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- Version 1.0. first public release on 2/18/90.
-
- *** To keep things brief, the descriptions of changes from version 1.1 to 2.F
- have been deleted. This CHANGES.TXT file was getting too large!
-
- *** Version 3.0 of Yankee Trader has the following changes/fixes...
-
- Added AUTO BAUD RATE DETECT! Now there is no longer ANY need to run special
- baud rate conversion program. Yankee Trader now AUTOMATICALLY detects the baud
- rate in use on either COM port! My thanks go to Raymond Clements for sending
- me information on how to do this!
-
- Fixed a cheat where players were storing all their credits won from the
- lottery on planets then committing suicide and logging in with a new ship to
- play the lottery over and over and acquiring large amounts of credits. Now if
- a player kills themself, they wont be allowed to play until tomorrow.
-
- Greatly reduced black hole loss-of-turns damage.
-
- Fixed a bug where autopilot would hang if the sector the person was starting
- from was set in sector excludes.
-
- The thing I added to MAINT to reduce plague reports (in version 2.E) seemed to
- make matters WORSE! So I changed maint to only report on the number of ports
- that contracted the plague instead of a report for EACH individual port.
-
- Fixed a bug where the first port a person tried to buy per game session was
- for sale for FREE!
-
- Changed to local logon program for a maximum play time of 180 minutes per
- session from 45 minutes.
-
- Added an option on "Scoreboard" of the computer to view the OLD scoreboard
- rather than updating the scoreboard then viewing it. Players will be able to
- use this option to see how much their score has improved (hopefully! ;-) by
- viewing the old scoreboard before viewing the updated one. For this to work
- properly, it is IMPORTANT that you do not move the scoreboard from the
- directory defined in YTCONFIG. This shoudnt be a problem for you since you can
- use YTCONFIG to place the scoreboard any place you wish.
-
- Cut in half the frequency that Xannor launch missiles.
-
- Added the ability to transfer Missies, Mines & Fighters to planets.
-
- REMOVED the option to transfer fighters to another team member from the team
- menu. (Since this can be done by leaving them on planets now.)
-
- ADDED to the team function "Find Team Members and Defense Forces" a search for
- team PLANETS as well.
-
- ADDED pauses to sensor displays so they dont scoll off the screen.
-
- Updated YTMAINT.EXE so that it updates planet production each run. This helps
- seldomly visited planets grow properly instead of stagnating.
-
- Updated YTMAINT so that the Xannor planet has full production upon regen.
-
- ADDED sales for Shields and Ground Forces.
-
- UPPED bonus for sucessfully invading Xannor HQ from 250,000 credits to
- 1,000,000 credits.
-
- FIXED a bug where the display of credits earned on Earth (for the owner) was
- always showing as "0" credits.
-
- ADDED Ground Force Production to planets. Ground forces now grow 1% per day.
-
- SHORTENED the delays in the lottery routine.
-
- *** FINALLY *** FINALLY *** FINALLY *** Found out where all the unexplained
- ERROR 64 reports have been coming from! A PCBoard Sysop (Alan Brenner) pointed
- me to the info I needed. It seems a door conversion utility commonly used by
- PCBoard sysops to run DORINFO type doors was writing a non-standard DORINFO
- with the bits and parity information transposed! I re-wrote the DORINFO parser
- for Yankee Trader so that it will handle DORINFOs with the parity and bits
- info in ANY order.
-
- Version 3.1 of Yankee Trader has the following changes/fixes...
-
- Non-standard DORINFOs will be the death of me yet. I thought I had everything
- fixed in 3.0 but I found and fixed 2 more ways that an error 64 can occur.
- Wildcat 3.0 sysops will benefit from this newest fix. Again, a non-standard
- DORINFO was being written by yet another door conversion utility. My thanks go
- to Paul Naley for providing me with the information needed to correct this
- problem.
-
- Changed the pause routine so it eats keystrokes rather than putting them in
- the input buffer. This will prevent keys presses to "un-pause" the screen from
- giving players grief.
-
- Fixed YTMAINT so it will only run once per day. (I had left the test parameter
- in from the last release! Sorry.)
