home *** CD-ROM | disk | FTP | other *** search
Text File | 1995-09-20 | 81.3 KB | 1,737 lines |
- ---------------------------
- Release WideBeta 8 09-20-95
- ---------------------------
- Well we've been working on finishing up with version 2.00! I'd like to
- also announce that we're working on a (gasp) NEW GAME! We don't like to
- talk about vapor-ware, but we want to let everyone know why we aren't doing
- as much to TW2002 as some think we should be. ;) We're working on creating
- a new game that lends itself to a whole new approach in online gaming.
- We're not going to release the details on this new game, but maybe the
- following will give you a taste of the future:
- We've been working with a number of 3-D rendering tools to produce
- graphical scenes and animations. (no, not just ANSI anymore).
- We're doing Windows (and Win95) programing. (ooooo! Client-Server
- stuff!)
- Just today I was editing SOUND clips. (big grin)
- So yes, we *are* busy working on something besides TW2002. And yes, it will
- be a BBS-door game. So keep yer eyes open for it! Now back to TW2002
-
-
- New: Tournament mode added
- This feature, when enabled in Tedit (G - General Options One) will
- let you set a special tournament mode. When the mode is on, you
- can set a "window" of days in which users are allowed to start up
- a player in the game. Once that window expires, they can only
- watch the scores. Also, you can set a limit to the Number of Times
- Blown Up. This is one method to disqualify users from tournaments
- to reach a winner. This is also a good method to prevent them
- from "mothing" other users (running into the opponents defenses
- just to waste some of them, getting blown up in the process and
- then escaping to the Stardock to get another ship. Repeat)
-
- Fix: Corrupted data files caused when someone put too many characters
- in the Underground password on their 2nd+ attempt to do so.
- Status: Underground Password length changed to 25 in all locations so this
- cannot be overflowed.
-
- Request: Users wanted to be safe from P-torp if they were parked in Citadels
- Status: Protection from P-Torp in citadels now implemented.
-
- Fix: False anomaly readings on density scans.
- Status: Fixed - Found false anomolies left by de-cloaking at login
-
- Fix: Q-Cannon not using correct rates in the atmosphere.
- Status: Fixed - Q-Cannon fires at correct atmospheric rate.
-
- Bug: Able to transport/Planetary T-warp with a ship in tow.
- Status: Fixed - Cannot land with ship in tow. No longer able to transport
- or planetary t-warp with a ship in tow.
-
- Request: Do not convert Corp planets to personal by leaving personal
- fighters.
- Status: Changed. Corp planets aren't reverted to personal by leaving
- personal fighters anymore. You have to actively switch the planet
- ownership to change it.
-
-
-
-
-
-
- ---------------------------
- Release WideBeta 7 07-29-95
- ---------------------------
- Release 8 will cover a number of pertinent bugs as Chris Lewis has just sent
- us a new bug-list update. We are aware of the problems that Lantastic users
- are having with multinode right now, and are working on the problem but do
- not have a fix for you yet.
-
-
- Fix: New player planets could end up in Fedspace.
- Status: New planets are not placed in Fedspace.
-
- Fix: New player planets routine could get caught in a loop if a player
- completely ringed Fedspace with defensive fighters.
- Status: If a new player planet cannot be created with a clear route to
- Sector 1, TW attempts to create a planet with a direct path to any
- of the other Class 0 ports or StarDock.
-
- Fix: Game log would not pause every 25 lines.
- Status: Fixed the line count problem with time-stamped game log display.
- No longer displays 50 lines before pausing.
-
- Fix: Player getting spurious destruction message.
- Status: Fixed bug whereby a message is displayed to the previous player
- logged into the game whenever a player destroys an alien vessel.
-
- Fix: Tedit not displaying entire player list.
- Status: Fixed error in TEDIT that didn't allow display of player list for
- games having maximum players of 150 players or less.
-
- Fix: Ship Transport loophole allowing unlimited range transport.
- Status: Fixed bug that allowed players to transport to any ship from a
- sector where they had previously been destroyed while attacking
- a port.
-
- Request: Wanted the ability back to transwarp with a ship in tow.
- Status: Created second type of TransWarp device. The Type 1 TransWarp
- device acts as the original (No TransWarp towing), but the Type 2
- TransWarp device has towing capabilities. (for a higher cost :)
-
- Fix: Field validation problem inside error loop while entering an
- underground password. Caused overwrite of fields in Sysconfig
- thereby corrupting the database.
- Status: Fixed. Users can no longer enter a blank password the first time
- and then a longer than 25 byte password inside the error handler to
- cause this corrupted overwrite.
-
-
-
-
- ---------------------------
- Release WideBeta 6 05-14-95
- ---------------------------
-
- Well THIS took a hell of a long time in coming to existance. Over the
- last year I underwent a major change of career and left my previous job
- as an IBM Systems Engineer (mainframes & midrange) for Allied Signal.
- MaryAnn and I are now working with a company building a large, entertainment
- BBS system with local access throughout the Midwest (from Wisconsin to
- Texas). As of this release, Metropolis BBS is now a 425 line system
- with full Internet capabilities, tons of great multiuser games (including
- the MajorBBS version of Trade Wars 2002) and a truly amazing sinkhole
- where our time is concerned. Since we didn't have any time to work
- on Tradewars, we've hired a programmer to get the project back underway.
- John Pritchett has joined Martech and has been diligently wading through
- bug reports and cleaning up overflow problems and loopholes as fast as
- humanly possible. Any NEW bug reports should be faxed to us at
- 913-842-7818 with as much detail as possible on how to duplicate the
- problem. We wish that it wouldn't have taken so long to get this release
- out the door, but our careers do come first over our home business.
-
- We now have additional people working for us on a permanent basis to
- handle the processing of upgrades and new subscriptions. Upgrades are
- finally under control. Any coming in now are getting turned around in
- a week or so. It was an amazing mountain of work to tackle with the
- upgrade announcement. :) If you still don't have yours and its been a
- few weeks, then it either never reached us, or it didn't reach you via
- the mail. Email is no longer a viable way to contact us since everyone
- and their brother are constantly sending email ranging from "Whats the
- password to the underground" to "How do I get my computer upgrade".
- If you need to contact Martech Software, either use the US Mail or fax
- us at 913-842-7818. (Take note that our mailing address has changed)
-
- This release cleans up a few of the multinode errors that could cause the
- game to abend, but does not yet add checks to prevent multinode cheating.
- The file locks for multinode cheating will be in the next two Beta
- releases and will come much faster than this one. :) John and I have been
- concentrating on cleaning up overflow problems, cosmetic bugs, and anything
- that would allow a player on a single node system to cheat. As you will
- see from the following lists, we've caught many of them but there are sure
- to still be some so feel free to fax in bug reports of any outstanding
- "cheat" possibilities. (single user only, we're fully aware of what we
- have to do and change to prevent multinode cheaters).
-
- Now, on to fixes:
-
- Fix : Turn rollovers caused while towing ships
- Status : Fixed, new routines in place to handle subtraction of turns
- while towing. This will handle all rollovers caused by
- ship towing. (was giving player 32000+ turns)
-
- Fix : Spurious write of "This is [planetname]" during landing process.
- Status : Removed display as it was originally for debugging purposes only.
-
- Fix : Able to see cloaked ships not of your Corp in area.
- Status : Fixed. Added additional check for cloaked ships during corp
- scans and other area scans so that ship must be owned by the
- player's corp to be seen. Otherwise its left unseen.
-
- Fix : Transwarp prompt entered state where will automatically fall into
- Twarp mode when entering a non-adjacent sector.
- Status : Fixed. Twarp mode will only engage if user answers Yes to prompt.
- This also clears up most other Twarp engagement problems including
- problems while attempting to engage Twarp if towing another ship.
-
- Fix : If bidding too high or low during trading, spurious messages appear
- which do not make sense.
- Status : Cleaned up all handling of port trading responses. At the same time,
- additional checks were added to prevent incorrect responses.
-
- Fix : If trading port was "angered" then the bid was still modified as
- if it were an acceptable bid.
- Status : The trading port will hold on its last bid until it receives a
- reasonable counter bid.
-
- Fix : Course calculations for Transwarp drive used currently set Avoids.
- Status : Transwarp jump calculations will no longer worry about Avoided
- sectors that are not the destination. Twarp course plots will
- go right through avoided sectors. This also happens now for
- planetary Transport.
-
- Fix : Phantom Class 0 ports were created by Bigbang.
- Status : Fixed. Changed Toloop count for the Class 8 port in BigBang to
- go from the current port number to the total ports to be
- created. Used to go from current to current plus 5% of total
- ports but due to a rounding error this could miss a few ports thus
- not initializing them. These unitialized ports were then placed
- into sectors resulting in the phantom Class 0 ports.
-
- Fix : Many cases, rounding or overflow errors resulting in cheating
- loopholes.
- Status : Created bounded add and subtract routines which perform their
- addition or subtraction up to a specified boundary and return
- in an error variable any amount that was truncated due to the
- boundary. These procedures have been implemented throughout
- the game to set hard boundary limits for almost all user
- transactions.
