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Crawly Crypt Collection 1
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1992-08-15
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Space Empire Elite v11.xx
Update Information
SEE v11.34 (08/12/92)
_____________________
- Fixed a bug that allowed a player's alias to be reused in the same
game. This was apparantly an OLD and long standing bug.
- Added the ability to send multiple terrorist actions without leaving
the terrorist menu.
- Added the ability to display and change the industrial planet menu
from the market menu.
- Added a display of a players current holdings in food and credits when
asked to decide whether to send an SDG.
- Placed the messages from the Satharians into a separate text file that
the local sysop can edit or change.
- Added the capability to display a NOTICE.TXT file as a game bulletin
upon entry into the game. If the file exists, it will be displayed.
This file can be used for alliance info, attack plans, local rules,
or any other use the sysop wants to put it to. Just create a text
file, name it NOTICE.TXT and place it into the SEE game folder. Files
exceeding a screen display are automatically paged.
- Several positive events have been added to balance some of the negative
events in SEE. Only one positive or negative event can occur each turn.
- You can now respond to a local message and send it to all other players,
all others except players, or only to the originator.
SEE v11.33 (06/23/92)
---------------------
- Fixed a problem where a deathstar might remain after a reset.
- Fixed a problem where a joint SDG would still depart after a reset
and return to the new game. This was a bug that allowed those who
knew of it to bring most of their assets from the last game into the
new one.
- Fixed a problem where a player with a 30 character name could not
be found and attacked with a joint SDG. This problem also contributed
to other problems where single player SDGs would return reporting a
player not found.
- Fixed a bug that allowed SAFs from the old game to still be
processed into the new game.
- Fixed a bug where a loss of population due to insurgency was not
being deleted from the players total population.
- Fixed (I think) the death star problem where an attack on a death
star that didn't exist caused part of the carriers to be lost and a
report to the sending galaxy indicating a death star was there.
- Changed the game to first seek TURBO.OPT and if not found, to look
for FOREM.OPT. This corrects a problem where a user on Turbo BBS
could have multiple logins without the Sysop intending it.
SEE v11.32 (05/05/92)
---------------------
First update by Dick Pederson.
-Fixed the problem with bogus SAFs and numerous lost SDGs and other
intergalactic actions.
SEE v11.30 (12/23/91)
---------------------
INPUT module:
-Fixed the bug with death star raids not returning if the death star
was already launched or if it couldn't find a death star.
-Fixed the "Jeff Bath" bug where if a Galactic Coordinator had moved
or inverted a node that had sent a death star to your board, it
would process normally during maintenance, but wouldn't allow you to
attack it since it wasn't "attached" to a valid galaxy. SEE now
checks your GALAXY.DAT file to see if a death star is from a valid
galaxy before processing, and if not, deletes the death star.
-Fixed Group SDGs taking 20% of planets (now back to 10%)
-Fixed a loophole which allowed you to "clone" planets with
multiple group SDGs which had been in SEE since v11.00
-Changed routines for finding incoming SAFs and outgoing OUT files.
This (we believe) was the major reason for those sysops who were
getting GEMDOS errors with a GALAXY.DAT in place, but none when
playing in a local only mode. This also could fix SEE writing it's
error log file to your dat folder? (Can't prove it since we couldn't
duplicate that error here, but scrambling of the DTA could cause it.)
These changes incidentally resulted in a speed increase in
reading/writng intergalactics.
GAME module:
-Fixed loophole which allowed players to add forces to group SDGs
targeted to a board with the link broken.
-Removed the RESET GAME option from the sysop menu. This was causing
many errors and file corruption when sysops tried to use this. it
will be added back in only if we can guarantee it will work
properly.
BOTH modules:
-Added extensive error location codes. Both modules now write to a
single error file (viewable from the sysop menu). The error file now
show which module the error occured in, as well as a number that we
can use to find where these errors are occuring. In the future when
reporting errors, please include which module and the "area code" as
well as the error number. This will help greatly in finding and
eliminating bugs.
SEE v11.22 (12/06/91)
---------------------
-Fixed a major bug in outgoing SAFs.
SEE v11.21 (12/05/91)
---------------------
-Improved code for fixing the slow logout.
-Other minor bugs fixed.
SEE v11.20 (12/03/91)
---------------------
-Fixed "slow logout" in game. SEE now uses entirely new routines to
process out SAFs, resulting in the quickest version ever. SAFs are
now processed entirely in memory, both incoming and outgoing.
This should eliminate about every error that sysops have been geting
while in INPUT mode.
-Fixed Intergalactic message bug.
-Fixed multiple headers being written to incoming SAF log if INPUT was
ran more than once a day.
-Fixed food-common-market bug.
-Fixed Intergalactic "killing". In past versions, you couldn't
actually "kill" a player with intergalactic attacks (despite what I
said previously). It seemed that when a player got down to where an
attack against them would take only one planet, SEE "created" a planet
to send back to the attacker, and didn't take one from the player. Part
of this was (I'm sure) coding so that the "negative planet bug" couldn't
happen. This cannot happen in this version as well. When a player loses
their last planet, they are saved with 0 planets, and when they log in
to play they are greeted with "You must be new here!" <grin>
-Fixed missing Sath. messages. When the Saths. attacked you in v11.09
and 11.10, if you had less than 250 planets, SEE was not sending a
message to the player's screen.
