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-
- IMPERIUM REX Revision History:
- ==============================
-
- v1.0 - Oct.31/93: First release
- ---------------------------------
-
- SIDE EFFECT:
-
- * World leaders used Imperium Rex to simulate their plans for future
- conquests. Having won minor battles, they demanded more features,
- and of course bug fixes, so that they can all plan World War III (for
- which a slightly more complicated simulation program is required).
- Brainstorm Software has had to remind these leaders, numerous times,
- that no responsibility will be accepted for the collapse of empires
- as a result of the use (or more likely the misuse) of this simulation
- tool. Brainstorm Software is primarily concerned about surviving
- World War III, having to face the inevitable (but of course
- unjustified) legal battles by all sore losers in the aftermath.
-
-
- v1.01 - Nov. 9/93: Second release
- ----------------------------------
-
- * Aesthetic correction (misaligned window) in Game Editor
-
- * Bug fix:
- If playing pooled resources, resource collection will proceed
- even though the limit of 255 units will be exceeded, resulting in
- an 8-bit overflow - in other words, the number of units will wrap
- back to 0! This has been corrected so that collection will halt
- as it should at 255 units. (Yes, this is embarrassing!)
-
- All games initiated in v1.0 may be played in v1.01.
-
-
- v2.00 - Aug.22/94: Third release
- ---------------------------------
-
- NEW FEATURES:
-
- * Repair units may now repair damage to Settlements.
- * More objects have been added to the transport table, including the
- ability of Armies to be loaded onto Hydro-Porters.
- * Remote Playing Provision has been added, which provides the ability
- for play-by-email and other forms of remote playing.
- * The off-line manual contains more playing tips.
- * An extra Global Market damping effect has been added for single-
- player games, where transactions made by the player induce a more
- powerful reaction by the Neutral Player.
- * Each game file now has an embedded object specification table, and
- game parameter table, to allow modifications to this data on a per-
- game basis.
- * Up to 5 object specification tables, and up to 10 game parameter
- tables may be accessed individually.
- * Grid lines appear on maps (and may be toggled on/off).
- * Password protection provided for each player.
- * The Tactical Report is sorted by object type.
- * A fully graphical world map editor is provided.
- * World map views may be saved as Microsoft Windows DIB (.BMP) files.
- * Move mode order buttons are now also selectable using the keyboard.
- * ... and other features that are more minor, or ones that I forgot to
- mention.
-
-
- BUG FIXES:
-
- * Bombs can no longer attack on their own (they must be dropped by a
- Bomber to do damage).
- * Satellite scanning unknown territory will no longer leave a scanned
- area blank if an object was there that it failed to notice.
- * Transports other than RT's may have shown itself assigned to an RT
- schedule and would cause the program to hang if the schedules were
- listed in the ORDERS menu. This was due to improper initialization of
- shared data locations, and has now been corrected. This was explained
- in more detail in Special Notes Release 2 of Jan29/94 that was mailed
- to registered users.
- * ... and many other little annoying things that hopefully no one came
- across in earlier versions!
-
- All games initiated in v1.0 or v1.01 may be converted to v2.00 format using
- the REXEDIT /c command. Type REXEDIT ? for more details. The object
- specification and game parameter tables may also be imported for use with
- v2.00 using the IMPORT program.
-
-
- v2.10 - Feb.02/95: Fourth release (this one)
- ---------------------------------------------
-
- BUG FIXES:
-
- * If an object moved onto a transport hovering over a mine (such as an
- aero-porter) then the object detonates the mine, damaging the object
- and if killed, the transport's weight capacity is deducted. Even if
- there is no room on the transport for the object, the object detonates
- the mine anyway. This has been corrected so that the presence of the
- mine is ignored.
- * Attempting to move an object of speed 0 (such as a photon cannon,
- a fuel depot, etc.) to an adjacent location occupied by a mine will
- cause the mine to be detonated and the object to be damaged. The
- object of course remains at the same location, but its movement points
- are used. This has been corrected so that the presence of the mine
- is ignored. However, attempting to move such an object will still
- use up its movement points, as time and effort is expended by the
- object's crew while preparing and trying to move the equipment to the
- transport or base that they expected to be there.
- * The status line in MOVE MODE showing the feature object and surface
- type underneath the current object displays the feature object (such
- as mines, resources, rail, etc.) whether or not it was scanned. In
- addition, if grid lines are on, an extra vertical grid line disects
- a map location if one of these feature objects exists there. These
- undocumented reconnaissance features have been removed.
- * If an enemy object is "killed" and a friendly is moved to the killed
- object's location in the same round, the "killed" object will do a
- visibility scan for its enemy objects causing itself to reappear, but
- not immediately to the enemy who "killed" it. Any further movement by
- the friendly player's objects to that location will fail, indicated
- by an obstacle avoidance notice. This has been corrected so that free
- movement is allowed at the location of the "killed" object during that
- round, and no scanning by the "killed" object takes place. The reason
- for the object still existing to do a scan is that it does not
- technically get destroyed until the player's damage report for that
- object is produced.
- * Owned resources that are not collected show up as collected in the
- collected resources world map view. It now only marks resources that
- are collected in the given round and are owned by that player.
- (Note that as per the following bug report item, the term "owned" is
- now synonymous with "collected".)
- * Once resources were scanned by a particular player, the colour of the
- resource as shown to that player always indicated the most up-to-date
- information on who last collected that resource, regardless of when
- that resource was last rescanned. This gave players information that
- they should not have. Resources are now owned temporarily only, on a
- round-by-round basis. In other words, the colour of the resource will
- either be light green if it was not collected by you, or your colour if
- it was collected by you that round - there is no memory now as to who
- last collected it. As before, other players may also own the same
- resource(s) during their rounds.
- * For objects with object number (ON) above 255, the incorrect number
- and object type appears in the movement status window in MOVE MODE.
- (Another byte-wrapper! You will find that it corresponds to object
- number (ON mod 256).)
-
- All games initiated in, or converted to v2.00 may be played in v2.10.
- Some of the included programs have not been promoted in version as they
- have not been modified. Since this is a bug-fix release (otherwise known
- by some parties as a "maintenance" release), promoting every program in
- the package to v2.10 was deemed not necessary. However, the package in
- its entirety is to be called Imperium Rex v2.10.
-
-