Xref: utzoo comp.sources.games.bugs:114 comp.sources.bugs:868 rec.games.empire:336 Path: utzoo!mnetor!uunet!husc6!uwvax!rutgers!mtune!mtunx!whuts!mhuxh!mhuxt!mhuxu!mhuxi!mhuxd!smile From: smile@mhuxd.UUCP (Edward Barlow) Newsgroups: comp.sources.games.bugs,comp.sources.bugs,rec.games.empire Subject: conquer - patches enclosed Message-ID: <6532@mhuxd.UUCP> Date: 21 Mar 88 14:13:00 GMT Organization: AT&T Bell Laboratories, Murray Hill Lines: 53 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.