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- Multi-Imperium v3.49o
- 9 May 1991
- Internal & Fossil Communication Routines
-
- Program Development history:
- * 3.49- New unit types (ABM's, Sat's, Zeppelins). Improved path fol-
- lowing logic. Improved cruise missile blindness. More data
- file changes. Many improvements and modications to ImpInit.
- The ability to make maps virtual (wraparound). Additional
- terrain types added. More hooks and fixes to support ImpTerm.
- Support for Door.Sys & Chain.Txt BBS interfaces. Problems with
- bulletin files and internal time calculations fixed. This file
- gets reversed.
- ** 3.48- Major format changes to map & data files.
- ** 3.47- Variable Map Size. Cruise Missiles become blind.
- 3.46- Imperium gets overlayed to save memory; the comport i/o code
- (standard & fossil) gets combined to eliminate the need for
- separate versions. Problems with garbaged data showing up in
- games configured for less than fifteen players fixed. Prob-
- lem with messages addressed to ALL fixed. ImpUtil Map Editor
- fixed to allow the editted map to be saved as a text file.
- * 3.45- Cleanups to the Imperium side of the ImpTerm interface.
- Aircraft Carriers will now carry fighters when they move.
- Further cleared up problems with missile blasts. Update screen
- routines improved to clear up leftover units after boardings,
- landings, and attacks. Problems with improper city displays
- fixed...(I think?) Fixed the problem with attacking transports,
- now it's kill the boat and the on-board units drown. City name
- gibberish in the results summary fixed. Redundant screen up-
- dates when moving along the top of sector 1 and bottom of sec-
- tor 9 fixed. Problems with improper city character displays
- refixed. Ghost units when landing in & attacking cities fixed.
- Fixed problem with new key validation routines that locked out
- all 3.0ß registrees. Dissipation/Expansion rates implemented
- for gas & bio warheads. The problem with units being built and
- just disappearing, fixed. The problem with bizarre things hap-
- pening when players had more than 500 units has been fixed.
- * 3.44- Figured out why Cruise Missiles weren't killing units. Fixed
- the logic that allowed one missile blast to clear away the ef-
- fects of a previous blast. Put delete player function in
- ImpUtil, and then fixed everything else to accomodate it. Added
- missile detonate command "+" and made submarines submersible
- via "+/-". Also added a move later command, pressing [Enter]
- now causes a unit to go the the bottom of the move stack.
- * 3.43- Problems with Cruise Missile results showing up wierdly fixed.
- Engineers 'failed' result properly implemented when there are
- no more cities availible to build. Armies used to build cities
- are now destroyed/disbanded upon city completion. In failed
- builds armies are reawakened. Several fixes made to the screen
- display routines to clear up some problems with garbled ansi
- output on cluttered maps, and to take care of the problems with
- off the border drawing.
- * 3.42- Fixed a problem with the routine that reads the pcboard.sys
- file that caused many systems with non-capitalized user names
- to not work.
- ** 3.41- Fixed refuel problem with missiles. Corrected attack routines
- so that transports get destroyed before the armies on board.
- Updated 'Activate' engineer function to show the number of
- armies currently present at the build site. Fixed the bad
- problems with the transport fill function.
- * 3.4 - Fixed problems with the 'lazy' engineers.
- * 3.39- Cleared up the display bug that over-hightligted the territory
- and units around cities.
- * 3.38- Changed the results display format to blink the 'unit' sighted.
- Cleared up some glitches in the calculations of gas/bio effects
- 'strengths' a distance from the blast...which coincidentally
- cleared up some of the other bugs in the dis/exp.
- ** 3.37- Fixed several bugs in the bio/gas effects. Implemented the dis-
- sipation/expansion effects (the effects look like they go away
- after a while).
- ** 3.36- Further result display changes/fixes. Cleaned up a number of
- memory problems and lockups on exit. Caused bio/gas effects to
- be displayed as highlighted/blinking territory.
- ** 3.35- Fixed a number of display and result related problems. Altered
- the player data file format. Altered result file format to
- account for bio/gas effects. Show the player the bomb blasts
- radius when the missiles detonate.