-
- Added EMERGENCY WARPS. A player may now invoke emergeny warp if they run into
- a fighter force too strong for them or are trapped in a sector. Running into a
- black hole now automatically invokes emergency warp. Using emergency warp uses
- a lot of turns and there is a risk of engine overload and the subsequent loss
- of all turns for that day.
-
- Added a new sound effect used for Emergency Warps.
-
- Changed Sector Avoids to hold a maximum of 30 values. This is up from a
- maximum of 9 before.
-
- Changed "Find Nearest Ports" to show what the port is buying and selling and
- at what cost.
-
- REMOVED "Complete Port Report". It was redundant since "Find Nearest Port"
- now performs this function.
-
- Sector Avoids moved from computer option 15 to option 7 filling in the gap
- left by the removal of Complete Port Report.
-
- Reduced the chances of hitting a black hole.
-
- Added "Continuous (Non-Stop) read to "Find Nearest Ports".
-
- Found and fixed a couple places where text was outputted to the screen even if
- SNOOP was off.
-
- Fixed a problem that was preventing the RMT-INIT.EXE program from running.
-
- Version 3.2 of Yankee Trader has the following fixes/changes...
-
- ADDED the ability of the sysop to CHANGE user ALIAS's. This function has been
- added to the YTCONFIG.EXE program.
-
- CHANGED YTMaint. Before mercs were generated in groups of 2,500. This was OK
- except for when huge amounts of taxes were collected. There stood a chance of
- lockup during maint because there were not enough empty sectors to hold all
- the merc groups! I changed it so that the mercs are spread out among 10 equal
- sized groups.
-
- FIXED a bug where Earth was not being properly displayed when a player tried
- to buy it.
-
- CHANGED YTMAINT Xannor Revenge function so that the Xannor spend 50 times more
- time hunting for targets in the universe if they are in "Revnege Mode".
-
- Changed most cases of numbers appearing in scientific notation to "normal"
- numbers. (I tried to get them all but won't say that I HAVE! :-)
-
- ADDED a new feature! Command repeats. No no NO! This is not the old control-R
- feature! Now your players can repeat any command up to 30 times but placing a
- "/R#" (where "#" is a number from 2 to 30) at the end of their command! An
- example of moving between two ports and trading 30 times would be:
-
- "M;555;P;1000;Y;1000;Y;M;666;P;1000;Y;1000;Y/R30"
- ^^^^
- See?
-
- Updated instruction file for command repeats. (YTINSTR.DOC)
-
- Added a PLANET NAME EDITOR to the configuration program "YTCONFIG".
-
- ADDED a registration key scheme. This will allow registered sysops to show
- that they registered the game. (This was added at the request of many sysops
- who wanted to be able to show that they registered.) Yankee Trader is still
- completely free of crippling in the unregistered version. The only difference
- between the registered and unregistered versions is that the unregistered
- version will show "UNREGISTERED EVALUATION COPY!" while the registered version
- will show the name of the sysop who registered YT and the name of the BBS that
- YT is registered to. See YTSYSOP.DOC for more information on the key file
- scheme.
-
- If you previously registered YT and you call my BBS and ask for a registration
- code I will give it to you in a private message for free otherwise PREVIOUSLY
- REGISTERED SYSOPS CAN GET A REGISTRATION CODE FOR ONE DOLLAR ($1.00) TO COVER
- THE COST OF MY MAILING OR NETMAILING (Fidonet nodes only) YOU A KEY. Fill out
- and mail me a registration form to be sure I have your address when upgrading.
- I will verify that you are previously registered in my records. The price for
- first-time registrations remains $20.00.
-
- FIXED a bug in YTMAINT where the Xannor were not killing players with 0
- shields and 0 fighters.
-
- The XANNOR are now MUCH BETTER at hunting for targets. (Evil Grin!)
-
- FIXED bugs in YTMAINT and YT where the programs would go into an infinate loop
- when fighter groups of numbers in scientific notation would attack other
- groups in scientific notation. Due to rounding errors going from scientific
- notation to single precision numbers, BOTH fighter groups would NEVER reach
- zero left and the programs would loop forever trying to determine a winner to
- the battle. )-; I never expected battles on this scale! It's fixed now! (-;
-
- Changed YT so that a player gets credited with defeating Xannor HQ whether
- they do it with missiles or by going to the sector and attacking the fighters.
