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- 1.03 07-17-91 ----------------------------------------------------------
-
- Maintenance Bug Release
-
- Well I guess I jinxed us by saying that 1.02 covered all known bugs! Just
- today a problem popped up that requires another release.
-
- If a player tries to land on an UN-defended planet they don't own, the
- game will terminate. Needless to say, this can make a user a bit upset
- as they can lose what they had recently acquired in the game.
-
- We are *REALLY* going to try and hold off for about 3 to 4 months before
- releasing another version of the game! (As long as another nasty bug doesn't
- show up!)
-
- 1.02 07-12-91 ----------------------------------------------------------
-
- Maintenance Bug Release
-
- It seems like we're back to our old pace of releases like we were in the
- fall of '90. This release contains a number of maintenance bug fixes and
- some of them actually unveil new features!
-
- A problem with Ports getting corrupted after being attacked (and blowing
- up the attacker) should be fixed now. People were using this to corrupt
- the Stardock and Class 0 ports into something wierd like a Class 529 port.
- If you see any more occurances of a port mutating AFTER getting this
- release, please let us know here at Martech.
-
- The Photon Missile launch had the wrong graphics file in the earlier
- distribution package. It has been corrected and non ansi users will now
- get their descriptive text of the launch too.
-
- The Corporate Planet Scan while in a Citadel was altering your Current
- planet record so that it would appear you were on the last planet in
- the planet scan. This is all fixed now.
-
- If stopped by Ferrengi, you were able to attack with 0 fighters, and then
- run away without any loss. This has definately been fixed! :)
-
- Ships will *NOT* defend a planet in FedSpace now and the Tholian Sentinal
- will *NOT* retreat from an overpowering attacker.
-
- Accidental discharge of a Photon Missile (from hitting a mine, Quasar cannon
- or fighter attack) was preventing that damage from occuring to you. This
- has been hastily repaired! After all, if someone went to all that trouble
- to try and blow you up, you should accomodate them.
-
- Upon logoff, non-FedSpace sectors were being mistaken as FedSpace sectors.
-
- The Personal Planet Scan was left off the display menu for the Computer in
- ver 1.00 and 1.01! Its option "Y" and should show up now. (in the docs as
- well)
-
-
- We've received many other reports that are either 1.) about an old version,
- 2.) unrepeatable here! (they might exist) and 3.) blatantly false.
-
- Please remind your users to indicate what VERSION of the game they are
- playing if they send Email to us regarding a problem. With quick upgrade
- releases, its vital that they do this or we will waste time chasing problems
- that have already been corrected.
-
- As of this release, I am only aware of one other troublesome problem that I
- have not been able to repeat here. I want to ask everyone to try and help
- me find this bug. The result of it is that a port suddenly mutates and
- becomes a class greater than 9 (usually in the hundreds) and only has a
- dozen of everything for sale. (The sector record is getting written over
- the port record). Try as I may, I have NOT been able to reproduce this but
- I've had several reports of it. If you see it happen, right when it changes,
- please send me a LOG of your session so I can track this one down! I'm looking
- for an occurance of porting at a normal port, then coming back a little later
- and finding its gone crazy. Thanks!
-
-
-
- 1.01 06-22-91 ----------------------------------------------------------
-
- Bug fix release! (ack)
-
- As with any major project, bringing out a new version always
- brings to light some obscure bug. Two bugs were found that
- caused us to immediately release 1.01.
-
- Problem 1 - Affected users - EVERYONE.
-
- The auto-upgrade of Fedspace counters failed.
- Extern.exe would loop continuously trying to evict a blank
- person from FedSpace. This could be worked-around by changing
- the FedSpaceShipLimit value to something like 5 but is still
- unacceptable to us.
-
- Problem 2 - Affected users - Wildcat! Sysops.
-
- The Wildcat interface had one lousy debugging "[PAUSE]"
- left in it that I overlooked. (Gary's fault! blame him! (grin)).
- This is now fixed.
-
-
- 1.00 06-20-91 -----------------------------------------------------------
-
- F I R S T F I N I S H E D R E L E A S E O F T W 2 0 0 2
-
- Game Stats: Lines of Turbo Pascal 6.0 code Compiled Size
-
- TW2002 - 21,876 EXE= 86,768 OVR= 347,445
- TEDIT - 10,923 EXE= 63,088 OVR= 67,342
- EXTERN - 7,401 EXE= 52,048
- BIGBANG- 7,866 EXE= 33,248
-
- The Trade Wars 2002 source code is now 881,484 bytes in size (uncompiled).