New features:
-SEE now comes in "two parts", a gameplay module and a input/maintenance
module. This was done for several reasons...first to save some memory
for use by SEE in processing SAFs and to make it easier to run on those
boards which are running lots of AUTO folder programs, Disk Caches, or
Binkley/FIDO. This also allows us to add features to SEE in the future
without making the thing just too big to run on some boards. Finally,
it allows future bug-fixes and improvements to be smaller, since only
"module" that is fixed/upgraded will have to be sent out.
-Extended Sysop-Mode features in the game module. You can now delete
.LOG files as well as view them while in sysop mode in the game.
-Will now process SAFs in unlimited numbers, within size limitations.
(less than 32k each) This is for compatibility with earlier SEE 11.xx
versions.
SEE v11.10 (11/28/91)
---------------------
-Fixed local "mail to all" bug.
-Fixed SOE mission bug.
-Fixed bug with attacks not returning.
-Fixed bug where outgoing SAFs larger than 32767 bytes couldn't be processed
on the receiving end. (The large SAFs were caused by a loop caused by an
error in INPUT processing.)
-Will now process outgoing SAF runs up to 160k Bytes.
New Features:
-Sysop can now view Input SAF log, Output SAF log and ERROR.LOG from sysop
menu.
-Local "nuke planets" ratios "tweaked".
SEE v11.09 (11/21/91)
---------------------
-Fixed a variable name which was wrong, which prevented listing/sending
of Group SDGs.
SEE v11.08 (11/19/91)
---------------------
-Removed an inadvertent test code left in v11.07
-Fixed tax paid bug.
SEE v11.07 (11/18/91)
---------------------
Bug fixes:
-DAILY parameter now working again, maintenance routines fixed.
-Error 24 and error 34 in INPUT fixed.
-Death Stars now leave when they are supposed to.
-Fixed negative number of days in d.s. launches and link breaks.
-Fixed auto player delete during maintenance.
-Fixed error 0 with new players.
-CRC checking on all game files improved.
New Featues:
-New CRC routines mean sysops can no longer revert back to pre 11.07
SEE versions. However, 11.07 will check when run to convert the CRCs
from pre 11.07 versions.
-Incoming SAFs now process entirely in memory, much more reliable than
before, and much faster as well. Also, error trapping on corrupted SAFs
added...if SAF is corrupted, it will process everything valid until it
reaches the "bad" spot.
-Faster codes for CRC checking, the "delays" in SEE during game play are
substantially shorter.
-Send Recon option removed from intergalactic menu. (Spy missions are
active from the same menu item.)
-Satharians will not sieze planets with the same fury they had shown
before. (The %age of their attacking a player is reduced.)
-Players can now be killed intergalactically. Successful Individual SDGs
will now take 20% of the player's total, or a minimum of 1 planet,
whichever is greater.
SEE v11.06 (10/20/91)
---------------------
More bug fixes and "the great equalizer".
Bug Fixes:
-Fixed codes to where a player's name cannot start with a * or a space.
Hopefully, this will prevent any further "lost" players in intergalactic
play.
-Players can no longer have duplicate names, even by adding leading (see
above) or trailing spaces.
-SEE Now checks the date sent on everything that is recieved intergalactically
and deletes anything other than IG Messages and recons that were sent before
the reset date. (No more sending forces out to reclaim them upon return, and
no more death star attacks by pre-reset death stars.)
-Fixed the "Battlezone Bug" where upon completion of a death star, the
variables sometimes weren't getting cleared out, making the game send a "new"
death star every day.
-In order to "equalize" play between large and small galaxies, the tax rates
paid to players are now based upon a sliding scale. This means that boards
with fewer players will be paid a larger tax percentage per turn than boards
with larger numbers of players. This is in proportion however, and will in
no way pay a smaller board more in taxes than a larger board. Likewise, to
eliminate the "advantage" smaller boards had in planet purchases, all
galaxies, regardless of size, now create the same number of planets for the
common market at daily maintenance. This, we believe, will make this the
most evenly matched SEE release yet to date for ALL sized boards.
SEE v11.05 (09/25/91)
---------------------
More bug fixes and an old "friend" (?) returns...
Bug Fixes:
-Fixed having to pay player maintenance twice when a player got knocked
offline. (Which call waiting will do.)
-Fixed the error 24 that you get the day a death star is 100% funded.
-Fixed player 'A' getting deleted when monthly score reset is done.
-Fixed the bug where if a death star was destroyed before launching to it's
target and another death star was started, the new death star was immediately
100% funded.
-Fixed the IG news so a death star will send a daily report "home" on it's
action on the galaxy it's attacking.
-Fixed the auto reset so it will process SDG's. This one was not reported
but in testing we found it. This version needs to be installed before the
reset or you may have trouble get SDG's to process due to the CRC check
being wrong.
