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- Sherrick & Morris'
- C L A S S I C
- *
- ********************
- ********************** * *
- ********************* ** **
- * ***** *** ***
- ***** ***** *****
- ***** ***** *****
- ***** ***** *****
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- ***** ***** *** *****
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- *** *****************
- ** ****** ******
- * RADE **** ****
- ** **
- * * ARS VERSION 2
-
-
- SysOp Reference for Release 11.14
-
-
- The most popular door game of all time!
-
-
- From the Creator of the original TradeWars game: Chris Sherrick
- Software & Documentation updates by John Morris
-
- Copyright (c) 1989 - 1992 by John Morris
- All Rights Reserved
-
- Page 2
-
- SOFTWARE LICENSE
-
- TradeWars 2 is not public domain software. It is released as Shareware.
- You are free to copy and distribute TradeWars 2 freely, but if you use
- the program on a regular basis you are encouraged to register your copy.
- By registering TradeWars 2, you are helping the author to continue providing
- a quality piece of software.
-
- See REGISTER.DOC for information on registering TradeWars 2.
-
-
- WARRANTY
-
- TradeWars 2 is provided as is, with no with no warranty of any kind, either
- expressed or implied.
-
- TradeWars 2 is guaranteed to occupy space on your disk.
-
-
- RETRACTION
-
- I apologize for and explicitly retract any and all comments or writings
- of mine pertaining to Tradewars 2002, Marteck Software, or Gary or Mary Ann
- Martin. I expressly affirm that Tradewars 2002 does not infringe any
- copyright or trademark associated with my version of Tradewars or any
- copyright or trademark owned or created by Chris Sherrick or John Morris.
-
- Signed,
- John Morris
-
-
- Well... enough of the legalities. Onward & Upward.
- Page 3
-
- 'BEHIND-THE-SCENES' FEATURES OF TRADEWARS 2
-
-
- o Runs under nearly any BBS program as a door program.
- o Many different BBS interface options:
- Support for DORINFOx.DEF
- Support for CALLINFO.BBS
- Support for PCBOARD.SYS
- Support for DOOR.SYS
- Support for CHAIN.TXT
- Support for SFDOORS.DAT
- Support for LASTUSER.BBS
- & more!
- o Support for RBBS door monitor type programs.
- o Supports 'local only' mode for operation without a BBS.
- o Full network support using SHARE for file sharing and record locking.
- o Chat between players function on multi-node BBS systems.
- o Support for up to 256 BBS nodes under PCBoard & Wildcat!
- o Support for attacking & killing other players while on-line.
- o Support for sending messages to other players who may be on-line.
- o EGA & VGA graphics mode using GGGraph (the TW2 graphics shell program).
- o Number of messages in message base limited only by space on disk.
- o Configurable language.
- o Optional password protection for each player.
- o Contains its own ANSI.SYS driver.
- o Support for FOSSIL communication drivers.
- o Support for non-standard comports.
- o Multi-tasker aware. (Desqview, DoubleDOS, & DOS/Windows/OS2 idle calls)
- o Keeps track of time used.
- o The users time remaining can be changed transparently.
- o Support for DOS I/O so the game can be 'redirected' to the com port.
- o Supports Flow control for high speed modems.
- o SysOp can chat with user.
- o Contains its own carrier detection routine (no watchdog program needed).
- o Supports full command stacking (multiple commands on 1 line).
- o Support for immediate log-off of unwanted user.
- o Support for networking 1 game between many different BBS's.
- o Fully configurable playing options.
- o Creates a bulletin of 'Top Ten Players'.
- o Editor program is password protected for security.
- o Debug mode for use in tracking down configuration problems.
- o Program support by the author by BBS, or voice phone.
- o Programs protected against hacking by PKLite Professional 1.12
-
- & Many others!
-
-
- HARDWARE REQUIREMENTS FOR TRADEWARS 2
-
-
- o Any IBM PC compatible computer with at least 256K memory.
- o DOS 3.1 or above (3.3 or higher recommended).
- o Approximately 600K of disk space available.
- o Plenty of DOS file handles in CONFIG.SYS. (FILES=30 is recommended)
- Page 4
-
- TRADEWARS 2 VERSIONS
-
- TradeWars 2 is brought to you by the Authors of the original TradeWars
- games, Chris Sherrick, and John Morris. We've been bringing you new
- releases of TradeWars 2 for 6 years now! My, how time flies when you're
- having fun! The versions of TradeWars we have come out with are:
-
- TradeWars - The original game with 60 sectors.. no planets, no teams,
- not much except trading, and fighting with other players.
- TradeWars 2 - This is the version of the game that has been coming out
- for the last 6 years. Originally TW2 had 99 sectors, and
- the first sighting of the evil Cabal, & planets.
-
- Also for a short time, TW2 was known by some for the number of sectors
- it had:
-
- TradeWars 200 (remember when that was a lot of sectors?)
- TradeWars 500 The first TW2 with teams.
-
- But, after that brief interlude, we went back to the name TradeWars 2,
- and just added a release number onto the end of it:
-
- TradeWars 2 Release 6.31 (last release written in BASIC)
-
- or,
-
- TradeWars 2 Release 11.14
-
- *** Neither Chris or I are affiliated with any TradeWars game not listed ***
- *** here. ***
-
-
- ABOUT THIS MANUAL
-
- This manual is intended to inform you of all the features of TradeWars 2,
- tell you what the features do, and how to implement those features.
-
- Not all of these features are needed for everyone. Most are used only
- in special cases, when nothing else will work.
-
- In general all you have to do is tell TradeWars 2 where to locate your
- BBS interface file, and that BBS information file will tell TW2 everything
- it needs to know.
-
-
- MANUAL CONVENTIONS
-
- This manual contains the following conventions:
-
- [option] Any information inside double square brackets is OPTIONAL.
-
- Keep that in mind when you read this manual.
-
- Okay, now on to an explaination of those features!
-
- Page 5
-
- TRADEWARS 2 COMMAND LINE SWITCHES
-
- The command line is the information following the program name at the
- DOS prompt.
-
- Command Line options must ALWAYS separated by space! If there isn't
- a space, then the command line parameters will be missed!
-
- TW2 [node#] [options]
-
- Node # - Optional. Is always the first command following the program
- name.
-
- For RBBS-PC SysOps, there are 36 possible nodes. A node
- number is a single character. The following characters
- are valid: 1-9, 0, A-Z or,
-
- 1234567890ABCDEFGHIJKLMNOPQRSTUVWXYZ
-
- 1 would be node 1. Z would be node 36.
-
- For PCBoard or Wildcat users, you would simply put the node
- number as the first parameter. (no letters please)
- Numbers up to 256 are allowed.
-
- The following options are always preceded with a '/' (forward slash) or a
- '-' (minus sign)
-
- B[ATCH] - Tells the programs to run in batch mode. This is a special
- case when you don't want the programs asking you any
- 'questions'. That way when you run that program in a batch
- file, your batch file won't be interrupted by the program
- wanting to know, for instance, what your name is.
-
- 99% of the time, you will only use this option when running
- TWMAINT.EXE in an event batch file. You could also use this
- option when running TWEDIT, but that isn't recommended.
-
- Cv[,ww,xx,yy,zz] Communications port information. You will not need to use
- this command unless, 1: it specifically says to for your BBS
- program, or 2: You are using a non-standard communications
- port. (usually COM3 or above)
-
- v - com port you wish the program to use.
-
- The following information is optional, and is only used
- when using non-standard communications ports.
-
- ww - Base address, in HEX format, of your UART chip.
-
- For example: COM1 uses 0x3F8, COM2 uses 0x2F8
-
- xx - IRQ number you wish to use in decimal format.
-
- For example: COM1 uses 4, COM2 uses 3
-
- yy - Base address, in HEX format of your 8259 interrupt
- controller chip.
-
- In the IBM PC/XT or compatibles, this is ALWAYS 0x20
- In the IBM AT there is a second 8259 located at the
- address 0xA0
-
- Page 6
-
- The first 8259,at address 0x20,has IRQ numbers of
- 0 thru 7. The second 8259 chip, found in AT class
- machines at address 0xA0, contains IRQ numbers of
- 8 thru 15.
-
- zz - Interrupt vector number.
-
- For example: COM1 uses 12, COM2 uses 11.
-
- At this point you are probably thoroughly confused! Not to
- worry! There are some general rules to follow in order to
- set up your non-standard com port.
-
- If your IRQ number is in the range 0 to 7, your 8259 address
- is always 0x20.
-
- If your IRQ number is in the range 8 to 15, your 8259 address
- is always 0xA0.
-
- If your IRQ is 3, then your interrupt vector MUST be 11,
- and vice versa.
-
- If your IRQ is 4, then your interrupt vector MUST be 12,
- and vice versa.
-
- Your modem or serial port board manufacturer will supply
- you with the correct IRQ and UART base address.
-
- For Example: Your COM3 serial port is located at 0x2E0, and
- your IRQ is 4. Remember, IRQ 4 is on the 8259 located at
- 0x20, and interrupt 12 is always associated with IRQ 4.
- Your /C command line parameter would be:
-
- /C3,0x2E0,4,0x20,12
-
- Another example. Lets say your BBS program doesn't supply
- communications port information in the information file
- that TW2 reads. You would then need to specify that com
- port on the command line. Lets say you need com 2:
-
- /C2
-
- COM2 is a standardized port, so you don't need to specify
- the additional port info!
-
-
- D[OSIO] - Use DOS/BIOS for input and output only. This should enable
- you to redirect TW2's input and output rather than TW2 doing
- it. This is for BBS programs which take over the com port
- and send all console I/O to the com port automatically.
- This will also cancel the time remaining display on line
- 25. This feature has -not- been tested, but feel free to
- try it if the above case comes up.
-
- F[OSSIL] - This will force the program to use FOSSIL driver for input
- and output. This command is superfluous because TW2 will
- automatically search for a FOSSIL driver and use it if it
- is found. Using /F will cause TW2 to skip the search, and
- simply try to use the FOSSIL. If the program fails to find
- the FOSSIL driver, it will switch to its own com port
- routines.
- Page 7
-
- What is a FOSSIL driver? A FOSSIL driver is a device driver
- loaded into your computers memory when it boots up. Usually
- in your CONFIG.SYS file.
-
- It is a standardized way for programs to interface to your
- communications port. It also makes it easier for a programmer
- to do his job, because they don't have to mess around with
- writing a new communications driver for every program.
- Instead they just use the FOSSIL driver.
-
- G[RAPHICS] - This switch forces ANSI color on. This is used in Local-only
- mode, or by Opus 1.03 SysOps.
-
- L[OCALMODE] - This forces TradeWars 2 to operate in Local-Only mode. This
- is how you can play the game locally. You also use this
- switch to run TWMAINT in an event batch file, along with the
- /B switch. TWMAINT /L /B which basically means 'Run TWMaint
- locally, without asking me any questions.'
-
- M[UZAK] - The M switch tells TW2 that it is alright to play music on
- the local computer. In some multi-tasking environments you
- don't want TW2 to use your speaker, so the default is
- 'speaker off'
-
- Note, as of version 11.10 music is only played in the EGA &
- VGA graphics modes.
-
- P:filename - This is the most frequently used command line parameter.
- The P command is used to tell TW2 where to locate the BBS
- interface file. This switch is used by every BBS mode,
- except for RBBS and QBBS modes. This is because the
- DORINFOx.DEF file is the default.
-
- For instance, if you're using Wildcat! 3.x and you needed to
- tell TW2 where to find your DOOR.SYS file, which is on drive
- C in the path \WILDCAT\NODE1 then you would do it like this:
-
- TW2 /P:C:\WILDCAT\NODE1\DOOR.SYS
-
- Remember, the '/P:' is always followed by the BBS info file.
-
- Sxxxx - This is used to tell TW2 at which speed to operate. If the
- program saw
-
- /S19200
-
- It would open the com port at 19,200 bps.
-
- The S command used infrequently, and is only needed in
- certain situations. If you aren't sure whether or not to use
- it, don't. Most BBS interface files provide the bps rate
- for TW2.
