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- This is the TW Missions history file. Pardon the title; it just sort of popped
- out of my head. Like Mazda, it "just felt right".
-
- ─Version History─
- v0.50 to v0.80
- Beta test versions; not released.
- v0.81 -- 04/15/92
- Initial public release. Knockem dead! :)
- v0.82 -- 04/21/92
- MANY new features. There was a minor bug in the CheckMis routine that
- resulted in a few bytes being written to the TWSMF.DAT (TradeWars Small
- Message File) file. While insignificant, and not affecting TradeWars
- itself (which is smarter than Missions), it was still screwing up some
- message pointers and needed to be corrected.
- New in this version is the Mission Editor. Now the SysOp can define a
- set percentage chance for missions to occur, set the base value by
- which the strength of the fighters and resulting XP/Creds/Align values
- are randomized. Registered SysOps can view and edit any mission, and
- even create new ones on the fly. No longer does the Registration Code
- need be put in the MISREG.DAT file, now it is simply appended to a 51st
- record at the end of the Missions.Dat file, along with some other data.
- You now enter your Reg Code in MISEDIT.
- Finally, there is now one Commandline Parameter--FORCE. Using the
- commandline MISSIONS FORCE will "FORCE" TW Missions to create a random
- mission, as if the generation percentage chance was set for 100%.
- Intended as the first of a three-part release, v0.82 fixed many annoying bugs
- in 0.81, and created more than a few. Put simply, it wasn't SUPPOSED to be
- released yet. However, shortly after it was (out of a panic over the bugs in
- 0.81), I was kicked out of the house by my father in early June. I left on
- the condition that he cash checks and send out registrations. He cashed all
- checks that came in (which kept me alive much of the time I was hitch hiking
- cross country), but never sent out a single registration unless someone
- called him voice and asked for it (which I'd told him *not* to do, because
- anyone could have called and said they were registered). In addition, many
- of the reg forms which accompanied these letters and checks were lost.
- In September of '92, as I was passing through Virginia, I stopped in to visit
- some relatives, logged onto their computer, and found out exactly how badly
- my father was FUBARing my career. I then reversed course and began hitching
- back towards Seattle, and told my father point blank NOT to handle any more
- registrations, but to send them all to my support SysOp, Beverly Crowley, who
- had graciously offered to help by putting me up for a few weeks and assisting
- in sending out reg codes.
- The net result is this: many people have mistaken the problems which befell
- me to be a deliberate attempt to rip them off. This is *not* so. In the past
- few weeks, I have received two legal threats and one person requesting their
- money back (very rudely, I might add). I have been taking care of pending
- registrations as soon as I have the money for stamps and envelopes,
- manunfacturing reg codes by hand with a calculator, and often foregoing
- groceries for the week to have the money to send out people's registrations.
- Nearly all of my records were lost, except for my checking account
- statements. Therefore, if you have not received your registration code by
- now, and have been waiting longer than one or two months (my stack of back
- registrations is several inches thick), then I advise you to send me a letter
- with the check number, check date, or money order ID--or anything of that
- nature. If you sent cash, there isn't a lot I can do for you unless I
- remember your name from the list my father showed me.
- My advice for registrations is this: if you send a SASE, I will send you your
- code the very next day--otherwise, it gets shuffled to the back with the rest
- of the new registrations. My next payday is the 22nd of April, and I will be
- spending the bulk of my free time that week eliminating the last of the back
- registrations. After that point, things should return to a normal turnaround
- time--although registrations with SASE's will *always* be sent out
- immediately, so if you want your code fast, that's your best bet, since I
- don't have a telephone at the moment.
- All in all, I ask you for patience. I rarely make a profit from this--I
- program because I enjoy it, and most registrations go directly into making my
- computer work (which it doesn't, half the time), or paying a household bill.
- If you bear with me, you will all get your registrations very soon.
- v0.83 - April 1, 1993
- The first release in almost a year! This is primarily a maintenance
- release--there is very little new here, and I've tracked down most of the
- annoying bugs. One thing of note is that MisEdit is no longer a separate
- executable--there were so many routines common to both MISEDIT and MISSIONS,
- I merged them into one and now MisEdit is available by calling MISSIONS with
- the parameter of EDITOR.
