|
DataMuseum.dkPresents historical artifacts from the history of: DKUUG/EUUG Conference tapes |
This is an automatic "excavation" of a thematic subset of
See our Wiki for more about DKUUG/EUUG Conference tapes Excavated with: AutoArchaeologist - Free & Open Source Software. |
top - metrics - downloadIndex: T n
Length: 47773 (0xba9d) Types: TextFile Names: »notes.v4«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Conquer/notes.v4«
------------------------------------------------------------------------------ | THIS FILE CONTAINS RELEASE NOTES FOR CONQUER V4.0 | | It is broken into 3 sections. Section 3 reflects changes from v3.5 to v4. | | Section 1 reflects bugs in v4.0. Section 2 reflects. Future ideas. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------- | == Bugs Fixed From Conquer Version 4.0 ============================== | ------------------------------------------------------------------------- 1. increased newstring[] array from 40 to 100 in makeworl.c. 2. corrected a mispelling of irrigation. 3. line 830 of makeworl.c, added a y=(rand()%20); statement. 4. corrected some bugs in newlogin() routine. Fixed orc repro buying. 5. made the -d flag be a subdirectory of DEFAULTDIR if not beginning with a '/'. 6. fixed overruns of NTOTAL throughout the game. 7. new function to decrease size of a test statement in extcmds.c. 8. changed newlogin routine for detection of available countries. 9. merged do_lizard() and updlizard(). [used name do_lizard()]. 10. fixed bug with getchar querys in makeworl.c. 11. fixed bug with y < MAPX mistype in randeven.c. ===4.0 patch number one released => 4.1 ========================== 12. fixed underflow problems with unsigned chars xloc,yloc,xcap,ycap. 13. misc.c(834): changed "owner=DCAPITOL" to "designation=DCAPITOL". 14. npc.c(171,172): changed rand()%2-1 to rand()%3-1. 15. randeven.c: put #ifdef MONSTER around nomad raid section. 16. reports.c(618): changed flthold() to fltmhold(). 17. combat.c(488,510): changed "-=0" to "=0". 18. newlogin.c(507): changed temp < points to temp > points. 19. newlogin.c(795): added "& MAPY > 24". 20. extcmds.c(365): fixed check on same location for merging groups. 21. newhelp.c(163): added #ifdef for RANEVENT to newhelp.c. 22. altered map printing routines to send to stdout, and have stderr be for communicating with the user. so now "conqrun -p > foo" works. 23. removed password checking under -p option. would only be useful if OGOD was defined, and if that was the case, only god could get to that point anyway. 24. made copyright screen variable with screen size. 25. added TIMELOG feature to use system date command to show last update time. 26. made errormsg display on COLS-20 instead of 60. fixed up display bugs. 27. added more names to rebel name list. 28. worked on Makefile. [made sure of parallelism; ready to distribute] 29. reworded treasury display on budget screen for clarity. ------------------------------------------------------------------------- | 1.0 POSSIBLE SHORT-TERM ENHANCEMENTS/FIXES FOR CONQUER V4 | ------------------------------------------------------------------------- o make land capture only occur during update. o make the create world routine interactive with curses display. o make the newlogin routine interactive with curses display. o fix the helpfiles to reflect current changes in game as noted later in this file. o there is some overflow somewhere, which creates a huge amount of gold sometimes when your treasury is negative... o wizard/others should get an additional bonus for knowledge (extra spell pts?) o work on reputation and other nation attributes... they might not work as advertised o adjust spew.c and write new rules files for 1) random npc mail 2) npc delcarations of war o Treaty war delcarations only last one turn ???? It seems to revert sometimes. o reward for killing monsters 10K Gold and 1K Jewels per 50 men-equivalent. o implement new method for detection of captured lands. if any allies of sector owner in sector, prevent taking of sector; otherwise, award sector to nation with more troops if troops are twice the remaining troops in sector. o provide a way for displaying monster nations properly... must also assure accurate information in tmil and tciv. -------------------------------------------------------------------------- | 2) The Following are Good Ideas, But are not going to be done soon | -------------------------------------------------------------------------- o Ruling leaders can ruthlesly supress revolts... Gorbag (leader 1) ruthlessly kill off the revolt. 1000 civilian rebel leaders and their wives and children exterminated. Gorbag get experience for stopping revolt. o Ruling leaders work to the benefit of the nation. Each leader in ruling in a city will have a 50% (+5% for added leader) chance of stopping a bad event. o All units should have loyalty ratings, and can revolt. o Revamp user help interface to allow searching through help files. o leader experience. mail to nation if happen. This has untold impacts on combat... and i dont want to touch it yet. sorry. o You should not be able to use captured sectors right away. o Religions. Evil nations could serve Baal by sacrificing people o Add Halfling, Gnome, Hobgoblin npc nations. Would be under elf restrictions but would print differently. o Add expertise level for players. Set yourself when YOU LOG IN. novice +5 points at beginning learner skilled expert 10% chance of met NPC going to war per turn guru only get 30% of civilians in captured sctr. o Some npcs should have insane rulers o nomad generator (from nations file - place in given turn) This will simulate random attack by nomad nations. nomad nations should have teritorial objectives (a hex id), and will move as straight as possible towards that objective, blowing anybody in their path away. Nomad NATIONS will exist, and they will never designatie to towns/cities and can never be