-
- Txx - The T command is used only by Opus 1.03 SysOps! It tells
- TW2 how much total time this user is allowed this session.
-
- Lets say a user logs on and is given a 45 minute session
- limit, then uses 20 minutes reading messages before logging
- into TW2. You would tell TW2 that the user has a 45 minute
- limit like this:
-
- TW2 /T45
- Page 8
-
- TW2 would see that the user already used 20 minutes, and
- limit their time to 25 minutes.
-
-
- Remember, most switches never need to be used. The only switches you may
- frequently use are:
-
- /B[atch] (for TWMaint)
- /L[ocal] (for TW2, TWEdit, and TWMaint)
- /G[raphics] (for either TW2 or TWEdit to enable ANSI color)
- /P:filename (to tell TW2 or TWEdit where to find your BBS interface file,
- when running TW2 as a door program)
-
- TradeWars 2 assumes it is running under RBBS-PC as the default. Therefore
- it recognizes the DORINFOx.DEF file automatically. So you don't ever
- need to tell TW2 where to find the DORINFO file.
-
- Lets say you are running a single node RBBS and you want to run TW2.
- Since you are running a single node, TW2 will automatically search for
- the DORINFO1.DEF file, and you won't need ANY command line switches!
- This is all you would need to run TW2:
-
- TW2
-
- And that's it! (The DORINFO1.DEF should be in the TW2 directory) If you
- are running a multi-node RBBS, then you would need to specify the current
- node number. For instance, lets say TW2 was about to be run on node 3:
-
- TW2 3
-
- would be the proper command line.
-
- If you are running GAP, or Wildcat! 3.x, you would need to tell TW2 where
- to find the DOOR.SYS file. Do it like this:
-
- TW2 /P:DOOR.SYS
-
- Of course, you might need to include a drive and pathname too. If you are
- running multi-node, TW2 should extract the node number directly from the
- DOOR.SYS file.
-
- If you are running PCBoard, you would need to tell TW2 where to find the
- PCBOARD.SYS file, like so:
-
- TW2 /P:PCBOARD.SYS
-
- Don't forget the drive and path (if needed)
-
- If you want to run TW2 locally, then you would type in:
-
- TW2 /L
-
- at the DOS prompt.
-
- TW2 /L /G
-
- would run the program locally with ANSI color enabled.
-
- To run TWMaint in an event batch file, you would use the command:
-
- TWMAINT /L /B
-
- This completes information on command line switches.
- Page 9
-
- TRADEWARS 2 SYSOP FUNCTION KEYS
-
- TradeWars 2 has a few function keys enabled so you can control certain
- aspects of the current session.
-
- F1 - Pressing the F1 key will the programs to immediately
- terminate the current session. It will not drop carrier
- on the user, but simply end the game, and return to
- DOS.
-
- F2 - Shell to DOS. Since this is so infrequently used it isn't
- set up very well. You must have COMMAND.COM in the current
- directory for this to work. Type EXIT at the DOS prompt
- to return to TW2.
-
- F9 - This toggles the local display on and off. RBBS-PC and
- PCBoard SysOps will be familiar with this feature. By
- pressing F9 you simply change the display status of TW2
- not the display status of your BBS.
-
- F10 - This invokes the SysOp chat mode. Hit ESCape to exit back
- to TW2.
-
- PGDN & - These two keys are used to DECREASE a users time limit. PGDN
- CTRL-PGDN will subtract 1 minute from the users time limit. CTRL-PGDN
- will subtract 10 minutes for each press! The results are
- shown to you in the lower right hand corner.
-
- PGUP & - PGUP and CTRL-PGUP are used to INCREASE a users time limit.
- CTRL-PGUP Pressing PGUP once will increase the limit by 1 minute.
- Each press of CTRL-PGUP will increase time left by 10
- minutes! As above, the results can be found in the lower
- right-hand corner.
-
-
- End of Function Key Section.
-
-
- SETTING UP BATCH FILES TO RUN TW2
-
- To run TW2 as a door you usually need to set up a small batch file. This
- batch file needs to do 4 or 5 things. These are the steps:
-
- 1: Change directory to where TW2 is located
- 2: Optional. Copy the BBS interface file to the TW2 directory
- 3: Run TW2
- 4: Change directory back to your BBS
- 5: Re-run the BBS batch file (if needed)
-
- Step 2 is optional, because in many cases you can tell TW2 where to find
- the BBS interface file instead of copying it.
-
- A sample batch file, lets call it TW2.BAT, you're running RBBS, node 2,
- and you are using COM3, a non-standard port.
-
- CD\DOORS\TW2
- COPY C:\RBBS\DORINFO2.DEF
- TW2 2 /C3,0x3E8,3,0x20,11
- CD\RBBS
-
- You would need to modify this for your set-up, but you can see how simple
- the batch file is.
-
- End of Batch File Section.
- Page 10
-
- BBS INTERFACE FILES RECOGNIZED BY TW2 / BBS MODES
-
- TradeWars 2 recognizes several different BBS interface files. These files
- are the way your BBS program lets door programs know who is on, along with
- lots of other information. Unfortunately most every BBS program has a
- different file format from the rest.
-
- Different interface files are recognized in different 'BBS modes'. You
- will TW2 which BBS mode to operate in when you run I.EXE, or TWEDIT.EXE.
-
- Mode 0 - RBBS-PC mode.
- RBBS-PC mode is slightly different from the other
- modes in that TW2 will look for two files in which to get
- information from. These two files are DORINFOx.DEF (where 'x'
- is the node number) and your main MESSAGES file. (sometimes
- called MAINM.DEF)
-
- Since the DORINFOx.DEF file is the default BBS interface file
- recognized by TW2, you do not need to use the /P: command line
- parameter. TW2 will look for the DORINFOx.DEF file in the TW2
- directory. This usually means that you will have to copy the
- DORINFO file to the TW2 directory when your door batch file
- runs.
-
- If you are running a single node RBBS, TW2 will look for
- DORINFO1.DEF in the TW2 directory. If you're running a multi-node
- RBBS, and you supplied a '3' as the node number on the command
- line, then TW2 will look for DORINFO3.DEF in the TW2 directory.
-
- In mode 0, TW2 will also look for your MESSAGES file. You supply
- the drive/path/filename for message when you run the init program.
- (You can also change it by using the editor) TW2 gets the current
- display (SNOOP) status from the node record in the MESSAGES file.
-
- If you don't want TW2 to access your messages file, then use
- mode 3, QBBS mode.
-
- Setting up a door under RBBS should be fairly simple, but don't
- feel bad if you can't get it running, you're not the only one!
- The main things you want to do is create a TW2 batch file.
- One that looks similar to this:
-
- CD\DOORS\TW2
- COPY \RBBS\NODE1\DORINFO1.DEF
- TW2
- CD\RBBS
-
- Remember the 4 or 5 steps in your door batch file (as shown in
- the batch file section, if you don't remember the steps, you
- might want to go back and review) If you named your batch
- file TW2.BAT, then you will need to add 'TW2 ' somewhere in
- your MENU5 file. Usually you would have something like this in
- your MENU5:
-
- TW2 - TradeWars 2 Release 11.13
-
- This section is not intended to be the all-knowing reference to
- setting up TW2 under RBBS. For more information on how to set
- up a door under RBBS, see the RBBS-PC manual, Section 13.
-
- TW2 will also sense the existance of GMon the Door Monitor program
- if you are running it. GMon will copy the DORINFO file for you
- and make a 'fake' MESSAGES file for TW2 to look use.
- Page 11
-
- Mode 1 - PCBoard mode.
- In PCBoard mode, TW2 will require a PCBOARD.SYS file in
- PCB 14.x format. PCBOARD.SYS formats before 14.x simply will
- not work with TW2 anymore! The formats are completely different.
- If your BBS program makes an older format file, you will need
- a conversion program to make it into the PCB 14.x format!
-
- In your TW2 door batch file you need to tell TW2 where to find
- your PCBOARD.SYS file, like so:
-
- TW2 /P:C:\PCB2\PCBOARD.SYS
-
- Remember the 4-5 step door batch file:
-
- CD\DOORS\TW2
- TW2 /P:PCBOARD.SYS
- CD\PCB
- BOARD
-
- If you are using Searchlight, you might need to use a conversion
- program on the PCBOARD.SYS file it creates. To tell the truth,
- I'm not sure. The newest versions may create the correct file
- automatically. In your Searchlight DOORS.DEF you will need the
- following line for TW2:
-
- 10;0;0;?;TradeWars 2 Release 11.14;C:\SLBBS;TW2.EXE /P:PCBOARD.SYS
-
- ? is the security level required to run the door, and may vary.
- Remember to include the complete drive/path for the /P: command
- line parameter.
-
- Mode 2 - Opus 1.03 mode.
- Opus 1.03 mode is basically a kludge. The door interface for
- Opus at the time was pretty bad. My first suggestion is to
- upgrade to a newer version of Opus. This makes it easier for
- you and me.
-
- First, you must tell TW2 where to find the LASTUSER.BBS file.
- You use the /P: command for this.
-
- You must also tell TW2 which com port to use. To do this you
- use the /Cx command.
-
- If your modem is locked at a certain BPS rate, you must use the
- /Sxxxx command to tell TW2 the locked speed.
-
- If you wish to turn on ANSI color, you must use the /G command.
- This means that you'll probably need two doors. One that doesn't
- use the /G (regular text) and one that uses /G (ANSI color)
-
- You also need to tell TW2 that total time that the user has for
- this session. To do this you use the /Txx command. /T45 would
- tell TW2 that the total session time limit is 45 minutes. So,
- if the user logged on, and spent 25 minutes reading messages,
- then opened the TW2 door, they would be given 20 minutes to
- play.
-
- An example command line would look like:
-
- TW2 /C2 /S19200 /P:C:\BBS\LASTUSER.BBS /G /T60
-
- This would mean use COM2 at 19200 BPS, Total time limit of 60
- minutes, and ANSI color ON.
- Page 12
-
- Mode 3 - QBBS mode.
- This mode is similar to mode 0, RBBS-PC mode. Only in this mode
- TW2 will only look for and use the DORINFOx.DEF file. You do
- NOT need to use the /P: command. Simply copy the DORINFO file
- into the TradeWars 2 directory and then run TW2.
-
- Mode 4 - Wildcat! 2.x mode.
- In this Wildcat! mode, TW2 will look for the CALLINFO.BBS file.
- Use the /P: command to tell TW2 where to find the CALLINFO.BBS
- file.
-
- TW2 /P:C:\WILDCAT\CALLINFO.BBS
-
- If you are running Wildcat 2.x and multiple nodes, you need to
- tell TW2 the node number on the command line also. Remember that
- the node number is always the first command line parameter.
- For node 3 you would do it like this:
-
- TW2 3 /P:C:\WILDCAT\CALLINFO.BBS
-
- Mode 5 - GT Powercomm mode.
- To run under GT Powercomm, you will need to use several command
- line parameters. You need to use the /P: command to tell TW2 where
- to find the GTUSER.BBS file. Specify which COM port to use with
- the /Cx command. And lastly, if your modem is locked at a
- constant BPS rate, then you need to tell TW2 that rate using
- the /Sxxxx command. Do it all like so:
-
- TW2 /C2 /S19200 /P:C:\GT\GTUSER.BBS
-
- This would tell TW2 to use COM2 at a LOCKED BPS rate of 19,200.
-
- TW2 /C1 /P:C:\GT\GTUSER.BBS
-
- This would tell TW2 to use the BPS rate contained in the GTUSER
- file, and use COM1.
-
- Mode 6 - Phoenix mode.
- In Phoenix mode, you simply need to specify the location of your
- INFO.BBS file. You would do it like this:
-
- TW2 /P:C:\PHOENIX\INFO.BBS
-
- Mode 7 - GAP & Wildcat! 3.x mode.
- In this mode TW2 will use the DOOR.SYS file for the information
- it needs. Just tell TW2 where to find the DOOR.SYS file.
-
- TW2 /P:C:\GAP\DOOR.SYS
-
- TW2 will extract the node number from the DOOR.SYS file, so you
- shouldn't have to specify it on the command line.
