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notes.v4
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notes.v4
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------------------------------------------------------------------------------
| 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. |
------------------------------------------------------------------------------
-------------------------------------------------------------------------
| 1.0 == 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.
===4.0 patch number two released => 4.2 ==========================
30. worked more on Makefile. trying to fix others problems with .SUFFIXES.
31. line 142 of commands.c: fixed bug with assignment of designation.
32. main.c: added environment variable CONQ_NATION. overridden by '-n'.
33. main.c: added environment variable CONQ_DATA. overridden by '-d'.
34. patch to magic.c to extend printable user magics. [Bob Earl].
35. added BIGLTH, and FILELTH character string size constants.
36. made NPC a number as with MONSTER.
37. added new option '-G' for gaudy news country highlights. [T. Kivinen].
38. fixed bug with clearing WAR declarations in destroy. [T. Kivinen].
39. Added a CONQ_OPTS environment variable... can contain many options.
Format: setenv CONQ_OPTS "G,nation=foo,data=1"
so far only G (Gaudy News), nation, and data supported, may now
remove the redundant CONQ_NATION, CONQ_DATA.
40. patched newlogin.c to fix check of new nation name [Bob Earl].
41. added LOCKF portion to FILELOCK for NFS systems [Richard Caley].
42. added routine to print designations with '-p' [Richard Caley].
43. added variations on 'data' or 'nation' to CONQ_OPTS (ex. 'name').
44. NEAT NEW FEATURE! DEMI-GOD! Now, ntn[0].leader holds the login name
of a user who has update and god priveledge on that data file.
It is set during world creation and changable from the 'c' command
during the game. ['c' for nation '0' to view name].
This allows people to run their own games without owning conquer.
45. Neatened the nation mark selection display in newlogin.c.
46. Decided to remove default setting of nation mark.... always ask now.
47. Fixed bugs in newlogin: 'points <= 0' where it should be 'temp <= 0'.
48. Shortened name of monsters to 7 characters to prevent screen wrap.
49. newlogin.c (916): decreased amount allocated for population dispersal.
50. added command to select prior unit ['o'] like 'p' [Kianush Sayah-Karadji].
51. extcmds.c (174,178) fix to allow switching out of march. [Kevin Murray].
52. added a #define XENIX for some XENIX 386 specific bugs. [Jonathan Bayer].
53. reworked the make new_game in the Makefile.
54. fixed the calculation of available nations in the campaign info screen.
55. made slight adjustment to required wealth for gold mines.
56. big redo on the Makefile. hopefully this is now static.
57. completed change of Barbarians to Savages. Only makeworl.c vars now.
58. removed the CONQ_DATA and CONQ_NATION environment variables since
the CONQ_OPTS covers them and can even be expanded more later.
59. big revamp of the helpfiles. caught a few errors.
60. added ntn[0].leader to the 'please contact' messages in admin and main.
61. added monsters and peasants to the '-s' display. [Doesn't show size].
62. changed get_number() to return -1 for no input... fixed all occurances.
63. reinstated ship and food trading. NOTE!!! Nothing has really been
done to fix it... use at own risk. Perhaps someone will find the
bugs and fix them. [these trading routines are only temp anyway.]
64. added CONQ_OPTS to admin.c, ignore everything but "datadir=".
65. spent ENTIRE weekend and rewrote newlogin.c. NEW NEWLOGIN HAS:
- curses screen interface.
- entire input is character by character.
- nice sliding arrow menu selection for final menu.
- may add or subtract from final menu.
- information on each selection is available via '?'.
- move up and down via 'hjkl', 'DEL', or 'RET'.
- in order to weaken orc population a little, set max repro.
during nation build to 12. [May still reach 14 through magic].
- almost all selections are handled in the same manor, this.
allows for easier debugging and better code.
- the following routines will be available for a future makeworld.
interface: newinit(), newbye(), newmsg(), newerror(), newreset().
66. rewrote all routines that were called during a newlogin so that print
statments use the newerror() or newmsg() interface.
===4.0 patch number three released => 4.3 ==========================
67. fixed a bug reported long ago.. negative treasury and charity.