-
- Fix : Salvage from destroyed ships could increase total number of holds
- beyond set limits.
- Status : Fixed. Holds of inventory grabbed will not exceed the total number
- of holds for a given shiptype.
-
- Fix : Transactions involving Oreinv in Planet, Ship and Port routines
- could have wierd results and rollovers.
- Status : Implemented the bounded math functions to eliminate any Ore
- inventory rollover problems. (example, beating your ship against
- a planetary Interdictor generator in an attempt to screw up the
- Ore inventory so that the planet became corrupted.)
-
- Fix : Strange results with inventory handling.
- Status : Fixed. Bounded math functions implemented throughout the game
- in any and all transactions that involve Ore, Org and Equ
- calculations. It should not be possible to break the handling
- of inventory now.
-
-
- Multinode problem #1 - Daily Log system.
-
- The daily log system was causing contention between nodes in a multinode
- setup. I threw out the old system of using a text file and redesigned it
- using a normal, shared database file. This file is in readdenynone mode
- the majority of the time, and only opens for writes when it appends a new
- record and locks it to add a new message. While I was at it, I modified
- the display routines to track the current ANSI code in effect and reissue
- it for a new line if the message line exceeded 80 bytes. Also, the
- log display routines were modified to include the ability to show a time/
- date stamp for each and every line in the daily log. This was further
- modified to only show if the time/date has changed from the previous
- entry. The new prompt for "Include Time/date stamp" defaults to No, so if
- your users just hit the one extra Return, it will look like the old system.
-
- ------------------------------------------------------------------------
-
- NOTE: The majority of lockup problems in a multinode environment were
- being caused by the above file being a text file. Turbo Pascal
- doesn't let you handle text files very well in a multiuser mode
- so it was necessary to change this to a database. If this screws
- up some people's addons, I'm sorry, it was necessary for the
- stability of the game under a multinode setup.
- For anyone that writes 3rd party addons that deal with the
- TWOPENG.DAT daily log, here is the new format:
-
- logf=record
- msg : string[160];
- time : string[11];
- date : string[8];
- end;
-
- ------------------------------------------------------------------------
-
- Multinode problem #2 - Corp Editor.
-
- The Corp editor wasn't designed (nor was any of tedit) to work while a
- user was online, playing. However, due to an oversight of mine, it
- didn't work at all if you have Share running. (whoops). The proper
- DOS file modes are being used now so that Share being loaded won't
- cause Tedit's corp editor to barf out with an error code 162. (162 is
- always related to a file sharing/lock problem).
-
- Request: Reposses extra ships left in the Fedspace. Users are
- using this strategy to park their ships in a safe haven.
- Status : Well I hope everyone heeded the warning in Beta 4 and Beta 5
- because this is now ACTIVE. :) Any ship left in FedSpace
- during cleanup WILL BE REPOSSESED!
-
- NEW : The Feds, being the Lawful types that they are, now cleanup
- FedSpace of navhazard everynight. They just can't stand a
- chaotic, messy sector to live in.
-
- NEW : NEWSFLASH! ALIENS ARE FEDUP! THE MAJORITY OF THEM TURN EVIL!
- (grin) Well good players keep saying they don't have enough
- targets out there, so the bulk of the Alien traders have now
- turned evil. Approximately 1/8th of them still hold to the
- light, while the others have gone to the dark side.
-
- Fix : Rank and Kills in Corp editor, don't do anything, what are they?
- Status : Fixed. Rank and Kills in there are leftovers from an old
- concept that didn't go anywhere. They've been cleaned out of
- the editor.
-
- Fix : Tedit - User editor - Onplanetnum doesn't do anything.
- Status : Its not supposed to, its a display only field which I'll make
- more apparent by removing the option to edit it. The Current
- ship# is also a refference only, display. The game would get
- massively corrupted if the ship and planet pointers could be
- edited. Having two people in the same ship is a mess.
-
- Fix : When the planet max is reached, the last planet record just
- gets written over.
- Status : Argh! A damn off by one problem was letting this happen. It
- should be taken care of now and users should get the message
- "Not enough free matter exists to make a new planet, perhaps
- you should destroy one somewhere first". I don't know how long
- this problem has been lurking in there, but I imagine its been
- quite a while. This was also occuring in the New Player Planet
- routine (called the same PlanetConstruct function) so I imagine
- it would have gotten real confusing and made it look like new
- player's planets were dissapearing.
-
- Fix : New mod that a Scout doesn't have an escape pod only works if
- someone else blows you up, if you kill yourself, you have one.
- Status : Fixed. If you get yourself blowup in a scout now, you get the
- deathdelay lockout, and lose half your experience and alignment.
-
- Fix : "Dissapearing ships" or unable to see a ship in a sector with
- another player present. Ship showed up on Transporter info but
- not in regular display.
- Status : Fixed. I believe this was also the dissapearing ship bug that
- many others were complaining about. The ship that they thought
- was gone was really still there, it just wasn't showing up in
- a sector display (most often the stardock where you left it) but
- could be transported to.
-
- Fix : Towing a manned ship often results in an unmanned ship or even
- someone else's ship being towed along for the ride.
- Status : Fixed. One little errant pointer is all it takes, and in this
- case, the towing pointer to the user pointer to the ship was
- missing one character that indicated the usernumber was a pointer
- to a ship, thus the ship being towed was the Shipfile(usernumber)
- (usually always the wrong one), instead of
- Shipfile(usernumber(currentship)). This could also account for
- dissapearing ships as people's ships would get towed out from
- under them.
-
- Fix : Occasional spurt of "Transfers not allowed in Citadels" when
- trying to do corp transfers.
- Status : This was a leftover flag from when you try to land on a planet
- that someone else is defending and you retreat. Its cleared now.
-
- Fix : Trying to transwarp a planet to the sector its already in gets
- real wierd.
- Status : The program now just rebuffs the user for trying to do something
- that silly.
-
- Fix : While towing another ship, your Turns left do not display properly.
- Status : It was displaying the turns left of the person being towed not
- the one doing the towing. This is fixed now.
-
- Fix : Attacking the Stardock caused the production values to go silly
- so that it would end up buying 600,000+ of everything or such.
- Status : Fixed. This was a direct result of beefing up the Stardock so
- it would be damn hard to kill anymore.
-
- Fix : On finding/showing an enemy mined sector, user is given option
- to avoid that sector in the future. Doesn't take if they say yes.
- Status : Does now! This can be tripped by entering a sector thats mined,
- or by using a Holoscanner to check adjacent sectors. It properly
- records it now and saves the avoid.
-
- Fix : Player retreats from an interdictor enough to send his turns left
- below zero which results in having 65000 turns.
- Status : Fixed. Capped.
-
-
- Fix : Player gets caught on a planet while blowing it up, the "On planet"
- flag remains stuck on that player and they're invincible.
- Status : Fixed, the player will now show up and not be considered on a planet.
-
-
- Report : Getting blown up while attacking Stardock results in being stuck,
- can't seem to warp anywhere.
- Status : I couldn't reproduce this, anyone?
-
- Report : Getting blown up while attacking Stardock results in having unlimited
- transport range.
- Status : Couldn't duplicate this one either. Anyone?
-
-
-
- ---------------------------
- Release WideBeta 5 02-13-94
- ---------------------------
- Wow! We've been super busy around here getting upgrade requests processed.
- If you're still waiting for yours, please be patient, we're working through
- them as fast as possible. Beta Six will hopefully follow up pretty soon
- as I haven't had much time to work on the updates this last month, but will
- have more time now.
-
-
-
- Fix : Placing contracts on yourself generates funny money.
- Status : Fixed. Didn't know this was broken, but thanks again to
- Floyd driver for pointing out that this was also a problem
- same as the police bounties were.
-
- NEW : From this point on, SCOUT MARAUDERS WILL NOT HAVE ESCAPE PODS!
- Please make sure that your users UNDERSTAND this point as its
- rather important! :) Logistically, the scout should never have
- had an Escape pod, so now it doesn't.
-
- Fix : When capturing someone's ship that had a Limpet attached, it
- would spawn a new limpet onto the escape pod.
- Status : Fixed.
-
- Fix : Port 0s were not charging the 5,000 credits to remove a Limpet
- like they should.
- Status : Fixed.
-
- Fix : Tedit was allowing entries for Fighter Owner in a sector outside
- of the allowed range.
- Status : Done.
-
- Fix : Transferring funds to yourself was still sending a message.
- Status : Done, message removed if both accounts involved are the same.
-
- Fix : Problems with Takeall routine on a planet with near-max inventory.
- Status : Fixed this. Minor oversight on my part for the variable type
- used to handle the processing.
-
- Fix : Still needed some additional codes to prevent cheating with the
- retreat functions.
- Status : Upon entering the game, last sector visited is set to the user's
- current location. This will eliminate some loopholes people
- were using with accomplaces helping them retreat into remote
- locations.
-
- Fix : Minor oversight, didn't charge a turn for ship to ship
- transporter use. Also opened hole for easier steal/sell cycle.
- Status : Put in the check to prevent transporting without a turn and
- charged a turn for transport use.