- Also new is the calling--Missions will now ONLY check Missions after TW2002
- is run--it will not create any. This is done in the daily Maintenance for
- your BBS, and the call of MISSIONS DAILY should be placed right after
- EXTERN. This makes for a lot less Missions, and speeds up the process.
- Speaking of speed--the speed at which Missions are checked has been sped up
- DRASTICALLY--almost 600%. Some new routines of mine are responsible for
- this, in addition to a little knowledge you should have: When checking a
- Mission, MISSIONS is effectively doing a string matching search in the daily
- log file (TWOPENG.DAT). The speed at which this goes is dependent on your
- Disk Access Speed more than your computer speed, so if you have a fast hard
- drive this will go like lightning. I have a 286 with an RLL HD, (a fairly
- average computer and speed) and it now takes only fifteen to twenty seconds
- to check 30 Missions, with a Daily Log length set at 400 lines. I don't
- recommend higher than this--in fact, I recommend you set your line length in
- TEDIT to about 80. This scrolls old data off after about a week--a few
- days, in an active game. Those of you who took Missions out of your TW batch
- file because of the speed, may now put it back the way it was without fear
- of a significant slowdown. Fifteen seconds is the longest I've seen it
- delay, and that was in a game with quite a few Missions. Note that Search
- and Destroy Missions are what causes the real slowdown--Rescue Missions
- and S&D's that are keyed to fighters, take a fraction of a second, and
- are not significant.
- Bugs: besides the fact that it was SLOW, there were a few bugs in 0.82. I
- forgot to close a file in one place, so a File Already Open error would
- often occur, and lock Missions up. Invoking DOS SHARE.EXE would cure this
- problem well, but I fixed it anyway in this version. A real bad one was the
- fact that the Mission Editor functioned solely as a viewer--the editing part
- was not fully implemented in 0.82. This has been fixed, so all you
- registered users may now have fun with it! Note that if you change the
- Mission Type or Mission SubType, Missions will assume a number of
- defaults for the new Mission. This was necessary, as many of the data
- from each Mission Type are not compatible with each other. You shouldn't
- need to worry about this, it's technodrek.
- "Open" Missions--Missions assigned to the whole universe--have been
- eliminated. In layman's terms, it didn't work worth drek. Planetary Rescue
- Missions have been disabled in this version until I figure out what's wrong
- with them--but they will be back next version.
- I've ceased using PKLite to compress my files with--it's too easily hacked.
- Finally, I am shipping this version using PKWare's new PKZip v2.04G. The
- reason for this is simple--it compresses just as well as ARJ, and is more
- well-known and flexible. Since version 2.04 Zips cannot be unzipped by
- version 1.10, I am shipping this version ONLY in a self-executable format. I
- strongly encourage everyone to locate and download PKZ204G.EXE if they have
- not already, because starting next version I *will* be shipping it in ZIP
- format.
- v0.84 - May 11, 1993
- Yaaaaaaaaaaaaaayyyyyyyyyy!!!!!!!!!!!
- Hehehe. Sorry about that... but those were my first words spoken in the
- last nine hours, barring the constant stream of euphemisms and invectives
- being directed at my computer.
- What you hold in your hands in the most complete, most bug-free version
- of Missions yet. As I've said in previous releases, v0.82 was intended as
- the first of a three-part release, and wasn't actually supposed to see
- the public itself. However, it did get released, and it was almost a year
- before I had the means to create a new version : 0.83. Version 0.83 fixed
- quite a few of the bugs in 0.82, but not all of them. There were things
- in 0.83 which couldn't properly be called bugs--simply oversights and
- deactivated features which I hadn't quite gotten to yet.
- Version 0.84 WORKS!
- I just spent the entire morning, day, and afternoon programming this
- release, and it's been a living hell. BUT... I fixed the mistakes that
- have been haunting my conscience for some time (the idea of people paying
- for buggy code doesn't sit well with me), and did it well. I've spent the
- last hour or two just playtesting this thing to make sure it works.
