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- Land Of Devastation
- By Scott M. Baker
- Ver 3.31
-
-
- Files Included
- --------------
- Note: We've switched to a new packaging method in version 2.10 -
- please see LODFILES.TXT for more information.
-
- Below is a listing of all files contained within the Land Of
- Devastation distribution archives. As you can see, the files are split
- into FOUR seperate archives. The file LODFILES.TXT contains information
- on which archives you need, what they are for, etc. I recommend READING
- THIS FILE.
-
- Archive LODxxxA.ARJ - Land Of Devastation Docs & Install info [REQUIRED]
-
- LODFILES.TXT - LOD packaging information
- USERDOC.TXT - User documentation
- SYSOP.DOC - Sysop documentation
- NEWSLETT.TXT - Newsletter data file
- REGLIST.TXT - List of registered users
- DOCVIEW.EXE - Documentation/Newsletter view/extract utility
-
- Archive LODxxxB.ARJ - Land Of Devastation main program disk [REQUIRED]
-
- LODFILES.TXT - LOD packaging information
- GAME.EXE - Executable file for TEXT version of LOD
- GAME.OVR - Overlay file for TEXT version of LOD
- GAME.CTL - Control file for setting up LOD
- REGISTER.FRM - Registration form
- ANSI.DEF - Library containing ansi graphics pictures
- MISC.DEF - Miscellanious game parameters
- TAVERN.DEF - Definition of what people are in each tavern
- MAP.DEF - Main map file
- COMBAT.DEF - Contains combat text strings
- TERRAIN.DEF - Definitions for the various terrain types
- DEVICES.DEF - Definitions of all items in the game (weapons,armor, etc)
- STRINGS.DEF - Definitions of strings used in game
- MONSTER.DEF - Definitions of wastelands monsters
- TALK.DEF - Definitions of interactive conversation
- LODLOK.TXT - Explains to multinode users than another use is online.
- AUTHENTI.LOD - Authenticity verification file - DO NOT ERASE
- REGISTER.EXE - Registration code utility
-
- Archive LODxxxC.ARJ - Land Of Devastation EGA version disk [OPTIONAL]
-
- LODFILES.TXT - LOD packaging information
- GMAPEDIT.EXE - Graphical (EGA) map editor
- GAMEEGA.EXE - Executable file for EGA version of LOD
- GAMEEGA.OVR - Overlay file for EGA version of LOD
- RESOURCE.000 - Main EGA graphics library for GAMEEGA.EXE
-
- Archive LODxxxD.ARJ - Land Of Devastation additional EGA pics [OPTIONAL]
-
- LODFILES.TXT - LOD packaging information
- RESOURCE.002 - Secondary [optional] EGA graphics file for GAMEEGA.EXE
-
- Archive LODxxxE.ARJ - Sysop Customization Package [OPTIONAL]
-
- LODFILES.TXT - LOD packaging information
- NEWLODED.EXE - External sysop edit utility [New Version!]
- NEHELP.HLP - Context Sensitive help file for NEWLODED.EXE.
- STRINGS.TXT - ASCII version of strings.def
- COMPSTR.EXE - Utility for compiling strings.txt into strings.def
- ANSIPUT.EXE - Utility to manipulate ANSI.DEF.
-
- Files created by LOD upon initialiazation
-
- USERS.DAT - Master players file
- OBJECTS.DAT - Objects left laying around on the wasteland
- BASES.DAT - Fortress data file
- LOG.DAT - Log of what happens in the game
- USERIDX.DAT - User file quick index
- CLONES.DAT - File containing clone information
- CASSTATS.DAT - Casino statistics data file
- PURITRON.DAT - Puritron data file
- TEAMS.DAT - Team information
- DAYSTATS.DAT - Current day game statistics
- *.NTS - contains users notes taken during play
- NEWDOOR.IDX - message base index
- NEWDOOR.BDY - message base body file
- MREPORT.TXT - maintenance report (created when maint is run)
-
- [Note: I recommend reading LODFILES.TXT for a better understanding of what
- each distribution archive is for.]
-
- Installation
- ------------
- I) Create a directory for the game (example: "MD \LOD")
-
- II) Unzip the required archives into that directory. You have three
- options:
-
- a) Unzip LODxxxA.ARJ and LODxxxB.ARJ for the TEXT* version
- of LOD.
-
- b) Unzip LODxxxA.ARJ, LODxxxB.ARJ, and LODxxxC.ARJ for the
- EGA verison of LOD with partial graphics.
-
- c) Unzip LODxxxA.ARJ, LODxxxB.ARJ, LODxxxC.ARJ, and LODxxxD.ARJ
- for the EGA version of LOD with FULL graphics.
-
- * Note: Even if you use the TEXT version of LOD, your users
- may still get EGA graphics using GTERM. Also, if you use
- the EGA version of LOD, your users are not _required_
- to use GTERM. (i.e. using EGA on one side does not require
- using EGA on the other)
-
- d) Finally, if you want to install the sysop customization package
- (which includes editors and sysop utilities), then unzip
- LOD210E.ARJ as well.
