:
Version 2.3 / July 14, 1993
---------------------------
o This version of TradeWars was compiled with the new RexxPlus v1.32.
The RexxPlus bug which caused TW to crash on some systems with a 68020 or
68030 (namely, the ones operating without a math co-processor) has been fixed,
so ALL systems should be able to run TradeWars now!
o When attacking another starship, instead of seeing the extremely
vague message "Shields weakening!", players will be shown both their own
shield strength percentage and their opponent's after each attack.
o It seems that a few of my players trying to use the "/" command to
scan adjacent sectors have actually been able to crash the system by creating
a "cnet:bbs failed" message. It has been suggested that the use of the "/"
key is conflicting with CNet's built in MCI-abort feature (which also is the
"/" key), so all "Scan Adjacent Sector" commands have been changed to the "."
symbol.
o After defeating an opponent's starship, players will be asked if
they want to send a message to the player they've just defeated.
o Sector 1 will now be guarded by 50,000 to 100,000 Federation
fighters. If a player tries to attack another player at sector 1, the Fed
fighters will intervene! (Note: if the player being attacked is an OUTLAW,
the Fed fighters will NOT engage the person attacking!)
o After a player has entered a mine field and lost all shield
strength without destroying all the mines, he will be asked if he would like
to attempt an escape. He will be asked again after he has lost all his
fighters, and again after he's lost 10% of his holds.
o Previously, if a player entered a mine field and lost everything
his ship could lose, the mines in that sector would be reset to zero and the
player could continue on. Now, if he loses everything, and there are still
mines present, his ship will explode and he will be killed and have to start
over again the next day at Sector 1.
o Mines can no longer be dropped in the Meteoroid Belt.
o Ports can no longer be constructed in the Meteoroid Belt.
o Combat with large numbers of fighters had become rather slow after
the last "tweeking" of the attack routines. This has once again been sped up.
o It was pointed out to me that if a player experienced any line
noise while viewing a message from another player, he couldn't go back and
read it again, so the "Reply? (y/N):" prompt after reading a message has been
changed to "Again, Reply or [continue]:" (*Suggested by Mr. Clean*)
o If a player towed an asteroid to a sector that already had one and
turned off their tractor beam, the second asteroid would "disappear" instead
of being added to the "Asteroids:" count in the sector information.
Corrected. (*Bug reported by Al'anon*)
o When scanning a planet, the scan report still listed "% of PDF that
will Auto-Attack" This has been changed to "Will PDF Auto-Attack?"
o The "Search for Team Members" command in the Team Menu has received
some attention. After displaying the sector that each teammate is in, players
will be shown if that teammate is Cloaked and/or is currently on a planet in
the sector. Some additional information has also been added. A typical scan
will look like this:
Name : Captain Picard
Sector : 321 (On Planet) (Cloaked)
Ship Type: 9
Fighters : 9000
T Credits: 12345
Mines : 99
Torpedoes: 25
Beacons : 10
Version 2.2 / May 2, 1993
-------------------------
o The port routines have been rewritten. Port data has now been
separated from the main sector data. Each port will now have its own file
in the new "pfiles:tradewars/ports/" directory, similar to the way the planet
data files are handled. When docking at a Class 1-3 port, players will now
be presented with a menu instead of just being thrown into the trading
routine. More color was also added.
o Docking fees have been raised to 100 credits (up from 50).
o The "*Deducting one turn for landing*" message has been changed
to "Docking thrusters engaged... Impulse engines now operating at ###%".
o Without the port variables, each sector data file has been reduced
by 11 lines. This should make moving between sectors even faster!
o More than 1 asteroid can be in a sector.
o In the past, when turning on a Tractor Beam, if there was an
asteroid in the sector, the program would automatically default to towing the
asteroid (even if there were towable ships present). The user will now be
asked "Tow asteroid? (y/N):".
o The "TradeWars!" program has been moved from "pfiles:" over to
"pfiles:tradewars/".
o The Galactic Lottery always picked the same number 4 times! This
was caused by a small RexxPlus incompatibility. The RANDOM() statements have
been changed to correct this problem. (*Bug reported by Logan*)
o The "<There is an Asteroid here!>" and "<## Mines in this sector!>"
lines have been changed to the standard Sector Display format. Mines will
now show who dropped them. The "Territory:" line has been deleted. The
territory will be displayed in parenthesis after the sector number. A fully
loaded sector will now be displayed like:
Sector : 1 (Federation)
Beacon : Welcome!
Port : StarBase 1
Planet : Earth
Ships : There are 2 other ships here!