destroyed. Nomads should have civilians, but their race is nomad so these civilians can not be captured. o Diplomatic ability could be an atribute of leaders. Perhaps a player could have several different types of leaders. Minor ones (appointees, and real ones). Leaders could have stats as GENERAL/LIEUTENANT, AMBASADOR/EMMISARIES, RULER/SPY, WIZARD/MAGI a group leader is a general/lieutenant. Diplomats can be use against any nation, and they add to chance of friendliness. They are same cost... as spys! can disband minor leaders... and can recruit them as you would spys. you can use diplomat/ambassador/emmisary/courier to alter diplomacy with nations. They might be killed by the enemy nation if war is declared or on a random chance (and your reputation is reduced if you dont declare war back)... might be ambassadors give +20% on diplomacy emmisaries +5%. Must have an ambasador to get a treaty signed. o ADDITIONAL SPELLS THAT COULD BE CAST Spell Id Description Spell Pts 1 Kill 50% of civilians in non city sector 10 2 Kill all civilians in non city sector 20 3 Kill 50% of civilians in city sector 20 4 Kill all civilians in city sector 36 5 Kill all military in any sector 40 6 Kill 50% of military in any sector 15 7 Freeze movement of 1 npc nation for turn 36 9 Slow movement of 1 npc nation for turn (-2 move) 7 10 Slow movement of 1 pc nation for turn (-2 move) 10 11 Strengthen fort walls 10% (any sector) 4 12 Destroy fort walls 5% (any sector) 8 13 Destroy forts walls (any sector) 7 14 Summon undead army (VAMPIRE ONLY, 500 skeletons) 8 15 Summon undead legion (VAMPIRE ONLY, 1500 skeletons) 13 16 Warm Permanently (+1 vegitation to sector) 12 17 Freeze Permanently (-1 vegitation to sector) 12 18 Teleport one army (up to 100 men) 6 19 Teleport one army (up to 1000 men) 10 20 Teleport one army (any # men) 14 21 Transmute iron to jewels (per 1000) 1 21 Transmute gold to jewels (per 1000) 3 21 Transmute gold to iron (per 1000) 3 22 Cause fear (route 1 oposing army to home capitol) 2 o Rewrite weather() routine (randevent.c) and make more seasonal effects. o Possible idea for future designations: have lower order bits represent number ( 0 - 2*n-1 ) for 2*n-1 possible MAJOR designations. The remaining 16-n bits are used for MINOR designations. This is an increase in size. Worth it? MAJOR DESIGNATIONS: <new ones> capitol mine city goldmine town stockade fort special nodesig farm ruin devastated [total bits: 4 bits] MINOR DESIGNATIONS: [ THESE REPRESENT PRODUCTS OF THE PLACE ] church university harbor roads blacksmith traded mill granary lumberyard trading post seiged [total bits: 12 bits] [overal bits: 16 bits] o HAVE ONLY PARTIALLY IMPLEMENT TREATIES. THEY SHOULD END AT END OF TURN IF BOTH SIDES DONT HAVE. NPC's should be given an option to accept treaty. PC's should get mail - forcing them to make a decision then and there. p_requesttreaty(), n_requesttreaty(), breaktreaty() Offer treaty, Accept Treaty... Bribe only one level per turn. Variable bribe costs. o spies should give you more details than normal troops o scouts should have a chance of being captured when going into occupied areas o experience for leaders o names for leaders, cities, regions o Modem wars - remote login supported o Scenarios - napoleonic, roman, middle earth o Clocked Turns - updates when clock runs out o Screen Front End o Auto Generated Graphics Front End o Reduce Sector Datacount by improving looping and going to more pointers o Add nomad objectives - to capture their capx,capy. Any nation that has the right types tries to capture a given sector. o Change trading to have an open market for prices (ie. Market price of iron is 20 gold up from 18 last turn, (you can sell it for 10 percent less). ----------------------------------------------------------------- | 3) Release notes for V4.0. Changes from v3.5 | ----------------------------------------------------------------- 1) gave god NINJA power to see troops on the map 2) fixed message bug (printed blanks). 3) changed ONMAP to onmap(x,y) (in data.h). Used it several new places. 4) fixed fact that i_people (being short) broke if you had too many people by having i_people store 1/256th of the people in the sector. 5) changed 'R' message when nation has no messages 6) changed password not to echo 7) changed 'Z' command to not redraw whole screen 8) added absolute maximum people per sector 9) changed trade.c 10) fixed peasant rebellion bug 11) changed 'Z' command 13) conquer -s prints version & patchlevel: version number is now v3.patchlevel 14) changed lrand48 to extern long 15) turn is now displayed next to version number 17) placed standend() in hilight... so random sectors are no longer lit 18) modified help file code into 4 sections 19) added fix to updcapture for randomly taken land. 20) added fix so destroyer power only impacts in an update 21) changed update procedure so it only tries each nation once (faster) 22) Change combat: The rolls can go from -30 to 130. (I add 30 to make the calculations based on 0 to 160, and therefore easier) removed the "combat table" array and changed to a simple formula. take the roll from 0 to 100 and add the average attackers bonus and subtract the defenders average bonus. calculate for the losses based on a 1:1 battle. PAloss = (160 - roll) * MAXLOSS / 160 PDloss = roll * MAXLOSS / 160 Where MAXLOSS is #defined as 60. The odds then increase the damage to the weaker opponent by 10% per ratio. if(odds>100) PDloss += odds / 10 - 10; else PAloss += 1000 / odds - 10; So, a roll of 50 for two evenly matched armys will result in a 30% loss for each army. (I found this a more reasonable method than your proposal that each army lose 50%). And, an adjusted roll of -30 for a battle with 2:1 odds will result in an attacker loss of 60% and a defender loss of 10%. formulas over arrays will result in % values that vary by 1% increments as opposed to 5 or 10 like the array system, and the percentages are much more in line with actual battle styles, ie, it would take luck and a large army to totally erradicate a side with no losses. But, as this system is setup, an army will be totally wiped out if the odds are 11:1. (most likely with odds a little lower since it would take great defense to obtain that) 23) eliminated leading tabs from reports 24) Forts are now damaged by combat 25) Fix for catapult additions to combat 26) Change mercenary code: 15% of disbanded become mercenaries. Mercenaries have global average bonus based on disband type. Each nation can draft #mercenaries/MAXNTN each turn, and every time an army is disbanded 15% of the troops will join the mercenaries 27) keep backups of news files. Allow reading them. 28) Added flight army status 29) to summon a CENTAUR, need CAVALRY power. 