-
- Mode 8 - Spitfire mode.
- Spitfire SysOps, tell TW2 where to locate the SFDOORS.DAT file.
- Do it something like this:
-
- TW2 /P:C:\SPITFIRE\SFDOORS.DAT
-
-
- Mode 9 - WWIV mode.
- To run TW2 under WWIV you need to use the shrink from memory
- option, otherwise things'll lock tight. You also need to tell
- TW2 where to find the CHAIN.TXT file. Like so:
- Page 13
-
- TW2 /P:C:\WWIV\CHAIN.TXT
-
- Mode 10 - Opus 1.10 (or higher) mode.
- This Opus version made my life a lot simpler. You only need to
- tell TW2 where to find the LASTUSxx.BBS file. The 'xx' is the
- node number in HEX format. Use the /P: command to specify the
- file.
-
- TW2 /P:C:\OPUS\LASTUS00.BBS
-
-
- Final thoughts on the different BBS modes.
-
- If the directions to your specific BBS program don't mention certain
- command line parameters, then you most likely do not need to use those
- them! Keep that in mind. Don't make it any tougher than it actually is.
- Most BBS programs write the info that TW2 is looking for in their BBS
- interface file. The BBS programs which DON'T write out all the needed
- info are the ones where the extra command line parameters are used.
-
- If you don't see your BBS included in the list, and it uses a different
- BBS interface file than the ones listed, then let me mail, gimme a call
- voice, whatever. Let me know, and I'll try to include your BBS program
- in the list.
-
- Also, if your BBS program tells TW2 which COM port to use, and you are
- using a non-standard port (COM3 or above) you will need to use the /C
- command line parameter. The only exception is when you are using a
- FOSSIL driver. In that case, you tell the FOSSIL driver where to find the
- com port.
-
-
- HOW TO INTERFACE YOUR UNSUPPORTED BBS TO TW2
-
- I suggest two different methods of interfacing to TW2. Both are
- simple text files. One is more complex than the other, but contains
- more complete information on the user. First I'll cover the DORINFOx.DEF
- standard, then the DOOR.SYS standard.
-
- The DORINFOx.DEF file. The 'x' in the filename is always the node number.
- So for a single node BBS, the file would be named:
-
- DORINFO1.DEF
-
- For multi-node BBS programs, the file would be named like so:
-
- DORINFO1.DEF for node 1. DORINFO2.DEF for node 2 etc.
-
- This file is an RBBS-PC standardized file, and there are only 36 node
- numbers supported. the 36 nodes are numbered like so:
-
- 1234567890ABCDEFGHIJKLMNOPQRSTUVWXYZ
-
- So, node 10's DORINFO file would be DORINFO0.DEF, node 36's would be
- DORINFOZ.DEF
-
- TW2 accepts a command line parameter to specify the current node number.
- It is always the first command following TW2. So, if your command line read
-
- TW2 8
-
- TW2 would look for DORINFO8.DEF. Get the idea?
-
- Now we move onto the format of the file itself.
- Page 14
-
- The format of the DORINFO file is as follows:
-
- BBS Name
- SysOps First Name
- SysOps Last Name
- Com Port
- BPS Rate and Parity
- RBBS Network type
- Current Users First Name
- Current Users Last Name
- Current Users City/State
- Graphics
- Security Level
- Minutes Left in Session
- FOSSIL Driver present
-
- All lines are in capital letters. I'll give you two examples of what the
- file typically look like:
-
- Example 1 Example 2
-
- THE ABANDONED LAND THE ABANDONED LAND
- JOHN JOHN
- MORRIS MORRIS
- COM2 COM0
- 2400 BAUD,E,7,1 9600 BAUD,N,8,1
- 0 3
- JOE SYSOP
- BBS
- RENO, NV RENO, NV
- 0 2
- 5 20
- 57 119
- 0 -1
-
- In example 1, the remote user is at 2400 BPS, even parity, with 7 data
- bits. No graphics (regular text), and RBBS is not using a FOSSIL driver.
-
- In example 2, the local user is the SysOp. ANSI color is on, and a FOSSIL
- driver is present.
-
- There are several 'quirks' in the DORINFO standard. They are as follows.
-
- 1: A local user is online when the com port is set to COM0
- Also, TW2 will recognize a BPS rate of '0' as a local user, but
- this is not the standard method.
-
- 2: When the SysOp is using the game, the 'Current Users First Name' is
- "SysOp" (without the quotes), and 'Current Users Last Name' is ""
- a null string. (the only chars found on that line are a carriage
- return/linefeed combo)
- Also acceptible is setting the Users first and last name to match
- the SysOps first and last name exactly.
-
- 3: Graphics are off when a 0 is found in the graphics field. RBBS-PC
- uses a 1 when the user can accept IBM high bit chars, and 2 for
- ANSI color. When in RBBS mode, a 2 is needed to turn on ANSI color
- in TW2. When in QBBS mode, a 1 in the graphics field will turn on
- ANSI color.
-
- This difference is due to different BBS's doing slightly different
- tweakage to the DORINFO standard. TW2 tries its best to cope with
- these differences.
- Page 15
-
- 4: Note the BPS Rate and Parity field. Whatever the BPS Rate and Parity
- is, it must match the format shown! Here are some more examples:
-
- 300 BAUD,N,8,1
- 1200 BAUD,E,7,1
- 19200 BAUD,N,8,1
-
- TW2 will parse out the " BAUD" part of the string, and go from there.
-
- 5: TW2 doesn't use all the fields in the DORINFO file. Here are the fields
- TW2 DOES NOT use: BBS Name, SysOps first or Last name, Network type,
- Users city, Security level, and FOSSIL driver. These lines are not
- used, but must still be present in one form or another.
-
- 6: Everything in the file should be in CAPS.
-
- 7: The space seen in front of the numbers is due to the way BASIC writes
- numbers to disk. They may or may not be present. Doesn't matter really.
-
- This file is small and simple, and I like it. The only real drawback is
- the limited number of nodes, and lack of complete information on the
- RBBS system it is running under. But it does what it set out to do, run
- doors, and it does that just fine.
-
- The DOOR.SYS file. The DOOR.SYS file is also a text file but contains
- more information about the system it is running on, and more information
- on the user too.
-
- The DOOR.SYS file always keeps the same name. It is just found in
- different subdirectories for different nodes. So when you run TW2, you
- need to tell it where to find the DOOR.SYS file for that node. You
- use the /P: command to do it.
-
- We'll drop to the next page to explore the file format.
- Page 16
-
- The format of the file is as follows: (with some notes on exact format)
-
-
-
- Com Port (COM1: for com port 1. COM0: is used for local user)
- BPS Rate (Speed user called in at 300-38400)
- Parity (7 or 8)
- Node Number (1 to 99)
- DTE Rate (actual com port speed to use)
- Display On/Off (Y=On N=Off)
- Printer On/Off (Y=On N=Off)
- Page Bell On/Off (Y=On N=Off)
- Caller Alarm On/Off (Y=On N=Off)
- Full User Name
- Users City/State
- Home Phone
- Data Phone
- Password
- Security Level
- Total Times On
- Last Date Called
- Seconds Remaining This Call
- Minutes Remaining This Call
- Graphics Mode (GR = Graphics, NG = No Graphics, 7E = E,7,1)
- Page Length
- Xpert Mode (Y = Expert, N = Novice)
- Conferences Registered In
- Conference In When Opened Door
- Expiration Date (mm/dd/yy)
- User File Record Number
- Default Xfer Protocol (C, X, Y, Z, Etc.)
- Total Uploads
- Total Downloads
- Daily K-Bytes Downloaded
- Daily Maximum K-Bytes To Download
- Callers Birthday (mm/dd/yy)
- Path to User File
- Path to GEN Directory (?)
- SysOps Name (as on BBS)
- SysOps Alias
- Event Time (hh:mm)
- Error Correcting Modem (Y or N)
- ANSI Supported By User but Not Being Used (Y or N)
- Use File Locking (Y or N)
- Default Color (IBM type color code.. 1 to 15)
- Time Credits In Minutes (this can be positive or negative)
- Last New Files Scan Date (mm/dd/yy)
- Time Of This Call (hh:mm)
- Time Of Last Call (hh:mm)
- Maximum Daily Files Available
- Files Downloaded Today
- Total K-Bytes Uploaded
- Total K-Bytes Downloaded
- Comment On User
- Doors Opened
- Messages Left By User
-
-
- As you can see, this file has a LOT of information in it. TW2 will not
- use even a sixth of that info. But the DOOR.SYS file is intended as a
- standard for all BBS's to use. And hopefully more of them will use it
- in the future. On the next page, I'll give you an example of what a
- DOOR.SYS file might look like.
- Page 17
-
- On this page I'll give you an idea of what a DOOR.SYS file might look like.
-
- COM2:
- 9600
- 8
- 1
- 19200
- Y
- N
- N
- N
- Joe Bbs
- Reno, NV
- 702 746-1364
- 702 746-1365
- BAGEL
- 10
- 125
- 01/01/95
- 2701
- 45
- GR
- 24
- Y
- 1,2,3,4
- 3
- 01/01/96
- 54
- Z
- 0
- 15
- 100
- 1024
- 12/31/60
- C:\BBS
- C:\GEN
- John Morris
- E-Male
- 02:00
- Y
- N
- Y
- 12
- -5
- 01/01/95
- 03:47
- 05:12
- 20
- 1
- 0
- 2314
- Likes To Play TW2
- 176
- 18
-
-
- Just another ordinary text file. Most of the information conatined in the
- file makes life easier for file transfer doors to work. (lots of file
- xfer info contained in the file)
- Page 18
-
- Some notes on the DOOR.SYS file.
-
- 1. Like the DORINFO file, a local user is specified by saying COM0:
- (note the different format of the com port string. The DORINFO file
- uses COM0, while the DOOR.SYS file uses COM0: a colon is added.)
-
- 2. Use the DTE rate line to give the speed to open the port at.
- There is a difference between the BPS rate and the DTE rate. Say your
- BBS modem is locked at 19200 at all times. Some guy calls in at 2400.
- The BPS rate would be 2400, but the DTE rate would be 19200.
-
- 3. TW2 will use the 'seconds left in session' field to get the time
- remaining.
-
- 4. TW2 will use field 4 to get the node number instead of you having to
- specify it on the command line.
-
- That is pretty much the extent of it. When making the file make sure you
- fill in all the info, even if it is faked! Every line has to be there so
- TW2 won't get out of sync with the contents of the file.
-
-
- GETTING STARTED WITH TW2
-
- Installing TradeWars 2 should be pretty painless.
-
- First create a directory where you want to put the TW2 files. Then use
- PKUNZIP to unZIP the files out of the TW2 ZIP file.
-
- After you have unZIPped the files you then need to unZIP the file I.ZIP
- Once you have done that you can run I.EXE the TW2 Install/Initialization
- program.
-
- The program will ask you some general questions on your current BBS set-up,
- and it'll need some input on how to customize TW2.
-
- We'll go thru each question:
-
- Editor Password: This is the password needed to enter the TradeWars 2
- Editor program from a remote location. It can be any combination of
- letters or numbers from 2 to 11 characters in length.
-
- Allow Aliases: Should the game allow the players to use aliases? When a
- player can use an alias, they tend to be a little free'r in their play.
-
- Top Ten Bulletin: TradeWars 2 will create a bulletin file containing a
- list of the top ten players. Here you input the exact filename you wish
- TW2 to create.
-
- Idle Timeout Time: This is the time that TW2 will wait for a user to input
- information. If this time expires, TW2 will exit.
-
- Max Time Limit: This is the total time that a user can play TW2 per day.
-
- SysOps Name: This is the SysOps full name. (usually you!)
-
- BBS Name: The name of the BBS you wish TW2 to display when the user logs in.
-
- Locked Com Port Speed: This is used ONLY for SINGLE NODE systems! If you
- have a modem with the com port locked at a certain speed, you would enter
- it here. If you have more than 1 node, type 0 for none.
