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Night Owl - The Best of BBS
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Night Owl The Best of BBS (NOP-BBS) (Night Owl Publisher) (1994).iso
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018a
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uwars006.lha
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ReadMe.DOC
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1994-03-18
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15KB
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308 lines
. . . :
. * + '. . +
. BAT SOFTWARE PRODUCTIONS , . .
. . + PROUDLY PRESENTS . . .. .
.
. ▓▓░ ▓▓░ ▓▓░ ▓▓░ ▓▓░ ▓▓░ ▓▓░ ▓▓▓▓▓▓░.▓▓▓▓▓▓░ ▓▓▓▓░ ▓▓▓▓▓▓░ ▓▓░.
. ▓▓░.▓▓░ ▓▓▓░▓▓░.▓▓░ ▓▓░ .▓▓░ ▓▓░ ▓▓░ ▓▓░ ▓▓░ . ▓▓░ ▓▓░ ▓▓░ . .
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. ▓▓░ ▓▓░.▓▓░▓▓▓░ ▓▓░. ▓▓▓▓▓░ ▓▓░ . ▓▓░▓▓░ . ▓▓░ ▓▓░ ▓▓░ ▓▓░
▓▓▓▓▓▓░ ▓▓░ ▓▓░ ▓▓░ ▓▓▓░ ▓▓▓▓▓▓░ ▓▓░ ▓▓░ ▓▓▓▓░ ▓▓░ ▓▓░.▓▓▓▓▓░
. + . . . .
▓▓░+ . ▓▓░ . ▓▓▓▓░ ▓▓▓▓▓▓▓▓░ ▓▓▓▓▓▓░ + Version v0.06 for .
▓▓░. ▓▓░ ▓▓░ ▓▓░ ▓▓░ . ▓▓░ ▓▓▓░ Amiga based.systems .
. ▓▓░ ▓▓░.▓▓░ ▓▓▓▓▓▓▓▓░ ▓▓▓▓▓▓▓▓░ ▓▓▓▓▓▓░ . .
▓▓░▓▓▓▓░▓▓░ ▓▓░ ▓▓░ ▓▓░ ▓▓▓░ . ▓▓▓░ Created & coded by
. + ▓▓▓░.▓▓▓░ . ▓▓░ . ▓▓░ ▓▓░ ▓▓▓░ ▓▓▓▓▓▓░ . .Paulo Laureano ..
. . . . . . .
The ultimate multi-player on-line space wars strategy game is here!!
-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-> 2 to 15 players can battle for the universe! Up to 9 simultaneous games!
-> Universe size from 15x15 (225 diferent sectors for a 2 players) up to
90x90 (8100 diferent sectors for a 15 players game)!
-> Number of planets from 20 (2 players) up to 120 (15 players game) adjusted
to the number of players envolved in the game!
-> On-line map display.
Partial map shows the map auto-centered on your current fleet or planet.
Global map shows the entire galaxy in shining ansi colour (including
both your and enemy fleets and planets)!
-> Large variety of ships, planets & possible missions. You can defend,
invade, scout, blockade & bombard planets. You can patrol any sector in
space for enemy fleets. The possibilities are endless! No two games are
remotely similar (planet locations are randomly generated as well as
production levels of each planet)!
-> Adjust tax rate leves on any planet or set global taxes for the empire.
-> Issue building orders for your planets & build planet defenses or ships
for fleets!
-> Advanced "database-like interface" lets you manage your empire with ease.
Includes "jump" functions (watch a fleet or planet at a certain location)
and highly optimized ANSI fleet/planet browsing interface.
-> Inteligent game management makes it possible to have all moves executed
simultaneously (makes no diference who plays first, so you don't have to
call at a certain hours to get an edge over other players, unlike other
on-line games that you're doomed to loose if you don't call the bbs at a
certain time, usually late at night).
-> You may change your moves as many times as you wish everyday or play just
once a week. Clever game design reduces the advantage of fanatical players
over the less regular caller and keeps the game exciting for all
nevertheless! You won't loose a game because you don't have time to
call/play every day!
-> Very fast 16 colours ANSI based user interface! ESTERIAN CONQUEST fun
with a GLOBAL WAR look-a-like interface!
SysOp features!
-=-=-=-=-=-=-=-
-> Free of charge for xenolink sysops! No shareware fees! XenoFreeWare!
-> Shareware version for sysops using other software (please understand
that I don't run other software and if there is no incentive to make
a clidoor version I will simply stop doing it).
-> Self maintenance: Install the door and it will manage its files, delete
damage data, auto-process events (with no need for cron programs or
external utilities to be run at certain times) at diferent times for each
game.
-> Unlimited number of games if you install it several times (watch disk
space for each group of 9 games and read the manual chapter on multiple
instalations).