-
- Fix : Blind Twarping (and getting blown up) could result in giving
- you a rediculous number of holds of Ore.
- Status : Fixed. Do NOT deduct the ore amount from a new escape pod as
- its already sitting at zero. :)
-
- Request: Cloaking failure is too tough.
- Status : Changed. Cloaks are now 100% for the first 24 hours minimum.
- After that time, they will have an x% chance of failure
- cumulative each day that the user doesn't log back into the
- game. (This value settable in Tedit)
-
- Fix : Non-standard Irq support over 8 not working properly.
- Status : I had a problem with my SHL and the offset for 8250 slave mode
- when the IRQ is 9-15. I didn't have time to get this fixed so
- I just limited the IRQ support for 2-8 until I can get this one
- tackled. Using IRQ's 9 thru 15 is a pain.
-
- Fix : Every Steal resulted in a free turn!
- Status : Though it indicated a turn was used, it wasn't updating the user
- record properly. Its fixed now and should update properly.
-
- Fix : Being busted for robbing the same port twice in a row erroneously
- only took 5 holds.
- Status : Its now prorated and is a percentage of the player's total holds.
-
- Request: Evil players milking the Jettison colonists feature to lower
- their alignment quickly.
- Status : Only a positively aligned player gets the alignment deduction
- now when jettisoning colonists.
-
- Request: Evil shouldn't be allowed in the Fed Police! They can buy back
- alignment that way by posting rewards.
- Status : True. I turned the lock back on that keeps evil out of the Fed-
- police HQ.
-
- Fix : Heir to the throne bug active. This leaves corp owned assets
- behind after a corp is disbanded.
- Status : Done. Planets, Mines and Ships should all revert to unowned if
- a Ceo disbands a corp that has such corporate assets.
-
- Request: Users want to send Corporate memos whether or not they're the CEO
- Status : Well I hope everyone has larger hard disks now. :) I've always
- avoided doing this since users tend to be so damn verbose, but I
- guess thats the whole idea of the BBS anyway, to communicate.
- You might want to keep an eye on the TWSMF data file, it can grow
- pretty huge with everyone being able to use the Corp Memo.
-
- Fix : With the newer, more powerful ships, its too easy to kill the
- Stardock or a Class 0.
- Status : Well, *I* thought it was a strategic option to nuke em. :) But
- everyone else seems to disagree and doesn't want to see em go
- away, thus they're now considerably stronger.
-
- *********************************************************************
- NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE
- *********************************************************************
- Since I didn't think everyone got the warning out for the following,
- I'm holding off on adding this VERY NASTY addition to maintenance
- until the next release. PLEASE TELL YOUR USERS TO GET THEIR EXTRA
- SHIPS OUT OF FEDSPACE cause with Beta 6 they'll lose em.
- *********************************************************************
-
- NOTE: With Beta 6, unmanned ships left in Fedspace overnight will be
- repossessed! This is both to cut down on clutter, and to encourage
- putting a user's assets at risk so they'll have to defend them
- somewhere instead of leaving them safe and secure in Fedspace.
- I'm posting this warning so you can all let your users know before
- the weekend. If they don't have their ships moved out by then,
- they're going to lose them.
-
- *********************************************************************
-
- ---------------------------
- Release WideBeta 4 01-11-94
- ---------------------------
- And a Happy New Year! Ack, we're buried under upgrade forms and new
- registration forms so I didn't get as much done on the game this week
- as I would have liked to. I knocked out some of the main offenders so
- we can move towards a more stable gaming environment quickly.
-
- NOTE: Due to the presence of two bugs, the Galactic bank and the Self
- bounties in the Fedpolice, we STRONGLY recommend you restart
- your test game. Yes, we know players are going to complain, but
- the integrity of the game is *very* questionable since users could
- have racked up many millions of credits without earning them. :)
- Please BigBang the game again. Maybe use some different settings
- for the BigBang (if you have your V2 code) to try its variations.
-
-
- Fix : Sector Retreat Bug still active.
- Status : Fixed. Many thanks once again to Floyd Driver for pointing
- out that this annoyance was still hanging around. It was fixed
- in about 20 minutes as all I had to do was convert the user's
- corporate fighters in their current sector (when quitting the
- corp) to personal assets). Also, I incorporated the Enterroom
- functions into the retreated into sector. Now if someone
- retreats back into a sector thats mined, etc, they'll have to
- take the damage they didn't before. Note: This opens up a
- nasty technique you can do to someone. If you come across a
- user, deploy fighters under him and in all adjacent sectors.
- This will cause him to bounce back and forth attempting to
- retreat till he blows up. (hehheheh) Call it the Fighter
- Sinkhole of death strategy. :)
-
-
- Fix : Endless Galactic Bank money.
- Status : Done. Easy to fix. The Galactic Bank is working 100% now.
- Its STRONGLY recommended that you re-Bigbang your test game
- since a user could have been making funny-money with this
- bug in place.
-
- Fix : Posting a reward on yourself created money.
- Status : Done. Thought I fixed that in 3, missed one update line.
-
- Fix : Porting at a destroyed port abended.
- Status : The more I looked at this, the more I think this hasn't
- worked right for a long time. :) But its all fixed now and
- if the user reaaaaaaaaly insists on porting at a destroyed
- port, they'll merrily go up in flames too from the excessive
- radiation overload.
-
- Fix : Trying to display a sector in Tedit with a destroyed port abends
- Status : Related to the above problem, also fixed.
-
- Fix : Minor snafu, unable to put an Alien or Ferrengi in sectors above
- 1000 via the editor.
- Status : Fixed, but sysops should NOT BE DOING THIS. :) It seems many
- sysops don't understand that the game itself decides when to
- generate new ferrengi or aliens. This is based on the age of
- the game. If you use Tedit to place previously inactive ships,
- they will just sit in the sector you put them in. They may
- interact some with a user entering that sector, but they are
- NOT being handled by the game background routines UNTIL the
- gameage is old enough to start handling them. If you want more
- Ferrengi and Aliens, then up the Gameage! That will make plenty.
-
- Fix : Port editor, "X" doesn't exit it, Q does.
- Status : Fixed.
-
- Fix : Stuck in loops entering transporter with only one ship.
- Status : Cannot duplicate this! I went ahead and added additional code
- to kick the user out of the transporter if they only have a
- single ship anyway.
-
- Fix : "Magic Moth" bug depleting Qcannon w/o fighter loss
- Status : Fixed. One missing pointer update but its now in place. Users
- will get their money's worth with Qcannon defense now.
-
- Fix : Tedit, Sector display, planets don't line up properly.
- Status : Fixed.
-
- Fix : Status line had extraneous "Bd" in display.
- Status : Fixed.
-
- Request: Don't ask for ship password when towing if blank.
- Status : Added.
-
- Fix : Changing the name in the underground abended with a file sharing
- problem.
- Status : Put the file back to Write Shared mode before trying to write
- to it. ;)
-
- Fix : Error code 209 when trying to run the game.
- Status : Fixed. There is an incompatibility with my XMS overlay loader
- with some Dos high memory managers. For now, I've removed it
- and may not bother with it in the final release. Seems every
- one and their brother treats XMS memory allocation a little
- differently and I don't have time to track em all down. The
- game still uses the standard EMS overlay loader if EMS is
- active and there is enough to go around.
-
- Fix : Announcements put garbage in the daily log.
- Status : Fixed.
-
- Request: Line wrap for the message editor.
- Status : Added. This is more complicated than most people think but I
- put in the time to add it anyway.
-
- Fix : Heir to the throne bug active. This leaves corp owned assets
- behind after a corp is disbanded.
- Status : I've started on this one, but its not finished in this release.
- It will be done for Beta 5.
-
- Request: Additional file control to prevent cheating on multinode systems.
- Status : I didn't have a chance to start on this one, this will also be in
- Beta 5. This one isn't hard, its just tedious. I already have
- the file and record locking routines done, just have to place them
- in all the places needed to prevent cooperative cheating. :)
-
- Fix : When buying a new ship, attached limpets from the old transfer
- Status : Fixed. The attached limpets will stay with the old ship, but the
- user won't get as good of a tradein.
-
- Fix : User prompts weren't clear enough when asking if they want to
- put a password on a new ship they just bought.
- Status : Modified prompts to be more obvious.
-
- NOTE: With Beta 5, unmanned ships left in Fedspace overnight will be
- repossessed! This is both to cut down on clutter, and to encourage
- putting a user's assets at risk so they'll have to defend them
- somewhere instead of leaving them safe and secure in Fedspace.
- I'm posting this warning so you can all let your users know before
- the weekend. If they don't have their ships moved out by then,
- they're going to lose them.
-
- Mod : Altered the default BigBang settings to produce a sparser
- universe.
-
- Request: Some users couldn't cope with the sector numbers with them in
- descending order. (complained loudly)
- Status : Altered the sort during BigBang to produce the sector links
- in ascending order instead.
-
-
- Welp, I'm going to bundle this all up and get it off to Bill! Have fun
- with the updates folks.