- Let's run over the "bugs" prior to this version:
- - Duplicate Names in Log
- If a Ferrengi or Alien--let's say Napi Tochiez--was targeted for
- termination, and a player succeeded--then later, an Alien with the same
- name was targeted--the following would happen. Missions would search
- TWOPENG.DAT, find the first time he was blown up, and assume the second
- Mission was completed. Not good. So I've taken the following steps:
- Last Log Read Date : this variable records the last date Missions
- read from the daily log, and will skip anything before that.
- Named Textfiles : Missions now picks all Ferrengi and Alien
- Names/Ship Names from four textfiles; FERRNAME.MDF, FERRSHIP.MDF,
- ALNNAME.MDF, and ALNSHIP.MDF. These must exist, and the format is
- very simple. See MISSIONS.DOC for more info.
- - Overwriting last records
- I hated like hell making Missions assume the last records in each
- datafile, but at the time I hadn't yet written the routines to detect
- existing records. Put simply, Missions would ALWAYS use Planet Record
- #150, Ferrengi #40, and Alien #50. This created obvious and nasty
- problems when two or more players were assigned the same type of
- Mission--only one of them could complete their Mission, because the
- most recent one had overwritten the last one's target! Not good in the
- least.
- Never fear. In this version, Missions will use the first available
- record, and will abort out if it can't find any open records. In
- addition, I have disabled Rescue Planet Missions--they'll be back,
- along with S&D Port/Planet Missions for the badguys in the next
- version. The problems of 0.82 are problems no more.
- - Open Missions
- Are now completely disabled. Had to be done.
- - Giving Missions to everyone
- Many people complained that it didn't seem quite fair (or realistic, or
- believable, or correct, etc) that the Federation would give Missions to
- bad guys. I agreed, with some reservations that will show up in later
- versions. (hehe) So... you can now define the minimum alignment and
- experience a player must have to receive a Mission.
- In addition, I have once again sped up Missions a bit due to improved
- coding. Many new parameters are evident in the SetMisParms section of the
- editor, including the option to remove objects after a Mission or not,
- the difficulty factors of the Missions (which also affects the rewards),
- and a few other interesting ones. With a Daily Log Length of 200 lines,
- each Mission now takes almost exactly one second to check on my 286. With
- a Daily Log Length of 800 lines, it takes approximately five seconds
- each. I recommend the former, possibly even 100 lines--if you wish to
- preserve the game log, it can be copied to a backup at maint.
- To make up for the necessary removal of Open and Planet Rescue Missions,
- I've added a new Mission: Mines. The Ferrengi are being little buggers
- and dropping mines, and the player must eliminate the mines (and possibly
- deal with the Ferrengi doing it if he isn't quick).
- In the editor, you can now Resend the notification message to a player,
- if, say, you've changed the Mission or added a new one. Actually, you
- could do this in 0.83, but it didn't work quite right (IE, the sector was
- always shown as 0).
- Some people have repeatedly told me that there's a bug that Missions will
- give a player credits for destroying fighters even though it's
- unregistered. It will NOT. What they are referring to is that TW2002 does
- this--when you destroy Rogue or Ferrengi fighters, you always get a few
- creds from the Federation, and it's never enough to replenish a fraction
- of your fighters. This is in TW2002, and is completely separate from
- Missions.
- There are so many things added and fixed in this version that I can't
- possibly list them all off the top of my head. For instance, Missions
- would always tell a player to register the game, even when it was. A new
- annoying plug at the Tavern has been added... this should be a real
- strong incentive to register; players hate being nagged. :)
- I'm now back to a normal registration schedule. If you haven't gotten
- yours by now, I didn't get it, just got it, or just sent it out.
- I encourage people STRONGLY to use the Registration Form included in this
- archive, as well as to fill out the SURVEY.TXT file and send it my way.
- I no longer send diskettes through the mail free under any circumstances,
- unless I really feel like it. If you send me a diskette, I will consider
- it a donation unless you include an extra $5 to cover it--in which case I
- will send you the latest versions of any of my software I can fit on the
- disk. BTW, I only have a 1.44M 3.5" disk drive--I do not possess or have
- access to a 5.25" drive.
