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1992-07-24
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Multi-Imperium v3.52
24 July 1992
Internal & Fossil Communication Routines
Program Development history:
3.52- Fully editable unit types! Yet more fixes to/for ImpTerm!
Lots & lots of internal fixes & cleanup. Problems with
engineers giving away cities 'really' fixed.
3.51- Fixes to Imperium to clear up the garbled scans ImpTerm gets
on large scan radius units. Problem with City building engi-
neers giving away someone elses city fixed. Several typo errors
in ImpUtil cleared up. Help screen continuous loop problem
fixed. Unarmed Cruise Missiles landing in cities fixed.
3.50- ImpTerm! Full alliance functionality. Transport loading bugs
corrected. Result overflow & display bugs corrected. Support
for larger (ega/vga) screen modes both in Imperim & ImpUtil.
Many 'Large' map problems corrected...Dump Map command,
Landing function aborts, Missile movement aborts. Satellites
properly implemented (more or less). VGA/EGA map routines in
ImpUtil speeded by a factor of two. Support for DorInfo#.Def
files (RBBS style) added. Result summary bugs fixed. Problem
with Fighter range calculations when moving along diagonals,
fixed. Problem with fossil driver routine corrected. Problem
with all Engineers waking up fixed. Fighter scan radius bug
fixed. Random function lockup fixed.
* 3.49- New unit types (ABM's, Sat's, Zeppelins). Improved path fol-
lowing logic. Improved cruise missile blindness. More data
file changes. Many improvements and modications to ImpInit.
The ability to make maps virtual (wraparound). Additional
terrain types added. More hooks and fixes to support ImpTerm.
Support for Door.Sys & Chain.Txt BBS interfaces. Problems with
bulletin files and internal time calculations fixed. This file
gets reversed. Unit scan radii implemented. Terrain movement
costs added. Lots of fixes to the result displays. Zero
strength unit bug fixed. More selective wakeup functions im-
plemented. Dangerous terrain implemented (i.e. the potential
for damage crossing certain terrains). Submerge bugs fixed.
Help screens greatly improved. Player alliance function added,
color coding of allies. Improved InterEmpire comm routines.
Improved ABM attack logic. ImpUtil player editor completely
rewritten. Many additional vga displays added to ImpUtil map
views. Bugs involving unit production time corrected.
** 3.48- Major format changes to map & data files.
** 3.47- Variable Map Size. Cruise Missiles become blind.
3.46- Imperium gets overlayed to save memory; the comport i/o code
(standard & fossil) gets combined to eliminate the need for
separate versions. Problems with garbaged data showing up in
games configured for less than fifteen players fixed. Prob-
lem with messages addressed to ALL fixed. ImpUtil Map Editor
fixed to allow the editted map to be saved as a text file.
* 3.45- Cleanups to the Imperium side of the ImpTerm interface.
Aircraft Carriers will now carry fighters when they move.
Further cleared up problems with missile blasts. Update screen
routines improved to clear up leftover units after boardings,
landings, and attacks. Problems with improper city displays
fixed...(I think?) Fixed the problem with attacking transports,
now it's kill the boat and the on-board units drown. City name
gibberish in the results summary fixed. Redundant screen up-
dates when moving along the top of sector 1 and bottom of sec-
tor 9 fixed. Problems with improper city character displays
refixed. Ghost units when landing in & attacking cities fixed.
Fixed problem with new key validation routines that locked out
all 3.0ß registrees. Dissipation/Expansion rates implemented
for gas & bio warheads. The problem with units being built and
just disappearing, fixed. The problem with bizarre things hap-
pening when players had more than 500 units has been fixed.
* 3.44- Figured out why Cruise Missiles weren't killing units. Fixed
the logic that allowed one missile blast to clear away the ef-
fects of a previous blast. Put delete player function in
ImpUtil, and then fixed everything else to accomodate it. Added
missile detonate command "+" and made submarines submersible
via "+/-". Also added a move later command, pressing [Enter]
now causes a unit to go the the bottom of the move stack.
* 3.43- Problems with Cruise Missile results showing up wierdly fixed.
Engineers 'failed' result properly implemented when there are
no more cities availible to build. Armies used to build cities
are now destroyed/disbanded upon city completion. In failed
builds armies are reawakened. Several fixes made to the screen
display routines to clear up some problems with garbled ansi
output on cluttered maps, and to take care of the problems with
off the border drawing.
* 3.42- Fixed a problem with the routine that reads the pcboard.sys
file that caused many systems with non-capitalized user names
to not work.
** 3.41- Fixed refuel problem with missiles. Corrected attack routines
so that transports get destroyed before the armies on board.
Updated 'Activate' engineer function to show the number of
armies currently present at the build site. Fixed the bad
problems with the transport fill function.
* 3.4 - Fixed problems with the 'lazy' engineers.