-
- III) Edit the control file (GAME.CTL) for your bbs software, user name,
- etc. The control file should be self-explanitory.
-
- IV) Install the door into your bbs software (see bbs software for more
- information)
-
- If you want to use the EGA version of LOD, you should activate
- GAMEEGA.EXE. If you want to use the TEXT version of LOD, you should
- activate GAME.EXE
-
- General Information
- -------------------
- This game marks the first in a new series of doors that I am writing that
- will be "totally configurable". All of the text strings in the game have been
- placed into a special file, STRINGS.DEF. This file is stored in binary form,
- but can be created by using the COMPSTR program. (see the editor section
- below)
- Most of the ANSI artwork (contained in ANSI.DEF) was drawn by Shane
- Chambers. Shane's remarkable work has helped much by adding nice pictures
- for most of the inventory items. So far we have about half of the images
- drawn.
- Also, most (if not all) of the EGA pictures used by GAMEEGA/GTERM were
- designed by Shane Chambers.
-
- Local Mode
- ----------
- "Game/L" will get you there.
-
- Maintenance
- -----------
- The "Game/M" option has been removed and LOD will now automatically
- perform maintenance with the first caller each day. This is a slight
- inconvenience to the user, but it makes setup simpler for the sysop a
- lot easier.
-
- EGA Graphics Version
- --------------------
- If you have EGA or VGA graphics capabilities, you can use the GAMEEGA.EXE
- version of the game rather than the GAME.EXE version. GAMEEGA is designed
- with support in for the EGA display. However, this version does require
- more free memory than the other version. If so, you may have to resort to
- using GAME.EXE instead.
-
- EMS Usage
- ---------
- Since LOD requires so much memory, I decided to add some support in for
- EMS (Expanded Memory Specification). EMS is available on most newer
- computers either through add-in boards or it is supplied on the motherboard.
- For 386 machines, EMS can always be provided by using QEMM by Quarterdeck.
- Well, this isn't a tutorial on EMS, so let's get on with the LOD
- particulars!
- To use EMS support, you must 1) Have EMS memory installed (Of course!),
- 2) Have at least 64k of EMS memory available, and 3) Use the "/EMS" command
- line switch.
- Again, to enable LOD's EMS support, use the "/EMS" switch. For
- example, "GAMEEGA /L /EMS" would bring the game up in local mode using
- EMS memory.
- Once EMS is enabled, LOD will throw some variables up there to save
- some of it's RAM requirements. This amounts to around 64k for the non-EGA
- (i.e. GAME.EXE) version of LOD and 150k for the EGA (i.e. GAMEEGA.EXE)
- version of LOD. On the EGA version, performance will also be improved
- since gameega will store some extra images in memeory.
-
- Command Line Switches
- ---------------------
-
- "/L" Load in Local mode.
-
- "/M" Run the nightly maintenance.
-
- "/S" Sysop fast logon.
-
- "/EMS" Use ems memory.
-
- "/Nx" Specifies node number. (i.e. /N1 for node 1, /N2 for node 2, etc)
-
- "/Pyy" Specifies path to drop files. (i.e. /PC:\BBS, for c:\bbs, etc)
-
- "/CHECK" Perform multinode check (see multnode use below)
-
- "/Bxxxx" Specify lock baud rate. For example, "/B38400" would force the
- com port to be 38,400 baud no matter what the drop file (i.e.
- DORINFOx.DEF) says the baud is.
-
- "/?" Display a brief command line option summary.
-
- Editors
- -------
- The external editor, NEWLODED.EXE, includes a variety of external editors
- and tools to allow the sysop to customize and configure his/her version of
- Land of Devastation. I will discuss each of the editor options in order
- below:
-
- UTILITIES
- There are a few little utility features which will provide you with
- some information about the game.
-
- EDITORS
- Editors are included for editing users, device definitions, terrain,
- and the wasteland map.
-
- SETUP
- This section has options for configuring and setting up lod - what
- new players start with, hosw much bases cost, etc.
-
- MESSAGES
- Partially implemented - you can read but not write.
-
- The external editor has an extensive context-sensitive help system which
- can be of great use to you. Simply hit F1 at any time and a help window will
- pop up.
-
-
- NOTE #1: The external editor uses the TAB and SHIFT-TAB keys to move around
- in some areas. Sometimes people find this difficult to understand,
- but it is part of the design of the Turbo Vision toolkit which the
- editor was written with.
-
- NOTE #2: The external editor is now placed in LODxxxE.ARJ; The sysop
- customization package instead of the main archive.
-
- Multinode use
- -------------
- LOD does NOT allow multinode use. Furthermore, I have no future plans
- to develop a version of LOD that does at this time. However, LOD can be
- set to "lock out" other nodes while one node is playing. (i.e. Node 1
- is playing so nodes 2 & 3 cannot).
- This is done using the /Nx and /CHECK switches. /Nx tells which node
- number is using the door. (i.e. "GAME /N2 /CHECK" would be for node 2).