30) added new command called 'w'izardy where the following spells are possible: summon (moved from magic board), flight (give flight to a unit), enhance attack and enhance defense (enhance the combat by 30% if attacking or defending respectively). 31) fixed misdeclaration of fison (didn't matter much) 32) made input of adjust army status quicker. 33) makes sure that an UNMET nation isn't bribed. 34) adjusted mail reader ( 'R' command ) to take longer than screen length messages 35) changed reading of helpfile to take place from DEFAULTDIR changed checking of helpfile to just making sure it was installed in DEFAULTDIR... no longer moves it into the current working directory. 36) Change attractiveness ratios for civilians into #defines 37) changed the army and navy reports so that it doesn't fill whole screen for no armies or navies, errormsg in bottom. 38) repro now on a yearly basis (ie divided everything by 4) 39) made newlogin.c be insensitive to changes in values in newlogin.h 40) allowed redesignation to devastated, stockades, castles, and ruins 41) fixed bugs with gods removal of magic 42) fixed display to avoid random characters shown in lower right of screen 43) added standend() to makebottom so it will always be unhighlighted [still need to find the loose standout()] 44) separated out the "SUPER USER; WHAT NATION..." into a subroutine that checks that the nation is valid and returns a 1 if it isn't 45) altered the data structures for future enhancements; must look later 46) adjusted the combat routines for navies; will upgrade with new ship types later 47) adjusted randomevents to fix bugs with peasant revolt 48) adjusted randomevents to make selection of iron and gold mines random 49) added check for users if the game is being updated 50) added check for update if users are logged in. #ifdef RUNSTOP not recommeded for use with automatic updates. 51) fixed some problems with the help.txt1 documentation. Especially since the & is used by sed as a command. 52) made major changes to the Makefile; note that ln or ln -s will not work properly on this system. 53) added whatever ONMAP(x,y) calls I could find. 54) fixed scrolling bug. Now scrolls one sector from edge. 55) fixed misdefinition of WINTER, SPRING, SUMMER and FALL. 56) fixed integer division bug in mercenary code; would lose a point in attack and defense if entered values were less. Now it will only recalculate to increase the attack or defense. 57) changed requirements to take sector to be based on minimum of 75 and tciv/250. 58) changed ntn[country] to curptr-> in many places. 58) shortened code which reads in unit types from case statemtnt to for loop 59) added leader units -> just like monsters only born. 60) changed startup code for NPC's to use points from newlogin.h 61) fixed combat code so that odds also effect %loss of side favored by odds to decrease by %4 for each odds level. Note that there is a limit of roll/10 as a minimum for decrease. 62) fixed bug in magic.c (#ifdef HIDLOC -> #ifdef HIDELOC) 63) fixed bug in update.c resulting from non-assignment of curntn->. 64) fixed bug in SEASON and PSEASON #defines (x%4 != (x)%4). 65) accounted for integer division in reproduction calculation. 66) made sure to exclude LEADER and MONSTER troops from vampire calculations in combat.c. 67) made sure that vampires collect dead NON-vampire men not dead vampire men. 68) add dates to mail messages and battle reports. 69) reduces fortification values due to change in combat; fort/town -> 10 + 5 * fort, and city -> 10+ 8 * fort. Double for Architect; 70) changed code to allow for multiple cities. 71) added TURN to output of conquer -s option. 72) added trade items of iron, jewels, and food available for gold put up for sale by the game itself. 73) set the fortification values to be #define in the header.h file 74) added exotic trade goods. added special sector designation. changed structures to accommodate national abilities. 75) detoned leaders by a factor of 2. reduced starting # by 1/3; 76) changed screen layout for trade goods 77) put conditional on "unable to take sector" message so only <MINLEADER. 78) fixed spelling errors with tradegoods 79) made lizard fortifications relative to gold value. 80) made destroying a nation possible on 1st turn. 81) added nation attributes. 82) added # leaders as a purchasable option at the beginning of the game. 83) made move /=2 for normal units if leader more than communications/50 range 84) added LATESTART bonus... if you start the game late 85) made npc leaders/monsters move based on their soldiers in the sector 86) added mail subroutines to send 1 line mail messages. changed mail method. 87) added #defines for npc activity level 88) changed npc algorithm to go to war. much less likely now if they have a place to expand into. Added mail to pc's when npc's go to war with them. NPC_2FREE... value in active is determinant. +10% to hostility if differing races. 89) lowered maintenance and enlistment costs of expensive army units... they were too costly and were not effective. 90) added ability to break jihad for a $cost 91) documented diplomacy. 