[comp.sources.games.bugs] conquer - patches enclosed

adb@bucsb.UUCP (Adam Bryant) (03/20/88)

In article <636@pyuxe.UUCP> pngaud@pyuxe.UUCP (William L Boutin) writes:
>Even with all three patches applied, I still get files created
>which are not accessed.  My player limit is 28.  I get messages
>28, 29, and 30 created, stating information pertinent to the only
>player country (18).  I get a message to the news board stating
>A attacks B when, in reality, B attacked A.
>What's wrong?

     The files for messages28 through 30 are created by the computer
for the nomads, barbarians and pirates.  For some reason the battle
messages for battles between barbarians (etc) and players are sent
to barbarians(etc) and not players.
     I will post a fix for this whenever I find it.
     The second problem is because he simply reversed the tests when
printing out that result line.
     Just 'grep "attacker" update.c' to find out exactly where.

     I have also made number other fixes to the game, including
the implementation of a few of the random events, erupting volcanoes
and a few fixs to makeworld.c to vary the number of lizards and
mountains based on the size of the world.  (One major bug that I 
found is that dervish power doesn't generate food.   In update.c
on a magic(country,DERVISH), it should read "sctptr->owner" instead
or "country")

     I have tried to contact Ed Barlow, with no result or reply.
     I would post patches, but I no longer have the original code
to compare with.

     Followups have been redirected to comp.sources.games.bugs. 

adam bryant-- 
    Adam Bryant                     ||  ARPANET: adb@bucsb.bu.edu 
    91 Bay State Rd                 ||  BITNET: adb@buenga engb0du@bostonu
    Boston, MA  02215               ||  UUCP: ..!harvard!bu-cs!bucsb!adb
    (617) 375-7380                  ||  CSNET: adb%bucsb@bu-cs

smile@mhuxd.UUCP (Edward Barlow) (03/21/88)

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.

pete@clinet.FI (Petri Helenius) (03/25/88)

  Would you please build up an external post-list for conquer patches?
It should include all game masters outside States (i.e. outside distribution
area).
  Send me patches #4 and #5 please.

jdc@beach.cis.ufl.edu (Jeff Capehart) (03/26/88)

Sorry to trouble anyone, but I would like to know where I can find a
copy of CONQUER.  I am not sure, but I think it may be on some of the
VAXSIG tapes.  Maybe that is CONQUEST.  Could someone explain the
difference?  Also, the game on VAXSIG has been locked up so none of
us peons can get on and compile it and play our own version.  As a
matter of fact, games are highly disliked on our VAXen.  I am still
interested in finding where I can FTP this source or executbale from.
I have other VAXen on which it would be nice to play.

BTW-  what kind of a game is CONQUER...?  Compare it to Empire anybody?

Thanks...


--
Jeff Capehart 		Internet: jdc@beach.cis.ufl.edu
University of Florida	UUCP:   ..!ihnp4!codas!uflorida!beach.cis.ufl.edu!jdc