I get too damn much mail. [I just sent #3 out!!!!]
68. main.c(798): "%s%s" to "%s%d"... fixes bug in sprintf.
69. added sprinf(defaultdir,"") to main.c and admin.c.
70. put test on error messages in place() to make sure it won't call newerror.
71. moved the '-p' option from admin.c to main.c.
72. made error messages in main.c go to stderr instead of stdout.
73. made the '-p' flag display world as seen by nations eyes.
74. made the designation portion of the display print elevation when NODESIG.
75. added fix to make sure that demi-god exists. [Richard Caley]
76. added check to makeworld to make sure given demi-god name exists.
76. also added a check to forms.c for demi-god name change.
76. added checks for ORCTAKE definitions to newhelp.c [Jerome Marella]
77. added a CURRENT directory definition to Makefile. [Kevin Coombes]
78. fixed bugs in XENIX defines. [Jonathan Bayer]
79. display.c(301): "+" -> '+'; I thought I fixed this *sigh*. [Richard Caley]
80. added a REMAKE compiler option to allow destruction of currently running
games. This is usable by demi-god to restart a campaign.
81. fixed up the man page.
82. wrote a non-echo string entry routine for curses password entry.
83. added above routine to newlogin.c, makeworl.c, and forms.c.
84. removed restriction on changing to NPC after making moves.
This makes sense... since players may move NPC pieces anyway.
85. changed the makeworld routine to curses interface. This is still
rather rudimentary, and will be worked on prior to Version 5.0.
86. added NADJLOC; to the two split sections in reports.c:fleetrpt().
87. corrected misspelling of alignment throughout code.
88. added check to land_reachp() for neutral status. [Michael D. Smith]
89. added MORE_MONST compiler option to decide whether or not empty
monster armies should be filled during the game.
90. fixed misspelling of 'defence' in npc.c and txt4.
91. fixed overflow of jewels and metal displaying in newlogin.c.
92. *&$%! fixed a stupid bug with checking if leader is really dead.
93. added a 'shipchk' to the prep routine. hopefully will fix land taking.
94. added a redraw after movement if in army highlight mode.
95. added in new method for displaying anything in 2nd column. [Richard Caley]
96. tweeked the prompting for the second column display method.
97. rewrote the section in the help files on the display mode.
98. fixed major bug with destroying any army in water. [Ben Herman]
Another bug I thought I fixed long ago. *sigh*
99. newlogin.c(1034): typo caused nations to be too close. [Wes Shreiner]
100. decrease range of nomad movement to 1 sector from locaton.
101. removed the shipchk from prep()... didn't do jack anyway.
102. hacked at the display code some to fix redeclarations and unused vars.
103. fixed the bug with not being able to take sectors. involved status
of nations not being at WAR with nomads. fixed this by setting
statuses in three places: destroy(), place(), check().
104. fixed seg fault when entering change() for savages.
105. removed the printing to fp in change() routine.
106. changed npctype to detect monsters, otherwise it core dumps.
107. changed the alignment printing for savages back to what it was.
108. made sure that NPCs do not group or disband ZOMBIES.
109. added a NOSCORE compiler option to allow only god to see full score list.
110. changed the class name NPC to monster.
===4.0 patch number four released => 4.4 ===========================
111. fixed bug with scouts being grouped by NPCs.
112. fixed bug that did not provide NPCs with leaders.
113. reworked cexecute.c to allow multiple magic initializations.
114. touched up newlogin() and makeworld().
115. installed routines to limit NPCs by following the VOID and HIDDEN
powers. []
116. altered the killmagk() routine to allow addition and removal: god_magk().
117. commented out some nations from the nations file.
118. tinkered with makeworl.c again.
119. added in the conqps functions by Martin Forrsen.
120. rewrote cheat() routine to verify that nation hadn't been touched by
a player during that turn.
121. made a 'PLEASE WAIT' message appear on login, since response of some
computers is slower than expected during startup. [T. Kivinen]
122. made sure fison was changed properly during 'z' command. [T. Kivinen]
123. changed monster capture statements to go to end of page. [T. Kivinen]
124. altered newpaper() to allow quick scaning. [T. Kivenen]
125. added a rudimentary repeat command to repeat last unit affecting command.