Fighters : 10000 belonging to the Federation
Mines : 99 belonging to Team 1, Masters of the Universe
Asteroids: 2
Warps : 2, 3, 4, 5, 6, 850
Version 2.1 / April 21, 1993
----------------------------
o TradeWars has now been compiled with the Rexx Plus Compiler. I
am officially licensed by Dineen Edwards Group (makers of Rexx Plus) to
release all compiled TW code and the necessary runtime programs and libraries
needed.
o Ship Classes have been greatly enhanced! Weapon Type and Shield
Type have been eliminated as separate upgrades and are included with Ship
upgrades. The 999 fighter limit is no more! Each ship upgrade can carry up
to 1000 more fighters. (Example.. A Class 1 ship has a max of 1000 fighters,
Class 2 has a 2000 max, etc..) A new "Ship Catalog" has been added to the
StarBase menu so players can see the capabilites of each new ship.
o Players will now receive a small "trade-in" price when they sell
their old ship to get a new one.
o Sectors and the PDF can now hold up to 9999 fighters.
o Photon Torpedoes have been added as a new ship weapon.
o Starship-to-Starship combat has been re-written. Players now will
be presented with a Battle Menu in which they can choose to look at Ship Info,
Fire Phasers, Fire Torpedoes, or attempt an escape. Ship Class determines
how many times the player's Phasers/Torpedoes may be fired each "round". A
Class 4 ship can launch 4 Torpedoes or fire its Phasers 4 times, a Class 7
ship: 7 Torpedoes, 7 Phaser-fires, etc...
o When a new player joins the game and selects his ship's name, the
program will now check to make sure someone isn't already using it. (This
will prevent two "U.S.S. Enterprise"'s for example.)
o It is now possible for planet owners and team members to retrieve
fighters from the PDF (see below).
o When creating a planet, the player will now be asked whether or not
he wishes to make it a Team Planet. If so, all members of his team will be
able to pick up/drop fighters in the PDF, evict other ships, change the
military reaction level, and take/leave credits in the vault. If not, only
the planet owner can use the above commands (team members will be allowed to
still Add to the PDF, but not take from it).
o A new "Seize Ownership of Planet" command has been added to the
Planet Menu. If a player selects this option, and successfully defeats the
PDF fighters, he will become the new owner of the planet and will be presented
with the chance to rename it and to make it a Team Planet.
o Another new command, "Change Planet Characteristics" has been added
to the Planet Menu. Only the Planet Owner can use this command (even if it is
a team planet). Right now, there are two options here: Change planet name &
toggle Team Planet on/off. Eventually, more commands will be added.
o Some limits on planet colonists have been added. If a planet does
not have a city, a maximum of 7500 colonists will be allowed. Planets with
a level 1 city can have up to 10000 colonists, and planets with a level 2 city
will be allowed up to 20000 colonists.
o If a player deposited credits into any account other than his own,
the game would subtract the credits and inform the other player that ###
amount of credits were added to his account, but that player's account was
never saved after the credits were added, so they would basically DISAPPEAR.
Bug corrected.
o TradeWars once again uses the player's unique CNet Serial Number to
find their account. If they have changed their handle since their last game
play, the handle will be automatically changed to the new one.
o A bit of attention was given to the Port & Trade routines in an
attempt to make the haggling prices less predictable.
o When displaying a sector, the game will now only show the info
which applies to that sector. For example, in the past, the program would
display "Ships : None", "Fighters: None", "Port: None", etc. Now, those lines
will be totally skipped unless there actually are ships, fighter, ports, etc
in that sector.
o If a player selects the "O" (Beacon) command from the main menu,
and a beacon is already in orbit, he will be presented with several options.
If the beacon was placed by him, he will be allowed to change the message or
retrieve the beacon. If it is not his beacon, he will have the ability to
destroy it. Beacons that were originally in the game (such as the "Welcome!"
beacon in Sector 1) cannot be destroyed, changed, or retrieved.
o Two new commands have been added to the Main Menu to simplify game
play. "[*] Identify Ships in Sector" will quickly do a low-level scan on all
vessels in the same sector as the player. "[/] Scan All Adjacent Sectors"
is self-explanatory. Note, however, that in all previous versions of
TradeWars, scanning a sector would add it to the player's "explored" map list,
and would, from then on, allow him to warp to that sector. Now, since
scanning can be accomplished so quickly, the player must actually move into a
sector before it will be added to his "explored" list.
o Fighter-to-fighter combat (during battles again other players,
sector fighters, or the PDF) has been totally rewritten! It should be much
more realistic now... If 700 fighters go up again 10, all 10 will more than
likely be destroyed with little or no losses to the 700. Any player with his
CNet ANSI variable turned on (through CNet's ET command) will be able to
"watch" the battle as the numbers are updated.
o The number of fighters in the Klingon/Romulan patrols and the
homeworld/border locations have been greatly beefed up due to the new ship
classes that can carry more fighters.
o I got sick of looking at the maintenance log, as I'm sure some/most
of you have as well, so I made a toggle for it. Default is OFF, but you can
change it on line 1 of the _config.data file.
o Maintenance will now scan all player files for corrupt data fields.