- Page 19
-
- BBS mode: Here you will tell TW2 which BBS interface to run. You will see
- a list of BBS programs, and their respective interface files. Enter the
- number of the BBS mode.
-
- At this point, the program will remind you how to run TW2 (and an example
- command line)
-
- External Maintenance: Here you tell TW2 when the maintenance program should
- be run. If you tell TW2 to run maintenance, it'll be run when the first user
- logs on that day. Though I haven't takens lots of time to have a fast
- maintenance program, sometimes the maintenance will run slowly, and the
- user won't want to wait. In that case, set up TWMAINT to run under your
- nightly event. Tell TW2 that maintenance will be run at event time.
- The command to run TWMAINT at event time would be: TWMAINT /L /B
-
- Network Mode: Are you running TW2 under a network? If so, TW2 will use
- DOS & SHARE to do its file and record locking. When in network mode
- TW2 will check for the existance of SHARE, if TW2 doesn't find it, TW2
- will exit to DOS.
- If you say 'Yes' then TW2 will ask you how many nodes you're running.
-
- Message Subdirectory: This is the subdirectory where TW2 will store
- messages.
-
- At this point the program will start creating the necessary dat files
- which TW2 needs.
-
- It will then ask you what percentage of warp routes to fill. What that
- means is this. The standard 'galaxy' has 1000 sectors, and about 5800
- possibly warps between sectors. You are asked what percentage of 5800
- warps to fill. A lower number will result in more 'one-way' warps
- between sectors. (warps from one sector to another, but you can't go
- back the way you came) 100% means you won't have any 1 way warps. All
- warps that can exist, will. 65% means you'll have lots of one-way warps,
- and a galaxy semi-difficult to navigate in. In other words, it would
- take more thought when moving from one place to another.
-
- The program will then fill the warp routes, create a map, and then try
- to run the maintenance program automatically. If there isn't enough memory
- then you'll have to run the maintenance program yourself. I.EXE will tell
- you how to do that.
-
- If you are running a registered version, then you are asked if you want
- more than 1000 sectors. Up to 32000 sectors is possible, though I don't
- recommend going overboard. Registered users are supplied with the means
- to go to 4000 sectors. You will be asked how many more 'planes' of 1000
- sectors you want. if you say you want 1 more, then you'll have a 2000
- sector game. A question I.EXE will ask is how many warps should hook
- planes together. The planes of sectors can be visualized like so:
-
- I'll use a 3000 sector +-------------+
- map as an example. / /
- (3 planes of 1000 / /--+
- sectors) / 1 0 0 0 / /
- / / /--+
- / SECTORS / / /
- / / / /
- /Plane 1 / / /
- +-------------+ / /
- /Plane 2 / /
- +-------------+ /
- /Plane 3 etc./
- +-------------+
- Page 20
-
- You want to pick the number of warps which connects each two-dimensional
- plane of sectors. These are always one-way warps. So the user must find
- another route back to the plane of sectors they came from. A lower number
- of hook warps means it will be tougher to find ways from plane to plane.
-
- TW2 will only hook adjacent planes together. In other words, 1 and 2 will
- be hooked, and 2 will be hooked to 3, but 1 and 3 won't be hooked. If you
- wish to have warps going from, lets say, 1 to 3, then you will have to
- use the TradeWars 2 Editor, and add them in yourself. This will make for
- more interesting and wider variety of play though!
-
- Each plane will have 3 'Sol-type' ports. Or ports at which to buy Holds,
- Fighters, Probes, etc. So the user doesn't have to go back to plane 1
- everytime they wish to by goods like that. Each plane is controlled by
- its own regional Cabal hoard. It will move independantly compared to the
- other planes.
-
- Once all sectors, and files have been initialized, and the TradeWars 2
- maintenance program has been run, the game is generally ready for play.
-
- You might want to customize the program some more before use though, and
- to do this, you will want to use the TradeWars 2 Editor program, which
- we will cover in the next section.
-
-
- TRADEWARS 2 EDITOR PROGRAM
-
- The TW2 Editor is a program to help you customize TW2 to your needs, and
- to help you fix any problems that might creep up. That is all it should
- be used for, and care should be taken when using this program. TW2 was
- designed to run without much SysOp intervention, and I recommend using
- the Editor sparingly. But, the choice is up to you.
-
- When trying to run the program from a remote location (ie. over the modem)
- you will be required to enter the editor password, which is the first thing
- you specified when running I.EXE. This is a safety precaution. If you need
- to run TWEdit from a remote location, I recommend setting it up as a door
- that can be accessed only by yourself. We don't want a user gaining access
- and playing around with the game.
-
- Once you are in the editor, you will simply see a command prompt. Press
- the [ENTER] key to see a list of different 'editors' and functions.
-
- A - Main Editor Options
-
- The main editor options help you customize play of TradeWars 2 game.
- I'll go thru and explain each option. Some options will proceded with
- a star (*) which means that that option is available only in the
- registered.
-
- A - Change Editor Password.
- This is where you change the password needed to enter the editor
- from a remote location. It is the same password you typed in when
- running I.EXE. You will be asked to type in the old password before
- you enter the new one. Remember that case is significant! In other
- words:
-
- MyPassWord
-
- is NOT the same as
-
- MYPASSWORD
-
- Case must match exactly.
- Page 21
-
- B - Turns per day.
- This is the maximum number of turns given to a user per day. It
- is set to 60 as a default.
-
- C - Initial Fighters.
- This is the number of fighters a player will start the game with.
- They are given this amount when they are a new player, and everytime
- they log on after being 'killed'. The default is 25.
-
- D - Initial Credits.
- This is the number of credits given to a user to trade or buy
- things with. They are given this amount when they are a new
- player, and everytime they log on after being killed. The default
- is 400.
-
- E - Initial Cargo Holds.
- This is the number of cargo holds given to a user to transport
- goods with. They are given this amount when they are a new player,
- and everytime they log on after being killed. The default is 25.
-
- F - Maximum Days of Inactivity.
- This is the number of days that a user can be inactive (not play)
- before being deleted from the game. The default is 21 days.
-
- G - Maintenance Last Run.
- This is last day that the maintenance program was run. The
- maintenance program should be run every day, but you can use this
- command to effect the way the maintenance program runs. You can
- set it so the maintenance program won't be run for a week, or you
- can tell the program that it wasn't run today (even if it already
- has)
- This only affects the program when the maintenance is run
- 'internally' by TW2, and not in an event batch file. When TWMaint
- is run in an event batch file with the command TWMAINT /L /B then
- TWMaint is forced to run, even if maintenance has been run several
- times that day.
-
- H - Todays Fighter Price.
- This price changes everytime TWMaint runs. So changing this field
- only has a short term effect. It is provided as a convenience.
-
- I - Messages to TW2 SysOp On/Off.
- This actually controls the 'Galactic NewsPaper' If you have this
- set to off, then nothing is written to the galactic news. This
- remains in the program from the good ol' days before the program
- was able to trim the news file to a certain length (according to
- the number of days to keep the news) In most cases, you will
- want this turned on, and you can control the size of the file with
- the J command.
-
- J - Delete News Older Than xx Days.
- This will delete 'old news' and keep the TWNEWS.DAT from becoming
- an ever-growing monster of a file. The default is 7 days. Any news
- older than that will simply be trimmed from the file.
-
- K - Maximum Number of Holds.
- This is the maximum amount of holds a user can obtain. The more
- holds a player has, the faster they can become powerful. To keep
- things from getting out of hand, the default is set to 50.
-
- L - Maximum Planet Production of Ore.
- If a player makes a planet, he/she can have that planet produce
- goods for free. The simply need to put money into the planet
- to increase its production. This is the maximum production of Ore
- Page 22
-
- per day in units. It is set to 20 as the default so the planets wont
- outproduce the ports by too much.
-
- M - Maximum Planet Production of Organics.
- If a player makes a planet, he/she can have that planet produce
- goods for free. The simply need to put money into the planet
- to increase its production. This is the maximum production of
- Organics per day in units. The default is set to 20 so the planets
- won't outproduce the ports by too much.
-
- N - Maximum Planet Production of Equipment.
- If a player makes a planet, he/she can have that planet produce
- goods for free. The simply need to put money into the planet
- to increase its production. This is the maximum production of
- Equipment per day in units. The default is set to 20 so the planets
- won't outproduce the ports by too much.
-
- O - Password Required Yes/No.
- You can specify whether users must input a password each time they
- play. This is used more in environments where everyone plays
- locally (as in a LAN) so it protects the players from someone
- playing around.
-
- P - Allow Players to Use Aliases Yes/No.
- When players are allowed to use aliases they tend to be a little
- wilder with their play, thus making the game more interesting.
- You originally set this option when you ran I.EXE, but if you
- are having any second thoughts, you can change it here.
-
- Q - Allow Planet/Fighter/Hold Sales Yes/No.
- This is set to off by default. If you turn this option to On,
- then on rare occasion (chosen at random) a player may receive
- big discounts on the prices of Planets, Fighters, or Holds.
- When these sales occur cannot be predicted or controlled.
- Lots of people like this option turned off because all players
- have to pay an equal price for those goods, therefore no one
- gets an advantage due to random luck.
-
- R - BBS Type.
- This is the BBS program that TW2 is running under. When you choose
- this option, you are given a list of valid options. If you are
- running this game locally without a BBS, then the BBS type doesn't
- matter, because the /L (local) command overrides the BBS type.
-
- S - External Maintenance Yes/No.
- This controls what runs the maintenance program. If this option
- is set to yes, then you must run TWMAINT in an event batch file
- everyday. If set to no, then TW2 will automatically run TWMAINT
- when the first players logs on that day. I have gone thru great
- lengths to make TWMAINT run quickly, but in some cases, such as
- having more than 1000 sectors, TWMAINT will take some time to
- complete its duties. If TW2 runs TWMAINT, the user must wait
- for it to complete before they can play. And lets face it, most
- users don't like to wait!
-
- T - Todays Bank Interest.
- Like the fighter price, this changes everytime TWMAINT is run.
- So any changes won't last long. It is provided for convenience
- only.
-
- U - Input Timeout In Minutes.
- This is the amount of minutes TW2 will wait before logging a
- user off for not typing anything. Usually this is in the three
- to five minute range. When TW2 times out, it will act just as
- Page 23
-
- if the user had used the Q)uit command. It will rank players, and
- exit back to DOS.
-
- V - Maximum Time Allowed In TradeWars 2.
- This is the total time allowed per day in TW2. I consider 45 to
- 60 minutes plenty of time (for the 60 turn default) Even if
- the user has more time in the door area itself, they cannot
- exceed this time limit in TW2.
-
- W - Use Network Mode Yes/No.
- This controls TW2's file & record locking scheme. If you are
- running under a network, I suggest turning this on (you originally
- specified this when you ran I.EXE) TW2 requires the use of DOS's
- SHARE.EXE to do its file sharing. TW2 will search for the presence
- of SHARE. If TW2 can't find it, it will exit with an error
- message.
-
- X - Use Debug Mode Yes/No.
- Turning this option on will cause TW2 to display several items
- containing debugging information. It will show you what it found
- on the command line, the info it received from the BBS interface
- file, etc. Also shown will be a display of memory usage. This
- should always end with an 'All is okay' message.
- This mode was put in while I learned to program in 'C'. I learned
- to program in C by converting TW2 from BASIC to C.. (admittedly
- not the best way to teach yourself a new language.. but what the
- heck, ya know?) The original C versions (10.x) had multitudes
- of bugs.. and the debug mode was more important. Nowadays, you
- can genrally leave this off, unless you are having problems with
- interfacing with your BBS, then TW2 may be able to tell you the
- problem.
-
- Y - Are You Using GMon Yes/No.
- This option is for RBBS-PC SysOps using GMon. If you aren't using
- GMon, keep this optin turned off. If you are using GMon, it will
- provide a quicker method for returning to it after the user plays
- TW2.
-
- Z - Player Rankings File Name.
- Here is where you can change the name of the file containg the
- Top Ten Player rankings. This is usually the name of a bulletin
- file, viewable on your BBS.
-
- 1 - Special BBS Info FileName.