126. altered the 'reading ....' statements in DEBUG mode to go to stderr.
127. ships now lose only N_CITYCOST movepoints when unloading in cities.
128. shifted movement below xloc,yloc in army reports for readability.
129. fixed the redrawing of sectors after movement.
130. added a patch to avoid a compiler bug in display.c [Richard Caley]
131. improved screen clearing routine installed. [T. Kivinen]
132. revamped display under the move people command.
133. added fix to make sure '-p' command checks void properly. [D. Caplinger]
134. inserted a check for allowing extra clear when redrawing.
135. renamed all of the conqps source files to 'psmap'.
===4.0 patch number five released => 4.5 ===========================
136. changed situations of string printing mvprintw's to mvaddstr's.
137. moved a 'makebottom()' from 'm'ove command to parse routine.
138. npc.c (1339): added a check for ntn[country].tciv > 0 [T. Kivinen]
139. reset both roads_this_turn and terror_adj in login change. [T. Kivinen]
140. fixed overflow on wealth calculations [K. Bera]
141. adjusted flee() code for incremental people adjustment [K. Bera]
142. added patch to include XENIX header file in update.c [J. Bayer]
143. fixed passing of a parameter in god_magk() call.
144. fixed highlight function call three places in move.c.
145. fixed prep function call in move.c and io.c.
146. fixed get_display_for function call in display.c.
147. adjusted txt1 to clarify attractiveness calculation. {9 per jewels
was written as 9 / jewels. Changed it to 9 * jewels.} [T. Kivenen]
148. implemented the command 'X' to center screen around a nations capitol.
149. implemented the command 'x' to center screen around given sector.
150. in god mode, the 'X' command jumps between active nations' capitols.
151. centered screen about captitol during initial login.
152. gave god the ability to move civilians using 'Z' {#ifdef OGOD}.
153. altered calcuation of both poverty and inflation and added to txt5.
154. changed F_OK to 00 in update.c.
155. rewrote the isinstr() function in psmap.c to avoid the use of index().
156. implemented tests throughout find_avg_sector() for zero division.
157. changed astr,dstr to floats in combat.c (198). [Bob Earl]
158. added use of indicator instead of using MGKNUM in combat.c. [T. Kivinen]
159. added extra check in land_reachp() for movecost < 0. [Dean Brooks]
160. removed MOVECOST from 'd'isplay command.
161. altered bottom display of move() after error messages.
162. added makebottom() to civilian movement, was accidently removed(?)
163. big adjustment to mining_ability and wealth:
-if it is lowered, it decreases by only a quarter of the difference.
164. fixed typo and checking of placed in terraform() [Dean Brooks]
165. added in dgod_make flag to indicate if the demi-god is remaking.
166. added setting of spell points to zero in zeroworld().
167. renamed dgod_make to remake and made demi-god be default for any remake.
168. changed the clear(); in change() to move(0,0); clrtobot();
169. added move(0,0), etc. to fleetrpt() and armyrpt().
170. moved the makebottom(); to parse after the EXT_CMD entry.
171. added move(0,0), etc. to fleetrpt() and armyrpt().
172. added move(0,0), etc. to trade() in trade.c.
173. made major adjustments to the mailing routines mailopen() mailclose().
174. rewrote the mail interface to be a little more robust.
175. the mail writing and reading routines now prevent most conflicts.
176. made the mail writer a little spiffier.
177. fixed a bug in detection of leader death and recreation in update.c.
178. no longer charge BREAKJIHAD for breaking one-sided treaties.
179. added in fix to ruin redesignation when DERVISH or DESTROYER.
180. allow redesignation of ruin to a non-city type at REBUILDCOST cost.
181. altered the god_mgk() display routine a little.
182. added in a limit of 16% to charity creeping for democracy.
183. added a check for a line with a period on it to end mail.
===4.0 patch number six released => 4.6 =================================
184. fixed bug in checking of sector population in construction of ships.
185. fixed bug with reversed if statement in god vegetation redesignation.