- And /CHECK says to check for multinode use.
- The startup commands for LOD for a 2-node system would be as follows:
-
- NODE 1: Game /N1 /CHECK
-
- NODE 2: Game /N2 /CHECK
-
- When LOD encounters another player trying to play while one is already
- playing it will spew out the file "LODLOK.TXT" to the user to explain the
- situation to him.
-
- NOTE: Apparently, there is some kind of "glitch" in either Turbo Pascal
- or DOS which causes "sharing violations" to occur when LOD is
- activated by more than one person. If you have this problem, then
- you may wish to try to set the "read-only" bit on the executable
- files (i.e. GAME.EXE,GAME.OVR,GAMEEGA.EXE,GAMEEGA.OVR).
-
- You can do this by typing the following: "ATTRIB +R GAME.EXE".
-
- Editing Monster.DEF
- -------------------
- The MONSTER.DEF file is a plain ascii file and can be edited with any
- ASCII editor. Instructions are included at the top of the file.
-
-
- Editing STRINGS.DEF
- -------------------
- LOD uses the file STRINGS.DEF to hold all of the text strings stored
- within this game. Also included in the package is STRINGS.TXT. You may
- edit the STRINGS.TXT file and then use the included program, COMPSTR,
- to re-compile the file into a STRINGS.DEF which LOD will use.
-
- 1) Load up STRINGS.TXT using any plain-ascii text editor. You can now
- edit the strings and customize them as you wish. Please note, the
- strings are specified one string to each line - if you mess up this
- format, you could possibly shift all of the strings and really
- screw things up. Here is the format:
-
- - Each line is one string definition in the game; So DO NOT DELETE
- OR INSERT LINES. You'll really mess things up.
-
- - A tilde (~) has been placed at the end of each line as a simple
- indicator to the user of where the line ends. (i.e. Otherwise
- lines that ended with a trailing space would be indistinguishable
- from lines that didn't)
-
- - The ampersand (&) is used to indicate the Land Of Devastation
- should change colors at that position. The "&" sign is followed by
- a hexadecimal digit, "0"-"F" specifying the color to change to.
-
- &0 Black &6 Brown &C Light Red
- &1 Blue &7 Light Gray &D Light Magenta
- &2 Green &8 Dark Gray &E Yellow
- &3 Cyan &9 Light Blue &F White
- &4 Red &A Light Green
- &5 Magenta &B Light Cyan
-
- - The "|" sign is used to indicate a carraige return.
-
- - String may be up to 255 characters in length. (You could use one
- string entry with multiple "|"'s to specify multiple lines of
- text)
-
- 2) Use COMPSTR to compile the modified STRINGS.TXT into a new
- STRINGS.DEF.
-
- Limits
- ------
- Maximum users..................: 255
- Inventory per user.............: 16 (plus 6 equipped items)
- Definable Device types.........: 200
- Objects in wasteland...........: 4096
- Bases..........................: 75
-
- Restarting the Game
- -------------------
- Simply delete all of the *.DAT files. (DO NOT DELETE ANY *.DEF files)
-
- Editing
- -------
- Lots of you have asked for better information on how to create your own
- devices, monsters, etc so here it is.
-
- DEVICE EDITOR
-
- The following are a list of the various parameters that each device
- definition includes:
-
- NAME: The name of the device; Should not be longer than 15 chars
-
- USES: Number of uses LEFT on the device. Usually the same as MAXUSE
- MAXUSE: Maximum number of uses the device has.
- DEV USE: If "Y", then decrement the USES variable each time the
- device is used.
-
- VAR1: General purpose variable #1; varies from device to device.
- VAR2: General purpose variable #2; varies from device to device.
-
- APPLICAT: Code corresponding to what the device does.
-
- USABLE: "Y" if the device can be used with the U command.
-
- STORE: Code corresponding to store at which device will be sold.
- COST: Price of device when sold at store.
-
- ANSI: 8 character string corresponding to attached ansi picture.
- EGA: Attached EGA graphics picture.
-
- Listing of APPLICAT codes:
-
- 0 Radio 9 AML (medline) 14 Death Badge 23 Rom Disk
- 1 Medical Kit 10 Rope 15 Warper 24 <Internal>
- 2 SR Weapon 11 Rations 16 Communicator 25 B-Teleporter
- 3 LR Weapon 12 Scanner 17 B-React 26 Recharger
- 4 Armor 13 Stealth 18 B-Comm 27 Pylon Key
- 5 <reserved> 14 G-Blaster 19 B-Defense 28 Energy Cell
- 6 B.A.D. 15 Unusable Armor 20 B-Moat 29 Unitran
- 7 LRScan 16 Grenade 21 B-Weapon 30 Mine
- 8 Ammunition 17 Cyclops Eye 22 Laptop
-
- Listing of store codes:
-
- 0 No Store 9 B-Weapon
- 1 SR Weapons 10 Computer
- 2 Armor 11 LR Weapons
- 3 Supply 12 <internal>
- 4 Ammo 13 <internal>
- 5 B-React 14 GSRZ Hort.