92) fixed bribery. adds correctly to enemy gold & has a 50% chance of working CHANGED THIS 11/11 - variable chance of working & only in update. 93) added storerate and eatrate to picture. 94) made cities and capitols consistent (i think) 95) moved stuff from bugs file to help.txtX file 96) added #defines for a nations class 97) changes sct.gold to sct.jewels to make things consistent. 98) added random monsters... created at setup as barbarian units. fixed update of barbarians. changed display of monsters. 99) made initial status of npc nations vs anybody be close to neutral. 100) fixed printf problems and floating point problems due to integer division of reproduction, eatrate... 101) changed vampire power -> now have zombie units. changed democracy eat rate. made elite units require armor power. made monster power give you monsters each spring. 102) redesignate as ? converts to appropriate trade good type. 103) reordered the random events file 104) black plague only effects your cities/towns/forts and capitol 105) added npc and pc allignments. changed diplomacy again. added macros for npc types. 106) added (killed) in combat mail for leaders and monsters 107) eliminated combat divisor. added rand%11*rand%11 / 25 (average = 1) multiplier to all combat losses. NEED TO DOCUMENT THIS. 108) eliminated bug that allowed bribing unmet nations 109) eliminated printing of extraneous revolts and events. added revolt percent in case formulae are not adequate (PREVOLT). 110) improved npc algorithm to attack cities towns and capitols - they now only go in if armed to the teeth. They now defend also based on population. npc nations now act more aggressively if you are next to their capitol. never defend in your own capitol. 110) can only be garrison in your own city/town/fort sector 111) add -r<scenario> option to conqrun. This option allows you to read in mapfile at create time. It will read in as follows: scene.veg - vegetation, scene.ele - elevation, scene.nat - nation marks Also permitted the addition of x,y locations to nations file. if -1, dont use, else place capitol there if not water. The order the files are read in is elevation, followed by veg, followed by marks. The only error detection is that veg must be ~ in ele ~ sectors, and mark must be ~ in ele ~ sectors. NEED TO ADD READ NATION MARKS STUFF!!! NEED TO ALLOW CHANGING FROM NPC TO PC. 112) made magic costs #defines. modified rates so mines run out quicker. make new magic dependent on both jewels and magic ability. changed healer power to religion power. magic screens auto regen. 113) Must be at war to enter sector. added errormsg in move.c. prevented npc nations from tresspassing too. 114) added initial screen, fixed bug with cursor placement when starting as god/nomad... 115) BIG BUG FIX - Some monsters would not fit in unsigned char... changed divisor for unit type throughtout (to 75 from 100) this seems to have fixed the problem. 116) ARMY GROUPS. All units in group move together. Break out of group if you move by yourself. Will check this! +20% to combat if in group. +2 move in group but all move at speed of slowest unit. Moved leaders to low numbered units!!! 117) put some error correction into execute() - cant take others land like you used to be able to do. Added adjustable tax rate (0-20). made spreadsheet() to taxes right 118) made combat more bloody in cities. loss increased 20%, so 40% loss converts to 48% loss. 119) increased leader birth rate. decreased lizard repro to 8% per year, and nomad repro to 12% per year. 120) PORTED TO MY EPSON PC... FIXED UP MAKEWORLD anybody can add nation if turn <= 5 added to makefile structure to make it redundant tested & played with graphics & history routines. made directory. played with new fractal algorithm 121) Mercenaries should run away from battles 1) if odds are worse than 2:1 2) 15% of the time for npc types. 122) npc nations now efficiently utilize unit types. fixed bug so that npcs now get appropriate numbers of leaders. 123) added checks to make sure report screens for army, navy and nations do not print out a blank page. 124) added check to make sure "Battle occurs, defender, attacker...." does not overflow screen. 125) added fix to allow newspaper function to access last paper (MAXNEWS) 126) if you lose your main leader - you freeze your move for the turn works for npcs too (no armies move). There is now a 30% chance per turn that you get your leader back per turn. NPC armies with 0 move cant move now (used to be only militia). 127) added spy and scout unit types. drafted on 1 or 2. spys put in particular nations capitol. removed magic roll. changed a bunch of minor bugs. added status MILITIA. changed printf for population (IVXL... roman numerals). must draft in multiples of 10 men (but scout and spy units). basically eliminated scout status. fixed some printing stuff in makeside. made npc types not use goods in areas they cant use. 128) made sure all returns from subroutines in GODMODE are performed correctly 129) fixed bug in detection of lowercase/uppercase characters for country mark. 130) fixed highlighting of helpfile topic so leading spaces are dark. 131) fixed killmagk routine so displayed magic numbers are correct. 132) fixed up the help files so they were up to date and properly formatted. 133) made number of pirates, etc. created more consistant with map size. 134) changed naval code throughout... still have to fix loading and combat 135) fixed loading and movement for ships 136) fixed a bug which caused nations food to be multiplied by 100. 137) switched ships around so that galleys hold armies and merchants hold people... warships just fight (still not done, *sigh*) 138) fixed bug which caused npc's to change all statuses (even TRADED) to DEFEND. 139) made sure that statuses like TRADED/ONBOARD remain. 140) added attrition for naval transportation of civilians. 