186. adjusted get_god routine to display prompt at bottom of screen only.
187. adjusted lizard fortress creation routine to increase gold and fort value.
188. fixed some display bugs with the god_magk() routines.
189. made spoilrate calculation floating point to avoid overflow.
190. fixed a bug with checking of password for 'z' command.
191. made the "DESTROY NATION" message in forms.c not clear screen.
192. made sure that WYZARD was not removable in random events.
193. fixed bug with randevent.c calculation of sector locations [D. Brooks]
194. implemented check to assure that MORE_MONST isn't too strong [R. Caley]
195. made sure god could destroy of monster nations in forms.c.
196. moved the 'z' command to the bottom portion of the screen.
197. fixed bug with get_nname(); accidently allowed up to NAMELTH+1 chars.
198. adjusted bottom of diplomacy screen to be more like other screens.
199. made the 'W' prompt appear at the bottom of the screen.
200. combat.c [636,637]: owner[k] -> UOWNER(k). [Ken Dalka]
201. added a break to the nation name detection in main.c [Brad Isley]
202. fixed mistype of '<' to '>' reports.c (647) [Richard Kennaway]
203. adjusted calculation of attack bonus cost to avoid overflow [R. Kennaway]
204. fixed bug in printing nation name, update.c (579) [R. Kennaway]
205. adjusted output in wdisaster(). [R. Kennaway]
206. implemented check for limit of 12 in fortification. [should be #define]
207. removed a number of local variable declarations of country in misc.c.
208. allow changing of status of other nation is non-unmet.
209. added the option to change population for god in (r)edesignate command.
210. added time check on mail lock files to avoid old files lying around.
211. added ability for god to change combat statuses of nations.
212. added time check to lock files as well, (thrice mail lock death time).
213. fixed bug in prep so that ships do not protect sectors from capture.
214. fixed overflow bug in GOLDTHRESH jewel purchase during update.
215. added new method for calculation of MORE_MONSTers (R. Caley)
216. for the 100th time, made sure that volcano victims are not revealed.
217. more adjustments to make sure sector locations are correct in randeven.c.
218. removed restrictions on mill and granary redesignating.
219. fixed spelling of "rebelion" to "rebellion" in two places in randeven.c.
220. changed inflation to be a yearly rate (where did I leave my head?).
221. adjusted offmap() in io.c to be consistent with coffmap().
222. putzed around in npc.c trying to catch a bug.
223. recenter new display upon going off screen.
224. update.c[821]: ">" to ">=" take with exact number of men. [Dave Flowers]
225. update.c[1017]: "min(" to "max(" (woops!! major typo) [Dave F.]
226. trade.c: altered visibility of items for sale. [Dave F.]
227. misc.c[498]: fixed overflow on gold scoring [Kenneth J Dalka]
228. adjusted inflation calculation in update.c and reports.c.
229. added the inflation estimation to the budget report.
230. fixed bug with division of charity by population. [Charles C. Fu]
231. prevent passage of fleets through hostile cities.
232. added some checks in npc.c for ownership in drafting in some sectors.
233. removed destruction of troops on peaks, now that flight is possible.
234. changed to min zero in attractiveness, now drift will no longer occur
for sectors with "zero" attractiveness. [Dave F.]
===4.0 patch number seven released => 4.7 ===============================
235. update.c[1327]: "ispc(country)" => "ispc(curntn->active)"
236. added a note to README and fixed credit in notes.v4 file.
237. made sure npcs do not change scout status.
238. fixed bug with include files in check.c. [J. Bayer]
239. update.c[1073]: declare items as unsigned char [Rodney Orr]
240. update.c[1541]: rewrote move_people() routine to avoid memory leak
and to use only 5 / MAPX as much memory.
241. adjusted casting in propuction screen for food consumption.
242. trade.c: added check for unexpected end of file in trade [R. Orr]
243. newlogin.c: removed the check() in the routine.
244. added news notification during update if npc/pc mode is changed.
245. removed useless ifdef REMAKE statement in admin.c.
246. added check for edge of screen unnecessarily redrawing.
247. added check for motion beyond edge of screen.