-
- Though not a very noticeable feature, Trade Wars 2002 is now compiled under
- Borland's Turbo Pascal 6.0 We took advantage of a few nice, new features to
- improve overall performance and reduce the mainline memory requirements. Of
- course, we also added a ton of new code, so you won't notice that its smaller!
-
- ╔═════════════════════════════════════════════════════════════════════════╗
- ║ A MAJOR CHANGE has been made to the physical layout of the program. ║
- ║ Previous versions kept the executables in your BBS directory and the ║
- ║ data files in the TRADEWAR subdirectory. Now, ALL OF THE TW2002 FILES ║
- ║ AND PROGRAMS are in the TRADEWAR subdirectory. The installation ║
- ║ procedure should have left behind 4 batch files in your BBS dir to call ║
- ║ the game with. For instance, one is called TW2002.BAT It changes down ║
- ║ to the TRADEWAR subdir and runs the game. Upon exiting, it returns to ║
- ║ the BBS dir. It passes all parameters such as -QBBS, /nocom /nolog, ║
- ║ etc. IF you call TEDIT, TW2002 or EXTERN with a fully qualified name, ║
- ║ ie TW2002.EXE, you will have to change these to .BAT! This change was ║
- ║ requested by many sysops so that they could run multiple games at once. ║
- ║ To startup another game, just make a copy of the TRADEWAR directory and ║
- ║ make new batch files to use the appropriate subdir. ║
- ╚═════════════════════════════════════════════════════════════════════════╝
-
- This is the first "finished" release of this project. After 4 years its about
- time we started to wrap this one up! We have many other exciting projects in
- mind, so keep your eyes open for the Martech Software label!
-
-
- Version 1.00 includes a "Computer Interrogation Mode" that was designed to aid
- other programmers developing mapping tools for endusers. This mode doesn't
- give away any information that the user doesn't already have access to, it
- just speeds things up for auxiliary databases (on the user's end). To invoke
- the CIM mode, enter the computer and then transmit the following 6 ASCII chars
- 200,201,202,203,204,205 in that order to the game. The game should now be at
- a ":" for a prompt. Sending "I" (w/o quotes) will cause the computer to send
- back the Intersector warps for EVERY sector. If the user hasn't yet visited
- that sector, it returns "9999 0" where 9999 is the sector number. If they
- have visited the sector, the line would be "9999 9999 9999 9999 9999" where
- the first value is the sector and the remaining are the warps leading from it.
- Example:
-
- 234 634 601 1000
- 235 0 (hasn't been there)
- 236 142 9 419
- 237 236
- 238 0
-
- This display runs from sector 1 to 1000.
- ----- Sending "R" will dump the Port report sequence for the entire universe.
- The format for it is like the Inter Sector warps in that the sector number
- will be listed first and there will be a 0 if the player hasn't been there
- yet. The lines will indicate for Ore, Organics and Equipment what the current
- demand level is (negative indicates ????????) followed by the Percentage of
- max value.
- Example:
-
- 234 0
- 235 0
- 236 0
- 237 1520 100% - 2370 100% - 1010 100%
- 238 0
- ╚═╩╬╩╝ ╚╬╩╝ ╚═╩╬╩╝ ╚╬╩╝ ╚═╩╬╩╝ ╚╬╩╝
- ║ ║ ║ ║ ║ ╚════ Equipment Percent of Max
- ║ ║ ║ ║ ╚═════════ Currently BUYING 1010 Equip.
- ║ ║ ║ ╚════════════════ Organics Percent of Max
- ║ ║ ╚═════════════════════ Currently BUYING 2370 Organ.
- ║ ╚════════════════════════════ Fuel Ore Percent of Max
- ╚═════════════════════════════════ Currently SELLING 1520 Ore.
-
- Remember that this query is only good right at that moment! Once the user
- begins trading all of the values are old. The final option in the CIM is to
- find the shortest course from two points. Sending "F" will bring up a
- "FM > " prompt, send the from sector. Then a "TO > " prompt will appear.
- After sending the to sector, the system will transmit back the standard list
- of warp lanes between the two sectors.
-
- Sending "Q" will exit from Computer Interrogation Mode. Programmers! Though
- we will not release source to the Trade Wars 2002 project, we're willing to
- add interfaces to help you write auxiliary programs!