141) improved npc redesignation algorithm. Fixed food*=100 bug. Fixed tradegood not allowing redesignation bug. Fixed random metals and jewels showing up bug. Playtested some more. Putzed around. Changed several calculations for nation attributes. Happiness. 142) made it so that towns could no longer build heavy ships. 143) made it so that only MARINE units could be unloading in unowned sectors. 144) made corrections to man.page 145) changed format for attack/defense bonus to %+4d%% so that +/- is right. 146) fixed overflow chances in att_bonus routine 147) changed wealth calculation to be based on percentage of positive wealth 148) changed calculation for spoilrate and eatrate to match help screen. 149) minepts too harshly treated... adjusted to allow any mining at all. 150) made cities and capitols contain university if proper tradegood. 151) fixed bug with tradegoods and DESFOOD sectors not working. 152) made sure that armies with zero soldiers where not used in movement calculations for groups. 153) SCOUT status units no longer get "cannot take sector" message. 154) made sure that HIDELOC was in effect for volcano eruptions 155) fixed bug in print statement "30% die" should be "30%% die". 156) fixed bug in pwrname array reference in randeven.c 157) fixed bug which did not set militia status to MILITIA 158) fixed modulus by zero bug for movement of ships 159) adjusted 'r'edesignation command to only display possible designations 160) added new help file for designations only 161) if have destroyer, cant get dervish power made light cavlry better than dragoons. Made dragoons weaker and not require cavalry power. allowed god to change sectors tradegoods. allowed players to add themselves. 162) reordered metals. 163) change orctake to only vs neutral+. orctake now takes 10 spell points, and if you fail, nation goes one spot more hostile. Major monster gives 2 spell pts per turn. Average gives 1, Minor gives 1/2. 164) added move mode for display purposes. 165) moved spot to change taxes. added inflation rate and charity as a percent of taxes. inflation is 0-2% if tax rate is 10% about +1 per tax rate increase. it will devalue your currency & lower your nations popularity 166) changed random event method to be % chance per nation (modified) tradegoods no longer modify eatrate, but now modify food value of a sector. changed tofood to take tradegoods into account. added a few food trade goods. eliminated a few magic ones 167) made tradegoods, gold and metals hidden if wealth and mining ability are too low. 168) made sure retreat message is only displayed during actual retreat 169) made sure report for new leader being made was correct 170) added ability to toggle from PC to npc nation. Added NPC nations having classes (with associated abilities at start of game). 171) fixed godmode display of mercenary information in file forms.c 172) made sure dwarves cannot become wizards... dwarves are anti-magical. 173) made sure that MINOR_MONSTERS/Orc nations could not get Infantry. 174) fixed bug in god redesignation to allow normal designations. 175) fixed bugs with NAMELTH in get_nname and scenario declaration. 176) adjusted display of budget and production reports. 177) adjusted wizardry to allow MI_MONST power to cast spells. 178) changed formula for eatrate to prior eatrate/2 + tfood/5*tciv. 179) made get_nname() void and fixed it to not overstep NAMELTH. 180) made magics for classes cost same as purchased magic in making new nation. 181) fixed armyrpt so it would not print out blank pages. 182) fixed charity calculation and effect. 183) fixed major bug in spreadsheet; would break out for all !tg_ok(), including even farm designations. 184) added alignment to 's'core display of nations. (not yet in conquer -s) 185) added alignment to 'conquer -s' display.... (may need more touch up) 186) changed cost of 'trader' and 'theocracy' for 2*NLMAGIC to 1*NLMAGIC to make them more attractive. 187) reduced MILITIA defense but gave them GARRISON protection for realism. 188) FINISHED NAVAL COMBAT!!!!! (debug time) 189) fixed bug in SPY request for null spy name. 190) fixed division by zero bug in fleetrpt join option. 191) fixed other bugs in fleetrpt section. 192) fixed bugs in naval combat... especially with battle tracking. 193) fixed bugs in npc routines which unset TRADED or ON_BOARD status. 194) made sure update destroys ships without crew. 195) fixed many possible overflows on password entries. 196) you can only get infantry units if that is your default unit type now. 197) changed people distribution slightly (away from farms to cities). 198) fixed problem with inflation rate. 199) changed budget report to only show actual troops 200) changed display options to remove (i)ron item. 201) added hilight trade good sectors option 202) added ability of people to want to move to non mine/city... sectors 203) added npcs in army groups 204) changed tax rates - added tax other 205) eliminated charity multiplier - it is done wrong 206) civilians to farms changed - was based on eatrate - it always thought your nation was starving though 207) road and special had the same names 208) couldnt use any good with mine required - couldnt redecignate to mines 209) added some road stuff - two max per turn. Cant des to mine/gold if not enough metals in sector 210) Changed hasseen to be dynamically allocated 211) Changed diplomacy screen so that it pages between 2 screens worth 212) Raised max no of nations (I notice you've already done the bit about having more nation marks). 