home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Usenet 1994 October
/
usenetsourcesnewsgroupsinfomagicoctober1994disk2.iso
/
games
/
volume6
/
gb
/
part01
/
README
< prev
Wrap
Text File
|
1989-07-06
|
3KB
|
75 lines
This is a game of interstellar exploration/conquest. It's not (of
course) complete, but it's fixed up enough to post I think.
It runs pretty good on 4.3 and 4.2, but as our versions of both here
are a little funky, it may require some tweaking before it runs to a game
keeper's satisfaction. Be sure to adjust the PATH macro in the file
files.h to fit your system.
BUGS:
None serious that I know of, however there are a few things that need
to be fixed up in the near future:
Mines are pretty recently put in, they might have problems.
I know I should have used a linked list instead of the slots in
the planet/star data, but that part was written at a time when I didn't
know any better, I was going through psychological trauma, one of my
keyboard's keys stuck and I had to implement something that didn't use
that key, take your pick.
The stuff with "bombard" only telegrams the users that it was
done, but it doesn't actually do anything besides that.
It says in the docs that you can dock ships together, but you can't.
the best you can do is land. When this is fixed the mirrors (and some of the
larger ships) will not be able to be built on a planet.
Mirrors face the wrong way.
Some of the stuff with zoom doesn't work; ships sometimes get
misplaced.
There may be weird things doing with the Von Neumann machines
and how they behave.
Likewise with spore pods.
Likewise with ground combat; not enough testing.
Please disregard all that stuff in the overview about berserkers (my
designs with the VN's cover most of that), magic, religion, etc.
That was all written back in my boundless youthful enthusiasm.
Ships with "*" before their names (shipdata.h) don't work as yet.
don't build them.
Probably shouldn't have used a square grid implementation for
planet maps, but I wanted the simplest thing possible for that. I'm
thinking of adding new planet types if I can get information on their
generation. Any help on this point (once you have seen the game and know how
it is done here) would be appreciated. Ideas of mine on this point cover
things such as Ringworlds, Dyson spheres, space elevators, artificial
hollow planets, the list goes on..
New versions will be posted/added to/however this is done,
when I have the time to write same. I've spent two years writing
this program, I hope it is enjoyed by everyone using it.
Suggestions are welcome, as are bug reports, but don't expect
really fantastic and difficult ideas to be implemented, unless
of course they are really fascinating..
STARTING THE GAME:
This was done on two seperate machines, one running 4.2 and the other
running a tweaked version of 4.3. edit the Makefile and delete the
wrong one. when it's done making, try this:
Makeuniv < planet.list (wait about 20 minutes)
This will set up a fair-sized game with 30 stars and 30 planets,
should be good for a decent system. GB_daemon updates every 3 hours,
which is kinda slow at the beginning, but once the game gets more mature,
things tend to pick up. This was not intended to be as intense a game as,
say, multi-trek or empire. I don't want anyone academically floundering
because of GB.
Please send me information on trends in the game; what tends to
happen here and there.
Rob Chansky
smq@ucscb.ucsc.edu
smq@ssyx.ucsc.edu
...!ucbvax!ucscc!ssyx!smq
...!ucbvax!ucscc!ucscb!smq