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SCVERS.275
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1990-06-25
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286 lines
------------------------------------------------------------------------------
Galactic Conflict and Second Conflict are brought to you by
The Battlefield BBS
(718) 225-9083 24 hours 3/12/2400 baud
The Home of SECOND CONFLICT and GALACTIC CONFLICT
This text documents the trials and tribulations of a game designer.....
And the dedication of the playtesters!
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3/6/89
This is Second Conflict version 2.00, the initial release.
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3/24/89
Release Version 2.01 fixes the following minor bugs:
Scouts would go even if no WarShips were available, resulting in a negative
number of WarShips in that system.
Automatic movement likewise could result in a negative WarShip value.
When attempting to move empty TroopShips, if you answered "No" to the
confirmation prompt, they were sent anyway.
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9/25/89
Version 2.3
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Note: Old gamesave files will NOT WORK with this version!
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Note: Version 2.30 now does disk access during game play. It's not a virus!
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Automove would not work TO Altair, this is fixed
If "fog of war" is OFF, each player will be represented in a different color
System Defenses - They cost 1 to build, and kill two attacking ships. The max
you can have in one system is 10 times the number of planets in that system.
Defenses are destroyed by StealthShips in the StealthShips and Defense phase,
and by regular WarShips during the normal combat phase.
Many internal changes were made to support the BBS DOOR version and the
Microsoft Windows version. Look for the Windows version to be out after
Microsoft releases version 3 of Windows.
Rebellious systems now become a new computer player after the revolt
StealthShips - function as WarShips, but with the following important
differences:
If StealthShips are in-system, they will be sent instead of WarShips
on scout missions. No message will be generated when they scout
a system.
They target enemy StealthShips or system defenses first
They always attack first
Only enemy StealthShips can attack them
If no enemy StealthShips or Defenses are available, they kill 2
enemy WarShips each
They appear to be WarShips when your system is scouted
They cost as much to build as TroopShips
Factories - cost 5 times current system production to build, increase system
production by one. Max 25 per system.
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10/18/89
Version 2.31
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Rudimentary mouse support has been added. Use any MS compatible mouse driver.
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10/22/89
Version 2.32
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Reinforcements, Scouts, Events, Combat and Revolts are now shown at the
beginning of the player turn, before moves are input.
Setup options now allow a completely "hidden" game to be played. Set the
Display option to "show nothing", and you will only see messages that pertain
to you.
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10/26/89
Version 2.38
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Cleaned up a heap error and a bug in generating Sequential homeworlds
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10/20/89
Version 2.40
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Re-wrote and cleaned up Combat routines
Based on input from playtesters, made System Defenses optional
When you load a saved game, old results files are deleted. You may miss
some action, but you won't see erroneous messages
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11/1/89
Version 2.41
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Fixed homeworld bug in SCINIT.EXE that would build a damaged game when you
selected 10 players
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11/03/89
Version 2.42
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Added fleet selection menu when viewing your fleets. You can now view fleets
that are headed to or from any planet you wish. Handy when waiting for a fleet
to assemble in a system.
Increased stack size by 6k. This should remove a bug in the combat display
the playtesters keep having trouble with.
The Production display from the main menu now allows you to change production
type.
System defenses now have a chance of detecting incoming enemy fleets. This
possibility is based on the number of defenses you have in a system.
------------------------------------------------------------------------------
11/06/89
Version 2.43
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Augmented Computer Logic so he plays a better game.....
Modified combat slightly to reduce the overwhelming advantage of large fleets
of StealthShips
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11/07/89
Version 2.44
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Cosmetic changes, like lightning fast screen updates and troopship full
percentages on the system display
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11/09/89
Version 2.45
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More cosmetics, like point-and-shoot save and restore routines
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11/10/89
Version 2.46
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Tweaked starting equipment quantities so you don't spend the first 20 turns
building up
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12/01/89
Version 2.47
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Experimental version, demo/playtest only. Two versions of Computer logic in
one executable, select the version during Init. Version 1 is a small,
"quick-n-dirty" module, whereas the vastly more sophisticated Type 2
is the obvious logic for the release. Of note, BOTH versions are brand-new!