-Fixed death stars disppearing. We think we have it fixed but due to the
trouble in the auto reset codes and getting this version out before the
first of the month and all the Galactic resets we have not had time to
test this like we would like to, but it appears to work much better.
New Feature
-Added where the Satharians will return on the first of each month.
SEE v11.04 (First J & W Vaporware version 08/26/91)
---------------------------------------------------
This version fixes some of the bugs in the 11.03 version. Some of these
were fixed by Carlis before turning the codes over to us, and others
were fixes of our own doing.
Bug fixes:
-Fixed the error 24 during maintenance. We feel this error was the main
reason that some nodes were not able to successfully launch a death
star.
-Fixed the duplication of death star news in the Today's News file when
a death star was under construction.
-Fixed the error in total planets lost to an attacking death star that
was written in the Today's News file. We read a lot of comments about
receiving multiple death stars and players saying the second death star
had taken more than it should have. We have not been to duplicate this,
but the news was reporting too many planets taken, due to a variable not
being cleared before the second death star was processed. To check this,
look in your empire's messages and notice that the death star(s) only
took their 10% each time, not the 20% on the second death star
-Fixed a potential error in reporting a death star arrival at the node
being attacked. This should now report back to the sending node if the
death star arrives successfully. However, it still doesn't send back
daily status messages. (That's for the next version.)
SEE v11.03 (Second Compile 07/15/91)
------------------------------------
-This version now adds the ability for Private Leagues and Leagues outside
the 4 Official Fnet Leagues (Federation, Empire, Imperium, European) to
run Space Empire Elite v11.0x.
To do this you MUST use the old MAKEGAL program from v10.x and you MUST
set your Galactic Coordinator's Node to 0 with the INIT_SEE.PRG.
It is very IMPORTANT that you follow this procedure because the SAF's
from the Official Fnet Leagues are NOT compatible with those being used
in a private league.
I will put a copy of the old MAKEGAL.PRG in the FoReM Doors download
section here on HyperSpace I, for those of you that need it.
SEE v11.03 (07/14/91)
---------------------
Bug Fixes:
-Some galaxies were getting reports back that their attacks that were
returning, were returning from their Galactic Coordinators BBS rather
than from the one they actually sent it to. In v10.x the GALAXY.DAT
updates were handled by *.011 files and processed before incoming IG's.
In v11.0 I changed it so they would come in like in *.003.
The problem was caused by the variable that holds your galaxy's number
being the same variable that I was assigning to the Galactic Coordinator
when SEE was processing the update. In the old version, since the
updates were theoretically a separate function and was happening first,
the variable was reset to its proper value when processing began.
Since they now come in with everything else, once SEE hit the GALAXY.DAT
update from your coordinator, the variable would be reset so that SEE
would use the value of your Galactic Coordinator when sending your
attacks back to you. Therefore your attacks would look like they were
returning from the wrong Galaxy when actually they were not.
SEE v11.02 (07/12/91)
---------------------
Bug Fixes:
-There was a MAJOR bug in the handling of returning attacks. This problem
only surfaced when a board was receiving massive amounts of data returning
from a single galaxy packed in one SAF, such as returns of a major organized
attack. Beta Testing did not reveal this because when beta testing, everyone
was concentrating on trying everything and finding bugs rather than trying
to utterly destroy another Galaxy. I was able to correct the problem without
having to change the data structure so compatibility is maintained.
-The ERROR 22 that was displayed when exiting the game during which you had
performed IG's is fixed. This was created when I fixed a bug in v11.01.
SEE v11.01 (07/11/91)
---------------------
Bug Fixes:
-If a Death Star was under construction, SEE would give you an Error 24
when trying to run maintenance, this has been resolved.
-Two Bomb Error is fixed (I think). I found a variable that was misnamed
that I think was causing the problem, that or the Error 24 was generating
it. In any event, the boards that received the "fixes" did not report
any more bombs.
-The Log files were a bit out of whack. A <CR> was not being put after
an incoming GAL Update in the SAF_IN.LOG, some other touchups in the
other two logs as well to make them a bit more readable.
-You may no longer continue to fund or start the funding of a Death Star
if your link to the target Galaxy is cut. If you are in the process of
funding one, the amount you have invested in it will still be there when
the link returns. A Death Star already UNDER CONSTRUCTION is not
affected by a link cut, only one under funding.
-But that would cause credits needed to complete the funding of a Death
Star has been found. I had several other Sysops test it and it seems
to be working at this point. It was especially happening if a player
was contributing after they had played all their turns for the day and
reentered the game. The Death Star data was not being saved under those
circumstances.
New Feature
-----------
-DISMANTLE DEATH STAR - This is a Sysop Only function that shows up
in the DEATH STAR OPERATIONS Menu that will allow theSysop (or whomever
he/she designates to handle SEE's Sysop Functions) to Dismantle a Death
Star already under funding or construction. This is useful in case a
DS was inadvertantly sent to the wrong board. The money IS NOT refunded
to those who have contributed. There will be a pause during the
dismantling process and it may appear the game is locked up. This is
normal as it must clear and check all the data to insure the ability to
start a new Death Star.
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