248. added stoppage for going beyond map edges.
249. checked for invalid reads of commerce file in trade.c.
250. changed float casting back to longs at line 1052 of update.c.
251. did the same for the calculations in function budget() of report.c.
252. fixed display.c designation to show tofood(sctptr, country).
253. made Dragyn the nation leader name and Dragon the monster name.
254. restricted marching troops from being grouped. (could get into
defend mode this way; even when they had marched too far).
255. allow recombination of troops with same status and same type
unless the type is TRADED or ON_BOARD.
===4.0 patch number eight released => 4.8 ===============================
256. made sure that minor leaders lived before becoming major leaders.
257. fixed major bug on not resetting status of moved grouped unit.
258. set a grouped movement to be equal to the movement of the leader.
259. added missing return to commands.c (1341) [Paul Waterman]
260. made sure only to ask for splitting warships when warships are there.
261. no longer ask to split ships that are not in fleet.
262. allow god to manipulate a fleet up for trade.
263. fixed bug that -1 population may accidently be set by god.
264. fixed bug that caused missetting of gold/jewel value by god.
265. allow god to manipulate an army that is up for trade.
266. added check to assure that navies do not carry invalid troops.
267. added check for onboard armies to be sure they were actually on fleets.
268. reformated the bottom of the display on the read message display.
269. made sure that stones had the designation of '?' to allow them to work.
270. increased reduction on movement in desert for DERVISH to avoid confusion.
271. made sure that blank input would not be taken on redesignate owner.
272. fiddled and diddled (sorry Johnny!) with the charity change check.
273. fixed bug with providing movement to unmovable when having ROADS power.
274. added ifdef's around srand declarations for ANSI compilers. [C. Fu]
275. removed error message for people relocation. too common an occurance.
276. allow naval battles along shore. [Charles C. Fu]
277. prevent sailors or marines from retreating. [Charles C. Fu]
278. redid the retreat code... made the test much simpler.
279. slight adjustment to ONMAP macro [Charles C. Fu]
280. keep random value of army sizes the same for when seen. [Charles C. Fu]
281. keep random value of ship sizes the same when seen. [Charles C. Fu]
282. keep random value of people in sector the same. [Charles C. Fu]
283. do not allow navies to pass into impassible land [partial fix: C. Fu]
284. make it harder to unload armies in enemy cities [Charles C. Fu]
285. make it harder to load armies in enemy cities [Charles C. Fu]
286. fixed mistype "P_ASOLD" => "P_ATYPE" npc.c [Charles C. Fu]
287. check for division by zero with metals cost for troops
288. make NPC pay metal for troops. [Charles C. Fu]
289. have NPC nations adjust tax rates as appropriate. [Charles C. Fu]
290. give rebel nations a tax rate of 10. [Charles C. Fu]
291. extend view of tradeing list for long screens [Charles C. Fu]
292. refresh() added to end of trade input routine [Charles C. Fu]
293. do not process invalid country is takeback [Charles C. Fu]
294. cause trade to fail for destroyed army or fleet. [Charles C. Fu]
295. fixed mistype which prevented sale of land. [Charles C. Fu]
{Darn!, My sabotage was caught! :-) adam}
296. fixed missetting of curntn which blocked ship trades [Charles C. Fu]
{Foiled Again! :-) Actually that code predated curntn use, so
we were bound to miss some in the conversion, adam}
297. fixed bug with returning bids to losing nations [Charles C. Fu]
298. let land trades fail during trade, not before [Charles C. Fu] (whatever)
299. convert to doubles for calculation of treasury overflow. [C. Fu]
300. relocated adjustment to MARCHer movment when changing statuses.
301. added in a routine to give the items up for trade to a nation if
it captures a nations capitol. [David Soleno]
302. fixed error messages generated by the orc takeover routine.
303. made the rules file be read in from the default directory.
304. made spell point gain for MONST powers additive.
305. put a 25% cap on user defined charity.
306. adjusted the combat routine to separate naval and army combat checks.
307. added in a check to assure that combining overlarge fleets is checked.
308. verified input checks in various locations in report.c.
309. made god adjustment of ships to allow keeping of previous values on '\n'.