-> Games that don't gather players to start are auto initialized (31 days).
-> Games that are not played are auto initialized (31 days).
-> Finished games are auto initialized after 31 days of exposure.
-> You can delete a game at any time (read sysop manual).
-> The door was developed using SAS/C & enforcer, it registers no enforcer
hits and seems quite stable with Xenolink. Bugs, if one is found, will
be fixed as soon as possible (I'll even send a updated version to the
first people that report each bug at my own expense).
-> The door is still being improved and you can expect new features every
month to keep your users interested/happy. Unlike many doors out there
this door was written for Xenolink from scratch and the number of
improvements possible is limited only by our imagination and the
netmails/messages I receive.
The registered CliDoor version will be, as much as possible, updated to
the latest specs of the xenolink specific version. The evaluation copy on
the other hand will have only major bugs fixed.
FILENAMES AND CONTENTS
-=-=-=-=-=-=-=-=-=-=-=
CUWARS - CLIDOOR version of UNIVERSAL WARS
XUWARS - Xenolink version of UNIVERSAL WARS, for use only with Xenolink.
NOTE: Some software authors and users claim that their software
runs xenolink doors. This is *impossible* unless someone is
stealing Jonathan Forbs Xenolink code, which I doubt. If you see
anyone making this sort of stupid claim tell them to fuck off and
reserve their stupid claims to folish idiots.
CliSysop.DOC - Manual for sysops running other software (not xenolink).
XenSysop.DOC - Xenolink sysops manual.
ReadMe.DOC - This file, containing generic info about the game, the logo,
version history, etc.
Players.DOC - Manual for players. Place this to download or at a bulletin.
VERSION HISTORY
-=-=-=-=-=-=-=-
18-03-94
v0.06 - Players manual was updated to reflect changes in this release AND
some corrections. You should to place the newest version for download
or at a bulletin, otherwise it can get confusing for current players!
- Some code cleanup (to make the code more portable; pc version raises
some problems that needed to be solved...)
- Scout and transport ships can now be ordered to patrol sectors (this
was a major flaw in game design, it looked and felt like so much like
a bug I decided that it "was" one... now fixed/changed)
- When ordering a fleet to patrol a sector coordenates are now entered
as "x,y" like when setting other missions using coordenates. It's
faster and much more pleasing this way. Another game design flaw that
is trashed, in this particular case it was a interface thing only.
- When merging two fleets IF there are only two fleets on the sector
the computer auto-locates both fleets. If there are more than two
fleets the player is prompted for the fleet id of the other (not on
display) fleet.
- When transfering ships among two fleets IF there are only two fleets
on the sector the computer auto-locates both fleets. If there are
more than two fleets the player is prompted for the fleet id of the
other (not on display) fleet.
- Added UWARS.CFG to handle software that does not pass the complete
door path to the door. This is only used if a valid path is not
provided (see section on the manual concerning the instalation).
This is required for XenolinDoors starting with version 1.90 or
higher. Be sure to read the XenSysOp.DOC manual!!!!!!!! This is the
first version that is ready to handle newer versions of Xenolink IF
properly installed: check if it creates the data files on the right
directory instead of "Xusers:your_name/"!!!!
- Provided the "version" (cli command) support string, you can now
"version door_executable_name" and get the version number.
07-03-94
v0.05 - CLIdoor version for non-xenolink systems completed!
- Starting with this release the archive contains both the Xenolink
version (fully operational since its XenoFreeWare) and the generic
cli door version (unregistered evaluation version since its
shareware). Sorry folks that run other software but I run xenolink
and your version is a pain in the ass to maintain and gives me no
fun at all, so the shareware fee must compensate the extra work.
- The doc files were renamed (XenSysOp.DOC, for xenolink sysops, and
CliSysOp.DOC, for sysops running other software).
- Bug fix: log files of completed games are now erased!
05-03-94
v0.04 - Changed text "Merge this two fleets", now reads "Merge these two
fleets".
- When browsing planets option "i" (jump to a certain planet) now
allows using either the planet ID or its coordenates (instead of
just the ID).
- When browsing fleets option "i" (jump to a certain fleet) now
allows using either the fleet ID or its coordenates (instead of
just the ID). If coordenates are used the fleet with lowest ID, at
those coordenates, is displayed (unlike planets, there may be many
fleets at a certain sector).
- User names are now pseudo-capitalised by ulibNiceName() just in
case some stupid door/utility messed with them while the user was
on-line (i.e. "jOaO CArVaLHo" becomes "Joao Carvalho"). If you were
running a previous version you must probably correct some names in
uw.dat using a binary editor, otherwise some users may be locked
out of the game. BE CAREFULL! keep a backup of uw.dat just in case!