If it detects any problems, it will list the file name and line number in a
"warning" file.
o When a player with CNet Maintenance access enters the game, he will
be shown whether or not an errorlog, sysoplog, or "warning" list exists, and
will be asked if he wants to read them if they do. He will also be shown the
date of the last successful Nightly Maintenance. This should ALWAYS read as
today's date. If it doesn't, then you either have a problem with your BBS
Events file, or the actual "TwNightlyMaint" program. It is VERY, VERY
important that Maintenance be ran each and every night at midnight!!
o Haven't seen any bug reports on this, but the potential for TW
crashing existed if a Sysop set up TradeWars for the first time and someone
tried to enter the game before TwNightlyMaint had a chance to run once. Now,
if someone tries to play, and the "_date.data" file doesn't exist, the player
will be informed "Sorry, TwNightlyMaint must be ran before game can begin!"
o When getting a Port Report for a Class 0 (StarBase) port, the game
was still listing the selling prices in the TradeWars 1.0 format!! Corrected.
o When a player destroys some fighters in a sector belonging to
another player, a message will now be added to the "The following happened to
you since the last time you were on:" file listing who destroyed how many
fighters and in which sector.
o On the same note, if a player destroyed SOME but not all of the
fighters in a sector belonging to another player, the correct number of
fighters remaining in the sector would not be listed when that other player
logged on and used the "LOCATE ALL FIGHTERS" command. It would still show
the original number. This has been corrected.
o The price of buying addition turns has greatly increased.
o Cloaking energy remains priced at 5000-6000 credits/day, but that
price will now be multiplied by Ship Class!
o The increased cloaking energy prices for larger ships listed above
was intended to keep people with, for example, a Class 9 ship from being able
to buy months worth of energy. It was NOT intended to cause players to be
crippled by the Borg more often, so I made the Borg ship visable to all
Sector Scans.
o The "% of PDF to Auto-Attack" option was listed for Level 2 city
owners, but the actual attack routines were never implemented. After some
rethinking of this command, I asked my players, "If you wanted the PDF to
auto-attack, why would you want any amount less than 100% to attack?" Since
they agreed with me that there isn't much logic behind having, say, 5% to
attack, I decided to change this command to an ON/OFF toggle. If turned ON,
100% of the PDF will automatically attack when a non-teammate attempts to
land on the planet.
o Internal TradeWars messages were occasionally turning up mixed into
some of my UD file descriptions. CLEAREDITOR commands have been added after
every message save to keep this from happening in the future.
o If a player encountered a Worm Hole on their LAST turn of the day,
turns remaining would be shown as -1 and would effectively give the player
unlimited turns for the remainder of the day since routines checked the "turns"
variable against "0" and would continue counting down (-2, -3, etc..) All
routines have been re-written to check against "<1" instead of 0. If any
number is detected less than 0, it will be changed back to 0. (*Bug reported
by Night Stalker*)
o When a player displays a Port Report, if he is the port's creator,
he will now be told how many credits have been collected from docking fees
since his last visit.
Version 2.06 / October 23, 1992
-------------------------------
o The messaging system has been totally re-written to take advantage
of the new Arexx commands that allow the use of CNet's editors.
o Players will now have 10 lines per message instead of 5.
o When a player receives a new message, he will now be prompted with
"Reply? (y/N):" after viewing the communication. Replying to "Broadcasts to
All" is also possible.
Version 2.05b / October 22, 1992
--------------------------------
o A bug existed that would cause ALL attempts at a Warp Escape to
fail, no matter what percent chance the game told them they had of escaping.
Corrected.
o When attacking a planet, the PDF would almost always win (and, in
fact, lose very few fighters) no matter how many fighters the player attacked
with. I rewrote the random statement to hopefully make it more "random" that
it apparently was! This is only a temporary "fix". Look for the fighter-to-
fighter combat routines to get a MAJOR facelift within the next few updates of
TradeWars.