213) Added a trap for SIGTERM as well as SIGHUP. to stop cheating 214) Set a umask in main.c if the game is running setuid. This is to ensure people can't access the data file etc 215) Fixed what seems to me to be a bug in mailing PCs when NPCs go to war or whatever with them. 216) Changed the reading mail bit so that now pressing any key EXCEPT for return saves the message. This was after complaints from people on noisy modem lines, where spurious characters made the messages flash past and get lost. Also it makes the user interface a bit more consistent with the news reader, say. 217) Added a facility for people to post messages to the news board. To do this they write a message to "news" which gets appended to the news file. These messages can then be read using the 'N' command. I think this is great fun. 218) Added ability for the NPC's to mail players from time to time, based on the "spew" program I told you about. If an NPC is HOSTILE or worse towards a player, then on a 25% chance it will send a random message to that player. These messages are composed using the "rules" file. This file is obviously open to amendment; at the moment it contains one or two things specific to QMC and possibly the UK which you wouldn't want! A couple of example messages: What a paltry nation of street-cleaners you have! Your puny peasants are only good at sleeping. Even Dickie Davies could make a better job of controlling your nation! If I were you I'd give up. Even Edwina Currie could make a better job of running your nation! Your nation should be holding a free rock festival. Go stick your private parts up a large purple elephant What a useless nation of tiolet-cleaners you have! 219) Finally I have the "-z" option; allows a player to ignore their lock file and play regardless (dangerous, I know, perhaps it should be an #ifdef). This is essential for us since we have people dotted all over the place using workstations that go down a lot. 220) changed news reader... does not read blank pages! 221) elimiated TRADEGOOD compiler option changed attractiveness some more takeover - must be at least met Eliminate Orc-take if <HOSTILE or UNMET (for npc's too) eliminated dwarven traders. 222) removed highlighted blanks at end of nation names in forms.c. 223) fixed bug with birth of monsters for MONSTER POWER nations. 224) made it so that only troops explicitely attacking will attack. 225) fixed bug with display of treaties. 226) made it so that unmet nations could not have status changed. Must meet with nation first. This prevents trading between unknown nations and moving into a nation too quickly. 227) fixed up newspaper function for better display and no blank pages. 228) fixed old bug (see #125) about not being able to read newspaper MAXNEWS. 229) fixed bug so that mail is sent to owners of scaredy-cat mercs and orcs. 230) made it so that people are less attracted to ROAD, NODESIG and DEVASTATED. 231) fixed bug with randevents (world.nations was always zero). 232) added temp routine to move savages (what happened?? why was it gone??). 233) fixed bug with having no cargo spaces available during load. 234) fixed some bugs in trade.c; probably still buggy though. 235) made it so that only SUMMON power allows summoning. 236) minor mods to magic.c: for destroyer food<=6 is desert; #ifdef ordering. 237) rewrote removemgk and added a magic remover to random events. 238) changed the sub[wmg]ships routines to be voids. 239) made sure that random monsters (savages) do not reproduce. 240) fixed redesignate tradegood option in god mode. no longer seg faults. 241) made general npc army status redo; npcs and lizards will no longer attack from own city/fort. lizards will attempt to relieve a siege. routines changed: redomil(), nationrun(), armymove() and updlizard(). slightly uncertain about changes in armymove() and nationrun(). 242) made sure void usage of functions was cast as such. 243) removed Check() from npc.c (now checkout() in check.c; only my version?) 244) changed TRADEGOOD to TRADEGOODS in update.c should now work. 245) made it so that anyone with spellpoints could cast all but summon spell. 246) changed food production to be seasonal. 247) made units in army groups not run away from combat due to leader presence. 248) fixed display for ship landing messages. 249) added the magic power costs to the helpfile building program. 250) switched display (M)etal and (m)ove cost to (m)etal and (M)ove cost. [due to metal display being more important than move cost display.] 251) added a "Disband your X?" question to the disband option. 252) adjust calculation methods for monster costs and also added to reports. Also added monster disbanding if not enough jewels. 253) fixed bug with 'dissarray' in updmil() routine. 254) fixed bug that prevented NPC's from receiving magics... but still cost them points. race magics were given via = instead of |=. Should now receive them because they may be toggled to PCs. 255) adjusted scoring for countries and fixed txt5 to match. 256) fixed bug with error check for XSAOWN, people in sect, and SLAVER power. 257) adjusted attractiveness of mines and goldmines to be based on sect values. 258) fixed bugs with giving spell point to AVG and MINOR monsters. 259) made sure that cities can become capitals. 260) made get_god() recognize names and numbers. [later changed with #215] 261) fixed bug with new password setup. should now work properly. 262) wrote SORTIE, RULE and SEIGED into combat routines. need to add elsewhere. 263) added above to helpfiles and everywhere but in NPCs. DEBUG time. 264) fixed possible division by zeros when tciv or tmil becomes zero. 265) wrote get_country() that accepts either numbers or names as a country and then returns an integer. used for input on a number of routines. 266) fixed 'z' redisplay [since I was doing get_country... I figured, why not!] 267) fixed 's'pecial tradegood display to make sure nation could see tradegood. 268) made display 'd'esignation make movmode ('/') false... now 'd''d' resets default display. 269) made routine for password in forms.c accept up to PASSLTH length. 270) added check in desg_ok() for redesignation to same sector. 271) fix to make sure that no attempt is made to redesignate unowned capitol. 