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- On to features, fixes and changes:
-
- Unlike past editions, I do not have even HALF of the changes and new features
- listed here. I've been having a hard time finding the time to complete the
- game so one of the things thats suffered has been this README file. I have
- tried to include some of the major points here. Registrations have just kept
- us buried! (grin) We're grateful that the response is so good, I just wish
- there were more hours in the day. Hmmm, maybe that could be a new mod? :)
-
- The Ferrengi! ARgh, what a lot of work. I have been working to balance the
- little beggars so that they remain a threat throughout the life of a game but
- so that they do not overpower users. The chase is on now that you have this
- version and you will find there's a lot to the Ferrengi! I would reccomend
- that you do NOT alter the Ferrengi settings through use of the editor as they
- are in specific modes, doing specific things for a very good reason. Messing
- with them will give the users the appearance that they are all screwed up, so
- please let them run as they will. You can alter their regeneration rate from
- the editor, but please leave the individual Ferrengi settings as is. Also,
- there is so much TO the Ferrengi that I am not going to list it in this
- document. We will leave the discovery of their activities up to you and your
- users! (evil grin).
-
- On General Editor Screen Two, you now have the option of turning on a flag
- that will display the location of the Stardock in the (V) Game Status
- Display. If you don't want to waste time exploring to find the Stardock at
- first, then turn this setting on and everyone will know where it is.
-
- Purchasing Class 0 items (Fighters, Shields, Holds) is now allowed from within
- the Shipyards on the Stardock. "It Just Made Sense".
-
- Holographic Scanners now can perform both functions. (Density too)
-
- Evil players will not be allowed to keep StarShips now.
-
- Photon Missiles can be Hazardous to your health! Don't carry them around
- all the time, they might go off! :)
-
- ANY player ship parked in the same sector with one of their planets will
- defend that same planet from someone trying to invade it.
-
- TriCron had a lockup bug if someone with a real long Trader name was the
- champion. It now only displays the first 25 characters of the Champion's
- name.
-
- *************************************************************************
- * NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE *
- *************************************************************************
- * Version 1.00 is shipped with Photon Missiles DISABLED! They are a *
- * very powerful item and you will have to make a conscious decision to *
- * allow them in your game! The Photon Missile duration is set to 0 in *
- * the TEDIT General Screen Two. If you wish to allow Photon Missiles, *
- * change this setting to a positive number. *
- * *
- * When in effect, Ships and Planets w/o shields are virtually helpless *
- * against any kind of attack or invasion. Make sure you want to allow *
- * this powerful a weapon into the game. Alternatively, setting the *
- * duration to a small number (like 10 seconds!) can lure players into *
- * "getting caught with their pants down"! :) *
- *************************************************************************
-
- Sysops can disable the use of Aliases if they so desire.
-
- Citadel Treasuries now gain 4% interest per day.
-
- When changing your name or starting out you cannot use a name that is a subset
- of someone else. We had some people sneakily getting away with murder that
- way. For instance, if you wanted to send Email to John Smiths, someone could
- change their name to John Smith and when the Email prompt asked if you wanted
- John Smith, most users would send the Email to that user (telling where stuff
- is or what the password to the team is). Hopefully this has been cleaned up.
-
- Colonist amounts in any one category cannot exceed 2000. (groups)
-
- Starports will forget about who robbed them every 14 days.
-
- Support for the generic standard, DOOR.SYS has been added to increase the
- number of systems that TW2002 can run under. The option to use the Door.Sys
- interchange file is -DOOR.
-
- Three important changes have been made to prevent users from cheating the game
- by teaming up to kill each other off (one positive player, one neg) and reap
- in the huge bounties. The steps to prevent this abuse are as follows:
- Number One: You cannot join a Corp that is of an opposite alignment from
- yourself.
- Number Two: Your fighters will automatically shutdown if you send them
- out to attack someone on your Corp. You will have to have
- the CEO punt that member off the Corp First.
- Number Three: As a user gets progressively killed more often, the
- bounties offered on them (neg players) will decrease in an
- linear fashion. Simply put, if someone tries the "buddy"
- system to rack up credits, the bounties will peter out on
- them.
-
- Additional code has been included to self-correct potential problems with
- corrupted databases. If you have a sector or port (or whatever) that
- consistently crashes the game (error codes 100 or such) then you may need to
- use the TWZAPPER utility to clear that record in the TWDATA database. You can
- find the TWZAPPER utility on the Loft if nowhere else. After using it you
- will HAVE to recreate the record you wiped with TEDIT.
-
- Course displays and sector warpdisplays now indicate unexplored sectors in
- red. This greatly helps when you want to explore new territory.
-
- When self-destructing, you can abort the display by hitting the space bar (as
- with every other display in TW2002). This now aborts the Self-destruct as
- well!