310. gave god the ability to adjust army unit types.
311. gave god the ability to adjust army move values.
312. gave god the ability to adjust navy move values.
313. fixed bug in reporting side during newspaper for naval battles.
314. gave god the ability to adjust an army status.
===4.0 patch number nine released => 4.9 ===============================
315. adjusted the combat code so a unit must be on attack to attack.
316. "#ifdef __STDC__" to "#ifndef __STDC__" typo fix. [Charles C. Fu]
317. fixed summon documentation for Heros and Superheros.
318. adjusted test stat in tradeit function of trade.c [Charles C. Fu]
319. fixed password length termination bugs.
320. raised the limit of nation destruction to under 250 civs and 50 mil.
321. adjusted method of i_people calculation to improve accounting. [D. Brooks]
322. fixed check on limit in cities [D. Brooks]
323. make nation destruction occur for <100 people and <TAKESECTOR mil.
324. put a 500 men cap on the amount needed to capture a sector.
325. added in a query as to how much purchase should be made from God trades.
326. made sure to close the commerce file before removing it.
===4.0 patch number ten released => 4.11 ==(spide)====================
WARNING: This patch may require re-creation of any worlds from scratch
(not compatible with worlds created under 4.10 if CHECKUSER set)
-spide (mcy1580@ultb.isc.rit.edu)
327. added LASTADD
o the last turn that players may add w/o the god password
328. added CHECKUSER to enable uid locking on nations
o checks the uid of the player against the one who
created the nation - to prevent a player from creating
two nations and using one to take over another.
329. added USERLOG to turn on logging of game/nation usage
o sorta useful info - creates a .userlog file
330. added MASK/umask in admin.c to allow group read/write as well
o so people in same group (games) could look at files
331. added REVSPACE to be able to leave room in nation list for revolts
o allow space in nation list for revolts - to discourage
players from setting take rate to 20% when no room for
revolts - leaves room at the beginning of game for them.
332. modified spell sector effect to be 1 pt / 1000 people as documented
o something we wanted
333. added -l (-ngod) option so god can list owners of nations (CHECKUSER)
added -u (-nNATION) option so god can modify owner of nations (CHECKUSER)
o necesary tools to go w/ CHECKUSER
o requires/uses god password
334. made the CHECKUSER option change data structure only if enabled.
335. changed all "#endif FOO" statements to "#endif /* FOO */".
-------------------------------------------------------------------------
| 2.0 POSSIBLE SHORT-TERM ENHANCEMENTS/FIXES FOR CONQUER V5 |
-------------------------------------------------------------------------
o allow god to alter more nation status values... combat bonus, score,
other things.
o new functions:
- status_value() = returns base values of attack.defend,etc.
- sect_movecost() = returns move cost for given unit in given sector.
o adding to grouped soldiers with ZERO movement should not change status.
o changes to zombies:
- should need less food.
- some should decay each turn. [5% or so]
- drafting zombies should decrease popularity. [just killed people!]
- zombie formation could be a factor of nation being in battle not
neccesarily having zombies in battle. OR limit number of zombies
created to be half or third size of zombie armies, since zombies
are needed to create other zombies.
o new display options:
- highlight units who haven't moved since start of turn.
o multiple leaders in a unit? [then experience is not able to be
added in later.]
o limit spell points via knowledge, or cause lose based on knowledge factor.
o might scroll screen without moving sector. [What keys? Needed?]
o implement automatic updates through use of checking what nations have
moved.
o additional extended commands: [ESC prefix]
'r' = Renumber an army. [new army structure could facilitate]
'j' = Jump to location of given army number.
o additional commands:
'O' = go to previous army.
o implement interface for 'Z' command. [Movement locator]
o email to real diety. [hmmm... needed or not? I would actually vote
for allowing mail to both the diety and the demi-god. -adb]
o make land capture only occur during update.
o some problems due to two nations capturing same land. should fix by above.
o some problems with MINER not providing initial stats on first turn after
nation has been added.
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.
--------------------------------------------------------------------------
| 2.5 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).
-----------------------------------------------------------------
| 3.0 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.