* 3.39- Cleared up the display bug that over-hightligted the territory
and units around cities.
* 3.38- Changed the results display format to blink the 'unit' sighted.
Cleared up some glitches in the calculations of gas/bio effects
'strengths' a distance from the blast...which coincidentally
cleared up some of the other bugs in the dis/exp.
** 3.37- Fixed several bugs in the bio/gas effects. Implemented the dis-
sipation/expansion effects (the effects look like they go away
after a while).
** 3.36- Further result display changes/fixes. Cleaned up a number of
memory problems and lockups on exit. Caused bio/gas effects to
be displayed as highlighted/blinking territory.
** 3.35- Fixed a number of display and result related problems. Altered
the player data file format. Altered result file format to
account for bio/gas effects. Show the player the bomb blasts
radius when the missiles detonate.
** 3.3 - Screen rewrite speed in graphics mode improved by a factor of
5. Number and type of units that players get at startup added
to the configuration file.
** 3.25- Imperium goes object-oriented. More changes to the map files.
Fixed a number of logic errors with the maps and the bio/gas
effects.
** 3.2 - Major format change in the map files to cram a lot more infor-
mation into the same amount of disk/memory space. Activated the
secondary effects of bio/gas warheads.
3.15- Fixed an ungodly number of memory bugs and range violations.
Most of the cumulative glitches and data corruption that have
plagued post-nuke Imperium have been cleared up. ImpInit has
been completely revamped, with about an order of magnitude im-
provement in performance and several additional command line
options. Sysop Chat now functions (pretty much) as advertised.
Much cleanup in the result routines to prevent further problems.
3.1 - Fixed wakeup and master wakeup to unload transports and wake up
units on sentry in cities. Fixed bug in build city routine that
prevented armies from waking up. Removed IBM graphics characters
from non-graphics mode screens. Fixed the multiple 'wake sleep-
ing units' questions when awakening transports.
3.01- Upgraded unit sort routines. Engineers now build cities. Cycle
program now sorts new units. Suicide switch added for nuke-the-
world activists.
* 3.0 - At long last. Sysop Utility program rewritten from scratch.
Doc's completely revised. Bug in Engineer and Dredge routines
fixed. Init and Cycle programs upgraded. Upgrade program writ-
ten. Beta release to route out any other vicious nasties.
Tic marks added to map display. General fixes with Missiles.
Clean ups to result routines, both at logon and in summary.
** 2.92- Bug in 'landing' mode fixed. Cursor positioning improved.
** 2.91- Path function implemented; Inter-Empire Comm routines completely
redone; Missile blasts corrected; Fixes to cycle routines.
** 2.9 - Fossil Communications Driver option, Attack/Defense routines
revamped. Yet another data file format change.
** 2.8 - Nuclear weapons. Upgraded result routines. More major code
restructuring.
** 2.7 - New units functionalized. Data files changed again.
** 2.6 - Auto-landing for fighters and missiles implemented. General
fixes to movement routines. New data file formats.
** 2.5 - Internal code reorganization. Improved online help. New units
added but not 'functionalized'.
** 2.4 - Fighter range implemented. Selective wakeups for transports.
Improved city and transport 'sighting' routines.
2.31- Fixed bug in initialization routines
2.3 - Sysop Eject/Chat Functions. Improved Internal Comm Routines.
Revolt bug fixed. Enemy pass-bys won't wake on-board units.
Screen rewrite speed greatly improved. Stack attacks fixed.
2.22- Changed graphics mode city character to "■"
2.21- More corrections for transports.
2.2 - Beeps removed. Max players can be set by sysop.
Corrections to Result & Summary displays.
2.12- First public release.
* 2.11- Little glitches with Transports fixed. Going to Edit
mode from Move mode no longer centers cursor.
* 2.1 - Troop Transports/Carriers implemented. Armies & Tanks
limited to the ground. Unit strike values implemented.
Bug in revolts fixed.
* 2.01- Screen rewrite speed improvement.
** 2.0 - Internal Comm routines. Improved Unit Tracking & City
Summary. Implemented save/recover from User timeout,
KB timeout (5 min), & Carrier loss. All kinds of oddness.
1.5 - First non-beta release. User time display corrected
Initialization routines improved. More ImpUtil func-
tions implemented.
* 1.4 - Rebellion finally implemented. Master Wakeup (^W)
Intelligence file size reduced. Ghost units eliminated
again.
* 1.3 - Score keeping routines fixed. Multiple sightings
cleared up. Skip piece on space.
* 1.2 - Attack routines modified to account for stacks,
Bug in unit sort fixed, Edit ? command gives info
on enemy units.
* 1.1 - Communications alarm, Elimination of Ghosts,
Improved unit sorting
* 1.0 - first beta release
* beta test version only
** alpha test version only