Multi-Imperium v3.49o 9 May 1991 Internal & Fossil Communication Routines Program Development history: * 3.49- New unit types (ABM's, Sat's, Zeppelins). Improved path fol- lowing logic. Improved cruise missile blindness. More data file changes. Many improvements and modications to ImpInit. The ability to make maps virtual (wraparound). Additional terrain types added. More hooks and fixes to support ImpTerm. Support for Door.Sys & Chain.Txt BBS interfaces. Problems with bulletin files and internal time calculations fixed. This file gets reversed. ** 3.48- Major format changes to map & data files. ** 3.47- Variable Map Size. Cruise Missiles become blind. 3.46- Imperium gets overlayed to save memory; the comport i/o code (standard & fossil) gets combined to eliminate the need for separate versions. Problems with garbaged data showing up in games configured for less than fifteen players fixed. Prob- lem with messages addressed to ALL fixed. ImpUtil Map Editor fixed to allow the editted map to be saved as a text file. * 3.45- Cleanups to the Imperium side of the ImpTerm interface. Aircraft Carriers will now carry fighters when they move. Further cleared up problems with missile blasts. Update screen routines improved to clear up leftover units after boardings, landings, and attacks. Problems with improper city displays fixed...(I think?) Fixed the problem with attacking transports, now it's kill the boat and the on-board units drown. City name gibberish in the results summary fixed. Redundant screen up- dates when moving along the top of sector 1 and bottom of sec- tor 9 fixed. Problems with improper city character displays refixed. Ghost units when landing in & attacking cities fixed. Fixed problem with new key validation routines that locked out all 3.0á registrees. Dissipation/Expansion rates implemented for gas & bio warheads. The problem with units being built and just disappearing, fixed. The problem with bizarre things hap- pening when players had more than 500 units has been fixed. * 3.44- Figured out why Cruise Missiles weren't killing units. Fixed the logic that allowed one missile blast to clear away the ef- fects of a previous blast. Put delete player function in ImpUtil, and then fixed everything else to accomodate it. Added missile detonate command "+" and made submarines submersible via "+/-". Also added a move later command, pressing [Enter] now causes a unit to go the the bottom of the move stack. * 3.43- Problems with Cruise Missile results showing up wierdly fixed. Engineers 'failed' result properly implemented when there are no more cities availible to build. Armies used to build cities are now destroyed/disbanded upon city completion. In failed builds armies are reawakened. Several fixes made to the screen display routines to clear up some problems with garbled ansi output on cluttered maps, and to take care of the problems with off the border drawing. * 3.42- Fixed a problem with the routine that reads the pcboard.sys file that caused many systems with non-capitalized user names to not work. ** 3.41- Fixed refuel problem with missiles. Corrected attack routines so that transports get destroyed before the armies on board. Updated 'Activate' engineer function to show the number of armies currently present at the build site. Fixed the bad problems with the transport fill function. * 3.4 - Fixed problems with the 'lazy' engineers. * 3.39- Cleared up the display bug that over-hightligted the territory and units around cities. * 3.38- Changed the results display format to blink the 'unit' sighted. Cleared up some glitches in the calculations of gas/bio effects 'strengths' a distance from the blast...which coincidentally cleared up some of the other bugs in the dis/exp. ** 3.37- Fixed several bugs in the bio/gas effects. Implemented the dis- sipation/expansion effects (the effects look like they go away after a while). ** 3.36- Further result display changes/fixes. Cleaned up a number of memory problems and lockups on exit. Caused bio/gas effects to be displayed as highlighted/blinking territory. ** 3.35- Fixed a number of display and result related problems. Altered the player data file format. Altered result file format to account for bio/gas effects. Show the player the bomb blasts radius when the missiles detonate. ** 3.3 - Screen rewrite speed in graphics mode improved by a factor of 5. Number and type of units that players get at startup added to the configuration file. ** 3.25- Imperium goes object-oriented. More changes to the map files. Fixed a number of logic errors with the maps and the bio/gas effects. ** 3.2 - Major format change in the map files to cram a lot more infor- mation into the same amount of disk/memory space. Activated the secondary effects of bio/gas warheads. 3.15- Fixed an ungodly number of memory bugs and range violations. Most of the cumulative glitches and data corruption that have plagued post-nuke Imperium have been cleared up. ImpInit has been completely revamped, with about an order of magnitude im- provement in performance and several additional command line options. Sysop Chat now functions (pretty much) as advertised. Much cleanup in the result routines to prevent further problems. 3.1 - Fixed wakeup and master wakeup to unload transports and wake up units on sentry in cities. Fixed bug in build city routine that prevented armies from waking up. Removed IBM graphics characters from non-graphics mode screens. Fixed the multiple 'wake sleep- ing units' questions when awakening transports. 3.01- Upgraded unit sort routines. Engineers now build cities. Cycle program now sorts new units. Suicide switch added for nuke-the- world activists. * 3.0 - At long last. Sysop Utility program rewritten from scratch. Doc's completely revised. Bug in Engineer and Dredge routines fixed. Init and Cycle programs upgraded. Upgrade program writ- ten. Beta release to route out any other vicious nasties. Tic marks added to map display. General fixes with Missiles. Clean ups to result routines, both at logon and in summary. ** 2.92- Bug in 'landing' mode fixed. Cursor positioning improved. ** 2.91- Path function implemented; Inter-Empire Comm routines completely redone; Missile blasts corrected; Fixes to cycle routines. ** 2.9 - Fossil Communications Driver option, Attack/Defense routines revamped. Yet another data file format change. ** 2.8 - Nuclear weapons. Upgraded result routines. More major code restructuring. ** 2.7 - New units functionalized. Data files changed again. ** 2.6 - Auto-landing for fighters and missiles implemented. General fixes to movement routines. New data file formats. ** 2.5 - Internal code reorganization. Improved online help. New units added but not 'functionalized'. ** 2.4 - Fighter range implemented. Selective wakeups for transports. Improved city and transport 'sighting' routines. 2.31- Fixed bug in initialization routines 2.3 - Sysop Eject/Chat Functions. Improved Internal Comm Routines. Revolt bug fixed. Enemy pass-bys won't wake on-board units. Screen rewrite speed greatly improved. Stack attacks fixed. 2.22- Changed graphics mode city character to "þ" 2.21- More corrections for transports. 2.2 - Beeps removed. Max players can be set by sysop. Corrections to Result & Summary displays. 2.12- First public release. * 2.11- Little glitches with Transports fixed. Going to Edit mode from Move mode no longer centers cursor. * 2.1 - Troop Transports/Carriers implemented. Armies & Tanks limited to the ground. Unit strike values implemented. Bug in revolts fixed. * 2.01- Screen rewrite speed improvement. ** 2.0 - Internal Comm routines. Improved Unit Tracking & City Summary. Implemented save/recover from User timeout, KB timeout (5 min), & Carrier loss. All kinds of oddness. 1.5 - First non-beta release. User time display corrected Initialization routines improved. More ImpUtil func- tions implemented. * 1.4 - Rebellion finally implemented. Master Wakeup (^W) Intelligence file size reduced. Ghost units eliminated again. * 1.3 - Score keeping routines fixed. Multiple sightings cleared up. Skip piece on space. * 1.2 - Attack routines modified to account for stacks, Bug in unit sort fixed, Edit ? command gives info on enemy units. * 1.1 - Communications alarm, Elimination of Ghosts, Improved unit sorting * 1.0 - first beta release * beta test version only ** alpha test version only