- Again, used only by RBBS-PC SysOps. You would tell TW2 what the
- name of your main message file is here. If you aren't running
- in RBBS-PC mode, then ignore the existance of this option.
-
- 2 - BBS Name.
- You edit your BBS name here. It is shown to the user when they
- first log into TW2.
-
- 3 - BBS SysOps Name.
- This is usually your name, and is shown right below the BBS name.
-
- 4 - Modem Speed Locked At xxxxx.
- This must only be used on single node systems where the BBS
- interface file does not tell TW2 about the locked comport. In
- some cases it can be used instead of the /Sxxx command. Usually
- it is set to '0', or Unlocked.
-
- 5 - Communications Port xx.
- This must only be used on single node systems where the BBS
- interface file does not tell TW2 which com port to use. In some
- Page 24
-
- cases it can be used instead of the /Cxxx command. Usually it
- is set to '0' or Not Used.
-
- 6 - Allow Surrendering Yes/No.
- This controls whether or not surrendering is allowed. What the
- heck is surrendering you ask? Well, let me tell ya about it. If
- a player runs into a sector defense force and the player has
- overwhelming odds (and I mean overwhelming) the defense force may
- surrender itself to the player. That way a player can gain a few
- fighters without having to do anything but appear strong.
-
- 7 - Maximum Number of Nodes.
- This is valid only in when network mode is on. This is the
- numbers of nodes that your BBS has, or the numbers or workstations
- on your LAN which might run TW2.
-
- 8 - Show Dead In Rankings Yes/No.
- This determines whether or not 'dead' players are shown at the
- end of the rankings.
-
- 9 - Allow Kloaking Yes/No.
- This switch toggles the availability of the kloaking device. The
- default is off, which makes the game more of a dog-eat-dog kinda
- thang.. In other words, the players can't make their ship invisible,
- and therefore harder to find and attack, each night.
-
- * ! - Fat Cats Restricted Yes/No.
- This is for games with more than 1000 sectors (registered version)
- if a player gets above a certain strength limit, they are banished
- from the first 1000 sectors. That way less powerful players won't
- have to deal with the 'fat cats'. In theory, this gives the new
- players a bit more of a chance to get powerful, without having to
- worry about being killed easily. When you turn this on, you will
- be asked what the ranking level should be to get banished. 100000
- might be a good ranking to start with, but experiment.
-
- @ - Default Language Extension.
- This determines the default language that TW2 uses. Currently,
- only English and German are available.
-
- ENG is for English text
- GER is for German text
-
- MAIN EDITOR OPTIONS PAGE 2
-
- A - TradeWars 2 Subdirectory.
- This is the directory that TW2 resides in. In 99% of the cases,
- this field will be blank!
-
- B - TW2 Network Directory.
- This is where TW2 will keep all of its networked-between-BBS data
- files. (registered version) This is usually a directory right
- below your TW2 directory. For instance, if your TW2 directory is:
-
- C:\DOORS\TW2
-
- Then your net directory would be:
-
- C:\DOORS\TW2\NET
-
- This can be any directory you wish though. Make sure the subdirectory
- exists, TW2 won't give an error message if it doesn't, the files
- will simply not be created.
- Page 25
-
- C - Message Subdirectory.
- This is where the TW2 message base files are stored. The TW2 message
- base is very similar to a fido-style message base, in that each
- message is in its own file. Because there can be many messages,
- you should put the message base in its own directory. For instance,
- if your TW2 directory is:
-
- C:\DOORS\TW2
-
- Then your msg directory would be:
-
- C:\DOORS\TW2\MSG
-
- Any directory will work though. Make sure the subdirectory exists.
- TW2 will give no error messages, but will not make any message files,
- if the subdirectory isn't there.
-
- D - Maximum Players Allowed In Game.
- This can be any number up to 200, which is the absolute limit.
-
- E - Non-FOSSIL Communication Input Buffer Size xxx.
- This is only used when not running a FOSSIL driver. A FOSSIL driver
- sets up its own input and output buffers.
-
- The default input buffer size is 256. A lerger size will take
- memory from TW2, and really won't serve much of a purpose. The
- buffer is used to gather characters when TW2 isn't ready to accept
- input. Since there never is a long period of time when TW2 is NOT
- ready for input, the small size is okay.
-
- F - Non-FOSSIL Communication Output Buffer Size xxx.
- This is only used when not running a FOSSIL driver. A FOSSIL driver
- sets up its own input and output buffers.
-
- The default output buffer size is 1024. Since most of TW2's time
- is spent output data to the user, this buffer should be a little
- bigger than the input buffer. The maximum size is 4096 bytes.
- Even with a large output buffer, it will sometimes get filled up,
- and the game will sometimes stop, and wait for it to empty out a
- little. This will only happen with high speed modems.
-
- G - Is TradeWars 2 Networked Between BBS's Yes/No.
- This switch turns the networked-between-BBS functions on and off.
- (registered version) With this turned on, TW2 will output the
- necessary data which is shared between different BBS running the
- same TW2 game. See TW2NET.DOC for more info on the networking
- functions.
-
- H - Is This The TW2 Network Host Yes/No.
- This goes with option G. In a game that is networked between BBS's,
- there needs to be a network host game. This is the game all others
- are based on. See TW2NET.DOC for more info on the networking
- functions.
-
- I - TradeWars 2 Network Node Number.
- Each node in the TW2 network game has to have its own unique number.
- That way each node knows where the data came from. The host game
- is usually node 1, and the Host SysOp will set up each individual
- node number. See TW2NET.DOC for more info on the networking
- functions.
-
- J - Network Number (used in message base).
- This is used in the message base for your game, and is not always
- necessary. You can leave it blank if you'd like.
- Page 26
-
- K - Node Number (used in message base).
- This is used in the message base for your game, and is not always
- necessary. You can leave it blank if you'd like.
-
- L - Nodes in Network xx.
- This is the total number of nodes which are running the same game
- of TW2, and is set by the network host. See TW2NET.DOC for more
- info on the networking functions.
-
- M - Is Attacking Allowed In The Union Yes/No.
- If set to 'No' then the Union Sectors can be considered a safe
- haven for new users. By default, only sectors 1 thru 7 are in the
- Union, but you can make any sector a union sector using the
- sector editor.
-
- N - Is Sound Allowed On This Computer Yes/No.
- This turns local sound on and off. If you are running a multi-
- tasking environment, then I suggest leaving this off! Music and
- multi-tasking environments don't always mix very well.
-
- O - Are Graphics Allowed Locally Yes/No.
- This switch here is used for same reason as the sound switch. TW2
- when in true graphics mode, will switch your screen into EGA mode
- 16, which may wreak havoc with your multi-tasking environment.
- When you turn this off, the game will run normally, except graphics
- will not be shown on your screen. The output will seem a bit
- jumbled, but you'll be able to see what's going on. Note, the
- jumbled screen effect will only occur if the remote player is using
- the game in graphics mode.
-
- P - Chat file subdirectory.
- This is where TW2 will place the internode chat data file. I
- supplied this option just in case someone wanted to put the file
- on a RAM drive to speed the chat up. This is for network operation
- only.
-
- Q - Make Sure Data Is Written To Disk Yes/No.
- In a network situation, you might want to make sure data is written
- to disk in order to be sure you have the most current data on the
- disk itself. Usually your data will reside in a disk buffer (in
- memory) before actually being written to disk. This option will
- tell TW2 to tell DOS to 'commit this data to disk'. I suggest using
- DOS 3.3 or newer if you turn this option on. This will slow down
- file access a wee bit.. not much.
-
-
- Thus completes the main editor options.
- Page 27
-
- B - Player Editor
-
- This editor will allow you to create, delete, and just plain edit
- players. Use it sparingly if possible.
-
- A - Real Name.
- This is the name passed to TW2 by the BBS interface file. In other
- words, the BBS/Real name. It must exist for the user record to
- be valid, and in fact it is the command you would use on a blank
- record to create a player.
-
- B - Alias Name.
- This is set to equal the Real name if you have aliases turned off.
- The alias name is the name the game always uses when it displays
- the players name.
-
- C - Password.
- If no password is present, then the user does not need to enter
- a password to enter the game. Only if the password is present does
- the program ask for a password.
-
- D - Last Day On.
- This is the last day the user was on the game. You can set this so
- the game won't allow a player on for a certain period of time.
- (maybe as some kind of punishment) or you can set it to just about
- any day you wish.
-
- E - Killed By.
- This is the person who killed this player. If the name of the killer
- is the same as the player, then that player somehow managed to
- commit suicide.
-
- F - Turns Left.
- This is the amount of turns left for today. A fairly simple
- concept I hope. This is reset to the max turns per day the first time
- the player logs in on a new day.
-
- G - Sector In.
- This is the sector that the player is currently in.
-
- H - Last Sector In.
- Mainly used when a player needs to retreat. It is the last sector
- that they occupied.
-
- I - Bank Credits.
- This is the amount of money the player currently has in the bank
- and earning interest. If the player has over 5 million credits
- in the bank, interest is no longer paid!
-
- J - Trading Credits.
- This is the amount of 'credits on-hand'. And is used mainly in
- ports when trading goods.
-
- K - Fighters With Ship.
- This is the number of fighters which are part of the ships fleet.
- They are used for attacking other players, protecting the ship,
- and can be allocated to sector defense forces.
-
- L - Player Mines.
- This is the number of sector mines the player currently has. Mines
- are placed into sectors to inflict damage to someone who might
- run into them. They can be set to avoid killing players that they
- shouldn't (like team mates)
-
- Page 28
-
- M - Kloak Lasts xx Days.
- If the kloaking option is turned off, then this field doesn't
- apply. When a player gets his/her ship it is equipped with a
- kloaking device. But they must buy energy for it. This field
- tells how many more days the energy will last.
-
- N - Player Probes.
- This is the number of sectors probes that the player currently
- has. Sector probes are sent from the sector the player is in,
- to a destination sector, telling the player what it finds along
- the way.
-
- O - Player Holds.
- This is the number of cargo holds that the ship has. The more holds
- the faster the player can gain wealth, and power.
-
- P - Holds Of Ore.
- This is the number of holds that contain Ore.
-
- Q - Holds Of Organics.
- This is the number of holds that contain Organics.
-
- R - Holds Of Equipment.
- This is the number of holds that contain Equipment.
-
- Ore, Organics, and Equipment are the three goods which are produced
- by Ports, and Planets, and are traded at ports to make money.
-
- S - Team In.
- This is the team that the player is a member of. It says 'None'
- when the player doesn't belong to a team.
-
- T - Real-Time Attacked By.
- This field is used in a multi-node situation to record real-time
- attacks. Say a user on node 1 attacks a guy currently playing
- on node 4. The attacker is recorded here. This field is usually
- empty because the program will be on the look-out for a real-time
- attacker, if it finds one, it reports it, then resets this field
- to 0.
-
- U - Day Player Quit Team.
- The program records the day a player quits a team for a few reasons.
- Mainly I want to prevent users from stealing from one team, joining
- another and destroying their old team. So, when a player quits a
- team, they must wait a day before they can join another team, or
- create a new team altogether.
-
- V - Currently Kloaked Yes/No.
- This reports the current status of the players kloaking device.
- If you are wondering whether it is on or off, this will tell ya.
-
- W - Graphics.
- This will tell you what the players graphics situation is. None,
- Graphics, Graphics w/ music.
-
- X - Using TW2 Now Yes/No.
- Is the player playing the game right this minute? This will usually
- say no, unless you are running a multi-node system, and some other
- people are playing the game. This could also report 'yes' if, lets
- say, the power went off while in the middle of a users session. It
- is reset when a user plays, or when you modify their record with this
- command.
- Page 29
-
- Y - Super-Search Uses Left xx.
- The super-search module is a tweak to the normal auto-pilot. Instead
- of finder the shortest possible route to a sector, it will find the
- shortest route to a sector without running into any defense forces.
- The player buys this module at Sol-type ports.
-
- Z - Real-Time Msg From.