If you don't have a clue about what I'm talking about just forget
it, do nothing...
- Severely optimized ansi display during transfer ships operations
among fleets (this shows with commands "Detach ships" & "transfer
ships").
- Optimized code size on some functions (map related ones).
- Improved reports and gave them some colour.
- After drawing fleets on the map (both global and partial) the
cursor no longer remains besides the last drawn fleet, it moves to
22,80 as it does in other parts of the game...
- Improved "fleet to fleet" battles realism (when odds are slim a
weaker fleet inflicts less damage, if any, to stronger fleets than
when the two fleets have similar sizes/forces).
- Executable size reduced around 24k!
28-02-94
v0.03 - Improved "patrol a sector" mission descriptions.
- Manuals grew up...
- Fixed screen display bug when detaching ships from a fleet (this bug
was introduced in v0.02)...
- Fixed bug on fleet browsing display that would delete the "D" out
of "destination" when printing the E.T.A. (this bug was introduced
in v0.02)...
- Fixed the infamous spelling error "buid" instead of "build" bug that
I thought had been fixed on v0.02 (multiple errors on multiple strings,
I had fixed the first one and was careless not to check the others).
- Fixed a bug that would allow "planets" to appear misteriously on the
game map (they had no ID, did not belong in the game, but appeared
nevertheless...).
- Fixed random numbers generation bug, the rnd routine had no seed so
it allways generated the same numbers... noticed this as soon as I saw
two games in diferent boards with exactly the same map... kind of an
incredible coincidende if it was not a bug... it was a bug...
- "+"/"-" were still the options in the starting game procedure, they
were replaced by "<" and ">" (or "," and ".") as within the browsing
planets/fleets menus. See v0.02 changes release notes for the reasons.
- When defining missions you can now select planets by their coords or
by their ID, instead of just their ID...
26-02-94
v0.02 - Manual grew up, some manual "bugs" fixed from v0.01 release. It is
still quite incomplete at this stage...
- Major optimization of both fleets and planets browsing (ansi thing),
hopefully it works and its 600% faster (users with slower modems will
love this...)
- Optimized some displays on some operations (build, abort builds, etc)
- Spelling error fixed ("buid" instead of "build")
- Fixed bug when showing partial map, it would redraw the entire screen
on exit instead of the portion that needed update.
- Changed "+"/"-" combination, because three consecutive "+" would
cause most modems to go into command mode...
24-02-94
v0.01 - First release
PERSONAL THANKS GO TO
-=-=-=-=-=-=-=-=-=-=-
My family for the patience they have with this hobby of mine (writting code
that not only does not make money but in fact costs money in calls & time).
Michael Santos for all testing, suggestions, comments, running the game at
his board, all the phone calls, etc.
Alexandra Salgueiral & Joao Carvalho for the beta testing.
Daniel Frost for the hundreds of atempts to install the game on Xenolink
1.90... sigh... things have changed from the version of xenolink I have at
this point in time (17-3-94) so it's not that easy to make things work with
the new xenolink. Hopefully this ends as soon as I make my upgrade.
Jim Foley for hosting the first Universal Wars 6 player game of all time at
his board!
Jose Peixoto, for wanting this door converted to C-net (he runs a C-net
based board)... Here's the "next best thing" to a C-net version...
WASP & IRON MAIDEN for the music I've heard while coding the game!
Jonathan Forbes for the wonderfull Xenolink!
COMMENTS TO UNIVERSAL WARS
-=-=-=-=-=-=-=-=-=-=-=-=-=
"Looks like a really -=*>GREAT<*=- game so far"
- Jim Foley (Xenolink SysOp)
THE FIRST FILE REQUEST OF THE GAME
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
* 05-Mar-94 20:40 | Answering modem
* 05-Mar-94 20:41 | CONNECT 14400
X 05-Mar-94 20:41 | EMSI - 2:251/41.0 39:134/14.0 76:80/0.0 76:80/10.0
| 05-Mar-94 20:41 | BBS: Mostly Harmless - For all your AMIGA Needs!
| 05-Mar-94 20:41 | Sysop: Lee Sanders
| 05-Mar-94 20:41 | Location: Havant,Hampshire,UK
| 05-Mar-94 20:41 | Telephone: with V32terbo!
| 05-Mar-94 20:41 | Software: Xenolink 1.0 Z.3a
| 05-Mar-94 20:41 | Capabilities: ZAP,ZMO,ARC,XMA,FNC
| 05-Mar-94 20:41 | Zmodem Receive: 00000000.REQ (26 bytes) - 18 CPS
| 05-Mar-94 20:42 | Zmodem Send: UWARS002.lha (59177 bytes) - 1007 CPS
| 05-Mar-94 20:42 | Session completed