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Aminet 4
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Aminet 4 - November 1994.iso
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se625.lha
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Changes.Doc
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1994-08-09
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9KB
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187 lines
Known bugs: None!
Up to 6.30
- Added the key registration routine.
- Updated the documentation.
- fixed some timeout routines.
Up to 6.23
- Added a pause after the score is shown.
- Added a newline after the "return to BBS" message and changed
Citadel to BBS... That was from a DLG sysop...
- Increased the combat delay if you do not have a command ship
sent into combat.
- added a timeout routine so that if a user does not respond to
a prompt in 5 minutes, the game will exit saving all the current
data.
- Made the minimum planet capture 2 of each type.
- fixed some strange problems with the timed input.
- fixed several bugs in the message routine.
Up to 6.20
- Fixed an enforcer hit and possibly the divide by zero error in
combat.
- Fixed a bug in the battle routine where it applied loses to the
defending alliance. It was returning zero loses all the time!
This gave an alliance a very large advantage.
- Fixed a budget bug, food sold was not being subtracted from total.
Up to 6.19
- Fixed several bugs in cover operations where a player(A) has loans
outstanding and another player(B) does a covert operation. B was
actually doing A a favor since the loan was zeroed and hurting
himself since he would get a negative amount. Fixed several places
where negatives could cause this problem.
- Fixed initial food buget calculations, the population food was
not being used, instead the army food requirements were used twice.
- Fixed a few minor problems in the budget calculations.
- Fixed the food budgeted/needed so that it bought what it could
and correctly listed what was needed.
- Found a bug reported by several people having to do with food
budgeting. This was causing confusion because you bought food to
take care of the deficit and it was not enough. It is fixed now.
- Fixed another bug in the food budgeting where the buying price was
used instead of the selling price.
- Added more information to the player display.
- Adjusted the food pricing to make it more expensive to buy food.
Up to 6.11
- Fixed a bug in the Abdicate routine, all fields are now zeroed
when a player comes in or abdicates.
Up to 6.10
- Fixed a bug in the Win/Lost battle message
- Fixed a bug in the Missle attack routine(could not fire Genisis)
- Fixed a bug in the Maint. Routine and Information routine so
the interest rates were both displayed...
- fixed a bug in the score routine, used items were not
counted.
- Fixed a bug in the win/lose routine, it was supposed to require
that you attacked with ftrs, cruisers, and soldiers, and that
you have soldiers left. It was not correct.
- Many spelling errors corrected, I ran the program through a
spelling checker!
- Several message typos and incorrect names(uses BBS name not
the game name) were fixed.
- added a test for "###PANIC" in the I/O routine to make SE work
with the SkyLine BBS program. Added some notes in the docs on
how.
- fixed the advisor so he correctly computes the number of gov
planets you need.
- Added an configuration option for the number of days of old msgs
the game keeps around.
Up to 6.7
- Fixed combat routine bugs that made you always lose
- Fixed interest payments at daily maint. time. It cheated you.
- fixed Apply loses routine, it calculated wrong for teams.
Up to 6.6
- Fixed Covert Mission: Detonate Missiles. Was detonating too many!
Up to 6.5
- Fixed no production bug
Up to 6.4
- Fixed bug causing illegal random values.
- Fixed a few bugs with the galatic advisor
- Fixed ANSI overflow bug.
Up to 6.3
- Genesis missiles added!
- Sysop modifiable values for interest and production!
- Ranges for production more self-explanatory.
- More random events!
- Added sabotaging production!
- Redid most of the ANSI! Looks great under 8 colors and works with 4
colors.
- Rearanged the display of how much you produced.
- Fixed a Covert mission bug
- Fixed bug causing max production no matter what!
- Added a lot of extra information into the documentation!!
Up to 6.0
- Added a new method of doing missile attacks, allowing multiple missiles
to be fired at the same time!
- Added the banking option!
- MORE COVERT missions!
- New message routine! 800 character limit is not very informative! Now
allowing a full 25 line message to be sent!
- Fixed pirates intercepting cargo bug!
- Fixed a few miscellaneous bugs!
Up to 5.2
- Fixed bug in message routine which sent messages to all players when
they were supposed to go to alliance only.
Up to 5.1
- Added more random events, both to the main game, and also during
battles
- Made minor changes to different parts, mainly reworked a few things.
- Fixed a message bug
- Fixed a divide by zero error that could occur. Not any more!
- Players Added sequentially now, instead of backwards!
Up to 5.0
- Combat system redesigned to allow player to actually be in the heat
of the battle.
- User can access main menu with or without turns left, moved alliance
option to the menu.
- Added in a command ship, will allow player to withdraw from combat.
- Fixed loop-hole where user could play turns, abdicate, and play
again that day. Now user must wait a day before re-entering.
- Trading system added to allow players to port things to team mates.
- Now you can send messages to any player by typing a '*' or to your
alliance by typing '@'.
- Can lose your command ship during battle
- Small chance that pirates will intercept your cargo during trading.
- Added new covert actions: Disrupt and Infiltrate Communications!
Up to 4.2
- Added a Lock file so that multiple users cannot step on each other
in the game.
- Added a randomizing of the random number generator.
- Fixed the budget bug
- Fixed the display of information for ftrs/soldiers you can buy
- Updated the display of information
- Updated the scoring. Now you do not get so large a benefit from
buying ftrs an carriers. It is easier to get larger scores but
not so easy...
Up to 4.1
- Save files when space lord is found.
- fixed bug in caught agents displaying wrong type of action.
- fixed bug in space lord code so if you are bumped from the space
lord status by another player, you start over at 7 days.
- fixed a bug that gave you tremendous credit for fighters and
carriers for your score. Now the bonus is limited to the amount
of fighters and carriers you could use in an attack.
- fixed a couple of bugs in the displaying of score data and
the space lord data files.
- Added a display of the plague status of an empire when you are
able to spy on the empire. The relative severity is shown.
Also added a message so that if you already have maximum effects
you are told so you are not wasting effort on the plague.
- made a minor adjustment to the alliance forces so they are not
as effective as your non-alliance forces.
Up to 3.8
- Bug fixed, soldiers volunteering should not affect your harmony
- Bug fixed, messages mixed up for too many/few government planets
- Bug fixed, abdicating not leaving players name
- Change, will not lose government planets in combat unless there is
no other type to lose
- Change, added a message to the player, telling if there are too many
or too few government planets
- Change, may only fire one missile per turn
- Addition, Chemical Weapons, destroys target's population and food
- Addition, Nuclear Weapons, destroys target's population
- Addition, Conventional Weapons, destroys target's fighters, defense
stations, cruisers, and carriers
- added a feature so small players can buy more planets than the big
est.
- added bankruptcy court for those financially pressed.
- reduced the maximum possible loses in a battle from 90% to 80%.
- Adjusted the harmony effects to -15 to 5 instead of -5 to 5.
- Added an adjustment to reduce the increase in population as your
planets get overcrowded.
- Made it a little easier to get negative harmony, but still allow
you to not spend all the budget amounts requested.