-
- ---------------------------
- Release WideBeta 3 12-26-93
- ---------------------------
- Well Merry Christmas to everyone! We're hard at work trying to get all
- the upgraded registration codes out, so bear with us! Now on to changes:
-
- Request: Let sysops do "General Announcements" akin to the Email options.
- Status : Done. Added some extra 'From' people in there too.
-
- Fix : Sending messages allows 80 chars but when displayed with the
- leading "> " it wraps a bit over on the next line.
- Status : Done. Lowered input amount down to 76 chars so there won't be
- a few extra chars wrapped around to the next line.
-
- Request: Please make Local mode ON as a default for unregistered BBSes
- Status : Done. Bigbang B3 and up will do this.
-
- Request: User is sitting in the docs after his time has run out.
- Status : Done. Added time left check to the read ascii file routines,
- will do a Timeleft check every 24 lines of output.
-
- New Add: I put more Desqview slicing checks into various output routines,
- so to improve Dv time slicing on the output side. The input
- side already had all this stuff everywhere.
-
- Fix : New user has one ship and tries to use the ship transporter. It
- puts them in an endless loop.
- Status : Cannot duplicate this one. Anyone able to shed some light on this?
-
- Fix : TwErr.log and TwGame.log not erased when a Bigbang is run.
- Status : Done. They are now erased.
-
- Fix : After running BigBang, Extern Abends with err100.
- Status : Cannot duplicate. Anyone able to duplicate this, please report
- the exact BigBang configuration used to create this universe.
-
- Request: Please add a Dos environment variable to pass username in so the
- game can be run over a local area network.
- Status : Done. Added TWUSER= as a valid Dos environ variable. Works only
- in local mode. Use SET TWUSER=<username> in a Lan setup and then
- call TW2002 with a node set for Local play.
- NOTE: Its not my fault if everyone at work is messing with
- Trade Wars instead of using the Lan for business stuff. :)
-
- Fix : Ability for Commissioned players to Transwarp to FedSpace not
- working.
- Status : Forgot to add it. :) Its in there, works great, less filling.
- BTW, this is for ships only, not Twarping planets.
-
- Fix : Twsysop docs spell Telegard wrong. Also indicate to use Chain.txt
- Status : Done. Spelled right, recommended Dorinfo1.def instead.
-
- Fix : Extern was still putting "Planet X and Y in sector Z collided" in
- the daily log.
- Status : Done. Removed the sector number from the daily log, thats none of
- the other player's business.
-
- Request: Full Fossil driver support.
- Status : Have most of the code done, haven't done enough testing with it
- yet though, will add it in B4, not in B3. Still trying to find
- the algorithm for autodetection of an active Fossil driver.
-
- Fix : Sysop docs still mentioned using the accompanying batch files
- to call the game.
- Status : Docs upgraded to remove that. Command line switches not used
- to determine configuration anymore.
-
- Fix : "CEYLAD" still active in Citadels.
- Status : "Should be fixed" :) Added a planetary update coming out of the
- Citadel so it would be sure to have the proper amounts current.
- Also put some additional safety checks in to insure that hold
- amounts cannot get out of whack. I'd really like someone to try
- and break this as hard as they can because I was sure I
- eliminated all planet/citadel related cheats.
-
- Fix : Retreating from deployed fighters makes the autopilot go screwy.
- Status : Well, I'm shutting down autopilot after retreating from a bad
- sector. That will give the user a chance to do something, whether
- its a Holoscan to see the sector again, or to use Mine distruptors
- or whatever. It definately fixes the problem with running off on
- a course that doesn't actually happen.
-
- Fix : A photon torpedo accident resulted in NOT losing any fighters.
- Status : Fixed. Made sure not to re-read the ship record while an
- attack was in progress from the defenses of the other player.
-
- Request: Don't allow the player name entered to be blank in Local mode.
- Status : Done, local mode init will loop until you give it a non null name.
-
- Fix : Evil aligned players (slightly evil) could post a bounty on their
- head that wasn't subtracted from their total credits.
- Status : Done. Procedure was writing both the poster and the postee as
- the same trader. The credits were being deducted and written
- but then the follow up write of the trader it was posted on
- overwrote it with the pre-subtraction value.
-
- Thats the end of any critical errors that I have so far. Keep those
- bug reports coming in! Special thanks to Floyd Driver for reporting the
- Ceylad and the Bounty problems. Good job
-
- ---------------------------
- Release WideBeta 2 12-20-93
- ---------------------------
- Sigh. Had one of those days Sunday and didn't include the USER DOCS in
- release 1 Its here in this one. Also, I will be putting out a seperate
- zip of just the docs so folks don't have to download this whole thing.
- ---------------------------
- Release WideBeta 1 12-18-93
- ---------------------------
- ***********************************************************************
- Note to Beta testers who ran Beta .9x, run TWINSTAL now to update your
- files and install this new version. This will be the new standard.
- ***********************************************************************
-
-
- Improved the New user planet to have better odds of getting a decent
- planet to start with. New users should get type 1-4 with heavy
- weighting towards the Earth type planets. I did retain a 2% chaos
- factor to give them a totally random planet type.
-
- Okay! The full node control system is installed. NOTE! NOTE! NOTE!
- YOU WILL HAVE TO GO SET YOUR NODEFILES to get TWs to work now. ;)
- If you've been running the previous Betas, your Nodefile data may
- look strange since the format has changed some. You should be able to
- edit the Nodefile to match your setup though. A new bigbang will
- create them in the proper format so none of the new testers will
- have to mess with this.
-
- The node control can identify the node in two ways. The first is by
- using a Dos Environment variable:
-
- SET TWNODE=1
-
- Would indicate to the game that the machine its running on should read
- Node 1's setup info to determine what to do. The second mode is to use
- a command line option to indicate which node you're running:
-
- TW2002 TWNODE=1
-
- This mode will override whatever's in the Dos Environment variable.
-
- Please note that the old style command lines DO NOT WORK anymore, using
- something like TW2002 -DOOR means absolutely nothing now. The only other
- command line options that exist are:
-
- TW2002 NOXMS (do not use XMS for overlays)
- TW2002 NOEMS (do not use EMS for overlays)
-
- The new memory manager will first try to use XMS memory to load the overlays
- and then EMS if thats not available.
-
- --------------------------------------------------
- Release 0.93 12-12-93 FINAL RESTRICTED BETA
- **************************************************
- * Wide area BETA test will start with the next *
- * release. ANYONE who wants to participate will *
- * be allowed to setup the BETA package if they *
- * are a registered Sysop of 1.xx Please let all *
- * Sysops know of this as I can't post on the *
- * TRADE_WAR echo yet (installing new software) *
- * This wide-area public Beta should start in the *
- * next week. We *DO* want Sysops who are going *
- * to get back to us (Crash Netmail) if they find *
- * a nasty bug. *
- **************************************************
- --------------------------------------------------
-
- Fixed mine handling error that could accidentally let someone else
- gain possession of your mines.
-
- Fixed local display line having problem when the user online had one
- of the Three Ferrengi ships. Short descriptions are:
- "FreACr" = Ferrengi Assault Cruiser
- "FreBat" = Ferrengi Battle Cruiser
- "FreDre" = Ferrengi Dreadnaught
-
- If ship password is blank, don't ask for it during transporter use.
-
- Now asking if the user wants to set a password when they buy a new ship
- at the Shipyards. Answering "No" just leaves it null.
-
- Reduced the Qcannon in a MSL penalty to just removing the Qcannon, not
- destroying the entire Citadel.
-
- Repaired problem with Ferrengi taking holds and leaving you with more
- Colonists than you have holds.
-
- Planetary transporter now checks to make sure you have one turn left
- before it will let you proceed. This was causing a rollover that
- would give a player 65,535 turns. :)
-
- New Players can optionally be setup with their very own, private home-
- planet! This is an option in Tedit H that defaults to ON now. The
- planet will be built somewhere that has a clear path to and from
- sector 1. This will be a Citadel-less planet with a small smattering
- of Colonists.
-
- Planet creation in BigBang has been scratched in favor of the above mode
- that gives the new planet to a new user instead.
-
- Ooooo! Amazements of Amazements, if you attack a Tholian Sentinel, it
- will actually *have* 4:1 defensive odds! (Yack, one simple little
- wrong equation to track down, but its fixed now)
-
- Display info for processing type 1 mines has been changed to reflect the
- Armid name throughout. (to help avoid confusion as to what mine type
- it was you just left for someone :)
-
- Bigbang should make the Stardock, and Class 0 port sectors fairly
- heavily travelled now. MOST if not all of the 6 warps into those sectors
- should be two ways. Also, Bigbang checks for, and removes duplicate
- warps from a given sector and while its at it, it nicely sorts the warps
- so they're in descending order, left to right ;)
-
- Fixed "Do you want to avoid this mined sector" from Holoscans and when
- entering and avoiding mines.
-
- At the same time, I cleared up the problem with being adjacent to an avoided
- sector and trying to warp there. The program will now warn you and give
- you a chance to back out of the decision to enter the avoided sector.
-
- Instead of just generating radiation, ports also make debris now.
