WORLD CONQUEST by Wisisoft Beta Release v0.7b 21.06.1993 The development: 28.01.1992 - Started trying to program a game like Peter Merill's STATEGIC CONQUEST for Apple MacIntosh computers on my good old 1040ST. March 1992 - First playable but in fact extremely buggy version (0.1) completed. April 1992 - Put version 0.1 on a local mailbox. - running in ST low only - playable only on one computer without computer enemies June 1992 - Put version 0.26 on some mailboxes. - first version with computer enemies (though they behaved very stupidly) - first really playable version 17.07.1992 - Stopped to program as I went to Berlin on hollydays and afterwards had to spend my days learning as I had to pass examinations at the FSIT. October 92 - Bought a second hand TT. 28.10.1992 - Passed the examinations and continued writing COST which I had begun coding between tests. I postponed to continue on WORLD CONQUEST. November 92 - Started to program on 0.3 versions which should include a direct datalink mode using the RS 232 interface and a possibility to use alternate scenarios. December 92 - Started to write the WORLD EDITOR. - Put version 0.3a on the AFN. - first version running in TT med as well as ST low - first version including a working direct datalink mode - first version including the >load scenario< feature - Started to work on the 0.4 versions which should include the possibility to play by modem with remote adversaries. January 93 - First registered user of the WORLD EDITOR (Hi Tommy!) - Sent version 0.4e to Sweden. - first version including the possibility to play by modem - Started to work on the 0.5 versions which should be able to read WORLD EDITOR v0.2 scenarios and have some sound effects. - Sent version 0.5 to Sweden. - first version including a >Save Settings< feature - Put version 0.5a on a local mailbox - only minor changes to version 0.5 February 93 - Started to work on the 0.6 versions with two main goals: - better computer enemies - ensuring compatibility to FALCON F030 and if possible MultiTOS April 93 - Tried to get Version 0.6d on the AFN. Unfortunately I failed. - Got MultiTOS v1.00 and tried to get WORLD CONQUEST to work with it. May 93 - Started to work on version 0.7. The goal was to get the game to work with graphic boards. Changes since v0.5a 0.5b - New savegame format incompatible to earlier versions. - Bug fixed: entering foreign installation after battle without conquering it. 0.6 - Computer enemies not available (only temporary due to major changes in that part of the program). - All LineA commands removed (slowed the Program down a bit). - Program now works in all graphic modes that use 4 up to 15 Bitplanes as it doesn't matter what resolution is being used. - WORLD CONQUEST now has become a proper GEM Application, which should also run with MULTI TOS (I hope). - An additional data file CONQUEST.INT has been created. 0.6a - New savegame format (again incompatible to earlier versions) due to use of standard VDI graphic format. - New scenario format due to same reason (use WORLD EDITOR v0.8 to convert old scenarios.) - v0.8 EDITOR scenarios can optionally include non crossable map borders. - Use of standard VDI graphic format. WORLD CONQUEST should therefore run in every graphic mode on every graphic board using more than 3 bitplanes (at least 16 colours). Though I haven't had the possibility to test it yet. - Due to above changes new data files have been created: CONQUEST.GRF TITEL.GRF WISISOFT.GRF - The following data files are not required any more: CONQUEST.ART ICONS.ART WISISOFT.ART - Damaged units can be repaired by putting them asleep in cities. - Radically changed behaving of computer enemies with an adjustable skill level. (Still very much beta - please send reports and suggestions about that!) - Airborne infantry units won't be harmed any more by firing artillery while being carried by bombers. 0.6b - Computer ennemies will surrender when finding themselves in a hopeless situation. - Bugs fixed: - some problems with computer ennemies - some other graphic problems 0.6c - Further computer enemy bugs fixed: (eg) - anti aircraft unability to shoot - No random damage of shots by computer - deployement of computer enemy units in neutral cities - Other bugs fixed: - airborne infantry units harmed by released bombs - Faster unit movement: because of the use of slower VDI routines to plot the game tiles, optimizing these routines has become inevitable. 0.6d - Surrender condition for enemy computers changed as it made the computer enemies give up too early when playing in low skill levels. - Some minor bugs fixed. - New game tile plotting routine fixed, as it didn't display the computer enemies' units at their turn. 0.6e - fixed the scroll routine, that didn't show the units at the game window's borders any more since v0.6c 0.7 - Created an own DESKTOP Background, as due to the changing of the first 15 VDI colors the GEM DESKTOP of AES 4.x looks rather ugly when running the game with MultiTOS. - Adapted the game for use with MultiTOS. Though you better play it with a single-task TOS, as with MultiTOS it runs awfully slowly. Please note that you have to turn off the sound in the >Settings< menu if you are using MultiTOS. In addition, if you want to play a datalink game, you have to turn the ALERT.ACC inactive. It is possible, that there are some further problems, so I can't guarantee WORLD CONQUEST to run with MultiTOS at 100%. - Removed the Intro. However you can still watch it and listen to the great music if you start the INTRO.PRG. ;-) - Removed some further inproper GFA BASIC commands from the source. In consequence it is now very likely to work on a FALCON F030. Though I still haven't had the possibility to test it yet. - As a new feature the units colors can now be changed. Use >Unit Colors< in the >Settings< menu. - The path of the scenario file belonging to a saved game can now be changed if it can't be found when the saved game is used on an other computer. - fixed the wild "jumping around" of the info-windows when the left mousebutton was pressed. - Fixed all GEM dialogs and panels for use with LET'EM FLY. 0.7a - Bugs fixed: - Infantry units carried by bombers won't be destroyed in combat now until the bomber itself is destroyed. - Units carried by bombers or transports that are inside cities or other installations are now also killed if the city or installation is being destroyed - so they don't remain there as invisible units any more. - New feature: - >Scrap Unit< in the >Move< menu or pressing the key [J] (for Junk Unit) will scrap a unit you don't need any more and puts half of the raw material needed to produce this kind of unit back in the stocks. This feature has become neccessary as the unit limit of 300 (including weapons, cities, installation, ressource sites) can easily become a problem when playing against computers in a high level. - Inproper mouse location inquiring fixed. - Changed styling of selected item in the >game mode< menu. - Removed all XBIOS commands concerning screen memory handling. - Fixed all vro_cpyfrm calls for use with graphic boards. - WORLD CONQUEST now checks the command line when being started, if a saved game should be loaded like every other GEM application does. 0.7b - Some minor bugfixes - fixed some problems with the menu that occured when running the game with TOS 1.02. Please keep reporting bugs to: Alois Felber Feerstrasse 17 5001 Aarau (Switzerland) Fidonet: 2:301/101.13 Internet: hubba@ezinfo.vmsmail.ethz.ch To registrate and get the EDITOR and the additional scenarios please send me 10 SFr or something about the same value in your national currency in an envelope and an empty 3 1/2 inch double density floppy disk. As I am a "poor" student, every additional support will gratefully be accepted. A. Felber