-
- When towing someone, if you destroy them, they do NOT come back from the dead
- via your Tractor Beam anymore. So users will not get to kill them over and
- over and over... (I just heard some gumbling, didn't I!) :-)
-
- Radiation half-life on destroyed ports has been greatly shortened so some of
- that debris will become bearable within a reasonable amount of time now. You
- can destroy a port and then build a new one within a week or two.
-
- Jettisoning a Mixed Cargo, (Colonists and trading goods) will now jettison ALL
- of it in one step.
-
- Level FIVE (5) Citadels
- Yeah, you heard me! (grin) The Level Five Citadel is a Planetary
- Shielding System. It utilizes conventional ships shields to protect your
- planets from invaders. Its the only known countermeasure to the disruptive
- effects of the Photon Missile. Try one! You'll like it!
-
- QUASAR CANNONS! (*** Major Strategic Change ***)
- The Quasar cannons have been slightly redesigned in a way that will change
- player's strategies tremendously. In previous versions, the Qcannon had only
- one control level. It fired the same amount on intruders in the sector as it
- did on intruders trying to land. The odds were much higher in the atmosphere
- than in the sector but weak players could deplete your Qcannon's fuel by
- getting themself blown up daily! Now there are two (2) settings for the
- Qcannon. One setting is the reaction level for intruders into your sector.
- The 2nd setting is the reaction level for an intruder trying to land on your
- planet. I think that everyone can grasp the significance of this change!
-
- On planets, the Planetary Report has been changed to Display Planet (R to D)
- to keep a similar approach with Display sector. Destroy planet is now Z.
-
- When Big-Banging, the galactic bank is now cleared! (oops)
-
- The Flagship and the Starship have had a name "swap" of sorts. They're now
- the Corporate Flagship and the Imperial Starship. This is actually more in
- line with what I originally planned on calling them, just got confused
- somewhere down the line!
-
- Ships! You Just Might Notice that there are a bunch of new ships in the game.
-
- Aborting the Cineplex prompt screen used to leave the user waiting to choose a
- movie (without the aid of the prompt screen being displayed). This is fixed.
-
- For RBBS systems, I inadvertantly mixed up the Ansi/Ascii/Mono flags through
- the system interface file. ANSI and ASCII users should now get full color.
-
- Titles have been added to the display routines for Other Traders and Aliens.
- I hadn't realized how bad the handicap was for mono users trying to determine
- who's a pirate. Now everyone has their appropriate title so its ok.
-
- When you're blown up by corbomite devices, that sector is marked to avoid.
-
- The Corporate menu has been added inside the Citadel.
-
- Port upgrade prices have been changed to reflect the actual costs.
-
- A bug with stealing product from a port thats buying it has been fixed.
-
- If External maintenance doesn't run for 3 days, the Sysop will start to get
- warning messages when he/she logs into the game.
-
- The display of what the game is running "Under" now specifies the BBS name
- rather than the type of BBS. I changed this since many BBSes use converters
- to run doors and thus this field was showing incorrect information.
-
-
- 0.98 12-01-90 -----------------------------------------------------------
-
- Game Stats: Lines of Turbo Pascal 5.5 code Compiled Size
- TW2002 - 19,631 EXE= 85,408 OVR= 307,805
- TEDIT - 9,809 EXE= 124,664
- EXTERN - 6,394 EXE= 45,856
-
- The Trade Wars 2002 source code is now 804,864 bytes in size (uncompiled).
-
- Well, enough users asked for it that I relented and greatly enhanced the
- Avoids feature. Voids are now saved between sessions. The disk file that
- stores 1000 sectors for all 150 players is under 20K in size so I didn't waste
- much of your harddisk space. Voids are displayed as you enter the game, and
- you just play normally as usual and they take care of themselves.
-
- Before anyone asks, we did not put the Ferrengi Combat routines in this
- version. We are saving that, the Photon Missiles and a few other choice bits
- of code for release 1.00 Not long now, you should have it early in January if
- we can find enough time.
-
- Some users were getting messages about another player destroying xxx shields
- and xxx fighters when nothing had really happened. This was an error caused
- by the addition of the Aliens system. It has been repaired.
-
- Feedback. I like feedback. I like to know what happened while I was out of
- the game. Much more feedback has been added to the encounter routines. You
- will get a considerably more detailed report from your deployed fighters about
- whats going on. You will also get feedback from Quasar cannon firings and
- mine detonations.
-
- When you get blownup online, you no longer (should) lose your credits.
-
- Mines! If you find someone else's mines, you will be immediately prompted if
- you want to avoid that sector now. Even when doing a Long Range Scan with a
- Holo Scanner, you will have this option. Also, if you encounter mines that do
- not go off while in Autopilot, the Autopilot will shut down in that sector so
- you can scan around to see if its safe to continue.