- Trying to port will still blow you up but once the radiation dissipates,
- there will just be a bunch of debris.
-
- Okay, please TEST the hell out of this release! We'll be starting the
- PUBLIC Beta test shortly and I need immediate feedback if there are some
- nasty problems in this. The next release (the public one) will include
- the Tournament mode, the Node control system and Fossil support. We're
- very close folks! Thanks for the help!
-
- NOTE! Crash mail us the TWUPDATE.FRM thats included here so we can get
- you your own personal codes for the game (before everyone else). The
- requirements for the form is on it. Send it to the address on the form!
-
- Someone please let everyone in TRADE_WARS and such know that the registration
- cost will go up January 1st, to $20. If their registration is post-marked
- before that date, then they can register 1.xx for the old price of $15 and
- they'll get their free-upgrade. ;)
-
- BTW: Its fine to distribute the TWUPDATE.FRM thats included with this
- archive. We're ready to start taking update orders at this time.
-
-
- --------------------------
- Release 0.92 11-14-93
- --------------------------
-
- Fixed problem with moving more than 30000 fighters on/off a planet. (from
- large ships).
-
- At the same time, increased Colonist quantities one can move from one
- occupation to another.
-
- Fixed ship-ship transport problem where transporter wasn't being updated
- with the new ship's transport range.
-
- Fixed typo on "only Interdictor Cruiser has Interdictor Generators"
-
- Fixed cosmetic problem with aborting Pmissile launch.
-
- Enlarged Density section of Relative Density scan and changed it from
- abbreviated double reals back to comma separated full real.
- IE, instead of 10m you'll get 10,242,120
-
- Changed "X launched a Photon missile from sector yyy" to "X launched a
- Photon missile somewhere" in the daily log.
-
- Added cloak failure chance as user exits game. (by tester's request,
- so that cloaked user wasn't "guaranteed safe" until maintenance.
-
- Repaired a lot of small potential numerical problems to prevent things
- such as data type rollover. (past problems with 1.xx)
-
- Maryann has the initial release of the docs in this version. Feel free
- to read through them and give some feedback on them. Remember, we
- *never* give out the whole story in the docs, just enough to get the
- new players going.
-
- NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE (Hey, read this :)
- Please inform your users to SELL OFF all Ferrengi craft they may have
- captured in the last 2 weeks. I'm making a change to the ship table
- and if they don't get rid of it, they'll end up with a very powerful
- ship that we really don't want em to have until we've tested it some
- more. :) Nuff said, sell off those Ferrengi ships.
-
-
- --------------------------
- Release 0.91 10-31-93
- --------------------------
- Happy Halloween!
-
- Repaired the problem with Extern clearing the Navhazard debris (and making
- 250+ in the sector when it was done.) Set your Debris Loss Percent (in
- Tedit) to 100 and run Extern three times. That will clear all Debris in
- the game. Don't forget to set it back down to something reasonable after
- you do that. ;)
-
- Corrected an oddity that, after reporting someone took over your ship in
- combat, that "the collision destroyed" the same ship.
-
- Plugged in exchanging ships in the Citadel.
-
- If any of you are experiencing errors with Aliens being moved, ie your
- TWerr.log has MoveAlien for substate 1, please be sure your settings for
- the 2nd and 3rd Class 0 ports are not corrupted due to that previous bug
- with the underground password being allowed too long of a string. (causing
- an overwrite of the Ferrengi home sector and the 2nd & 3rd class 0)
-
- Muhahahahha. Planets on Major Space Lanes that have Citadels now have the
- Citadels destroyed by the Feds. So much for blocking off the Stardock by
- Twarping in defensive planets. This is drastic, true, but I feel its
- necessary to promote longer running games.
-
- Fixed problem where Tedit's initial fighters or initial holds could be set
- larger than is allowed for the Merchant Cruiser.
-
- By request, added a report when Limpet mines activate. "Limpet mine in
- sector XXX activated on date at time"
-
- Removed bug that could produce a captured alien ship with hardware it
- shouldn't be able to have like a twarp drive, etc.
-
- Added control for user to activate/deactivate their Interdictor generator
- aboard ship#16.
-
- Fixed the oversight where user wasn't being charged their turns to escape an
- Interdiction field generated by a planet.
-
- Corrected a memory allocation problem that was keeping BigBang from having
- enough stack to open a Dos shell to delete old files. Thus the bathroom
- wall, the convos, the ferrengi, aliens, etc are all now being cleared
- when a BigBang is run.
-
- Corrected a problem with moving the Fed ships. In a less than 5000 sect
- universe this sometimes caused an abend. (usually just after a bigbang)
-
- Added controls for the Planetary interdictor generator so the user can
- decide whether they want it on or off. Also added to the Planet Display
- the current status of the generator.
-
- Well I wanted to make it harder to move extra ships around, but by
- popular demand I modified the Towing systems to allow you to tow unmanned
- ships THAT YOU HAVE 1.) Ownership of and 2.) the password. You can tow
- them regardless of fighters on them and regardless of if they're in fed-
- space.
-
- Note: The days of the Evil StarShip are now over. ;)
-
- Lowered the price of the Genesis torpedo a *little* to make up for sometimes
- getting a crappy planet. Remember folks, you can destroy planets now
- without much of a change to your exp or alignment at all.
-
- Photon wave disables planetary Interdictor now.
-
- Ferrengi ships are potentially obtainable now. (Shhhh, don't tell people)
-
-
-
- --------------------------
- Release 0.90 10-24-93
- --------------------------
- Why the big jump? Well this is the "features cap" for the final
- release. Anything from this point on will be bug fixes and minor
- tweaks. (along with the very involved new I/O system with very
- specific setup for multinode and nonstandard I/O). This version
- *should* have everything active in it.
-
- -------------------------------------------------------------------
- I thought I'd throw in some filespecs like I used to with 1.xx
- -------------------------------------------------------------------
-
- TW2002 (Main Program) 25,282 lines of code
- .EXE 97,969 bytes in size
- .OVR 401,950 bytes in size
-
- TEDIT (Editor) 13,815 lines of code
- .EXE 91,808 bytes in size
- .OVR 76,863 bytes in size
-
- BIGBANG (Creator) 10,273 lines of code
- .EXE 64,992 bytes in size
-
- EXTERN (Maintentance) 9,389 lines of code (a small one ;)
- .EXE 78,496 bytes in size
-
- -------------------------------------------------------------------
-
- Fixed the main prompt so its different enough the Capture folk can
- easily tell it from the Computer prompt, etc.
-
- Fixed that annoying overwrite being caused since the Underground
- password is now only 25 bytes long but the input routine was still
- allowing the user to put in 41 bytes (thus overwriting the 2nd Star-
- dock locations, etc)
-
- Activated Ferrengi Aggression routines. :)
-
- Repaired small problem with not being able to alter starting credits.
-
- Modified Create_Planet so that it shows you the type of planet being
- made before you name it. (per beta tester's request) Nice touch,
- let them personalize the name for the planet type. I especially like
- "Rocky Road" for Mountainous planets. :)
-
- Another user request: Added an option in the computer to disable
- ANIMATION and lengthy ansi displays only while retaining full color
- everywhere else in the game. At the same time I'm now storing the
- "Use Ansi" option so that if you turn it off, it will STAY off between
- game plays. The two are dependant on each other, so they're under the
- one "Change Ansi settings" option in the computer.
-
- Removed a problem where you destroy an empty ship and the game log
- reports something silly like you destroyed your own ship. ;)
-
- For a long time players were evading Ferrengi attack by running around
- with max shields and under 50 fighters. This has been corrected.
-
- The Feds, having grown tired of a sudden increase in ship debris in their
- space lanes, are now blasting said debris nightly during cleanup. :)
-
- Sysop configurable setting in Gedit Two: NavHazard dispersion rate.
- Set it to whatever you want, 100 will clean the whole universe each night
- (not recommended) and 0 will leave it like it is now, with excessive
- NavHazard buildup as things are destroyed. I recommend a 3% setting.
-
- Cute touch, if you use the planetary Transporter to beam yourself and your
- ship somewhere blind and end up in some solid mass, you escape to your
- Pod, but you *are* in the destination sector (just without your goodies).
- The rules for what constitutes an empty sector for blind transports are
- identical to those for blind transwarps.
-
- With the advent of this MUCH faster route calculator (thanks Mike!) there
- is no need to mickey mouse around with deciding if a new course plot
- *should* be run or not. The course is plotted automatically each time
- you move and I don't think you'll notice the difference in speed. This
- will help prevent some of the odd, flaky occurances of being stuck in
- a sector and unable to startup the Autopilot.
-
- Corrected the Taxing display for good players. The rate was changed to
- 5 percent a while back but I didn't change the screen display.
-
- Planetary Transporters are done! Try em out, the concept is like having
- a Transwarp drive setting on a planet of yours. You can move yourself
- and your ship however far you have the range to transport. This will
- greatly help in making the further reaches of this bigger universe easier
- to reach. The first time you select the function inside the Citadel
- you will be able to purchase a 1 hop version. Subsequent use of the
- planetary transporters will give you an option to upgrade them. Quite
- a powerfull feature this is.
