conquer - patches enclosed

Edward Barlow smile at mhuxd.UUCP
Tue Mar 22 00:13:00 AEST 1988


Hi Again,
Enclosed is a repost of conquer patch1 and new patches 4 and 5.  
As with patches 2 and 3, these
new patches alter the format of the database.  This will invalidate
any games in progress.  There is a quick fix to that.  Keep a copy of 
the old data.h for reference and  use the old navy/army/sector structures.
They should work fine.  As with my previous posting, game administrators
outside of north america should send me mail and I will send them
a personal copy of the patches (saves $$$ overall).

The Ed

These patches corrects the following problems:

	1) When a player tried to read messages that did not exist, the
	   messages:temp file was being retained.
	2) There are a number of file ownership problems.  We have solved
	   this by changing the program to setuid, "games" in our case.
	3) Flee now kills 40% of the sectors population
	4) Used 32 several places in misc.c instead of NTOTAL
	5) A point of purchasing power now only buys 900 troops.  This 
	   circumvents the problem of just buying troops at the beginning.
	6) Overflow of variables is now corrected - gold, jewels, food, and
		iron do not now overflow to negative numbers.
	7) Fixed floating point math error in combat.c
	8) Fixed bug in ORC takeover routine - regarding news file
	9) Fixed messaging problem when monsters were involved.
	10) NPCs now respect national boundaries.
	11) Fixed bug in update when npc had 0 soldiers - core dumped
	12) Added unittyp for fleets - unused now but will allow no
		dbms reconversion later.
	13) Made magic a 32 bit variable.  This was a big change, but required
		for people with 16 bit machines.
	14) Added crew/soldiers to navy structure - for future usage
	15) Added code so npc's cheat to keep up with pc combat skills.
	16) NPC armies should be transported to their capital if there are
   		no owned sectors of theirs within 3 sectors.
	17) Nomads reproduce at 10%, pirates at 5% and lizards at 5%

Problems that I know about are or desired changes:

The rebel random event is causing problems. All NPC nations should have unique 
	names - retreived from random table in main.c and unique nation marks
2x cost to move across ally/confederates land
powers should be broken up more logically (magic/civilian/military)
more powers should be added.  (Powers should effect units you can build).
npc's should have better budget/production/teritory strategies
Change the markers so that they are consistent.  
	Upper case  - nation marks
	Lower case  - sector designations (no cities - rename to towns)
	Other       - terrain 
No power should have 0 maintenance cost - minimum of 1/4th - unbalances the game
Vampire Power should cause all nations to go to jihad with you.



More information about the Comp.sources.bugs mailing list