Version 2.05a / October 18, 1992
--------------------------------
o NOTE: You ***MUST*** be running version 2.37 or higher of CNet in
order to run this version of TradeWars.
o I've started replacing the QUERY statements with the new PROMPT
command which allows the limiting of the number of characters allowed to be
entered at each prompt. (i.e. When asked for a 4-digit number for the lottery
computer, ONLY four digits may be entered.)
o Ken changed the STARTEDITOR command to CALLEDITOR, which caused an
error whenever someone tried to change their Hail Message. Corrected.
Version 2.05 / October 3, 1992
------------------------------
o NOTE: You ***MUST*** be running version 2.31 or higher of CNet in
order to run this version of TradeWars. The code uses several new Arexx
commands only available in CNet 2.31+.
o CNet's editor is now used via the new LOADEDITOR, SAVEEDITOR, etc.
commands for the "Change Hail Message" command in the Communications Menu.
If the user already has a Hail Message, it will be loaded into the editor.
I'll be converting the inter-user messages to this method in the next update
of the code.
o The CHANGEWHERE command was used to display "TradeWars!" in the
user's "Where" field on the WHo list (or Control Panel) instead of the normal
"pfiles:TradeWars"
o TwNightlyMaint has been moved from PFILES: to PFILES:TRADEWARS/
o TwMaint has been moved from PFILES: to PFILES:TRADEWARS/
o TwMaint is now written in C (thanks to SpaceMan), which greatly
increases its operating speed. It also creates a sector "map" of the universe
for use with the Sector Finder.
o As mentioned above, the Sector Finder uses it's own "map" file so
it doesn't have to open each "tws###" universe file while trying to compute a
path. I think you will find the Sector Finder is now operating at BLAZING
speed! (Again, many, many thanks to SpaceMan for his EXCELLENT work on this
part of the program!)
o The "TwMaint" program will now be spawned from "TwNightlyMaint", so
it is no longer necessary to run "TwMaint" from your BBSEVENT0 file.
o Documentation files have been built into the Player Editor. When
you select to edit one of the stats, a brief explanation of the variable will
be displayed to you, along with any limits which may apply.
o The "L=List Players" command within the Player Editor has been
slightly modified so that all active player names will be displayed on one
screen without the top names scrolling off. (Note: this will NOT display
properly to any Remote Sysops calling without ANSI terminals.)
Version 2.04c / July 25, 1992
-----------------------------
o For some odd reason, the "Name change noted.." routine was also in
the "twmain" file (should have only been in the "TradeWars!" one), so the game
was creating a NEW account under the new handle, then renaming the OLD account
to the new handle as well. If you were running 2.04a and noticed some
duplicate player names in the rankings, that was the cause.
o The size of the "TradeWars!" program has been greatly reduced,
which makes for faster loading.
o Blank player accounts are now skipped during the "Loading Player#"
routines, making the delay at that point in the game shorter.
Version 2.04a / July 19, 1992
-----------------------------
o Sector Avoids have been added to the game. Players may add and
remove sector numbers from their "Avoid List." Any sectors on the list will
be automatically avoided during Sector-Finder/Auto-Pilot path creations.
o An EXCELLENT new Sector-Finder routine has been written in C by
Spaceman. This *greatly* increases the speed of the path creation and also
handles the new sector avoids.
o The data-load after the "Accessing StarFleet Records..." line has
been re-written to shorten the delay at this point in the program. Note,
however, that in order to increase speed, TradeWars will no longer recognize
handle changes by a user. (i.e. - In the past, if a user named "Joe User"
changed his handle to "The Man", the game would automatically detect the
change, would say "Name change noted..." and load in his correct player file.
Now, TW will create a new player file for "The Man" and "Joe User" will also
still be listed in the game records.) TradeWars will go back to the OLD
system after version 2.1 (when the player file structure will be re-written).
In the meantime, I would suggest limiting access to CNet's "EU" command to
high level users only, to keep players from creating multiple accounts in
TradeWars in order to get an unfair advantage.
o Commodity production on a planet was only calculating the amount
produced for *ONE* day, no matter how many days it had been since a ship had
landed there.