- 6 B-Comm 15 B-Teleporter
- 7 B-Def 16 EEEE
- 8 B-Moat
-
- Here are some of the definitions for the VAR1/VAR2 parameters for
- some of the various device types.
-
- Weapons: The VAR1 parameter is divided into three fields corresponding
- to the ammo type, minimum, and maximum damage. For example,
- consider the following:
-
- NAME: Rad-Axe
- .
- .
- VAR1: 32030
- .
- .
-
- The three fields are 3, 20, and 30. "3" is the ammo type;
- 20 is the minimum damage done and 30 is the maximum damage
- done.
-
- For weapons not requiring ammo, use a "0" for the ammo type.
- Always use two digit numbers (i.e. for a 4-6 damage weapon
- requiring power packs, use 030406, NOT 0346)
-
- Ammo: The VAR1 parameter is the ammo type and the VAR2 parameter
- is the number of shots. For example,
-
- NAME: Power Pack
- VAR1: 3
- VAR2: 35
-
- This is for a power pack - ammo type 3; 35 shots.
-
- Armor: The USELEFT parameter is the amount of damage the armor can
- abosrb; The VAR2 is the percentage chance of the armor
- deflecting a hit. (i.e. VAR2=0 means the armor deflects
- nothing; VAR2=100 means the armor deflects everything)
-
- The VAR1 parameter holds some specialty flags. These flags
- are bitmapped. Right now, the flags are as follows:
-
- Bit 1: If set, then armor is rechargable.
-
- Stlth Field: The SFG (Stealth Field Generator) uses both variables. VAR1
- is 0 if neutral, 1 if noisy, or 2 if quiet. This should normally
- be set to zero.
-
- VAR2 is the SFG's effectiveness. This is a percentage. The
- higher the percentage, the more powerful the SFG is. The
- default is 50.
-
- TERRAIN EDITOR
-
- The terrain editor has the following parameters:
-
- NAME: The name of the terrain type
- DANGER: Percentage chance of finding monster there.
- SYMBOL: 2 character symbol for ansi/ascii maps
- COLOR: Numeric color code for ascii/ansi
- PASSABLE: "Y" if you can walk through it. "N" if you can't.
-
- GENERAL EDITOR
-
- Base Cost: The cost required to build a base
-
- Lev 2 exp: \
- lev limit: > Used in calculation of levels
- lev pts: /
-
- Base Reactor: Reactor that bases will start with
- Base Weapon: Weapon that bases will start with
- Base Defense: Defense field that base will start with
- Base Moat: Moat that base will start with
- Base Energy: Energy that base will start with
-
- Ascii Rank: Filename for ASCII ranking file
- ANSI Rank: Filename for ANSI rankings
-
- Max items/base: Max items that a base will hold
- Max bases/plyr: Max bases a player may own
-
- Base Tele: Teleporter that base will start with
-
- Janitor Pay: Money/item that the user destroys laying out on the
- wasteland.
- Kill OBJ: If "Y", then the kill object command is available.
-
- Alpha Combat: "Y" if alpha combat available.
- Reflex Combat: "Y" if reflex combat avail. (NOTE: Reflex combat was not
- finished in time for this release)
- Stat Combat: "Y" if stat combat avail.
-
- Alpha Delay: Delay in milliseconds of periods in alpha combat.
- Alpha Hit: Max periods that can go by after letter for a hit.
-
-
- EDITING MONSTERS
-
- The monster definitions are contained in MONSTERS.DEF. The file is in
- plain ASCII, so you should be able to edit it with any text editor.
- Instructions are included at the top of the file.
-
-
- EDITING COMBAT STRINGS
-
- The file COMBAT.DEF contains the combat strings. It may be edited with
- any text editor.
-
- EDITING DIALOG
-
- Interactive dialog is contained in TALK.DEF. It may be edited with any
- text editor.
-
- Authenticity Verification
- -------------------------
- LOD will perform an authenticity verification each night to check that
- none of the executable files have been tampered with. If the verification
- fails, LOD will still continue maintenance. However, the failure will be
- logged into the LOG.DAT file and the MREPORT.TXT file.
-
- Unfinished Things
- -----------------
- There are a lot of things that I really wanted to get done for this
- version, but I just didn't get time. College is really taking up a lot of
- time this semester and it's been hard to get time to work on LOD.
- Anyways, here is what isn't done:
-
- - Multiple grenade packs.
-
- - The B.A.D. device (which is a form of MAGIC spells)
-
- - Several more special quests.
-
- - I wanted to add some more time limit stuff - 2-minute logoff warnings,
- daily time limit features, etc, but I just didn't get the chance
- to finish them up for this version.
-
- - Multiple level maps - you walk into the nuclear missile base and
- there is a whole map to it, not just a menu.
-
- These are not things that are DISABLED, but rather are things which just
- aren't completed. Most of them are at least partly enabled, but not fully
- yet.