-
- Cosmetic problem with Planetary Interdictor generator under construction
- was repaired so it wouldn't wrap around the screen.
-
- Modified Ansi=no so that it wouldn't ask for Animation options.
-
- Cleaned up the Ship catalog quite a bit, and added Max Transporter Range
- to the display so you can easily tell the range of any given ship.
-
- Interdictor Generator is now active for the Interdictor Cruiser. ;) Enjoy!
-
- Fixed a number of problems related to using more than 32000 fighters on your
- ship. You should be able to attack with more now and the displays should
- all look correct. Oversight on my part, I didn't setup large enough
- temp variables to handle the bigger numbers in the attack functions.
-
- Planetary Interdictor generators are operational. They take 500 Ore for
- each time they stop a ship from leaving, but that can easily spell the
- death of the intruder. ;) Nasty, nasty things they are.
-
- (Yoda of BORG am I, assimilated you will be! Futile is resistance...)
- (Sorry, couldn't resist, I love that tagline)
-
- Whats that you say? Lots of extra ships laying about that you Just don't
- need? Well bring em on down to Billy Bob's Used Spaceship lot on the
- Stardock and sell those clunkers off!. ;) Seriously though, you can
- now sell off extra ships. You have to bring them into Stardock orbit,
- then sell them in the Shipyards. This was implimented this way to
- prevent some potential problems with leaving a user shipless on the
- Stardock. As it works now, you bring the extra ships to the Dock by
- leapfrogging them and sell them off. You're never without a ship.
-
- Well WOOF! This has been a hectic but productive weekend and we're now
- in the HOMESTRETCH!!!!!!!!! Please play the hell out of this version
- so that we can get a quick report back on any logic errors or abends.
-
- The next release will be mostly support functions, such as the new
- I/O routines, the multinode node editor support, etc. The game as it
- stands right now is essentially the features that will be in 2.01 in
- its public release. (unless I forgot something silly ;) Fear not, we
- will continue to add to (and debug) this program, so its not going to
- sit on a shelf like it did for a while there.
-
- Pound on it! Try to break it! Try to CHEAT it as best as you can so we
- can eliminate those pesky little bugs that let users get off too easy and
- generally ruin game play for everyone else. Thanks for the help folks,
- I think the Twars community is going to appreciate it!
-
- --------------------------
- Release 0.23 10-11-93
- --------------------------
- I believe the problem with capturing an Alien ship has been fixed.
- I'm actually rather suprised it worked as well as it did since I didn't
- test it at all! :) This object oriented stuff pays off sometimes.
-
- Well after careful consideration I backed the planetary hazard levels
- down for non Earth type planets. :) Try out the new settings and see
- how these planets grow (and die). Please be sure to give me plenty of
- feedback on this as I need to know if its too easy/tough to colonize
- the more dangerous planets (such as the volcanic)
-
- On the request of a Beta tester, I changed the Density scan to use the
- same color scheme and parenthesis as the regular warp display does.
- Nice touch guys, good idea. It makes the density scan all that more
- valuable. (also fixed the abbrev for anomaly to one n)
-
- Added full support for XMS memory for loading the overlay file. XMS
- is the preffered memory since its so much faster than Ems. If you
- have XMS available (enough to hold the overlay) the game will run with
- considerably less disk access. There's also a "NOXMS" switch just like
- the "NOEMS" switch to disable its attempt to use it. Please also remember
- that you should run a Cache if at all possible. This newer version of the
- game needs a lot more disk access than 1.xx due to the object oriented
- ships and the multinode control characteristics.
-
- Towing ships is all cleared up (I hope :) While I was at it, I modded
- the "Turns to warp" display on the player info "I" so that it also
- reflects the Turns to warp when you're towing someone.
-
- Having someone ON a planet try and stop you from landing has been fixed.
- Someone reported that team members were keeping them from landing? I
- can't seem to duplicate this (or was it an old bug I already fixed?)
-
- The Change Ship Password in the computer menu has been changed. It now
- is "Change Ship Settings". If you are on a Corporation, it will also ask
- if you want this to be a Corporate or Personal ship. I felt this was a
- logical place to put this as it would also force you to be setting the
- password (or removing it) all in one step.
-
- Added some additional error checking in the Grimy Trader to prevent the
- problem some people were finding with an Abend- Attempt to read past end
- of file for the Userfile.
-
- Addmsg (what writes to the daily log) was causing an abend in multiuser
- environments if two users attempted to write to it simultaneously. This
- should be fixed now, someone with multiple nodes, please watch for Abends
- in the error log that are the result of an ADDMSG call.
-
- As you can tell by now, I've been working on cleanup this last week to
- start heading towards a finished Beta version (all of the features done)
- The remaining features to finish are the planetary transporter and the
- Interdictor generators. Since we're in wind down mode, please be SURE to
- report any bugs you notice as soon as possible so I can get them knocked
- down. We will be putting out however many bug-fixes are necessary after
- the game is released, so don't worry that I'll stop with the initial public
- release. :)
-
- Once this version is done, feature wise (no more game features to add/
- change) I will be turning my attention to the Node Control system and the
- I/O functions. I have a series of I/o procedures that I think everyone
- is going to like. They include:
-
- Digiboard support (Including Wildcat IM support)
- Fossil support
- Int14h support (for playing over a Lan with comshare software)
- Full, independant control for I/O port and interrupts.
- And lastly, the very detailed control for each node that you've had
- a glimpse of if you've looked in the Node editor in TEdit. Its not
- all in there, but its going to be very shortly.
-
- Many thanks to John Friel (Author of Qmodem) for providing some of the
- specialized units that provide these capabilities. Thanks for being a
- Trade Wars junkie, John. :)
-
- --------------------------
- Release 0.22 9-28-93
- --------------------------
- Tuesday again? Yeah, staying home to work on the release again. :)
-
- Corrected sector exit warps once you've transported to a new ship.
-
- Corrected security to keep non CEOs out of Flagships and Non-comm
- players out of Starships. The CEO can have as many flagships as
- he wants, and the Comm player can have as many Starships as they
- want.
-
- Added an error tracking system for these final stages of the testing.
- This new system writes a log to file called TWERR.LOG When you report
- Abend (Abnormal End) problems, please include the lines that were in
- TWerr.log for the appropriate time and date. Sorry that the date is
- gametime (year 2005) but thats the current date display routine and I
- didn't want to write another just for this display. This addition took
- quite a bit of work, but I think it will make it much easier for us
- to discuss errors and I may even leave it in the final version of the
- game. If a user tells you the game kicked him out, get the details and
- then get the TWerr.log and we'll see what happened!
-
- Fixed the occasional problem with TriCron should an out of range number
- end up in the TriCron champion pointer. (was causing EOF problems)
-
- Fixed a bug Woody Weaver reported: Using an Etherprobe to a terminus
- where you have deployed fighters in Endcourse-1 would cause you to
- not get the display for Endcourse. They all display now.
-
- Fixed fact that Transwarp wasn't costing normal ship's Turns2Warp amt.
-
- The routines for attacking unmanned ships are in. Also, there are
- some interesting suprises in the normal attack and salvage routines
- but I don't know if anyone will find them anytime soon. :) :)
- Geez, I'm so bursting with pride over this one I can't keep my mouth
- shut about it :) *IF* you are *VERY* careful when taking out an opponent
- (IE, you don't MASH them with overkill) you just might find you've
- acquired another ship for *free*. :) :) Go forth and try it.
-
- Well tis late and I want to get these mods into everyone's hands to
- experiment with!
-
- There are no changes in this release to Bigbang, Tedit or Extern so I
- didn't include them in the update packet (save some space).
-
- --------------------------
- Release 0.21 9-20-93
- --------------------------
- Yes, this one came out on a Tuesday night :) I took 2 vacation days from
- work to stay home and crank on this. Things are coming along nicely!
-
- Rearranged the planet display so its not so busy. New players are
- just going to have to refer to the docs if they can't remember the
- planet types. Besides, takes too long to display.
-
- Straightened up Mine display and universally changed the prompt for
- type 1 mines to Armid (their name after all :)
-
- Destroying Ships, Ports, Planets all add to the debris and navhazard
- in a sector now.
-
- Detonating an empty planet should only cost you 1 alignment now.
-
- Fixed a small prob with Corporate, activated Limpet mines not showing
- up on your scan. PLEASE NOTE, if you change the Ownership of either
- type of mine in a sector, it changes the ownership of ALL MINE TYPES in
- that sector. These are not smart devices, they must all act on the same
- code in order to not attach to each other :) (cute fiction eh?)
-
- Joy, oh joy, you can now take damage from running into space debris. :)
-
- Planet construction uses up asteroid debris mass. (also gives better
- chance of a better class planet)
-
- Had to re-layout the computer menu as it was getting too crowded for
- only two columns. Added the <Z> Scan Active Ships there so you don't
- have to enter the Ship 2 Ship transporter to see what ships you have
- parked here and there.