272) added "elsewhere" to budget report. (How did I miss this???) 273) decreased combat bonuses for marines, should not fight that well on land. 274) made it so that sailors and marines could only be raised in harbors. 275) fixed major bugs in newspaper function and made sure to ignore blanks. 276) changed 'W'rite to news function so that it did not create multiple pages. 277) added (d)isplay (i)tems to display the designation needed for (i)tems. 278) changed (d)isplay special so it did not hilight the VOIDED sectors. 279) extracted fort_val() [fortification bonus value] into a subroutine. 280) changed many ISCITY() to fort_val() > 0 to allow GARRISON in stockades. 281) changed TAXCAP to TAXCITY and TAXCITY to TAXTOWN for accuracy in names. 282) rewrote diplomacy screen to support all screen sizes; fixed paging. 283) fixed various bugs throughout. (many caused by bad patching). 284) adjusted the wmessage() function slightly. (don't go into zero column) 285) adjusted various displays to match side. (Ie., only voids show '?') 286) fixed bug with RULE in battle alone that caused exit from battle. 287) implemented file locks on all lock files so players may ignore if the process is dead. 288) removed zflag stuff since it is not neccesary and a definite cheat. 289) added check to make sure that there was only one capitol per nation. 290) added "chicken" armies to battle report. only sends full report to that nation if others units actually participate. [Made sure that army leaves sector... unfair to leave army there] 291) added check in wmessage() for GOD writing to news. 292) fixed bug with vegetation display not being show for VOID owners. 293) fixed bug with sending to non-pcs in siege notification. (woops) 294) did the above for losing monsters. (double woops) 295) switched space bar from toggle to exit in the diplomacy screen. [To be consistant with all of the other displays] 296) fixed % in string error for lack of leader message. 297) wrote conqsort program to implement sorting only on 1st two characters. 298) fixed misalignment of displaying of output for magic removal. 299) cleared bottom after selection of troop type to remove unwanted display. 300) fixed promblems with information being kept with chicken orcs/mercs. 301) fixed hard coded lines in diplomacy display. 302) raised min strgth for WARLORD & LORD since they should be better soldiers. 303) fixed error with 'else' on SIEGED status that removed fort_bonus(). 304) changed variable 'cbonus' to 'intval' to avoid confusion with cbonus(). 305) restructured armyrpt() to be independent of screen size. 306) added check that terminal size was at least 80x24. 307) added mail checking routine to watch conquer and system mail. system mail is checked only given that SYSMAIL is defined. 308) changed 'treasury' displays to show initial (startgold) value. 309) added malloc for sector read and write 310) added 1 sector range for npc nations 311) putzed a little - added adams name to copyscreen, moved conqsort in, added bits here and there 312) worked on poverty and charity 313) redid classs limits (who can be whom) 314) people limit raised so you can start with all people in one sector 315) modified some stuff for HP-UX 316) add nation attribute - poverty & charity - MUST CHANGE TO CHARACTERS (from shorts) PRIOR TO RELEASE 317) Added nation ability bonus as per txt5. 318) Slow you down to change status (1MPs) 319) Cant go from march to other so easilly - costs unit march bonus 320) Overrun not work - eliminated it. 321) Increased garrison for npc nations. 322) Made payment for mercenaries that are drowned. 323) add variable pwater - entered at world creation time not compile time. 324) made fleetrpt() independent of screen size. 325) fixed error in calculation of NET INCOME in budget(). 326) restructured change() routine to be variable with screensize. 327) restructured makeside() routine to be variable with screensize. 328) fixed bug in movement routine that subtracted move on unmet movement. 329) changed combat routine: - moved bonus adjustment from roll to odds. - fixed bug in tracking neutral troops. 330) fixed little display bugs in form.c file. 331) fixed charity display in budget. (should be percent of income not percent of treasury). Also, charity is >= 0. 332) placed FINDLOCK #ifdefs in for support of BSD flock. Must investigate system V and also PC before doing anything else with it. 333) added camp_info() routine to display some statistics to users. 334) adjusted calculation of 50% mercenaries in commands.c 335) changed fight() and navalcbt() "rolls" to be yield 0 to 100 with a bell curve probability. 336) removed limitation on drafting only multiples of 10 men and instead added a limitation that armies must be greater than 25 unless scout or spy. 337) added checks on changing of terror. imposed the 5% limit and may use once per turn only. 338) fixed major bug in clearing of magic before finishing with it in newlogin. 339) fixed magic stones 340) made slightly more likely that only 1 npc army ends in spot in their own nation (unless city...) 341) repair now an option from construct... not a suboption 342) fixed bribery - based on number of 1000 troops in the nation now. 343) add to attractiveness of owned sectors based on people/4. Subtract this number before leaders move. 344) changed routines to add monsters to world. Must check them. 345) tidied up many of the screen display functions in a number of files. 346) fixed bug with P_ATYPE==MARCH instead of P_ASTAT==MARCH. 347) changed limitation on deep water from warships to light ships. 348) fixed major bugs in MONSTER creation code. should work properly now. 349) AAAARRRRGGGGHHH!!!! I had a big error in my code. never gave any gold from spreadsheets if the charity was zero. Sorry about that Ed. 350) fixed bug with calling of prep() with country value improperly set. 351) redid prep routine for speedup sake and for sake of bug catching. 