- I plan to work on these pretty soon - probably either version 3.40 or
- 4.00 depending on how many more enhancements I am able to complete.
- Also, remember, the more donations, the more encentive for me to get
- this game finished! (grin)
-
- Error Codes
- -----------
- 4 - Too many open files (try adjusting the FILES= line in your
- config.sys file)
- 203 - Insufficient memory
- 252 - Error while accessing EMS driver
- 253 - Insufficient memory
- 254 - Programming error [EAalloc block request > 16k]
-
-
- Revision History
- ----------------
- Version 1.00b [BETA] - First public release
-
- Version 1.01b [BETA] - More of Shane Chamber's ansi animation thrown in.
-
- - Added Rad-Grenade packs as an alternative to
- long range weapons.
-
- - A few cosmetic fixes and changes.
-
- - Fortresses are now partially implemented - store
- room and fortress banks are now operational.
-
- - Maintenance required nightly - GAME/M will
- run the maint.
-
- - Commodities trading partially implemented.
-
- Version 1.02b [BETA] - Added in support for GTERM, an EGA graphics
- terminal program.
-
- - Fixed message that displayed user's death
- twice.
-
- - Fixed a bug in GAMEEDIT that was causing
- impassible terrain to become passable.
-
- - Drew up maps for levels four and five.
-
- - Added several monsters to the .DEF file.
-
- - Added "Casino" from main menu. Currently, about
- four games are supported.
-
- Version 1.03b [BETA] - Added inventory maintenance options
-
- - Fixed widowlance so it doesn't appear in weapons
- store.
-
- - Added equip character option to troop quarters.
-
- - Fixed a possible problem with using the LR
- scanner while in enhanced or GTERM modes.
-
- - Fixed a MAJOR bug in the hand-to-hand combat
- routines.
-
- - Added a couple of new monsters and weapons.
-
- - "warper" device added. Allows people to warp
- back to the main base on level 1.
-
- - Another version of the game, GAMEEGA.EXE is
- included and allows for an EGA graphics display
- on the sysop's computer. The display is nearly
- identicle to that of a user using GTERM.
-
- Version 1.04b [BETA] - Added a "house cleaning" routine to maintenance
- to get rid of items laying about. Each night,
- if there is >500 items, then up to 35% of these
- items will "disappear into the wasteland".
-
- - GTERM and GAMEEGA display enhanced to include
- a indicator of the current SFG (Stealth Field
- Generator) mode.
-
- - User lastread pointers in the message base are
- now saved.
-
- - Minor change to the way strings.def is handled
- internally - should lower memory requirements
- by about 10k.
-
- - More of Shane Chambers EGA pics thrown into
- GTERM and GAMEEGA. Pics have now been drawn for
- about 90% of the inventory.
-
- - Revised experience/level routines once again.
- The experience table is in the user docs.
-
- - Revised user docs - provided a "theme" for the
- game and extra information concerning bases.
-
- - Changed the rankings routine majorly.
-
- - A little trimming here and there to decrease
- memory requirements.
-
- - STRMUL (Hand-To-Hand weapon strength multiplier)
- modified to minimize it's effects.
-
- - Fixed a bug in GAMEEDIT's rankings routine.
-
- - Added misc and new user editors to GAMEEDIT.
-
- Version 1.05 - Reduced record size in stringdef file to lower
- storage requirements and increase load speed.
-
- - Start-up speed increased by various internal
- improvements.
-
- - Added LAPTOP and ROM cartidges to the game. You
- can buy them at the computer store in the
- supply station.
-
- - TALK.DEF updated to include more information on
- monsters and devices.
-
- - Wasteland display screen changed so that the
- objects ( "+" ) appear to the right of the map
- symbol instead of in place of the symbol.
-
- - Minor improvements to the enhanced ansi
- wasteland display to reduce re-writes.
-
- - "Quick heal" command added to wasteland
- menu. Automatically uses as much medkits as
- needed for a full heal.
-
- Version 1.06 - Some cosmetic changes and spelling fixes.
-
- - Included registration stuff.
-
- Version 2.00 - When using the LR scanner, notes will be
- updated for towns, holes, etc.
-
- - Map changed from a 32x32x10 grid to a
- 125x125 grid.
-
- - Combat-Stats converted to a laptop program. The
- routine has also been revised to include some
- additional information on "bravery" and
- "accuracy".
-
- - LRScan and Scanner added as _expensive_
- laptop programs.
-
- - The Hort Center is up and running. A special
- quest has been added which results in getting
- and information disk from Troy Hadley.
-
- - Troy Hadley's information disk added. If you
- like, you can edit the file (TROYINFO.TXT) to
- make any changes you like.
-
- - Major change to the monster file. The MINDIST/
- MAXDIST parameters have been added to replace
- the LVL parameter.
-
- - A few new weapons here and there. The LR and
- SR weapons have been seperated at Sacre Base
- so the screens won't scroll.
-
- - Major internal code changes to the way GAMEEGA/
- GTERM handles memory. Memory requirements should
- be much less now. GAMEEGA now should run
- properly in 400k or less.