- Sorry about that, but I view it as a real presumption for people to send a
- diskette and automatically expect me to do something about it. They often
- don't realize that whether I return it to them full or empty, it's still
- going to cost me money--a buck and a half for a disk mailer, 80 cents for
- postage, a variable price for the diskette, plus my time--which is
- shorter than my money lately.
- Finally, I also urge you to send a self-addressed, stamped envelope if
- you are registering--I send these out the very next day after I get them.
- v0.85 - May 28, 1993
- Okey doke. A few minor points to address regarding 0.84.
- I want you all to know that I'm *immensely* pleased with myself, in that
- there were only TWO bugs in the entire version of 0.84, and they are my
- own damn fault. When a Rescue Mission is completed successfully, the
- object of that mission sends the player a personalized note of thanks. I
- misjudged the calculations for getting the player name, so it would
- always get it from player #150. (Which was usually set to *** Player
- Records *** or something like that) Needless to say, this wouldn't hurt
- anything, but would raise some eyebrows, so I fixed it.
- NEW FEATURES! I've fixed and reenabled Planetary Rescue Missions. They
- now work flawlessly. In addition, if the planet is somehow destroyed
- (whether by another player, collision, etc), then the Mission will fail.
- This gives players TWO ways to screw up. <Grin> Note that if you set
- Remove Objects? to No, the planet will remain where Missions placed it,
- and the player can keep it if they want.
- I made these planets have a Level One citadel--this done for several
- reasons. First, it wouldn't make sense for a player to have just rescued
- this planet, and then have to fight through the fighters on the surface.
- Second, if it was given a level 4 citadel, a smart player could photon
- missile the fighters, land on the planet, and save it by TransWarping the
- planet out of there--an expense of 40kCU for a return of four times that
- much. Not good. Finally, I didn't want to just "give away" nice tasty
- citadels. If you set the Remove option to Yes, the planet will disappear
- when the Mission is ended either way.
- Those of you familiar with the Mission Definition Files from the last
- version are probably wondering if I'll use a Picklist for the planet
- names as well. Very good! And those of you with sharp eyes may have
- noticed that the format looks familiar. Yup! Identical to GENESIS.DAT.
- For those of you using my Genesis program, you can optionally tell
- Missions to just use your GENESIS.DAT file instead of the picklist for
- grabbing names and creators.
- There is another new option in SetMisParms, and that is the log length.
- This is an option which tells Extern the maximum number of lines which
- the daily log can have--anything more is trimmed. Note that this is the
- same option as in Tedit--I simply put it here for your convenience.
- NEW S&D Mission! Players can now be contracted to destroy other players!
- (Of the opposite alignment, of course) For evil players, the message will
- come from the Ferrengi instead of the Federation. And if the target
- Trader changes alignment while he has the mission on him, the player
- will be told to "never mind."
- Missions now "reminds" players as part of DAILY maint, that they are
- still on a Mission. They will be sent a follow-up message, and--to aid
- them in completing Ferrengi and Alien missions in particular--will be
- given the "last reported" position of that Ferrengi or Alien. This
- narrows it down from 1000 possible sectors to closer to 150 that they can
- immediately search. This doesn't guarantee that the player will be able
- to find the scum (or that they'll be able to handle them if they do), but
- it does help. Chances are, if they warped *directly* to that sector and
- started scanning, they'd run into him--but if they play a few turns
- first, they'll probably find that the trail is dead cold.
- I think some of these reminders are pretty funny--particlarly the Rescue
- missions, which are "from" the Port or Planet threatened, and whine to no
- end. <Grin> The whinings alone should encourage these players to get off
- their bloody duffs, eh?
- Printer! I will give a lifetime registration to all of my present and
- future products to anyone who will donate a working printer. I need one
- *badly*; right now I handwrite all of my registrations. A printer would
- definitely speed things up and make the output much neater and cleaner.
- Finally, thanks to David Lisso of Raven's Gate (Glendora, CA) for the two
- additional stamps. Donations like these always help!
-