-
- SingleStep Autopilot mode has been added. This will allow you to plot a
- course, move one sector and automatically stop (to scan for instance).
-
- So many displays and reports have been upgraded that I can't remember all of
- them. The (V)iew Game Status from the main menu has some important new
- display items.
-
- Robbing ports! (Actually Stealing Product from ports, Robbing isn't done).
- Now your negatively aligned players can steal product off the Starports. They
- have to have a low enough alignment first, -1 won't cut it.
-
- Aww, forget it. I was going to make the Store Hours Sysop definable, but I
- don't think they're worth the effort. So I removed Store Hours from all of
- the shops on the Stardock. Let your nightowls know about this!
-
- Trade Agreements between planets and ports were originally designed to only
- offer 1/3 of the comparable price of trading normally. We decided to make
- this a bit more generous, its now 60% of comparable Ship Trading Price.
-
- When trading at ports, there is an additional display that shows the Port's
- Current capacity as a percentage of their maximum capacitiy. This will help
- traders tell when a port has been beaten down to the ground. (The port
- margins vary based on the activity level of the port.)
-
- If you knock off someone with a Bounty and then Examine Bounties in the Police
- HQ, it will say that the Bounty is "Yours to Claim". This way users will know
- when they have a bounty they can collect.
-
- There is now a field in the General Editor Two that specifies the Security
- Level required for a user to have Sysop Access. This should default to 32000
- on your system. Set this value to whatever your Security level is as a Sysop.
- The functions that are enabled if you're a Sysop are maintenance things such
- as erasing the Bathroom Wall and the Conversations in the Tavern. There are
- no special benefits that give the Sysop any advantage in the actual play of
- the game. I detest that approach. (Like in Brazil, Arena, etc where the Sysop
- gets better odds than everyone else).
-
- Class 0 ports now display the max holds you can buy. The price per hold is a
- little cheaper. If users think the prices on holds are screwy, remind them
- that the price increases based on the number of holds you have.
-
- Attacking Colonists on planets now decrements your fighters correctly.
-
- Default amounts have been added to take/leave product on planets and also
- take/leave colonists on planets. If you're dumping whats in your holds or
- loading your ship to the max, you can just hit return now and take the
- default.
-
- Some of you just *might* notice that there is now a 10th ship! (grin)
- The Havoc GunStar has been added to the armada. This is a ship approximately
- the size of a Missile Frigate. The major difference is that this ship can be
- equipped with a Trans Warp drive. Expect Mercenaries and pirates to want to
- run about in these ships.
-
- Users can now Tow other Traders as long as the other trader has no fighters on
- them. Costs for towing are based on the sizes of the ships involved. Towing
- will work with the Autopilot but not with TransWarp drive.
-
- There is now an option in the Computer to toggle ANSI on/off.
-
- Some general cleanup and polishing was done to the planet routines. Traders
- cannot load Colonists or products if they're out of turns. Many defaults have
- been added into the planet section to speed up play.
-
- A secondary [Pause] will now display (remote only) if the user waits for more
- than ten seconds. The secondary says [Press Space or Enter to continue].
- This should help the new players that are confused the first time they are
- presented with a [Pause]
-
- Fighters will now report any incursion into their sector. Even defensive
- fighters will report if someone stuck their head in to "look around".
-
- Sysops can now send mail as Themselves, The Federation, The Ferrengi, The
- player's Shipboard computer or as a blank, unidentified source.
-
- If there are any errors installing the Overlays into EMS (especially if you
- don't have EMS memory) you will see feedback messages as the game loads.
- Watch carefully, they fly by quickly. If you have at least 1 meg of memory,
- consider installing an EMS driver if you don't already run EMS. Trade Wars
- 2002 will execute much faster and smoother with EMS memory available.
- The EMS40.SYS driver that PC Magazine puts out will use your extended memory
- from 640k to 1meg on ATs as Expanded memory. We include EMS40.SYS in the
- TRADEWAR subdir if you're interested in adding it to your CONFIG.SYS as a
- device driver. The line in your CONFIG.SYS would be: DEVICE=EMS40.SYS
- (Make sure to copy the EMS40.SYS driver to your root dir!)
-
- That rampant 209 error that was cropping up when the game exited turned out to
- be a problem with QEMM's EMS driver. That has been resolved and you should
- *not* see the 209 error anymore. If you do, there is a file problem with your
- TW2002.OVR
-
- Density Scanners now show the number of warps leading out of each scanned
- sector. And the LongRange scan has been added to the possible options when
- you pause on an AutoPilot course.