- This works in the same way as a real-time attack. This field gets
- set when a player sends a message (in the message base) to a player
- currently playing on another node. That player is then informed
- of the mail, and this field is then reset to 0.
-
- * 0 - Is Banished Yes/No.
- This is used only when you have the 'Fat Cats Restricted' option
- turned on. This field tells whether or not the player has a
- ranking high enough to be banished from the first plane of sectors.
-
- 1 - Time Used Today xx.
- This is the total amount of time used by the player today.
-
- 2 - Last Message Read.
- This is the number of the message the player last read (always the
- highest message they have read) This will probably change daily,
- so this is provided only as a convenience.
-
-
- End of the Player Editor dealie..
- Page 30
-
- C - Sector Editor
-
- Sectors are the areas players occupy as the move thru the galaxy.
- each sector has a possible six warps leading to other sectors. The
- sector a warp leads to may or may not be physically next to the
- sector with the warp. You can visualize warps below. The numbers
- in parantheses () is the number of the warp (1 thru 6)
-
-
- (3) 0004 -----0003 (2)
- / \ / \
- / \ / \
- (4) 0005 -----0001$-----0002 (1)
- \ / \ /
- \ / \ /
- (5) 0006 -----0007 (6)
-
-
- So in this example, sector 1 has six warps leading out of it. The first
- warps leads to sector 2, the second warp leads to sector 3, and so on.
- If a warp is warp leads to '0' then that warp is disabled, and does
- not show up on a players display.
-
- If you edit the warps, your actual galaxy will no longer match your map
- that I.EXE created. Just a warning.
-
- A - Warp Route 1.
- This is where the first warp leads to.
-
- B - Warp Route 2.
- This is where the second warp leads to.
-
- C - Warp Route 3.
- This is where the third warp leads to.
-
- D - Warp Route 4.
- This is where the fourth warp leads to.
-
- E - Warp Route 5.
- This is where the fifth warp leads to.
-
- F - Warp Route 6.
- This is where the sixth warp leads to.
-
- Remember, if any of the warps are set to 0, that warp is disabled,
- and is never shown to the user.
-
- G - Port In Sector.
- This is the Number and Name of the port which resides in the sector.
- If set to 0, then there is no port in the sector.
-
- H - Planet In Sector.
- This is the Number and Name of the planet in the sector. If set to
- 0 there is no planet in this sector.
-
- I - Mine In Sector.
- This is the mine which may be placed in the sector. This field will
- contain info as to what type of mine it is. If set to 0, then the
- sector is not mined.
-
- J - Defense Force Fighters.
- This is the numbers of fighters protecting this sector from entry
- by unauthorized players.
- Page 31
-
- K - Owner Of Defense Force.
- This is the player who left the defense force in the sector. Note,
- this option only appears if there is a defense force in the sector.
-
- L - Defense Force Orders.
- This the command given to the defense force when it was left in
- the sector. Valid defense force commands are:
-
- Team - The fighters can be picked up by anyone on the same team
- as the player who left the fighters. It acts as a normal defense
- force otherwise.
-
- Attack Anyone - This defense force will attack anyone except the
- player who dropped the fighters in the first place. It will even
- attack players on the same team as the player who left the fighters
- in the sector.
-
- Attack No One - This defense force will attack no one, and cannot
- be attacked by anyone. (that may change though...)
-
- Attack Certain Player - This defense force will attack only the
- player it was told to attack. Kind of like a hit squad in waiting.
-
- Attack Certain Team - This defense force will only attack members
- of the team it was told to attack. Everyone else gets thru.
-
- Normal - This is the normal defense force mode. It will attack
- anyone coming into the sector, except for the player who left the
- fighters, and team mates (if any) of that player.
-
- This option only appears if there is a defense force in the sector.
-
- M - Part Of The Union Yes/No.
- This is where you can set other sectors besides 1 thru 7 to be
- Union sectors. Optionally, the Union will not allow attacking,
- and you can never enter the Union with more than 2x the number
- of starting fighters. So if you told TW2 the starting fighter
- total is 25, then a player can never enter the Union with more
- than 50 fighters.
-
- End of the Sector Editor.
- Page 32
-
- D - Port Editor
-
- Ports are where the user trades goods in order to make money. Ports
- tend to be complex creatures, and it is not recommended that you change
- them too much.
-
- A - Port Name.
- This is the name of the port shown to the user.
-
- B - Class.
- This describes the type of port it is. There are four different
- classes.
-
- 0 - Sol-type port. Sells fighters, Holds, probes, etc. Doesn't
- trade any goods with user.
-
- 1 - This type of port sells Equipment, and buys Ore, and Organics.
-
- 2 - This type of port sells Organics, and buys Ore, and Equipment.
-
- 3 - This type of port sells Ore, and buys Organics, and Equipment.
-
- Commands C thru K are only shown when the port is not a class 0 port.
-
- C - Ore Units & Price.
- This is the number of units of Ore that the port currently has and
- what the price of each unit is. It will also tell you whether the
- port is buying or selling that item.
-
- D - Organics Units & Price.
- This is the number of units of Organics that the port currently has
- and what the price of each unit is. It will also tell you whether
- the port is buying or selling that item.
-
- E - Equipment Units & Price.
- This is the number of units of Equipment that the port currently has
- and what the price of each unit is. It will also tell you whether
- the port is buying or selling that item.
-
- F - Ore Productivity.
- This is the number of units of Ore that the port will produce in
- a day.
-
- G - Organics Productivity.
- This is the number of units of Organics that the port will produce
- in a day.
-
- H - Equipment Productivity.
- This is the number of units of Equipment that the port will produce
- in a day.
-
- I - Ore Maximum Change In Cost (%).
- This is the deal the player gets when they trade for this item. The
- item is discounted more if the units reaches the maximum a port can
- contain (10 days worth of productivity) The fewer units of an item
- a port contains the less of a deal the player gets.
-
- J - Organics Maximum Change In Cost (%).
- This is the deal the player gets when they trade for this item. The
- item is discounted more if the units reaches the maximum a port can
- contain (10 days worth of productivity) The fewer units of an item
- a port contains the less of a deal the player gets.
- Page 33
-
- K - Equipment Maximum Change In Cost (%).
- This is the deal the player gets when they trade for this item. The
- item is discounted more if the units reaches the maximum a port can
- contain (10 days worth of productivity) The fewer units of an item
- a port contains the less of a deal the player gets.
-
- The above is simply a case of supply and demand. It can be based
- on the following graphs:
-
- "Fair price per unit" vs. "The number of units being sold"
-
- Port is: Selling Buying
-
- (Price) ^ Price ^
- | Sp*Mp |
- Sp-o Sp + ----- -+ o
- |o 100 | o
- | o <- Curve | o <- Curve
- Sp*Mp | o |o
- Sp - ----- -+ o Sp-o
- 100 | |
- +---|------>(# of units) +---|--------> (# of units)
- 0 d*10 0 d*10
-
- Mp = Maximum change in cost (in percent)
- Sp = Standard Price per unit (Ore=10, Org=20, Eqp=35)
- d = The daily production rate
-
-
- Things to keep in mind. Ports will produce goods only until they have
- reached a maximum of 10 days production of units. So if the port
- produces 65 units of Equipment per day, the maximum units of equipment
- that port can contain is 650. Production ceases when the max of
- 10 days of production is reached. If the port is traded at every day,
- and the total units is kept below max, it will always produce.
-
-
- End of the Port Editor.
- Page 34
-
- E - Planet Editor
-
- Planets are made by the players for the players. They can produce
- their own Ore, Organics, and Equipment. A player can also build
- a fighter factory on the planet this factory, when supplied with
- raw materials and money, will produce fighters. There is a large
- chance that the factory will waste most of the goods given it.
- There is one ideal setting of money and materials which produces
- the most fighters without waste.. The players have to fiddle with
- the combination to get it right.. I won't document the exact
- correct ratio.
-
- A - Planet Name.
- This is the name given to the planet by the user. There must be a
- name for the planet to exist.
-
- B - Owner Of This Planet.
- This is the player who spent the money to create this planet. It
- is not always the same player who may be using the planet.
-
- C - Ore Units.
- This is the current Ore stock in units.
-
- D - Organics Units.
- This is the current Organics stock in units.
-
- E - Equipment Units.
- This is the current Equipment stock in units.
-
- The three goods can be taken by the user, and traded to a port to
- make more money, or they can be fed into a fighter factory.
-
- F - Ore Productivity.
- This is the number of units of Ore that the planet will produce in
- a day.
-
- G - Organics Productivity.
- This is the number of units of Organics that the planet will produce
- in a day.
-
- H - Equipment Productivity.
- This is the number of units of Equipment that the planet will produce
- in a day.
-
- Goods production is increased when a player gives the planet enough
- money to increase production. Maximum productivity can be set in the
- main editor options. You don't to set the maximum too high because
- the chance of completely stripping a port of all its resources jumps
- up real high. In other words, the player would have a ton of goods
- being produced at the planet, and if they traded all of those goods
- with a port, then that port would reach its maximum level in units
- and stop buying.
-
- I - Fighter Factory Active Yes/No.
- This tells you whether or not there is a fighter factory on the
- planet.
-
- J - Number of Factory Workers.
- This is the number of workers building fighters. There is always
- an over supply of workers, so you can always hire them. But there
- is a maximum number of workers the factory can handle. Also,
- you can have too many workers, and you can pay them too much!
- Page 35
-
- K - Salary per day for each worker.
- This is the number of credits given to each worker per day. You
- can over pay workers. So it is best to fiddle with the number of
- workers, and the pay of each worker to find the best combination.
-
- L - Factory Cash On Hand.
- This is the payroll from which the factory pays the workers. There
- should be plenty of cash in it, because the workers won't work
- if there isn't enough money to pay them.
-
- M - Factory Ore Inventory.
- This is the number of units of Ore that the factory has in order
- to produce fighters.
-
- N - Factory Organics Inventory.
- This is the number of units of Organics that the factory has in
- order to produce fighters.
-
- O - Factory Equipment Inventory.
- This is the number of units of Equipment that the factory has in
- order to produce fighters.
-
- Factories use 25 units each of Ore, Organics, and Equipment per day
- to priduce fighters. There must be enough raw materials or no
- fighters are produced.
-
- P - Factory Fighter Inventory.
- This is the number of fighters the factory has produced and are
- waiting to be picked up by the user.
-
- Q - Defense Force Fighters.
- This is the numbers of fighters protecting this planet from landing
- by unauthorized players.
-
- R - Owner Of Defense Force.
- This is the player who left the defense force on the planet. Note,
- this option only appears if there is a defense force in the planet.
-
- S - Defense Force Orders.
- This the command given to the defense force when it was left on
- the planet. Valid defense force commands are:
-
- Team - The fighters can be picked up by anyone on the same team
- as the player who left the fighters. It acts as a normal defense
- force otherwise.
-
- Attack Anyone - This defense force will attack anyone except the
- player who dropped the fighters in the first place. It will even
- attack players on the same team as the player who left the fighters
- in the planet.
-
- Attack No One - This defense force will attack no one, and cannot
- be attacked by anyone.
-
- Attack Certain Player - This defense force will attack only the
- player it was told to attack. Kind of like a hit squad in waiting.
-
- Attack Certain Team - This defense force will only attack members
- of the team it was told to attack. Everyone else gets thru.
-
- Normal - This is the normal defense force mode. It will attack
- anyone landing on the planet, except for the player who left the
- fighters, and team mates (if any) of that player.
- Page 36
-
- F - Cabal Editor
-
- The Cabal editor allows you to edit the location, destination, and
- number of fighters in each Cabal group.
-
- Cabal Groups 1 and 2 are the HQ are Secondary Defense Force. The
- player needs to destroy in order to defeat the Cabal. There should
- always be large amounts of fighters in these two sectors.
-
- The rest of the Cabal groups wander around wreaking havoc. Type 2
- groups have a specific destination, and move to it 1 sector per day.
- These groups have a goal.
-
- The rest of the groups have no goal shown. This is because Type 3
- groups pick a destination every day, and move all the way to that
- sector.
