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Assassins - Ultimate CD Games Collection 3
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Assassins 3 - The Ultimate Games CD (1997)(Weird Science)[!][Amiga-CD32-CDTV].iso
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1995-03-06
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Complete List of Changes From 5.1
(Note: this change list is cobbled together from various sources, and only
lightly edited.)
*** 5.5
Updated README
Moved all system-dependent defines from config.h to the Imakefile.
By virtue of the Imakefile, pcf font support was added as well as
several install & clean definitions.
Created an Imakefile.
* b4
Added marginal support for HPUX. Including a user-written version of
strcasecmp.
Changed occurrences of #endif WORD to #endif /* WORD */ to shut up
some wimpy preprocessors.
Disabled the stack trace facility since the developer has a real
debugger and the signal interceptor prevents the core from recording
useful information.
Fixed the OpenWindows input focus problem (ICCCM non-compliance on our
part).
Enabled the game to support more than 7 players.
Added letters to the terrain font so that players above 9 would have
unique identifiers.
Added a little error checking to the resignation command.
Added a world-map magnification option.
Added the ability to add a player in the middle of the game. Very
limited, and kinda screwy still.
Improved the internal geometry manager to handle periods with lots of
units a little better.
Since having 20 allied robots results in a lot of view updating, robot
alliances are now in blocks of 5-9 countries. This will make it a
little easier for humans since robots can now fight each other.
fixed the do_look command so that it's not shadowed by the do_fill
command.
Added a little error checking to the map loader so that 0-length files
wouldn't crash it.
Expanded unit ids to ints. This may cause problems since I can't
guarantee I've found all the code that will be affected.
Nailed a couple of bizzare conditions that CodeCenter found in the
machine player.
Bulletproofed the wake_unit code when passed an other==NULL.
Did a little tapdance to prevent the "builder has moved" message when
garrisoning. Also fixed the "nonmover has moved" message during
garrisoning. Also don't print message when garrison operation doesn't
destroy anything.
Improved the resource distribution system. It seems to work well with
the standard period and 4tech. Will it work with other periods as
well?
Tried to define the direction field in sergeant.c as a signed char,
ran into a few problems with Sun's sucky compiler.
Fixed bug where captured units regained full movement. They now
merely hang onto whatever movement they had if the capturemoves
periodflag is enabled.
Added a few things to the manual page. Documented the resources.
* b3
Better messages when searching for app-defaults and .Xdefaults.
area-radius reimplemented finally.
fixed problem in do_embark() caused by transport variable not being
initialized.
Made the help window behave better when handed unimplemented keystrokes.
Made saved game restore more robust and verbose in the face of errors.
Fixed version mismatch error message.
Removed wander_to() from movement routine until we can decide what the
movement routine's behaviour should be.
Fixed cost estimation routine in sergeant.c that was broken in the
shift from b1 to b2.
Allowed units to consume their last fuel with a mouse click movement.
Fixed problem where a maker intended to garrison its occupant would have
both itself and that occupant destroyed before the occupant got placed
correctly.
*b2
Added period.leavemap and period.repairscale to per2c output.
Fixed inconsistency in handling of repair for different repair rates
and scales.
Fixed curses display of neutral units to show a quote instead of "7".
Hacked period reader so that a non-zero extension in the header means
to not clear the period before reading (makes period inclusion more
useful :-) ).
Units not waiting to fill up will not be woken up when they become full.
Added terrain name information to the info window.
Fixed units changing sides so that you can't capture or give away
units that don't change side. Also fixed it so that allied units
couldn't be given away by an ally.
Added X app-defaults handling (I think).
Added an icon hint to the main window, made the help window part of
main's windowgroup.
Improved X resource handling some: added ability to set the showmode
through resources.
Improved X resize and expose handling (the latter was a VERY dramatic
improvement).
Fixed problems with the worldmap viewport box not being drawn
correctly.
Added better event handling so that the help window could stay up
while the game was being played. Also bound a few more keys in the
help window.
Added the move-toward-unit command, accessible with the ^M key (move
toward marked unit with confirmation) or <Shift><Mouse>. The
possibility of binding different things to different mouse keys and
different modifiers does not escape me.
Added the ability to select the next unit to move in survey.
Added automatic delay of off-screen units so that the action does not
skip around as much (fewer viewport changes).
Nailed a SEGV in maybe_wakeup.
Added a parser keyword for the leave-map period variable.
Added a new keyword repair-scale that sets how many hps are repaired
each turn (assuming the chance succeeds). The repair system needs to
be revamped in 6.0.
Fixed the border condition in handling of crippled units.
Added -d[display] to specify a display for the first (default) player.
Changed xconq library dir to be settable from an env variable XCONQLIB.
Stopped incessant scrolling when a unit is on the top edge.
Changed config details to be defined by specific features, rather than
by "BSD", "SYSV", etc (which never works right, Un*x systems are too
mixed up these days).