-
- The Corporate Planet listing has been tweaked some to include Planet types and
- the level of Citadel (if any) on each listed planet.
-
- Planet Types are now displayed in parenthesis () to the right of planets in
- the regular Sector Display routine. You may have noticed the Planet Types
- starting to show up in various places. Different Planet Types will be a
- feature of TW2002, release 2.00 Please DON'T ask anymore about them, you will
- find out in the future.
-
-
-
- 0.97 10-29-90 -----------------------------------------------------------
-
- Game Stats: Lines of Turbo Pascal 5.5 code Compiled Size
- TW2002 - 18,744 EXE= 82,496 OVR= 296,253
- TEDIT - 9,134 EXE= 118,859
- EXTERN - 5,943 EXE= 55,808
-
- The Trade Wars 2002 source code is now 740,186 bytes in size (uncompiled).
-
- As of this date, we have 132 Registered TW2002 systems. With version 1.00 we
- will be releasing a new encryption code to all registered sysops to help curb
- the unauthorized distribution of Registration Codes. (Thats stealing, in plain
- English). If you know of any Sysops that are running TW2002 with a STOLEN
- registration code, please tell them for me that I think they are low lifes and
- I lose a lot of interest in programming games when I hear about people ripping
- us off like that. I spend many evenings and most of my weekends working on
- this project and feel that $15 is only a token amount of money for what you
- get. At the very least if they won't pay, they shouldn't play.
-
- The Autopilot dropout problem (After porting or doing a port report) has been
- fixed. You should cleanly drop out of Autopilot if you get blown up.
-
- When running the game in local mode with the local screen secured, you can now
- see color.
-
- Support for several new BBS systems have been added to the game:
- -RYBS switch for RyBBS system -PHNX switch for Phoenix BBS system
- -GENE switch for Genesis Deluxe system -WILD switch for Wildcat BBS system
- -RBBS switch for RBBS system
-
- The local status line has been cleaned up some more, St means Shiptype.
-
- The Known Universe display has pauses and stops when you abort the display.
-
- A problem with being able to attack Good Aliens in fedspace has been fixed.
-
- All writes to the WWIV Sysop's Log have been removed. Instead, the game now
- creates a file called TWGAME.LOG in the TRADEWAR subdirectory that contains
- all of the info previously written to the Sysop's Log. I did this so that
- systems other than WWIV can still read the game logs. Using the \NOLOG option
- disables the writes to this log. You must put the \NOLOG option on EXTERN as
- well as TW2002 to completely shut down this facility.
-
- A problem with Escape Pods landing in defended territory has been fixed.
- Escape pods should land in a sector without fighters or mines.
-
- The CinePlex Videon Theatres in the Stardock are nearing completion. I
- believe they are now showing some shorts.
-
- When playing Tri-Cron, your remaining time left is checked each game. Players
- will be dropped out of the game when their time is up.
-
- Control K from the local console was locking up some systems. It now works
- with all systems but it only punts the user from TWs, not off the BBS. When
- we get our new Modem routines in, then you will be able to kick users all the
- way off the system.
-
- A few new ANSI screens were delivered from Videon and they are in place in
- their respective parts of the game.
-
- EXTERN.EXE is not designed to be run by a remote user. DO NOT run it as a
- Begin-Day event. It should be run as a system only task in your scheduler or
- timed event system. I will change that in the future so you can use it as
- "something to show the users" in a NewDay or Begin-Day event.
-
- THE FERRENGI are coming along nicely! They are starting to poke their noses
- into sectors with fighters, mines and Q-cannons. If you remember, the old
- ferrengi were not seen by mines and Q-cannons. Not anymore, the Ferrengi
- Assault Traders are vulnerable to all three hazards now. Ferrengi will start
- conversing with online players they run across either in this release or the
- next. (Depends how much I get done tomorrow).
-
- Messages regarding Corporate assets, such as "Joe Blow destroyed 241 of your
- Corporation's fighters in sector 231" will now go to ALL Corporate members,
- not just the C.E.O. This covers messages such as Fighters, Mines and other
- important intrusions. I had many requests to open this up like this, but be
- warned that its gonna eat up some more Harddisk space. It shouldn't take too
- much, but you might want to reduce your numbers of days till an inactive
- player gets deleted. When a player gets deleted their messages get deleted as
- well.
-
- Try sending yourself a message sometime while you're playing. You'll get an
- idea of what it'll be like to get messages while you're playing.
-
- The Ferrengi will be taking Mine damage and attacking deployed fighters if the
- odds are in their favor. Online users will get online messages regarding such
- attacks if its their assets involved.