Logic type 1 will be removed in 2.48, making 2.47 of mainly historical
interest. Version 2.47 also incorporates Planet Building and Wrecking, two
features which may or may not appear in Version 2.48. Only the next note will
tell!
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12/05/89
Version 2.48
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Added the Message command, which allows human players to interact and team up.
Messages are also vital for the BBS Door version.
Brand-Spanking-New Computer Logic. He's a tough character, but adds
substantially to the code size.
Added the Bombard Planets command. This allows WarShips (only) to bombard
troops on enemy planets. Effective but costly!
Also added Display Level 5 where the human player also gets a free Intel
update each turn.
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12/16/89
Version 2.49
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Changed the BOMBARD command to ask which planet, then how many times to
bombard. Makes it easier to wipe out the troops!
Fixed bug with "Planet Building" that let you build 11 planets.
Released locally for playtesting.
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12/23/89
Version 2.50
First national public release since version 2.01!
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12/29/89
Version 2.51
Fixed a bug in the RESTORE command. Also, when a system revolted and reverted
to your control, you were never notified. Now sends you a message as well as
the player that lost the system. Added a prompt allowing you to bypass
the last turn results, regardless of the display setting.
Thanks, Herr Nauman!
------------------------------------------------------------------------------
1/13/90
Version 2.52
NOTE: The save file format has changed. Run CONV252.EXE on files created
with version 2.51 or lower!
Liberalized the licensing requirements. See SC.DOC for details.
You can now only build system defenses equal to 10 times the number of planets
that you OWN in a system.
Now prompts for a number when you wreck factories.
Unloading troops to "all" planets allows automatic invasion of planets you
don't own if enough troops are in the system. You need 1.9 times the number
of troops on the planet, a fairly safe number unless your Tactical Combat
rating is much worse than the enemy's.
You can now transport Build Points on TroopShips!
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1/20/90
Version 2.53
Another suggestion of Herr Nauman's, you can now automatically get a
System Production display panel when you enter the System Menu. It goes away
when you need to see the map, like to move fleets or sent scouts. You toggle
this option from the System Menu with the "P" command.
-------------------------------------------------------------------------------
6/2/90
Version 2.60
Added support for the Admiral Standings. New command 'A' on the main menu
displays the Top Ten Admirals.
SCINIT now recognizes a PLAYERS.SCD file from Second Conflict On-line
registrations, and will set up the players for you.
_______________________________________________________________________________
6/8/90
Version 2.70
Fixed a major bug in SCINIT caused by 2.60 that completely broke it. Sorry!
Added MISSILES, see SC.DOC for details. Also added MISSIONS when you launch
an attack fleet. You can CONQUEST (fight to the death), PROBE (do one round
of combat then fly home) or RESOURCE RAID (as a PROBE, but pack some stuff
back with you!). These new options give you some new strategies.
_______________________________________________________________________________
6/9/90
Version 2.71
Fixed some glitches in the fleet missions.
________________________________________________________________________________
6/12/90
Version 2.72
You can no longer wreck resources when a system is in Unrest. Missiles now
fire defensively if System Defenses are available to order the launch.
Defensive missile fire will hit StealthShips, WarShips and TroopShips.
The missile attack display is more informative. You can now build up to
50 factories in a system. This is because each factory can now only
produce 1 unit per turn, regardless of type. This will emphasize building
production instead of destroying it. Your home system, however, still enjoys
unlimited production capability.
________________________________________________________________________________
6/25/90
Version 2.75
You can now change your home system at a cost of 50 points. Your intel table
is now updated when you are shown combat results on the screen. Fixed a bug
where a "Raid" or "Probe" fleet would never return if the system it was
launched from fell into enemy hands. The fleet is now set to a "Conquest"
mission so combat will occur when it returns. Starting Factories have been
bumped up. LOW is 10, MEDIUM is 15, and HIGH is 20. You can also now go to
a system you no longer control if you still occupy planets in that system.
You can't do anything there, of course, but you can examine the system
in detail. Additionally, you can change your HomeWorld to another system if
you still control your original system. This costs 50 points, but will
transfer the unlimited production feature to a new system.
________________________________________________________________________________