-
- - Major internal changes to doordriver - overlaid
- some code here and there, added a few bbs
- types, etc.
-
- - The SR/LR weapons store code imporved to display
- listing of weapon damages and ammunition
- required.
-
- - Expanded device file to allow up to 150 devices.
- (it was just 100)
-
- - Made a few changes to the dialog module (i.e.
- TALK.DEF). Keywords are now hilighted for
- example.
-
- - Speeded up the display of the ANSI map display
- and the EGA map display.
-
- - Added ranking bulletins. The filename are
- defaulted "LODRANK.ANS" and "LODRANK.ASC",
- but may be changed in the miscellanious section
- of the editor.
-
- - Fixed a bug in the GAMEEDIT program that caused
- data in the miscellanious editor not to be
- saved.
-
- - Shrunk the size of the STRINGS.DEF file and
- increased it's load speed quite a bit.
-
- - Changed the data structure for the OBJECTS.DEF
- and reduced the file size from 98k to 60k. Should
- have also reduced memory requirements.
-
- - Added a base "sales counter". Base owners may now
- place up to five devices up for sale and they
- may set the price.
-
- - Made it so the base communicator is usable.
-
- - Added "max items/base" and "max bases/player"
- fields to the general editor.
-
- - Added an Equip command to the fortress
- miscellanious menu. Allows players to equip
- their character while they are inside a
- fortress.
-
- - Added an "auxilary weapon" field and an
- exchange weapons command to allow users to
- swap short range weapons when needed.
-
- - Added an [F7] Host Information key to the
- EGA LOD and GTERM programs to display a few
- pieces of information.
-
- - Added a "kill object" command so users may
- destroy objects left laying around. Users
- are awarded a "janitorial pay" for the number
- of objects that they destroy. Janitor pay is
- configurable in the misc editor.
-
- - When dropping/killing/getting objects, the
- user may specify "ALL" to perform the operation
- on all items available.
-
- - Added two extra combat modes: Alpha and
- Reflex. The user may choose one of them at
- the troop quarters.
-
- - Fortress teleporter added to the fortresses.
- Players may now teleport around at will.
-
- - EMS Support added.
-
- - Lowered the number of bases from 100 to 75. 100
- bases simply aren't needed, and the lesser
- amount means lower memory/disk space
- requirements.
-
- - Quadrupled (sp???) the amount of ANSI pictures
- in ANSI.DEF. Now, almost all items in the game
- have ANSI pictures associated with them.
-
- - Added APPRAISE program to laptop.
-
- Version 2.10 - Reflex combat enabled. I fixed the problem that
- we were having with the time delays.
-
- - More BIGPICs! We have more pictures of monsters,
- towns, etc.
-
- - New combat action screen created for EGA
- terminal (and GAMEEGA). Will auto-select itself
- whenever user goes into combat.
-
- - Drew up some ANSI menu screens. They look
- much better than our previous rather drab
- text.
-
- - Changes to the ANSI routines - the file ANSI.DEF
- is now RLE compressed which saves about 20% of
- the disk space. Also, EMS users may notice that
- ansi pictures display slightly quicker due to
- EMS usage in that unit.
-
- - Fixed up the long-range encounter cosmetically.
- the monster's name, weapons, stats, etc are
- displayed for ANSI users.
-
- - A lot of little cosmetic fixes here and there.
- Places where the "?" command didn't work, where
- the "view character" command wouldn't work,
- etc.
-
- - Rankings packet added. The top 12 ranked users
- are now sent to GTERM whenever rankings are
- done. This way, the user can pull up the
- rankings whenever he needs them.
-
- - Fixed an EGA bug which caused the "Attack base"
- picture to stay on the screen indefinately in
- some instances.
-
- - The bank has undergone some upgrades and
- includes an ANSI financial statement as well
- as bank loans and a game account.
-
- - Fixed a bug in the "remove item from sale" in
- the base storage room.
-
- - Fixed a few irritating bugs in the Enhanced ANSI
- wastelands map display.
-
- - Added the clone center - it's located somewhere
- around sacre base.
-
- - Added support for 2am bbs.
-
- - Began work on the puritron section. It is
- partially implemented in this version.
-
- - Added a new laptop program to list pylon
- telecodes. Should be found on some level 2
- monsters.
-
- - Fixed a bug with the menu for the horticulture
- station - it was displaying the wrong menu
- screen from time to time.
-
- - Complete re-write of the external editor. The
- editor is now compiled with the Turbo Vision
- environment which provides pull-down menus,
- mouse support, etc.
-
- - Fixed a small bug or two in the maintenance
- routine.
-
- - Added MREPORT.TXT which reports on the nightly
- maint activities.
-
- Version 2.11 - Misc minor bug fixes.
-
- - New registration policy.
-
- - GMAPEDIT is now functioning properly!
-
- Version 3.00 - Fixed a rather nasty "random lockup"
- glitch which had to do with loading from disk
- directly into ems. Hopefully will fix a lot
- of people's problems.