- Before they only got credit if they attacked the fighters and got NO credit if
- they attacked with missiles.
-
- FIXED a bug where sectors were not being properly displayed after an emergency
- warp escape from sector mines.
-
- CHANGED the sector mines routine so that it executes MUCH more rapidly. Now if
- there are large amounts of mines in a sector they go off in groups instead of
- ONE AT A TIME like they did before! Before when the mines went off one at a
- time it would take forever to finish if a strong player hit a large amount of
- mines!
-
- FIXED a problem where incorrect text was displayed if a player tried to sell
- more than a port wanted or buy more then they had.
-
- ENHANCED Planet Thrusters (Move a Planet) routine so that now it behaves like
- the computer autopilot. A player only has to enter a destination sector.
- Before, they had to get an autopilot report for the path they wanted to take,
- then move the planet there MANUALLY one sector at a time! (Ugh)
-
- Added checking so that a player cant hit control-R too many times and exceed
- maximum string length.
-
- LIMITED the amount of turns awadred for killing Xannor to the maximum turns
- per day as defined by you in YTCONFIG. This will prevent the really powerful
- players from acquiring ridiculous amounts of turns.
-
- Changed the game so the Xannor's Missiles are no longer effected by a player's
- sector excludes.
-
- Made the Xannor 2.5 times stronger against ground forces. Before, it would
- have taken 2.5 MILLION xannor to get through 1000 ground forces, now it will
- only take 1 million Xannor. They were too weak before.
-
- Added PORT UPDATES to maintenance. This will allow seldon visited ports to
- grow and will help prevent ports from being sucked dry too often from being
- too small.
-
- ADDED a display of ground force productivity to the planet display.
-
- The Xannor now shoot back with more missiles when fired upon.
-
- The amount of fighters killed by missiles was unrealistic. Fighters lost to
- missiles has been reduced.
-
- The amount of damage done to shields by missiles was unrealistic. Shields lost
- to missiles have been increased.
-
- FIXED a bug I found in the two init programs. They were not always finding ALL
- the isolated sectors during warp verification.
-
- CHANGED YT-INIT.EXE (Initialization program) so that it automatically runs
- game maintenance upon completion.
-
- Sensor robots now report planet's ground force level. Before, they only
- reported a planet's name.
-
- FIXED a bug in YTMAINT where not all dead players were being removed from
- teams when killed by the Xannor.
-
- COMPLETELY rewrote the Cloaking routine. Now cloaking is expressed as a
- percentage of maximum possible cloaking. Someone at 100% cloak is now
- completely undetectable unless a player buys an anti-cloak. Someone at 90%
- cloak will be detectable 1 in 10. Someone at 10% cloak will be detectable 9 in
- 10! etc. Cloaking slowly decreases as a player plays and will be reduced 5%
- per day by maintenance. All I can say about this rewrite is 'WHEW, what a
- chore!' but I believe that it is much more realistic than the old method.
-
- CHANGED Anti-Cloaking so the purchaser of the anti-cloak gets uncloaked too!
-
- FIXED the routine where Xannor shoot back when fired upon so that they ONLY
- hit the person who fired on them rather than whoever was in the same sector as
- the person who attacked the Xannor! Weak players were using this loophole to
- kill much stronger ones by getting the Xannor to kill them off! (They would
- fire ONE missile at the Xannor and the Xannor would fire 1 to 100 BACK hitting
- the wrong target in many cases!)
-
- Changed YTMAINT so that port and planet plagues do not kick in until ports and
- planets are much bigger. Especially with ports, plagues were coming too often!
-
- ADDED FILE LOCKING. Yankee Trader will now exit gracefully if more than one
- person tries to play it at the same time on different nodes. SHARE MUST NOW BE
- LOADED IN ORDER TO RUN YANKEE TRADER!
-
- Changed YT-INIT & RMT-INIT so that the minimum production of an item at a port
- is 1000. Before it was -1- which was a bit too small!
-
- Fixed YT missile routine so that if the ground forces on a planet are reduced
- to 0 by a missile the planet becomes "un-owned".
-
-