Version 2.03c / July 5, 1992
----------------------------
o When attempting to pick up fighters from a planet, it was looking
at the number of fighters that were in the sector instead of the number of
fighters on the planet and using that as the MAX you could pick up. (I.E. -
A player had 200 fighters on the planet, and there were 30 fighters guarding
the planet's sector, TW would only allow him to pick up 30 fighters at once!)
o The "Jettison Cargo from Holds" command has been moved from the
main menu to the Computer menu.
o A new "Quick Move" command has been added to the main menu. Typing
"+" takes the player directly to the "Move to?" prompt.
o After choosing "Escape" while being under attack from sector
fighters, players are now presented with several options instead of simply
being thrown back into the sector from which they just came. They now will
be able to attempt to escape to any one of the adjacent sectors, or to any
sector in the universe by use of a Warp turn. (NOTE: When attempting an
escape to an adjacent sector, a player may only escape to a sector which does
NOT also contain enemy fighters.)
o Bank commands have been changed from numbers to letters to follow
the menu structure of the rest of the game.
o "Organics" and "Ore" were shown backwards when looking at the
"Player/Ship Info" listing.
o When dropping commodities from your ship onto a planet, the MAX
number of commodities you could drop was incorrectly set to the amount already
on the planet instead of the amount in your holds.
o I found a small problem with the Hail Message. A player could
change his Hail Type to Auto or Response without having actually made a Hail
Message, which would cause a "File not found" error. Checking has been added
to make sure the player has created a Hail Message before he is allowed to
change his Hail Type to anything besides Off.
o Also, if a player had a Hail Message and was deleted by game
maintenance, the next new person to get his player number would also "inherit"
his Hail Message. A routine has been added to delete any old Hail Messages
when a new player signs on.
o It has come to my attention that entering a number like "40-" at
some prompts will cause the game to crash. I've corrected the problem in a
couple of places, but if you see this occurring, please leave me a message and
let me know what prompt the player was at when it happen.
o The help file on Cloaking Devices and Meteoroid Belts incorrectly
stated that a player needed at least "four" shields to enter the Meteoroid
Belt. They actually need at least 10 shields. Help file text corrected.
o Special thanks to The Duke for his detailed help in Beta testing
TW 2.03 (he found and reported the majority of the bugs which have now been
corrected in 2.03c!).
Version 2.03
------------
o The "radar" feature has been eliminated. It really wasn't all that
helpful, and as Perry pointed out to me, they don't have radar on starships,
they have scanners... Thus, radar has been replaced by the "Scanner" feature,
and a new option from the Main level, "Scanner Menu" has been added. More on
this in a minute...
o The "Message" and "Re-Read Broadcasts to All" commands have been
removed from the Computer Menu and have been placed in the new "Communications
Menu" from the Main level, along with a new command, "Send Message to All
Team Members."
o Hailing Options have been added! These are also accessed via the
Communications Menu. Players can make a 5-line "Hail Message", and set their
"Hail Type" to Auto, Response, or Off. Auto-Hail means that the player's
hail message will automatically be shown to any other ship that enters the
sector where their ship is currently located. Response-Hail will only show
their message when another ship hails them via the new "Hail another Ship"
command from the Main level.
o The sector-displayer has been changed around a little. Instead of
displaying:
Ships :
The USS Example, a class 1 Cruiser,
Captained by Whoever of Team 2,
and accompanied by 200 fighters.
The USS Testship, a class 2 Deluxe Cruiser,
Captained by Someguy,
and accompanied by 125 fighters.
It will now simply list:
Ships : There are 2 vessels here!
Why the change? Mainly, TradeWars has been running on my system for
about 4 months, and there is an INCREDIBLE traffic jam in Sector 1! Setting
through those long-descriptions for 12 ships wasn't all that much fun! It
also fit in with the new Scanner feature.
o The Scanner Menu. The commands are: Identify ship(s) in this
sector, Scan Planet in this sector, Scan adjacent sectors, and Scan a Port
anywhere in the universe.
Identify other ship(s) in this sector--
The player will be prompted with "(N)ormal or (D)etail Scan? ". If
normal scan is selected, they will be shown the "Ships:" listing exactly the
way it used to be in the sector-displayer. What they get from the detail
scan will be determined by what type of scanner they have. For example, a
ship with a level 1 Scanner will see little more than the Normal scan info.
But a vessel with a level 9 Scanner will see just about everything, including
the other ship's number of shields, weapon class and amount of trading credits
they have with them.
Scan Planet in this Sector--
Again, Scanner type will affect what information is reported back.
Level 1 Scanners will see only what is displayed when a ship lands on the
planet, while a Level 9 Scanner will show the amount of fighters in the PDF,
percentage of PDF that will auto-attack, and number of credits in the vault
(if there is a city).
Scan Adjacent Sector & Scan a Port Anywhere in Universe--
Same as the Computer Menu commands.