Made low-supply units not wake up if they are already on their way to a
transport (doesn't check refueling ability though).
Simplified X11 font opening to follow the standard.
Flushed recognition of .b11 extension for X bitmap files, now only .b allowed.
Converted all bitmaps to usual X11 arrangement (array of bytes, not words).
Made color allocation more forgiving of slight mismatches in rgb values.
Enabled clicking on world map to generate map positions just like map display.
(!!)
Added ability to resize window by dragging the corner (subwindows anyway,
main window a problem).
Changed period reader to only warn rather than error out if undefined words
are seen. The stack is emptied out also.
Changed movement algorithm to take a least-cost path that wouldn't run
the unit out of resources. This was a superior rewrite of the 5.3
capabilities.
Fixed the coast following routines, the new ones are also superior
to 5.3 and handle map wrap. I had to create a new order-arg type for
this.
Modified follow leader to handle map wrap and use the new movement
algorithm.
Created a Fill command that would sleep the transport until it was
full. This got hooked into occupy_unit, just like embark.
Created a Move To Transport command that would send the unit to any
nearest transport with orders to Fill.
Changed the Return command into an actual order that would search
for the nearest possible transport. The old Return code was actually
implemented as a moveto, which didn't work too well when the
destination moved.
Added the ability to delete standing orders.
Added the ability to set certain colors using the ResourceManager.
No app-defaults parsing yet, but the .Xdefaults is supported as a
fallback.
Added rudimentary error handling upon failure to open a display.
Handled interupted select system calls (handy when debugging).
Did a teency bit of abstraction in the direction macros.
Added some abstraction on the three delayed orders commands (Sentry,
Embark and Fill). Kudos to Greg for thinking that stuff up.
Rearranged a few keys to be more mnemonic and similar to 5.3 (at
least I think they're mnemonic).
Added a Move To Unit command, but didn't bind it anywhere, so why
mention it? Maybe someone can suggest a good keybinding.
Revamped copy_orders to use bcopy instead of the icky switch
statment. This should work until the Order structure gets some
pointers.
Fixed the code so that units with see-range 0 wouldn't cause a
floating exception.
Fixed the path generation so that absolute paths could be given for
period files.
*** 5.4
Below are a list of changes to xconq that are noticeable to a user
directly. In addition, a number of bug fixes have been made which are
only noticeable in that the program fails to crash as often. The
machine players have also been modified in a number of ways, which
tends to improve their play.
Playing changes
---------------
Center is changed so that no units can be forgotten because of your,
or another player doing a center command.
Units wake up if an enemy appears next to them. The wakeup is
immediate. They also remember why they were woken up even if the unit
waking them has gone away.
Changed name display so that only first part of host name displayed.
Provided a second font for the help window. The default will be small
enough that the whole standard help window will fit on the screen.
Print a message at the start of each turn. Beep if active units are
in play and time > start beep time has elapsed since the players last
turn. This can be set with the option command.
Fix display routine so that it does not make pieces disappear on small
screens.
Added clock to tell amount of time taken by each player. It displays
if countdown clocks are not in use. Theses counts as well as the
chess clock values are saved to the savefile.
Added messages for segmentation faults and bus errors localizing the
errors. This has expanded to a complete stack trace of some subset
of the procedures called.
Fixed standing orders so that they can be created and saved without
crashing the program.
The supply allocation has been changed so that units will not dump all
of their supplies to a base. It should now try to do reasonable
things for trying to make sure everyone has at least some supplies.
Changed the save files so that saved games restart exactly where the
game was left, rather than at the beginning of the next turn. This
avoids any the loss of moves for units which come after the one active
when the game was saved. The order of the units is changed, since the
restore routine needs the units to be sorted.
Added a recenter command, installed under '.'. This command places
the current hex in the middle of the display.
Added follow action mode, installed as a toggle command on ^F. In
follow action mode, any changes to your view are shown to you. If the
current display does not have the changed location, it will be put in
the center of the display.
Changed viewing routine so that previously unseen hexes with invisible
units in them appear as empty rather than as unseen.
Changed unit allocation and garbage collection so that the number of
units can grow past the initial limit.
Added an optional argument to the redraw command so that it will erase
any views older than the argument. This is particularly useful after
a briefing. Only non-moving units views will be erased. ^R defaults
to erasing the views of moving units we haven't seen in 10 turns. ^L
defaults to never erasing views unless an explicit argument is given.
Changed briefings so that all old views of the side doing the briefing
are erased first. (ie., briefings say where units are not as well as
where they are.)
Implemented a cheat mode under -C. This just lets the machine see
everything.
Captured units cancel all standing orders.
Made wakeup 'w' wake up the unit being surveyed as well as the top
unit.