-
- - Speeded up the autonav program to make it useful
- again. Unfortunately, it is also now limited
- to destinations +/- 32 units from your starting
- coordinates.
-
- - Reworked the way the "G" (enter) wastelands
- command worked. It is now a bit more powerful
- and allows viewing camps and bases.
-
- - Put in a nuclear missile silo (which is rumored
- to have some connection with one of the puritron
- parts)
-
- - Fixed a bug in the puritron parts screen.
-
- - Xeboc routine modified slightly (Rumored to have
- something to do with the puritron as well!)
-
- - Set a limit of $25 million in the game/casino
- accounts so they wont grow to rediculously
- fast. (users are now taxed if their account
- goes above that limit)
-
- - Put deletion by age in the code so users who
- don't log in every 30 days or so get nuked.
-
- - Fixed a bug in the INV5 operator in the
- COMBAT.DEF file.
-
- - Tetris ROM is now showing up on monsters.
-
- - There's now a percentage chance that a monsters
- weapons/equipment will disintegrate as it falls
- to the ground. Should help in cleaning up the
- wasteland a little bit.
-
- - Did some work on the Surrender routine. It's now
- a bit more intelligent and a bit less forgiving
- towards cowardly players.
-
- - Added a "buy item" option to long range combat
- so you can buy items from monsters when you
- encounter them in combat.
-
- - Documented the EMS and FOSSIL options in GTERM.
- Also did a little cosmetic work on gterm.
-
- - Added "casino statistics" to the casino menu.
- Tells players which games are the best!
-
- - Added some needed pauses into the casino
- unit.
-
- - Added a simple (but somewhat effective)
- protection scheme to protect executables from
- tampering.
-
- - Improved the "use ammo" routine to make it a bit
- more intelligent.
-
- - Fixed a bug in the ammunition types listed in
- the weapons stores.
-
- - User documentation improved slightly.
-
- - Fixed a bug in the number guess game - it was
- not paying off when people guessed on the
- 9th try.
-
- - Made the registration code checker a bit more
- lenient on strings with leading/trailing
- spaces.
-
- - Some mods to the monster definition file: Gave
- the WarMonger his proper armor and fixed a few
- spelling errors.
-
- - Moved TRELLNOT.TXT and TROYINFO.TXT into the
- file ANSI.DEF to reduce disk space requirements.
-
- - Combined all of the user documentation into
- one file (USERDOC.TXT).
-
- - Added newsletter support - newsletters are
- contained in NEWSLETT.TXT and may be displayed
- from documentation menu.
-
- - Added a utility to the documentation archive
- called DOCVIEW which will let the sysop
- view the newsletter and user documentation.
-
- - Puritron routine installed and functional!
-
- - A few corrections in the COMBAT.DEF file.
-
- - Added the capability to have stealth devices
- of different efficiencies (i.e. the
- Enviro-Blur)
-
- - Added the VIEW command to the inventory
- maintenence menu.
-
- Version 3.01 - Fixed a lockup bug when talking to the TADSU
- (one of the special quests)
-
- - Changed the Till-Death combat options to
- Berserk and added a bonus for berserking.
-
- - Added universal translator and a couple special
- quests.
-
- Version 3.10 - (skipped to avoid confusion with 3.01)
-
- Version 3.20 - Added a little bit of code to prevent some
- possible hang-ups with users typing long (i.e.
- 200 character) user names and stuff like that.
-
- - Fixed some possible problems with WWIV and
- Wildcat CALLINFO drop file formats.
-
- - Removed accurracy statistic from rankings and
- replaced it with "quests".
-
- - Fixed bug with calculating base values in
- rankings routine.
-
- - Added REGISTER.EXE to aid registered users in
- entering their registration codes.
-
- - Editing on quests #8 & #9 added to NEWLODED.
-
- - Added screen pauses after base inventory
- listing and base items forsale listing.
-
- - Reworked some of the base-show-item code to
- add screen pauses.
-
- - Modified the way the notes program works and
- added a "sort" option. (Note: Minor change
- will result in duplication of existing
- notes data)
-
- - Fortresses and special locations (such as EEEE,
- clone center, etc) are now logged automatically
- by the notes program.
-
- - Added "cell" option to pick-up command. (see
- userdocs new updates)
-
- - When a game is re-rolled, LOD will now
- properly delete all of the *.NTS files.
-
- - EMWarp program now works at bases.
-
- - EMWarp now registers in log when it is
- activated.
-
- - Player vs Player combat completed!
-
- - Clone costs went up!
-
- - Made base weapons and defenses a little more
- powerful.
-
- - Users level 8 and above are now charged
- rent if they stay inside any of the towns.
-
- - Diet program now lists amount of rations
- remaining when rations are eaten.
-
- - Combat stats now displays experience required
- to reach next level.
-
- - Added missing ANSI menu for base misc options.
-
- - Replaced "unknown" GAMEEGA/GTERM pictures with
- text strings describing the item. It's not nearly
- as good as the pictures, but in the meantime, it
- will have to suffice.