-
- On the main Cabal editing screen, you are shown the individual group
- information. You can edit the groups as you see fit. You also have
- the 'Edit Cabal Options' command.
-
- O - Cabal Options.
-
- This is where you can edit the specific Cabal options.
-
- A - Cabal Headquarters Location.
- This is the Cabal HQ. You shouldn't really edit this location
- unless you really need to.
-
- B - Cabal Secondary Force Location.
- This is the group of Cabal that protect the HQ from attack,
- and usually is the largest group of Cabal in the galaxy. Again,
- I don't recommend changing this value unless you have to.
-
- The next six locations are places where the Cabal tend to hang-out.
- You can modify these without too much trouble if you wish.
-
- C - Cabal Location 1.
- D - Cabal Location 2.
- E - Cabal Location 3.
- F - Cabal Location 4.
- G - Cabal Location 5.
- H - Cabal Location 6.
-
- I - Number of Type 2 Cabal Groups.
- As mentioned before, type 2 groups are assigned a destination
- sector (at random) and move 1 sector towards that goal each
- night. When they reach that sector, they are given a new goal
- and the process starts over. You can assign the number of Type
- 2 groups. The total number of groups must not exceed 50. (this
- includes defense sectors, type 2 groups, and type 3 groups)
-
- J - Number of Type 3 Cabal Groups.
- Type 3 groups differ from type 2's in that each group is given
- a new goal each night, and the group will move sector by sector
- till they get to that goal the same night. Therefore, type 3
- groups cover a lot more sectors per night than type 2's. The
- total number of groups must not exceed 50. (this includes defense
- sectors, type 2 groups, and type 3 groups)
- Page 37
-
- K - Cabal Strength Level.
- This determines how nasty you want the Cabal. A higher number
- means more Cabal. The lowest level is 1, highest 10. You can
- consider 10 to be 100% strength. I recommend 3 to 4 on the
- meter to be a good level (30 to 40% full strength)
-
- L - Cabal Bounty For Today.
- This is the amount of credits given to a user for destroying
- 1 Cabal fighter. It changes daily, so if you change it, it
- won't last long. Note, when a player defeats an entire group
- of Cabal, then the bounty is doubled.
-
- M - Cabal Regeneration.
- Cabal are capable of regenerating themselves. With this command
- you determine how many Cabal fighters are regnerated per day.
- The higher the regeneration the more fighters will inhabit
- the galaxy.
-
- End of the Cabal Editor.
- Page 38
-
- G - Game Report
-
- This is a method by which you can keep track of the game. A game report
- will list stats on all players, and whats going on in the sectors. When
- it lists the players, it writes them in order of their current rankings.
-
- A Game report can be sent to three places, Screen, Printer, and/or Disk.
-
- You choose where you want it to go. By printing the report, or writing
- it to disk you will receive more information than if you do it just
- on the screen alone.
-
- You choose the output when the screen says:
-
- S - Screen only.
- P - Screen & Printer.
- D - Screen & Disk.
- A - Screen, Printer, & Disk.
-
- When the player information is written you will see many fields of
- information. Be low I'll describe what the information is. Fields
- beginning with a star (*) are only seen in the disk file, or on the
- printer.
-
- Rnk - Player Ranking
- P# - Player Record #
- T# - Team In (0 if not on team)
- Alias - Alias Name
- Real Name- Real (BBS) Name
- Day - Days Since Player Was Last On.
- KB - Killed By (who killed this player)
- Trn - Turns Left Today
- Loc - Sector Player Is In
- Ftrs - Fighters With Players Ship
- B Credits- Banked Credits
- * T Credits- Credits On Hand
- * Hld - Number Of Cargo Holds
- * Ore - Holds With Ore
- * Org - Holds With Organics
- * Eqp - Holds With Equipment
- * Mns - Mines On Players Ship
- * Prb - Probes On Players Ship
- * Klk - Kloaking Device Energy Left
- * Tim - Time Used Last Day On
- * SS - Super-Search module Uses Left
-
- The game will then tell you how many players there are.
-
- Next comes the sector report. You will be shown sectors with defense
- forces, mines, and planets. And who owns what.
-
- End of Game Report Section.
- Page 39
-
- H or ? - Help
-
- You will be given a list of valid editors, and other valid main TWEdit
- commands.
-
- J - Team Editor
-
- The team editor will allow you to create, delete, and edit teams. You
- will also need to use the player editor to complete team editing info.
- (you must assing each player the correct team number if they aren't
- already in a team.)
-
- A - Team Name.
- This is the name of the team given by the player who created the
- team. (The Captain is the guy who created the team)
-
- B - Password.
- This is the password needed when a player wishes to join a team.
- Case is significant. If a player doesn't know the password, they
- cannot join the team. Passwords are usually given out by the team
- captain thru the message base.
-
- C - Number of Members.
- Teams can have a maximum of 4 players (to avoid an overwhelming
- majority.. I hope..)
-
- D - Team Captain.
- This is the player who created the team. His/Her player record,
- and name are given.
-
- Teams can be fleeting things when all is said and done. It takes
- commitment from the team members to keep the team alive. Advantages
- to teams are varied. They can give each other fighters and/or credits
- if one of the members is in a bad way. They can also get thru certain
- defense forces, and pick up some defense forces which werent theirs to
- begin with (as long as the guy leaving the fighters says so)
-
- Team players will have a slight disadvantage when attacking non team
- players. The kill ratio is slight against them, but not enough to
- offset the advantages of team play.
-
- End of the Team Editor.
- Page 40
-
- K - TradeWars Log
-
- This command will display the galactic news file. The only difference
- is that error messages which may have been saved will be printed also.
- Error messages always begin with three stars (***).
-
- When you reach the end of the log, you will be asked if you wish to
- delete the log.
-
- L - Pack TWPLAYER.DAT File
-
- If you TWPLAYER.DAT has grown prett large, you can have the program
- eliminate any extra player records, and pack it down to a smaller file.
- This is needed only very rarely, and in most cases, never needs to be
- used.
-
- You will be asked what the maximum number of player records should be.
- If the number you input is more than the number of valid player records,
- the total number of records will be the lower number of valid player
- records.
-
- When this function packs the TWPLAYER.DAT file, it
-
- 1. creates a file called TWPLAYER.NEW.
- 2. It then packs TWPLAYER.DAT into TWPLAYER.NEW.
- 3. It renames TWPLAYER.DAT to TWPLAYER.OLD
- 4. It renames TWPLAYER.NEW to TWPLAYER.DAT
- 5. It then asks if you wish to delete TWPLAYER.OLD (the original
- player file)
-
- M - Change Sector Plane
-
- This is for registered games with more than 1000 sectors.
-
- Above I mentioned how a TW2 game with more than 1000 sectors consists
- of several 'planes' of 1000 sectors. When you first log into TWEdit,
- you are on plane 1, which contains sectors 1-1000. If you wish to edit
- sectors, ports, or cabal on another plane of sectors, you must change
- sector planes.
-
- If you wish to load sectors 1001-2000 you would tell the program to
- load sector plane 2. Sectors 2001-3000 would be plane 3, and so on.
-
- The program will tell you which sector plane is loaded if it is above
- plane 1.
-
- You can then go about and edit just as you did on plane 1.
-
- R - Read/Kill Messages
-
- This function can't be called a message editor, because you can't edit
- messages. What it does do is this. It will display all messages (dead
- or alive) and allow you to delete any messages you like. All killed
- messages are purged each time maintenance is run. So, if the message
- base seems to be getting overrun with a ton of messages, you would
- use this function to clean things up.
-
- You will notice that it is very similar in appearance to reading messages
- in TW2 itself, but it will show you extra things like whether or not
- the message is public or private..etc.
-
- When you first enter this function you will be told when the program
- is loading the message base. This consists of seeing which message
- files exist, and then sorting them in ascending order. The program will
- Page 41
-
- tell you how many messages it found, and what the highest message number
- is. After that is the message read prompt.
-
- Msgs 1 - 15. [Q]uit, L)ist, or message #?
-
- Here you are shown that there are 15 messages numbered from 1 to 15.
- If you press Q, or [ENTER] you will quit this function. If you choose
- L you will get a list of messages in this format:
-
- 1. The Cabal -> Joe Bbs Thee slo deemize
-
- That is, Message Number, Message From -> Message To Subject
-
- You can read forward and backward. Like entering a number like '1+'
- will read message 1 and all messages after it. Entering '15-' will
- read message 15, and all messages before it.
-
- If you pick a message number then you are shown the message:
-
- Msg #: 1 (pvt)
- From: The Cabal Date: 01 Jan 99 00:00:01
- To: Joe BBS Rcvd: No
- Subject: Thee slo deemize
-
- Maibee neckst tim yoo wil fite better hoo-man
- --- TWMaint 11.13
-
- Most of the message is in a format which you should understand. Also
- shown is whether or not the message is public or private (pvt). And
- whether or not the receiver has read the messages (Rcvd: Yes/No)
-
- After the message you have the end of message prompt:
-
- More? [Y]es, N)o, A)gain, K)ill?
-
- Y)es is the default (if you hit [ENTER] then Yes is assumed) and you
- chose read forward or backward (with the + or - signs after the message
- number. you will be shown the next message. If you didn't choose the
- read forward or backward options, then you will exit the message
- reading area.
-
- Choosing N)o will cause the program to exit the message reading area.
-
- Using the A)gain option will tell the program to redisplay the same
- message over again.
-
- K)illing the message will delete the message.
-
- Once again, in the editor, you can read/kill ANY message. So be careful.
- Page 42
-
- T - Go To TradeWars 2
-
- Using this command will cause TWEdit to exit and TW2 will be run using
- the same command line as you used to run TWEdit.
-
- X - Exit TWEdit
-
- This command will tell TWEdit to close all files and exit to DOS.
-
-
- Th-Th-Thats the end of the TradeWars 2 Editor Documentation!
-
-
- TRADEWARS 2 VERSION HISTORY
-
- History on TradeWars 2 written in BASIC (anything before 10.00) is condensed.
-
- TradeWars version 2 first released in June 1986
-
- TradeWars 2 Release 5.x (May/June 88)
-
- Several parts of the game have been completely (and I mean completely)
- rewritten to run more logically, and reduce the risks of bugs. Cabal
- maintenance was one of the areas that went through this. The Cabal are now
- more ruthless that ever before, and to keep things interesting all 20
- Cabal groups are active at least as long as the maintenance program is
- running. Some groups won't survive the maintenance program, but they are
- active while it is running.
-
- Cabal Regeneration now means what it says, so be careful how high you
- set the regeneration per day. Before, there was 'sort of' a limit on
- how many total Cabal were wandering around in the galaxy.. This is no
- longer so.
-
- Featuring the first rendition of the multi-BBS interface. About 6 or 7
- different BBS interface files dirrectly supported.
-
- TradeWars 2 Release 6.1 (10/23/88)
-
- The Cabal are now totally configurable. you can set the amount of groups
- (up to 50). The Cabal are still VERY ruthless in the game, and it really
- takes a good player, or good team to make it up high in the rankings.
-
- You can set the Cabal difficulty ratio, which you'll find in the
- [G]eneral edit area of TWEDIT. This level can be from 1 to 10, and
- a good setting is 3 or 4..
-
- You can also set the sectors the Cabal can reside in! no more 83-85
- restriction! This really makes the game interesting. There are 8 Cabal
- sectors in all.
-
- TradeWars 2 Release 6.2 (01/08/89)
-
- Most important feature added in 6.2 is true record & file locking using
- DOS's SHARE. If you specify Network in the TW2.DAT file, SHARE must be
- loaded in every partition you plan to run TW2 in! Along with the file
- locking a couple real time mods were added. When you are playing the game
- and run into another 'actively playing user' you will see a '*' in front
- of their name! The game also checks to see if the user has been attacked
- by an active player, and will kick 'em out if they were killed!
- Page 43
-
- TradeWars 2 Release 6.3 (04/09/89)
-
- Added more ANSI graphics with the addition of a third 'graphics mode'. The
- first mode is plain text, second mode is ANSI colored text, and third is
- ANSI color/graphics. Only the higher speed modem users will want to use
- this mode (unless they are suckers for punishment). Also cleared up are a
- few ambiguities and/or irregularities. Added is an appendix explaining
- how you can interface to TW2 from your BBS system (if it does not already
- have an interface built in.)