All moves or attacks use at least one point of movement. This prevents
units who are in a transport on terrain they can not move on (movement
value is -1 for these places) from having an infinite number of
attacks. This also means that units entering a base will not gain an
extra point of movement.
# command has been added. This prints the distance between the
current location and another point.
T and ^T commands have been added to find units. These commands are
identical, except that T prompts for a unit type, while ^T uses the
type of the current unit. These commands find a unit of the given
type. ^T repeated will give the next unit of the given type. This
allows a player to look at all of the units of some type. Useful when
some units are in transports (and possibly out of supplies). An
argument to either command looks for the unit with that number.
Changing product to the current product no longer resets the schedule.
Write in savefile views using run length encoding.
Occupants are sorted in decreasing order of their speed.
Fixed survey mode for no-movers so that they can look at units that
are occupants of other units.
Added machine control of selected units (^A). The machine will make
all decisions until the unit is woken by the users. Standing orders
to use automatic control are added to rather than replacing previous
standing orders. This allows the user to give standing orders to move
to some location and then let the machine take over.
Embark (e) has been changed so that is will take an argument. The
unit will wait around that many turns trying to embark on some
transport before waking up. This command can be given as a standing
order, allowing much more complete automation of the movement of
units.
Provided an escape from robot mode. Typing escape while a robot in a
multiplayer game will change a robot into a human. This will work
either during a human player turn, or at the end of the turn if there
are no human players in the game.
Expanded the help pages so that the commands don't go off the bottom
of the page.
Added find dead unit (^D) which cycles through units that died in the
last turn.
Prevented the automatic return to move mode when the current unit is
given an order.
Added scrolling to the notice buffer. Click on the top or bottom to
scroll the messages.
--
Units on sentry can be woken up any time during the turn. Thus, a
unit on sentry duty does not lose its move by doing sentry. It just
prevents the player from being prompted about the unit unless it is
woken up.
A next product command has been added (as control-p). This determines
what a unit will produce after it finishes producing its current unit.
The side name is set by reading the resource xconq.SideName at
startup. If this is not set, a random name is chosen.
Period options added
--------------------
Provided a flag to prohibit production by occupants who are not also
makers. The default is that only makers can produce inside of other
units.
Provided a flag to indicate whether or not captured units can
immediately be moved. Thus, all units will behave the same when
captured, regardless of the ordering of the new and former owners in
the turn sequence.
Provided a flag to allow occupants to not consume supplies. Useful
for planes on the ground.
Standard period changes.
-----------------------
(Troop transports have 3 hp.)
(Submarines have only 2 ph.)
Infantry and armor defend the cities and bases they are in.
Aircraft carriers can hold 400 fuel instead of 200.
The out-length of all units that are not transports have been set to
-1, prohibiting them from giving up their fuel at bases except by
order from a player.
Gave capital cities a viewing range of 3 hexes instead of the one for
all other units.
Aircraft do not consume supplies while on the ground.
Changed the out-length of all units other than fighters and infantry
to 0. This allows them to transfer fuel automatically.
The enter-time of ships has been set to 0, correcting for the loss of
movement incurred when minimum movement of 1 point was incurred.
Ships are allowed to enter and leave bases with no cost to movement.
Bases repair units at a rate of one point every three turns. Infantry
repair bases at one point per turn and towns or cities at one point
per ten turns.
*** 5.3ufl:
all following changes by <thoth@manatee.cis.ufl.edu>
- added new "j" command to jump unit A out of transport B into
transport C (which contains B).
- added new "t" command to throw a unit out the back of a transport.
This is not heavily tested.
- let "od" take arguments ("3od" is my favorite display format).
- expanded map capabilities to handle 254 unit types and 255 sides
(should have this code #ifdefed).
- changed supply line algorithms to limit flow.
- implemented arearadius.
- fixed periods and changed some colors.
- fixed bugs with hidden unit display (still tracking down some).
- fixed bug that allowed units to move without cost when clicking in
unknown territory that was incompatible with the unit type
(the sail-across-ocean bug).
outstanding BUGS:
- looking for old "orders" bug that causes SEGVs for restored games.
new BUGS:
- monochrome seems to be busted, this is not a priority (unfortunately).
*** 5.3:
- Removed menu of maps and scenarios.
- Removed bar graph display of unit hit points, fuel and ammo.
- New view encoding allows up to 15 sides to play.
- Units are stored in a circular doubly-linked list.
- New routine for sorting units in order of geographic proximity.
- The format of save files and map files is incompatible with xconq 5.1
- Units will try to automatically move around obstables in order to reach
their destination.
- New coast following routine
- New unit orders:
a - move to and attack the nearest enemy unit
e - sleep until a transport is adjacent and then board it
E - move to the nearest transport and board it
F - put a transport to sleep until it is full
- Allied sides update each others views at the end of every turn.
*** 5.2
(There was never a 5.2, that I know of anyway.)