- ** 3.3 - Screen rewrite speed in graphics mode improved by a factor of
- 5. Number and type of units that players get at startup added
- to the configuration file.
- ** 3.25- Imperium goes object-oriented. More changes to the map files.
- Fixed a number of logic errors with the maps and the bio/gas
- effects.
- ** 3.2 - Major format change in the map files to cram a lot more infor-
- mation into the same amount of disk/memory space. Activated the
- secondary effects of bio/gas warheads.
- 3.15- Fixed an ungodly number of memory bugs and range violations.
- Most of the cumulative glitches and data corruption that have
- plagued post-nuke Imperium have been cleared up. ImpInit has
- been completely revamped, with about an order of magnitude im-
- provement in performance and several additional command line
- options. Sysop Chat now functions (pretty much) as advertised.
- Much cleanup in the result routines to prevent further problems.
- 3.1 - Fixed wakeup and master wakeup to unload transports and wake up
- units on sentry in cities. Fixed bug in build city routine that
- prevented armies from waking up. Removed IBM graphics characters
- from non-graphics mode screens. Fixed the multiple 'wake sleep-
- ing units' questions when awakening transports.
- 3.01- Upgraded unit sort routines. Engineers now build cities. Cycle
- program now sorts new units. Suicide switch added for nuke-the-
- world activists.
- * 3.0 - At long last. Sysop Utility program rewritten from scratch.
- Doc's completely revised. Bug in Engineer and Dredge routines
- fixed. Init and Cycle programs upgraded. Upgrade program writ-
- ten. Beta release to route out any other vicious nasties.
- Tic marks added to map display. General fixes with Missiles.
- Clean ups to result routines, both at logon and in summary.
- ** 2.92- Bug in 'landing' mode fixed. Cursor positioning improved.
- ** 2.91- Path function implemented; Inter-Empire Comm routines completely
- redone; Missile blasts corrected; Fixes to cycle routines.
- ** 2.9 - Fossil Communications Driver option, Attack/Defense routines
- revamped. Yet another data file format change.
- ** 2.8 - Nuclear weapons. Upgraded result routines. More major code
- restructuring.
- ** 2.7 - New units functionalized. Data files changed again.
- ** 2.6 - Auto-landing for fighters and missiles implemented. General
- fixes to movement routines. New data file formats.
- ** 2.5 - Internal code reorganization. Improved online help. New units
- added but not 'functionalized'.
- ** 2.4 - Fighter range implemented. Selective wakeups for transports.
- Improved city and transport 'sighting' routines.
- 2.31- Fixed bug in initialization routines
- 2.3 - Sysop Eject/Chat Functions. Improved Internal Comm Routines.
- Revolt bug fixed. Enemy pass-bys won't wake on-board units.
- Screen rewrite speed greatly improved. Stack attacks fixed.
- 2.22- Changed graphics mode city character to "■"
- 2.21- More corrections for transports.
- 2.2 - Beeps removed. Max players can be set by sysop.
- Corrections to Result & Summary displays.
- 2.12- First public release.
- * 2.11- Little glitches with Transports fixed. Going to Edit
- mode from Move mode no longer centers cursor.
- * 2.1 - Troop Transports/Carriers implemented. Armies & Tanks
- limited to the ground. Unit strike values implemented.
- Bug in revolts fixed.
- * 2.01- Screen rewrite speed improvement.
- ** 2.0 - Internal Comm routines. Improved Unit Tracking & City
- Summary. Implemented save/recover from User timeout,
- KB timeout (5 min), & Carrier loss. All kinds of oddness.
- 1.5 - First non-beta release. User time display corrected
- Initialization routines improved. More ImpUtil func-
- tions implemented.
- * 1.4 - Rebellion finally implemented. Master Wakeup (^W)
- Intelligence file size reduced. Ghost units eliminated
- again.
- * 1.3 - Score keeping routines fixed. Multiple sightings
- cleared up. Skip piece on space.
- * 1.2 - Attack routines modified to account for stacks,
- Bug in unit sort fixed, Edit ? command gives info
- on enemy units.
- * 1.1 - Communications alarm, Elimination of Ghosts,
- Improved unit sorting
- * 1.0 - first beta release
-
- * beta test version only
- ** alpha test version only