-
- TradeWars 2 Release 6.31 (05/30/89)
-
- Some minor bug fixes to 6.30.. but still, as it turns out, on the buggy
- side.
-
- TradeWars 2 Releases 7.x 8.x 9.x (4/01/89 to 7/01/89)
-
- Used only at the Abandoned Land during the rewrite of TradeWars 2 from
- BASIC to C. None released to the public.
-
- TradeWars 2 Release 10.0 (12/17/89)
-
- First release of TradeWars in the C language. Some former 'features' were
- nuked in favor of new techniques to be used in the future. For instance,
- graphics are gone until a suitable method (in other words: a FAST method)
- is completed. Added is support for more BBS types, Dynamic Cabal (they can
- move *while* the user is on-line), and internal support for a wide variety
- of future options. The game is much faster in many areas.. and about the
- same in others. The EXE file is currently 60K smaller than the last BASIC
- version (and 40K in the current EXE file is support for a wide variety of
- communication options including FOSSIL, Non/FOSSIL support w/ BPS rates of
- up to 115200). (so, I'm thinking ahead..) Also, The C version is uncrash-
- able when you think in terms of 'Hit any key to return to system' seen
- when a BASIC program encounters something it doesn't like. Any possible
- error should result in a graceful exit.
-
- TradeWars 2 Release 10.01 (01/14/90)
-
- Maintenance Release Only! Many bugs fixed! I'll try to list them:
- 1: Eliminated the negative trading price bug.. (worst of the bunch!)
- 2: Fixed GTUSER.BBS interface.. (I never did find the bug, so I
- rewrote the whole thing.
- 3: If the SysOp did not have ANSI.SYS loaded, the local screen would
- not have ANY text printed to it! SO I rewrote the local screen
- routines.. They are 4 to 5 times faster now!
- 4: Fixed team bug. Team info was not recorded when user [M]ade a team.
- To get teams back on track, simply eliminate all teams in the
- editor, and make sure everone does not belong to a team, then let
- them create the teams from scratch.
- 5: On systems inited after 01/01/90 TWMAINT would delete all users
- even if they were on that day.. The program was insisting negative
- numbers were greater then positive.. so I rewrote a few lines..
- 6: Removed unsightly debugging code in trading area.
- 7: Made sure when a SysOp specifies a comm port in TWEDIT that the
- program actually uses that port number!
- 8: Made sure bulletin was completely printed out every time!
- Page 44
-
- TradeWars 2 Release 10.10 (05/01/90)
-
- Lots & Lots of bug fixes.. some pretty apparent, others not so apparent.
- Added to the program are an Opus 1.10 interface, and a way for players
- to chat across nodes. Also starting with release 10.10 TW2 will be 'Auto-
- Verified' everytime you unZIP the package. This is using the authenticity
- verification feature of PKZip 1.10. If you didn't see an auto-verify
- message when you unZIPped the file, then I'd do a couple things. First,
- I wouldn't use the files (this is for security reasons). Second, I'd
- complain to the SysOp of the bulletin board system that modified the file.
- The Auto-Verify message serves one main purpose: It makes sure that the
- file has not been modified since I ZIPped it up. This should make us both
- breathe a little easier. My thanks to Phil Katz for that wonderful
- feature!
-
- TradeWars 2 Release 10.20 (08/26/90)
-
- Main change.. Two versions. Registered, and unregistered. With the registered
- version you get the possibility of more than 1000 sectors. Added was multi-
- language capability. Fixes: Rankings completely rewritten to be a lot
- faster, this is because with the possibility of many sectors, rankings
- could have taken FOREVER in their former incarnation. A couple BBS interface
- bugs were nuked, included therein are the Spitfire minutes->seconds bug,
- and a rewrite of the GTUSER.BBS interface (I'm keeping my fingers crossed)
- Flow control problems were fixed (when NOT using a FOSSIL driver) except
- for the problem where the program ends before the buffers are cleared.. I'm
- working on that.. On multi-node systems, teams, planets, and players could
- get cross linked, for instance, sector 12 and sector 783 could have the same
- planet. This happened when two players on separate nodes would make a team
- or create a planet.. TW2 now checks to make sure it gets a separate record.
- (note, TW2 won't fix the problem if already done, that must be done manually).
- I redid the stack command routines. Try some stack commands, and tell your
- users about them. Also fixed, Messages to TEAMS sometimes being seen by
- users not belonging to that team. Porting in a sector that has no port,
- after sending a probe to a sector with a port. Surrenduring actually works
- when turned on. Reports of fighters remaining weren't correct in the beta
- releases of TW2 10.20.. fixed for the real release.
-
- TradeWars 2 Release 11.00 (02/10/91)
-
- New message base, and BBS networking capabilities. Fixed Super-Search screw-
- up. 'Dynamic Cabal' are now much more dynamic considering they weren't
- working at all. Worked on modem flow-control, team data errors, duplicate
- planet names. Maintenance is now more 'talkative'. Cabal maintenance has
- more checks for fighters, and now must attack a DF (defense force) before
- entering a sector or attacking a planet. Fixed 'I' program so its upper
- sector limit is now 32,000 sectors (registered ver.). Also added are
- planetary defense forces.
-
- TradeWars 2 Release 11.10 (08/04/91)
-
- One major addition.. Graphics Mode. TW2, in conjunction with another one
- of my programs, GGGraph, will display true graphics to the remote caller.
- (The remote caller must be running GGGraph to see the graphics) GGGraph
- operates in video mode 16 (640x350,16 color mode) so the user must have
- an EGA or VGA adapter. GGGraph is not specific to TW2. This will mean that
- even if TW2 changes the graphics the users will see from time to time, they
- will most likely never need a new version of GGGraph. They will just need
- the graphics command file from that new release of TW2. Wrote a sound
- subroutine similar to BASIC's PLAY statement. A user using GGGraph can also
- receive this music.
- Page 45
-
- Bug fixes: Once again, new com port routines. Apparently, not all modems
- work the same, and the CTS signal is sometimes worthless. TW2 now checks
- to see how many bytes are left in the output buffer, and doesn't try to
- write anything to the com port unless there is room. Also, I rewrote the
- FOSSIL driver interface in C and 'in-line assembler' using MSC 6.00A.
- Rewrote the 'Dynamic Cabal' routine. The roving Cabal group was destroying
- any existing defense forces. Date now being completely overwritten in the
- lotto log. Kloak no longer displayed at Sol if not allowed. Msg base was
- skipping a message if you killed a msg while reading forward. TWMaint was
- generally screwing up when the Cabal attacked and/or destroyed a planet.
- Put in some more error checking into the networking-betwixt-BBS code. TW2
- will now accept node numbers upwards of 256 in PCBoard or Wildcat! mode.
- All EXE files are compressed with PKLite Pro, and cannot be uncompressed.
-
- TradeWars 2 Release 11.11 (11/13/91)
-
- Maintenance release.
- Fixed a bug when the user would enter the gambling computer, and it would
- try to write some graphics commands.. I don't know how this bug was missed
- it was way too obvious.
-
- Started using the rewritten file access routines that I didn't want to
- throw into 11.10. I'd say file access will be a wee bit more slow, but
- a lot more bullet proof, with smaller code size.
-
- Also, some of the mid-level input and output routines were reworked. The
- program will act slightly different in some situations, but the job will
- eventually get done the same way. I eliminated possible recursive calls
- where I didn't think they were appropriate. Also broke the routines into
- smaller pieces.
-
- Time keeping was slightly tweaked. When in local mode, TW2 wouldn't exit
- when time ran out. This has been fixed.
-
- Docs rewritten from scratch. SYSOP.DOC, and TWEDIT.DOC were combined into
- one unit. More info has been supplied on all of the features of the game.
-
- TW2 wasn't correctly recognizing local mode when using a DOOR.SYS file..
- This must have been present for 2+ years and I didn't hear about it!
-
- (Skipped 11.12 because a beta got out!)
-
- TradeWars 2 Release 11.13 (05/25/92)
-
- Another maintenance release. Fixed chat mode problem. Also changed the
- way attacks may take place. ie. Defense forces which were set to attack no
- one could not be attacked themselves. You can now attack them. I'm working
- on ideas for an upcoming release. If you have any suggestions for changes
- or improvements, please let us know!
-
- TradeWars 2 Release 11.14 (07/20/92)
-
- Made the "network between BBS's" option available to everyone. You are now
- free to network TW2 between different BBS's. Try it and see what you think.
- Included a version of TW2.H which will show the various file formats used
- by TW2.
- Page 46
- THANKS
-
- I would like to take a time-out and thank everone who has helped put
- TradeWars 2 together.
-
- Chris Sherrick - The creator of the original TradeWars 2 game.
-
- Jim Leenan Andrew Hoag Rick Hines
- Roger Reesor Paul Waldinger Charlie Smith
- Gary Funk David Friedman Rob Lerman
- Eric Carr John Zimmerman George Lungu
- Rich Hackney Rick Box Dikran Garabedian
- Patrick Logan
-
- And everyone else who contributed to the cause. There are too many of
- you to list by name! Thanks again!
-
- UPGRADING TO RELEASE 11.14
-
- If you are running a release of TradeWars 2 with a release number below
- 10.10, then you must start from scratch. Delete all of your old files,
- and unZIP the new TW2 files into your directory, and run I.EXE. Also
- see the GETTING STARTED section found previously in the docs.
-
- If you are using TradeWars 2 Release 10.10 or later, then you simply
- need to replace your EXE files, and any other files contained in TW2-1114.ZIP
- which are newer than the ones on your disk. Also, any files which are in
- TW2-1114.ZIP that aren't on your disk should be unZIPped also. Then
- run the maintenance program. This will convert over any data which needs
- to be updated to a new format. Then go into the editor, make sure things
- appear to be correct, and if they are, then the program is ready to run.
-
- If you are starting from scratch, see the GETTING STARTED section shown
- previously in this document.
-
-
- I'M HAVING PROBLEMS WITH TRADEWARS 2
-
- First of all, don't ever assume that I know about every bug.
-
- Always assume I DON'T know about ANY bugs.
-
- Its better to inform me of a bug I may know about, than not to report it
- at all!
-
- When you discover a bug, please try and get a capture file which shows the
- bug in action. As someone anonymous once said:
-
- "Gather enough information, and the solution will be obvious"
-
- I can't stress the importance of that enough. I also will need to know the
- release number, the BBS program you're running, and a complete description
- of the problem.
-
- I can only support the TradeWars program I am affiliated with, which is
- TradeWars 2.
-
- I can't help with any other TradeWars program.
- Page 47
-
- HOW TO REACH ME
-
- I support this program to the best of my ability. There are several different
- ways of contacting me.
-
- Mail:
-
- John Morris
- 1718 Woodhaven Ln.
- Sparks, NV 89434
-
- Netmail:
-
- RBBS-Net 8:919/1 or 2 -OR- Fidonet 1:213/760 or 761
-
- Echomail:
-
- The TW-ECHO & TW-BETA echomail conferences. I am not affiliated with
- the TRADEWARS echo.
-
- BBS:
- The Abandoned Land
- (702) 359-1138
- (702) 359-0629
-
- Voice:
- (702) 359-1303
-
- If I'm not at home, and you have a bug report, you can leave a message about
- the bug on my answering machine.
-
- As you may hear on my answering machines message, I don't get a chance to
- return many phone calls.. maybe 1 in 100.. thats it. I wish I could
- return more of them, but this program is just a hobby at the moment, and
- I have lots of other things I need to do. Its mainly a lack of time. I always
- return mail left to me on my BBS. So if you must have a reply, e-mail me
- on The Abandoned Land.
-
- FINALLY
-
- No more preaching. In previous TradeWars 2 documents, I made comments about
- several different items, and I almost got sued because of it. Thus the
- the removal of my 'editorial' segments from the TradeWars 2 documentation.
-
-
-
- End of TW2.DOC