home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
EnigmA Amiga Run 1995 November
/
EnigmA AMIGA RUN 02 (1995)(G.R. Edizioni)(IT)[!][issue 1995-11][Skylink CD].iso
/
earcd
/
comm
/
maxsgame.lha
/
MaxGames
/
Tradewars20.lha
/
2.0notes.README!
next >
Wrap
Text File
|
1992-05-17
|
4KB
|
79 lines
---------------------------------------------------------------------------
(Please see the "tw.README!" file for installation instructions!!)
---------------------------------------------------------------------------
Random thoughts and notes about TradeWars 2.0:
o I sure learned my lesson about setting Release Dates! haha.. This
game was originally scheduled to be released in March, and since then it feels
like I've received about 17,000 messages asking, "Hey, is it ready *YET*?!"
Well, to tell you the truth, over two months late, and in a much different
form than I originally envisioned, the game is being released, but it's really
STILL not ready! Oh, it's pretty bug-free, that's not what I mean. It just
seems like every time I added or changed something and thought to myself,
"Yep, it's DEFINITELY ready this time!" an hour later I would think of about 5
NEW things I wanted to do to the game. I could have probably kept this up for
another 6 or 7 months, but I finally decided to go ahead and release the thing
in its present form, and let everyone take the ride with me. Just be ready
for a LOT of changes in the future!
o The "Q" encounter routines, and the auto-PDF-attack routines still
aren't in the program yet. Sorry. I'll get to them as soon as I can.
o I'll be the first to admit that my sector-finder routines suck.
Well, actually, the routines are solid. They are just SLOW AS HELL! Yes,
ARexx is mainly to blame for this, but still, that's no excuse. I'm sure
there's got to be some way for me to speed up the process. I originally
didn't want this option in the game, but due to popular demand, I went ahead
and added it. However, since I'd never really planned for the code, the speed
of the routine really suffered. I'll see what I can do in future versions...
o I recently re-wrote all of my planet routines to be closer to the
IBM's TradeWars 2002 planet routines (at the insistence of my users! Ugh!).
If you see anything wierd, or something in the documentation doesn't make
sense, please let me know.. It's residue from my original planet routines!
o The "Radar" routines didn't really evolve into what I originally
had in mind for them. I plan to scrap them and make a much more useful
"Scanner" routine.
o The head-to-head battle between two starships is kinda cheesy the
way it is now. These routines will soon receive a major overhaul.
o In the "tw.README!" file, I state that you are free to modify the
TW2 code for use on your own system. If you choose to do this please, PLEASE
at least try to have a CLUE as to what you're doing! haha.. Don't make a
bunch of wierd mods to the game and then leave me mail asking why the damn
thing doesn't work!! If you have an idea for TradeWars, I would VERY much
prefer that you tell me, and let ME do the mod!
o Along the same lines, the Player Editor should not be played
around with unless you are SURE of what you're doing. You can royally SCREW
the game if you mess around in there! Currently, this editor allows you to
edit *EVERY* player variable. This was written for ME for testing! There
are a lot of those variables that you should NEVER alter!! Never, ever change
a user's sector location! It's safe for you to edit the following variables:
Fighters, Turns (impulse and warp), Mines, Credits (Trading and Bank), and
Beacons. Everything else should be left alone! Please note that the game
will allow anyone with BBS Maintenance access into the Player Editor, so be
sure and pass along this warning to all of your Remote Sysops as well!!
o No, there really aren't 999 sectors in the universe yet. There
are actually 240. Why? Because different quadrants of the universe will be
added, and new races and features introduced as the game evolves.
o My sincere thanks go to Jim Holzknecht, who wrote the original
TradeWars Amiga v1.05d code and laid the framework for what could turn out
to be a great game when I finally get finished with it. Before he left for
college, he was cool enough to give me all of his notes on the game (nice
doodling, by the way, Jim!) which were extremely helpful (and extremely
HEAVY...about six inches thick!) Also, thanks to one of my Beta Testers,
Perry, for all of his help and suggestions.
--Chris Cowan