-
- Finally, a bug with attacking a Pirate in Fedspace if they're the last trader
- listed has been fixed.
-
-
- 0.96 10-14-90 -----------------------------------------------------------
-
- Game Stats: Lines of Turbo Pascal 5.5 code
- TW2002 - 17,808
- TEDIT - 8,387
- EXTERN - 5,843
-
- The Trade Wars 2002 source code is now 727,040 bytes in size (uncompiled).
-
- This was a quick release due to an incompatibility with the PibAsync routines
- with some slower UART chips. We have returned to the older communication
- routines which are rock solid, not as fast, but error free.
-
- Aliens can now be attacked! Yep, go to it and knock out some of those 8-armed
- alien traders.
-
- More than a few players proved to me that the Trading Port prices were too
- predictable. That has been taken care of! (grin) Also, the prices have been
- expanded a bit so that people can make money a little faster now. Watch for
- those blue light specials!
-
- Class 0 ports now run a much slower cycle on prices than before. A user will
- NOT be able to just "sit there" waiting for the best price.
-
- More Pauses have been added to various displays to prevent data from scrolling
- off the screen.
-
- The Sysop's Status line is now a static 25th line display.
-
- CTS/RTS Hardware handshaking has been added to the General Editor One.
-
- Due to Sysop's request, I have started adding the abilities to generate
- external Score boards. At this time, the individual Trader Ranks are done.
- If you go into the General Editor section two, you will be able to specify a
- drive and path to put the two files in. TWTRADER.ANS (Ansi version) and
- TWTRADER.TXT (text version) will be created in whatever subdirectory you
- specify. Putting them in the Gfiles section is nice. Bear in mind that this
- will slow down the display of the player rankings somewhat. Its not real
- noticeable. You can disable this option by leaving the field in the General
- Editor blank.
-
- If a Trader ran into something that destroyed his or her ship while in
- Autopilot, it used to continue them on the Autopilot course unless they told
- it to "Stop in this sector" (the one they retreated to after getting blown
- up). This made for many unhappy players, as they would not notice what they
- did and immediately warp back into the sector that the player had just lost a
- nice ship in. Boom! There went the Escape pod and the player was screwed.
- Well, now if they get a ship destroyed while in Autopilot, it will retreat to
- the previous sector and shut down.
-
- 3 new (old) options have been added to the Citadel menu. (S)can sector so you
- can see your sector before entering it. [after spending the night] (C)omputer
- brings up your ships computer. (I)nfo shows your personal info.
-
- ANSI fullscreen Tri-Cron has been improved so a player can stay on the screen
- to play multiple games if they so desire.
-
- It seems some non-motivated players were cheating the game by running down
- their alignment and having friends collect the bounties on them. The bounties
- generated by the Feds have been changed so that experience is the primary
- factor in the value of the bounty. Tell those lazy bums that were using this
- cheat to go out and trade and earn a decent living! (grin).
-
- Along those same lines, the Trader has been touched up to prevent Maxint
- rollover abuse on the prices he charges. Players could piss him off, then get
- his price high enough that it would roll negative. They would then be charged
- this negative amount. Sigh, when will players stop trying to find the easy
- way out? Oh well, I guess it helps to bullet proof the game anyway.
-
-
- 0.95 10-7-90 -----------------------------------------------------------
-
- Game Stats: Lines of Turbo Pascal 5.5 code
- TW2002 - 16,671
- TEDIT - 7,595
- EXTERN - 5,073
-
- The Trade Wars 2002 source code is now 688,128 bytes in size (uncompiled).
-
- Yes the game is growing quickly! And as to release version 0.95, here's what
- we have in store for your users:
-
- ALIENS! Ack! Ppthpthp! Yes! There are now NPC (Non-Player Characters,
- Computer Generated and Driven that is) Alien Traders roaming the Universe
- trading away. They cannot yet be attacked, but soon, very soon. The Aliens,
- as well as the Ferrengi Assault Traders and the Federation Ships are all now
- MOVING IN REALTIME! Yep, players will notice them warping in and out of the
- sector they're in while playing. Very soon, the Ferrengi will start attacking
- realtime as well. (Ferrengi and Feds cannot be attacked at this time either,
- its only fair, they won't attack back!). There are two important additions to
- the Sysop's editor for these functions. They are the settings for the
- movement odds for the Aliens and the Ferrengi. If you have an older machine
- or a slow harddisk, then you should set these odds up to about 1 in 40 or so.
- If you have hot hardware, move it down to 1 in 15 or 20 and watch the traffic
- move! When you first install this release, the Alien horde (size depending on
- the age of your game) will emerge from the Stardock sector and move outwards
- from there. Don't worry if you see dozens of them at first, they will thin
- out quickly.