-
- Fixed the Scan daily log for the default input of "" (scan all history)
-
- Ship to ship transporters are now functional. It is NOT costing the
- player anything, this may change as I think about that. Jeff at High
- Velocity (the people I'm doing the Mbbs version with) suggested that it
- use Organics (to reconstruct your body). What does everyone think of this?
- It would definately add a wrinkle, to have to have some organics on the
- DESTINATION ship to be able to beam to it. (if you're not in the same
- sector);
-
- You now have the OPTION of trading in your old ship or just buying another.
- This is kinda fun, seeing how many different ships one can buy and clutter
- up a sector with. :) The ship that everyone STARTS out with will always
- be a Personal ship. When you purchase new ones, you'll have the option of
- making them personal or corporate. I don't *think* I want to let players
- change that later on, this will make it harder onthe backstabbers as they
- wouldn't be able to change all the corp's ships to personal before they
- swindle the corp and leave. They *could* go sell off the ships (future
- mod will let you sell current ship and beam back to one in the sector
- if you have the credit to afford the transport) but that would take time.
-
- Please buy lots of different ships, move them around, play with beaming,
- as I'm sure I missed some obvious loopholes somewhere.
-
- BTW, you'll probably notice you can beam FROM a planet TO a ship if you've
- used the editor to put Planetary transport power levels onto a planet.
- This will currently look screwy as it won't leave your old ship on the
- planet, but in the sector. This will be corrected with the addition of
- Planetary transport beaming next release.
-
- I want to get this release into everyone's hands so you can start working
- with the transporting between ships. Have at it and give me some feedback
- as soon as you can as to how this is working.
-
- New users will default to Transwarp avail NO until they buy a Twarp drive,
- at that time its switched to YES.
-
- --------------------------
- Release 0.20 9-6-93
- --------------------------
- I've included ALL of the current ANSIs just to make sure everyone is
- up to date.
-
- Once again, just type SETUP to get the right files in the right places.
-
- The release schedule of Beta versions should increase quite a bit now,
- as we're nearing the point where we want to get a "gold copy" out of
- all of the new features. This is typically what most people call a
- "Beta" copy, it will have all of the features in it and any new updates
- would be just bug fixes. We're going to be working hard to have that
- "gold copy" out within the next month. (please don't cruicify me if I
- don't get my end of it done, I'm a workin on it! :)
-
- Cosmetics added to Command prompt to show Current sector.
-
- Cosmetics added to Port Class display to show what the port sells
- and buys. Nice touch, thanks to Christopher Priest.
-
- Planet Population was stymied by the fact it was pointing at the
- daily production rate as a max, instead of the population max. All
- fixed now and your planets will soon be overrun with colonists. :)
-
- Also fixed the problem where planets were not being completely freed
- up when destroyed. Shouldn't show up on game stats screen anymore.
-
- Tell me what you think about the new version of the Sector display
- and the way I'm showing planets. I think its a bit "busy" but its
- nice to know what each planet type is without having to land on it.
- I'm flexible, if you don't like it, speak up. :)
-
- Fixed Robbing so ports under construction cannot be robbed.
-
- Fixed Planetary trade agreements so ports under construction can't be
- used to trade with.
-
- A Releasemem was added for the manually allocated memory structures
- I've been creating on the heap to deal with course plotting.
-
- Added control to prevent Interdictor Cruiser from landing on a planet.
- It can make an atmospheric pass to attack shields and defensive
- fighters, but thats all.
-
- Added Woody Weaver's suggestions on ship changes making the whole fleet
- pretty well rounded. In addition, increased Starship max fighters to
- 50,000 (lotsa changes on the ships, check em out).
-
- You should also find the ANSI included for the Interdictor this time. :)
-
- Handling more than 99 mines has been cleaned up and there's a precursor
- there now of things yet to come :)
-
- What the hell, I went ahead and included most of the Limpet Mine
- technology. Its probably not all in there, so don't get too overheated
- about some aspect of it you notice. :) Please do mention anything that
- looks odd about it to you. BTW, Extern does run a 25% chance nightly of
- failing Active Limpets, so its not as powerful as you might think.
-
- The failure system for cloaking devices is now in Extern.
-
- When a player is deleted, either via Extern or Tedit, their ships are
- put back in the toy box and their control of whatever planets they had is
- now removed (no owner). This should clean up the problem with new users
- entering the game to find they had goodies already.
-
- I worked a great deal on cleaning up ship displays when cloaked, on planets
- etc, but this new object oriented approach has opened up a lot of holes
- in my code. Please check thoroughly any condition where's there another
- ship in your sector thats somehow not visible. (on planet, cloaked, etc)
- Try everything you can think of please.
-
- You can't tow yourself anymore (sounds disgusting anyway :) Lots of changes
- to the towing system to remove towing people in citadels or cloaked players.
-
- --------------------------
- Release 0.19 8-16-93
- --------------------------
-
- Well this is a quick release as I noticed (after sending 0.18 to Bill) that
- Extern wouldn't run without a few little changes. :( It was having a prob
- with sectors containing too many ships and players.
-
- Also, Tedit has a "Clear Derelict Ships" command that will remove un-
- owned ships that are floating around from the previous versions of the
- Beta. I recommend you run it to "clean things up" some.
-
- Well OneBBSCon is next week, so there probably won't be a release next
- weekend. We'll be moving fast after that as we want to put the wraps on
- Version 2 as soon as we can. Good luck testing!
-
- P.S. Everyone, please try to use the old Evil player tricks to get
- extra holds and cargo. Let me know if any of those are still possible.
-
- -------------------------
- Release 0.18 8-15-93
- -------------------------
-
- Woooooooo! So many goodies, where to start. :)
-
- Single step has been modified per user suggestion so that it doesn't
- drop out of Autopilot but instead drops to the function menu with
- each sector you enter. Try it, its definately better this way. :)
-
- There's a couple new ships out there, but they're not completely
- active throughout the game. You can buy em, but the special feature
- of ship #16 will not be active in this release :)
-
- Added a third opening ANSI screen.
-
- The Ship overhaul is complete! The ships are different in costs and
- in capabilities.
-
- The remainder of the Planetary controls are done. When you upgrade
- Citadels you will get the appropriate info for the type of planet you
- are on. Also the planetary displays have been improved. An additional
- Planetary Citadel Level has been added. :) But it isn't fully active
- yet. Transporter Level stats is now complete in the Citadels but I
- still didn't link in the Planetary Transporters because I want to wait
- until the Ship Transporters are ready. That will be in the next release
- when I've fully tested the balance of the new ships and settle on the
- transporter range/ship type.
-
- TURBO BIGBANG is in this release. :) :) Try it in an alternate subdir
- somewhere (don't forget to move PORTNAME.D8A as well). Its mondo faster
- thanks to an alternative course plot routine provided by High Velocity
- Software (they're the folks that are working hand in hand with me to
- bring out a MajorBBS version of this game at the same time). This new
- course plotter is built into the game now at the core level. You may find
- some problems with Transwarping planets or with Etherprobes. I didn't
- have time to fully verify those were working properly with the new
- course plotter. Try this plotter, its damn quick.
-
- Tons of little cosmetic changes here and there, most of which are from
- user suggestions that I've accumulated over the years.
-
- BTW, the Interdictor Cruiser is NOT the "Evil Starship" that people have
- been clamoring for. It has some definate drawbacks (slow, few holds) and
- is designed strictly for some serious maiming when needed. I have always
- and will always refuse to grant an Evil Starship to the Evil players as
- they already have it good and should stop complaining. :) (preaching over)
-
- Come next release you will be able to start owning multiple ships (with
- the completion of the Transporters). The transporters have taken longer
- than planned as we couldn't decide how powerfull to make them. The end
- result is that ship transporters will be short range (some ships being
- only able to beam within the same sector) and planetary transporters will
- be *capable* of long range depending on how much money the player puts
- into em.
-
- The stand-alone ship displays are in, if you want to mess with your
- user's minds, create some ships (using Tedit, just give a deleted one a
- name and a location, thats all it takes) and just leave em lying around. :)
- That will throw them for a loop when they encounter ships without anyone
- piloting them. BTW, please do NOT use the Ferrengi ships as that is still
- under development and I'm not sure if they will even be IN Tedit in the
- future.
-
-
- Please test Planetary transwarp and Etherprobes as I'm pretty sure they'll
- have problems.
-
- Also try to break the Course Plotter in any way you can think of.
-
- BTW, this new course plotting approach should FINALLY get rid of that
- .01% chance of having an unlinked sector after BigBang is done. You
- may want to recreate a new universe to have a cleaner one. I'm not
- asking you to as I know how your users would complain having to start
- over. :)
-
- You've noticed that all ships had the full 200 turns per day, right?
- (evil laugh) Well this version ends that testing mode as the new move
- controls are in. In the Ship Specs you will see a field that indicates
- how many turns it takes to warp the ship 1 sector. Thats the new approach.
- Instead of different ships getting different turns, they take a different
- *NUMBER* of turns to warp 1 sector. This means you can use a Colonial
- Transport to move colonists from one planet to another and only burn 1 turn
- each time. Moving that Transport to another sector though, takes 6 turns.