352) fixed one (hopely final) bug in combat... adjustment for attacker odds bonus was wrong. It was accidently only 2% adjustment. 353) fixed some bugs in the rebuilding code and changed some messages. 354) added two new constant definitions MEETNTN and PRTZONE. see header.h. 355) added prevention of god overwriting data file during player addition. 356) separated out locking routine into a subroutine check_lock and placed it in check.c. Now all FILELOCKing is done in just this routine. 357) leaders no longer have size consideration in loading onto ships. 358) big fix of npc nations. THEY DIDNT KNOW HOW VALUABLE THEIR OWN LAND REALLY WAS! It was a massive oversite!!! If you wish to work on the npc code, there are come commented out printf statements in npc.c around line 793. They will print attractivenss of sctrs around your capitol, so you can see if npcs are working right. 359) gave wandering pirate fleets a base of operations... now stay around that. 360) fixed navy movement core dump. 361) allowed sailors to disembark from a fleet in unowned land. changed msgs. 362) corrected display of move cost in "MOVESCREEN" for flight. 363) putzed around with status messages. now prevent setting of same status. 364) reduced odds bonuses in fight(). will test with 8% and 6%. 365) fixed bug with fison instead of filename in check_lock() for non FLOCK. 366) altered movement to allow scouts into unmet land. 367) allow spys to disband anywhere, but they now must be payed twice the enlistment cost to be encouraged to remain quiet. 368) added query for creation of NPC nations in makeworl.c. 369) changed wizardry() function to work on characters instead of numbers. 370) wrote routine compass() to return compass direction given from and to. 371) used compass() routine in new starting routine for spys. 372) implemented capturing of scouts: PFINDSCOUT now set to 50%. - alone with a hostile army [PFINDSCOUT% chance] - alone in someone else's territory with one of their armies (non-allied) [(PFINDSCOUT/5)% chance] 373) in draft() made it so both spys and scouts are assumed to be separate armies of 1 man each. Useless for nations to have otherwise. 374) implemented mills. farm may only be effected by one mill. MILLSIZE people needed in a mill to have it function. 375) no fix 376) added mail information display to make_bottom() routine. should work fine from now on. 377) made it cost no metal to redesignate a capitol from a city. [This makes sense, since no increase in fortification is needed] 378) implemented sackem() routine for loss of Capitol. Must add info in txt4. 379) implemented deplete() routine for nations without Capitol. 380) doubled movement rate of scouts and spys. (usually not near leaders) 381) fixed bug in check_lock(); would accidently remove locks after checking. 382) Zones of control: slow you down - inverse ratio 100 men through 50 - lose 1/2 starting movement points 383) Fixed GOLDTHRESH conversion of gold to jewels - automatic now at current tradgood rate. 384) sailor nations dont get hit by storms. 385) fixed getnewname in randevent.c 386) performance enhancements to tofood, prep, is_habitable. 387) added EXEDIR to compile time definitions 388) reduced power of zombies. may not longer MARCH or follow a leader. This is realistic since they should be braindead. 389) fixed a bug with drowning flyers taking land in move.c. 390) removed the restriction on the number of men drafted being > 25. The battle calculations now handle that properly. 391) fixed a division by zero bug for tciv in npc.c 392) TRADING BUNGED.... suspended trading for food, land, and ships. Will probably restore ship and food trading in the future, but for now they are broken in such a way to damage nations. Trading as a whole also sucks. Will fix for 5.0 when actual carrying of goods is needed. 393) made mail messages being read wrap at LINES-3 instead of the constant 21. 394) draft: made subtraction of population take place after spy verification. 395) revamped combat once again. should be all fixed except for the one bug with retreat of monsters being reported. 396) gave ability to draft dragoons without any magic requirments as per txt2. 397) made sure zombie losses do not add to 1/3 zombie additions. 398) made many fixes to patch as I put it in place: - little bug fixes throughout. - fixed curntn misassignment during monster placement in makeworl.c. - fixed diplomacy screen detection of monsters. 399) made it so that any grouped army that gets drafted into is set to ATTACK. 400) changed Spy and Scout to singular in *unittype[], file data.c. 401) fixed bug with isactive(country) != isactive(curntn->active) in sackem(). 402) only give half bonus to zombies for fortification; too stupid to use well. 403) made sure that zombies only earned dead if they survived. (all of my zombie changes are because zombies would never die) 404) had to change "Guards" back into "Elite" because "Goblin" and "griffon" could not fit into a non-'g' name while Elite was viable. 405) added season to conquer -s output. 406) added a line telling what nation the peasant rebellions join if it doesn't form a new nation. 407) added weighting of prior eatrate and seasonal variation to eatrate. 408) added change to budget/production flip flop 409) make NPCRANGE create start_x,y end_x,y for n_ routine speedup 410) everybody on your side can participate in battle. This permits defense even if have general in sector. 411) higher number nations now are the default attackers... means nomads... atacking 412) The order of combat is high nation to low. This is very disadvantageous to PCs. The owner of land is now defender. If that isnt clear, it is 50/50; 413) orcs are a little weaker... they got too many initial points. 414) played with code a little in newlogin... cleaned it up a touch. 415) cleaned up location adding in newlogin.c 416) can now go to war with peasants. 417) added revolt percent chance to change screen