-
- We have thrown out the old Async modem routines and replaced them with the
- PibAsync routines. These new routines offer output buffering in addition to
- the standard input buffering. The critical code is all in assembly language
- so this version does run faster. Also, these modem routines throw out
- characters that are created by framing errors (line noise), so there is some
- Line Noise elimination in .95.
-
- Sysops can now secure the local screen while remote players are on. See the
- General Section One of the Sysops Editor.
-
- If the local display is on while remote users play, Sysops now have a Chat
- mode available to them. Control T enters Chat and Escape exits. There is
- also a "Kick em off" option available to the Sysop. This is Control K.
- PLEASE NOTE THAT THIS WILL NOT ONLY KICK THEM OUT OF THE GAME, IT WILL BOOT
- THEM OFF THE BBS! Undoubtedly you will find this handy if you catch a user
- cheating and want to "Kick em off".
-
- Now on to game internals:
-
- A fix has been added to prevent users from running up their alignment and
- experience by attacking with one fighter at a time. Its now pro-rated on the
- number of fighters used in the attack.
-
- Hold cost have been scaled down quite a bit. They still work on a scale that
- raises the price based on the number of holds you currently have.
-
- A Deployed Mine scan has been implemented. Option K from the Main menu.
-
- You can List Aliens just like List Traders, from the computer menu, option H.
-
- Pirates' names show up in red in the sector displays, good guys are still in
- Cyan.
-
- Scout Marauders have been upgraded to add the capability of having a Density
- Scan - Long Range Scanner.
-
- The processing time of the Density Scanner has been improved sufficiently to
- no longer need a turn to operate it!
-
- MINES! Mines will now go off in multiple groups depending on the mass in the
- sector.
-
- The Corporate Planet Scan now only shows planets that are CLAIMED by your
- corporation. It used to show planets that were defended by your Corp's
- fighters.
-
- If you get blown up or blow yourself up in an Escape Pod, you no longer lose
- all of your experience and alignment. You only lose half of each now.
-
- If your ship has Corbomite devices on it and someone destroys your ship, the
- Corbomite devices will prevent them from salvaging anything from it. Very
- soon, Pirates will be able to make big bucks salvaging junk off of destroyed
- ships in cooperation with the Undergrounds Salvage department.
-
- The Lost Trader's Tavern and the Hardware Emporium have expanded their hours
- due to popular demand. They are now open 24 hours a day.
-
- Photon Missiles cannot be purchased anymore. We will open them back up when
- they are ready to be used. If you trade your ship in, you will get credit for
- any P-Missiles you have on it.
-
- The Galactic bank now has an upper limit of 50,000 credits for depositors.
-
- Speaking of the Tavern (I know, I wasn't). ALL menu options are now done in
- it. Go in and have some food and drink and join in a friendly conversation
- with other Traders. While you're there, ask the Old Trader about some things
- (he's getting smarter all the time) and by all means, try your hand at Tri-
- Cron!
-
-
-
- Many, many other things have been added, changed, fixed and improved. I just
- don't remember what they all are.
-
-
- Also, many thanks to those of you that have registered the game! To this date
- we have 84 registered systems!
-
-
-
-
- 0.94 9-16-90 -----------------------------------------------------------
-
- Release .94 now adds a personal journey log. This system records
- where a Trader has been. The "I" option in the computer (Inter-sector warps),
- is now available only for sectors you have visited. The "R" option in the
- computer, (Port Report) is the same. The main displays have been altered a
- little and changes have been made to help speed the play of the game. Pirates
- will be displayed in Red. Evict Other Traders from a Citadel is fully
- functional. (All planetary options are now done). Major changes have been
- made to the Ferrengi, and very soon you will see a completely re-designed
- Ferregni system. Also, when a remote user is on, Sysops will see a local-only
- status line above the Command line in the game.
-
- There are many more new and changed items in this release, I just can't
- remember them all. Its been a long day. Tell your users that there are many,
- many more ways to get Experience and Alignment changes now.
-
- P.S. If you reach the required limit to get a Federal Commission, you can now
- buy the Corporate Starship. Fully functional.
-
-
-
- 0.93 8-29-90 -----------------------------------------------------------
-
- Many new features have been added to release .93 The area-specific
- help files are in place so you can read the docs about the menu you're on
- without having to read all the way through the whole thing. You should see
- many visual changes and additional information in the planets. The planetary
- trade agreements are done. In the computer section, one can list the current
- set of 'Avoids'.
-
- There are many more new things out there, so go find em and good luck trading!
-