- Once you use this method some, I think you'll agree its easier to understand.
-
- Ugh, its late on Sunday night and I have to work tomorrow, so here's another
- Beta set to work with. We'll be gone week after next to OneBBScon in
- Colorado. If any of you are going to be out there, look us up, we'll be
- staying in the Broadmoor Hotel.
-
-
- -------------------------
- Release 0.17 8-1-93
- -------------------------
-
- "come hell or high water". Hunh, we've had both around here of late. :)
-
- Well we're not going to let the Flood of '93 stop this project! (just
- delay it a few weeks). Things have been *very interesting* in Kansas and
- Missouri lately, but the rivers have all crested, the rains have let up
- and it looks like we're through the worst of it. In the last month we've
- had our garage flooded out three times (over a foot deep), lost large
- limbs on our trees, but luckily, haven't been flooded inside the house.
-
- On to the Beta!
-
- NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE
-
- You MUST run the 16to17 conversion program to update your TWuser.dat file!
- If you do NOT run this, you will corrupt your current game. Also, do NOT
- run it twice, as that will do the same :) (Beta stuff after all :)
- Put the 16to17.exe in the subdir with the TWuser.dat file and run it once
-
- Also, after unzipping this jumble, copy all *.ANS down to the ANSI\
- subdirectory. All of the planet ansis and a few others are in this update.
-
- NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE NOTE
-
- Many, many, many changes to insure that new user accounts are properly
- initialized. They shouldn't start on a planet, have visited sectors, etc.
-
- The Contracts, Bounties and Galactic bank accounts have been moved to the
- user file (where they should have been in the first place) and should be
- fully operational now.
-
- By popular demand/complaint the Galactic Bank limit has been raised tenfold.
- You may now keep 500,000 in there (no interest, its too safe).
-
-
-
- PLANETS! Yeesh, planets have undergone their massive changeover. You can
- now get multiple planet types, all reference displays are complete and the
- functionality of the different planet types is complete. Its far too much
- to list and besides, I want players to have to figure out some of what the
- different planet types imply. (evil grin) From reading the descriptions in
- the computer system, they should be able to make a good guess anyway. You
- will notice that there are different production/storage/ and requirements
- (for Citadels) with each planet type. Experiment with em, but don't be
- suprised if some Colonists dissapear on the hostile worlds. :) The planets
- are complete with the exception of 1.) Transporters and 2.) Storage
- warehouses. (yeah, like it sounds, for junk of all sorts :)
-
- PLEASE TEST PLANETS THOROUGHLY! Thank you.
-
- One small note to keep in mind, I've changed the "Planet limit in sector" to
- be a soft limit. The user is only warned that they're doing something
- "potentially hazardous" by exceeding that limit. :) You all know what
- happens during cleanup to people with too many planets in a sector. :)
-
-
- -------------------------
- Release 0.16 6-20-93
- -------------------------
- I was out of it for about 10 days these last couple of weeks with a nasty
- sinus infection. Had to resort to a doctor to get rid of it. :) My day
- job is also lightening up some now so I should be able to move at a pace
- more my liking. (faster) If any of you were around when I went through
- the 1.xx beta series (0.90 through 0.98) then you'd remember that I *can*
- produce quite quickly given the time. If only I could manufacture time. :)
-
-
- Ach and Eiben. I realized I left one file OUT of the necessary mods to make
- the game completely sharable between Lan nodes. (or desqview, whatever).
- I made those additions and the game seems to run smoothly enough on
- multiple nodes concurrently. Still haven't finished the new Node
- configuration system yet. Everything's in, just have to patch the old
- I/O routine to use the configured values instead of the constant defaults
- its been using (3f8,3e8,2f8,2e8 etc)
-
- Many little cosmetic changes. ;->
-
- Jim Chapman sent me a nice bug listing so I just worked my way down it:
-
- Starting credits bug, unable to put more than 30000 in it - Fixed
- Shields editor, unable to change - Fixed
- Transwarp Editor, ditto (wrong select character) - Fixed
- Corporation display ( I couldn't duplicate it) - ??????
- Twtrader bulletin onlyupdated when rankings run
- (Well thats the original design, will take some work to change)
- Quitting a corporation bombs out - Fixed
- Changing Corp password bombs out - Fixed
- Corp members keeping you off your planet (silly typo err) - Fixed
- Price of tea in China - unable to fix
-
- ***************
-
- All of the Corp functions were using the Static MaxPlanets, MaxSectors,
- etc instead of Systemrec.Planets, Systemrec.Sectors. Ie, it was always
- looping through the MAXIMUM numbers of each thing, instead of the
- CONFIGURED max number of a thing. This would have caused a number of
- Error 100s. All fixed now.
-
- Corp Alignment was accidentally commented out. Its been put back in
- so that the 'Consorting with Slimeballs' should make more sense now :)
-
- This is a lot of code, you know that? Ugh. Just exceeded 23,000 lines
- and I've been trying to optimize it and through out redundant sections!
-
- Heh. Users were getting messages from Player#1 telling them "We have
- destroyed your fighters in sector blah blah, don't deploy in the space
- lanes". :) Players used to start at 2 so I was using the value 1 to
- represent the Feds. The Feds have now moved to -4 so I fixed Extern
- to send the messages with the proper author.
-
- When a new user started, if they picked up a user record that had been
- previously used (deleted player) then they'd get that player's
- travels and avoids. (Wasn't clearing the bitfields). Its now cleared
- so new users will start with only one sector visited. (*awwwwww*)
-
- The problem with disrupting mines is fixed. Seems that the Borland
- Pascal 7.0 "Byte" datatype rolls over but remains positive! I was checking
- for it going negative (never happened). All taken care of.
-
- Cloaking and remaining in citadels should both be working. Left those
- checks out of the new structure that maintains all the player's locations.
- Added "Onplanetnum" to the editor so you can see which planet the player
- is on. Also added "Cloaked?" to the Shipeditor so you can tell when a
- ship is cloaked. BTW folks, Cloaking isn't infallible anymore. >:->
-
-
- +++++++++++++++++++++++++++++++++++++++++++++++++++++
- + Here's a silly one for you: +
- + +
- + You must destroy the fighters to remain here: +
- + +
- + Your fighters 30 vs theirs 953,293,123 +
- + +
- + What would you do? (grin) (use the editor) +
- +++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- Yeesh. I just spent about three hours tracking down that pesky little
- problem with port construction. Finally found it, the header definition
- of one procedure involved wasn't setup for pass by parameter (as opposed
- to pass by value). Simple fix once I finally found it. :( Ports should
- be building now
-
- Its after midnight, I think I'll zip this up and get it on the way to
- Bill! Have fun with it folks and let me know what you run into with it.
- Thanks again for helping out with the Beta test.
-
- (Yes, I am in a much better mood of late :)
-
-
- Well I lied, before quitting I fixed the ports so that even in this time of
- Clintonomics, they'll start making some profit so that the Pirates will
- have something to steal. :) (Sorry all you Democrats, couldn't resist :)
-
-
- -------------------------
- End of Release 0.16
- -------------------------
- Okay! Here we go again. I'm starting this completion note to keep you all up
- on where we're at in fixing things, adding new chunks, etc.
-
- * In an effort to optimize the "Eviction" module of Extern, I forgot to
- initialize the array that has everyone's location in it. Fixed now,
- your users should be merrily evicted left and right.
-
- * Someone reported the Hardware Emporium didn't have "Q" on its menu.
- I can't find this, so I'm including the current Menufile.TXT that I'm
- using. I must have fixed it but not sent all of you the new menus.
-
- * I'm also including MENU.EXE If you run this program in the same subdir
- with Menufile.TXT you'll be able to view whatever menus you want. Makes
- it a bit easier to look at em (instead of trying to trigger them in the
- game).
-
- * There are some new modules being linked in, though they won't be fully
- functional for a while, I'm just testing memory allocation right now.
-
- * Argh, I need to edit a planet I'm testing transport with so I guess I'll
- finish the Tedit planet editor now. :)
-
- * The new planet limits are done. Material maxes out at 20 million units
- now (instead of 10,000) and Colonists best level is 1 million (instead
- of 10,000). Colonists can go up to 2 million of course. (no production)
-
- * Planetary Fighters max is now 1 billion
-
- * Planetary Shields max is 50,000
-
- * Fighter handling has been maximized for the new, larger setup. Sectors
- with a planet can handle 2 billion fighters. Without a planet, only
- 50,000.
-
- * Hooks are in for the new multinode control system. The editor aspect of
- it is done but the game doesn't use the info (yet).
-
- * The problem with flipping between "G" and "H" in the editor has been fixed.
-
- * Navigational hazards (Space debris/Asteroids) has now been linked into
- everything BUT the Enter_Sector process. IE, you'll see it, can edit it
- but it won't hurt you if you run into a sector with debris in it. In the
- future, it will cause damage. Destroyed anything can cause a debris
- buildup. Battlegrounds will become a navhazard.
-
- * When attacking deployed fighters, the database was updated but the temp
- work variable was not (didn't look like you destroyed any but you did).
- Its all fixed now.
- -------------------------------
-