-
- - Made some changes to the way the LRCOMBAT
- screen works to speed it up for some
- users.
-
- - Bases can now be charged with any type of
- energy, not just power packs.
-
- - Raised the prices of ammunition just slightly.
-
- - Added an option to self-destruct fortresses.
-
- - Through in some pauses and some cosmetic
- upgrades into the start-up screen.
-
- - Fixed bug with Trell's note not displaying
- in nuclear silo.
-
- - Fixed bug in clone center when people with
- low attributes (below 21/21/21) tried to make
- a clone.
-
- - Changed the spacing in the FortList ROM to
- accomodate forts at locations greater than
- two digits.
-
- - Internal improvements to object handling -
- speeded up loading of OBJECTS.DAT and reduced
- disk size of that file.
-
- - Added two more special quests which have to
- do with the laptop and ROM disks.
-
- - Started including ANSIPUT.EXE in the LODxxxE.ARJ
- archive to let users manipulate the ANSI.DEF
- file.
-
- - Internal changes to pylon codes - should fix
- a bug or two.
-
- - Added command line switch and config file option
- to lock com port.
-
- - Modified authenticity verification (see section
- above)
-
-
- Version 3.21 - Fixed bug with log file reporting wrong
- information in player vs player combat.
-
-
- Version 3.30 - Added taxes to "take from the rich and give to
- the poor".
-
- - Modified some file I/O to hopefully reduce
- problems when using the /EMS switch.
-
- - Added support for teams.
-
- - Fixed the OBJS field in the fortlist rom.
-
- - Modified the way stringdef is loaded to
- allow for use on systems with less available
- memory.
-
- - Added a FORTINV rom for the laptop which will
- allow the users to display a listing of a
- fortresses inventory remotely.
-
- - Fixed a problem with fields not being
- properly clipped in the inventory display (i.e.
- long-named objects such as the laser-resist
- armor were messing up the display)
-
- - Added a limit on the number of fortress attacks
- per day. Can be changed with NEWLODED.EXE if
- you wish.
-
- - Added a view fortress command to the fortress
- trading menu.
-
- - Raised the default starting base energy from
- 100 units to 250 units.
-
- - Added daily time limit support - maximum daily
- time may be set using newloded.
-
- - Thanks to Joseph Johnson, we now have many
- more combat strings in the combat.def file!
-
- - The "/M" option has been removed and maintenance
- is now performed at the beginning of each day
- automatically.
-
- - Added "NODIRECT" option to config file for users
- with desqview. (turns off direct screen writes).
- See game.ctl for information.
-
- - Fixed a bug with the reroll status display
- in the View Puritron command.
-
- - Fixed another couple instance of the ?)help
- command not working properly.
-
- - Added a registered sysop/user list (REGLIST.TXT)
- This list is viewable with DOCVIEW.EXE and in
- the documentation center in the game itself.
-
- Version 3.31 - Fixed a minor bug in the nightly tax
- redistribution code.
- Credits
- -------
-
- SHANE CHAMBERS ANSI and EGA graphics designer.
-
-
- Where to reach me
- -----------------
- You can reach me either through my mailing address listed below in the
- registration section or via my bbs, The Not-Yet-Named bbs (602) 577-3650.
-
- Note: Since I am in college and do not have much time to hang around the
- house during the day, I prefer to answer all questions/comments via the
- bbs rather than my voice line.
-
- Registration
- ------------
- If you or your users enjoy this game, then please send me in a
- registration/donation. I am currently a college student and programming
- games like these is my only income. Donations of any amount are greatly
- welcome, but donations of $20 or more will be considered a registration.
-
- Due to the mass of incoming registrations on LOD, I have had to change
- my policy slightly. I simply don't have time to do all of the disk copying
- and mailing! Since every user who registers LOD obvoisly has access to
- a modem, I have decided to simply put the registration codes up on my
- bbs for people to get online.
-
- Because I don't need to send out packages, I have lowered the price
- from the previous $25 to $20.
-
- Here is what you do to register:
-
- #1: Send me $20+ in the mail. (Smaller donations are always appreciated,
- but I usually don't issue reg codes)
-
- #2: Call up my bbs about a week later and use the "Reglook" command to
- look up your registration code online.
-
- #3: Create a file called LODREG.DAT and with an ASCII text editor or
- word processor, type in the data given to you by reglook.
-
- - - - or - - -
-
- Run the program REGISTER.EXE which will prompt you for the
- information and create lodreg.dat itself.
-
- Please note, under this new policy I will not send you a package in
- the mail (unless you really, really need it!).
-
- Please send registrations to the following address:
-
- --------------------------------
- ! Scott Baker !
- ! 6431 Tierra Catalina #48 !
- ! Tucson, Az 85718 !
- -------------------------------!
-
- You may call the following to use RegLook to look up your reg code about
- a week after you have mailed the donation:
-
- The Not-Yet-Named bbs
- (602) 577-3650 (V.32) 1:300/9
- (602) 577-3419 (USR Dual) 1:300/29
-