Jan 16, 2004 Well, I thought I would get this version out sooner, but I kept finding more and more things I wanted to implement or fix! Well, now here it is, and since the changes have been so drastic I decided to release it as version 2.0. I'm aware of a few bugs that are still there, but they are minor and I feel they can wait just a little longer. Besides, I want to get this out and see what people think of the new features. I imagine that, after getting feedback, some changes might be in order. So please give me feedback! :) In version 2.0, the following things have been changed: - Changed disruptors so that they not only slow down enemy jumpfleets within 3 sectors to warp speed, but also can make your warp ships go jump speed within that area. This change was made because disruptors are so expensive and neither I nor anybody I've talked to about it have ever found them worth building. This will make them more useful and thus more attractive and pertinent. - Added an SRMSweep order for fleets. - Added (finally!) Terraforming as a gate-level technology. This has been mentioned in the code (my friend and I discovered it while perusing the .exe while we were young teenagers) but was never quite implemented. I'm not sure if I like it being so powerful, but we'll see how we like it. I've tried to temper its power by making the side-effects pretty daunting. Please let me know what you think! - In the WorldBackgroundIndex, the following changes have been made: - Added an 'O' target which matches the owner of the object in question. Thus, '2:4 O E:1,2' would be matched when looking at planet 4 only if the empire looking at it were empires 1 or 2 AND owned the planet. (Just '2:4 O' would match any owner.) - Fixed it so that multiple brackets could be used. E.g. if part of your flavor text is 'Just look at [C2:13] or [N2:5]' it will give you the coordinates of planet 13 and the name of planet 5, instead of the coordinates of 13 and then '[N2:5]' for the second part. - Changed it so that any "void" coordinates (i.e. coordinates for an object that doesn't exist) are not displayed in the flavor text. This makes it so you can show coordinates of objects not yet created without having the whole place covered with "-17,24" or whatever coordinate is just off the upper-left corner of the map - Added a scenario command "RandomizePlayers." This is important because I always got bored with playing the same player. I wanted to be able to play as other players without having to play ALL the players. (Like be player 4 without having to be players 1-3 also.) Any non-created player empires that have NOT yet been created will be randomly allocated to players who have not yet been assigned an empire. If RandomizePlayers comes before any player empires have been created, they will all be random. Otherwise, only remaining ones will be. This is just a hook in case people want to create scenarios where one empire MUST be a player and others may be random- ized. - Fixed it so that when you change your capital, the map is redrawn immediately instead of having to wait until the next year for it to reflect the change in coordinate origins. - Fixed the bug that allowed fleets under orders to dump materials into a construction site, thus making those materials simply vanish from the game. Now the materials will stay in the fleet until there's a valid place to drop them off. - Fixed a bug that made HK fleets move at the same time as Warp fleets, instead of moving like the jump-speed ships they are. - Implemented Warp Link Frequencies. Under "Empire," you'll now see "Link Frequencies." The idea is that the owner of a gate/link/disrupter can allow other empires to use the device by sharing the paraspace frequencies needed to activate it. It opens up some neat possibilites. So anyway, you can use any gate as long as the frequency you provide matches the owner's frequency. - Fixed the small annoyance where you couldn't choose a construction site directly from the map. Now you can. I also have finished my scenario The Nebula, and I have a couple more in the works. Those will be released in good time. In the meantime, if anybody has any decent scenarios they've written, please send them to me and I'll consider packaging them with the next version. Happy playing! Please let me know if you have any suggestions / bug fixes that you would like to see worked on. - Adam Luker zot@aapc.com Sep. 24, 2003 After 13 years, Anacreon has finally been resurrected! Expect lots of development in the next little while since I'm so excited about it. I know it's probably a little immature to release version 1.31 already, after just two little bug-fixes, but these were the ones that are most apparent, and I wanted to get out a new version quickly. In version 1.31, the following long-standing bugs have been fixed: - Any unnamed Fleet240 or Enemy240 was unviewable except through the F5 screen - Advanced ships (eg. starships) were allowed to defend a planet, making the planet unconquerable. Next on the to-do list: - Implement "SweepSRMs" and "Abort" in fleet orders - Fix the '[]' parsing in scenario flavor text to allow more than one set of brackets per line - See what I can do about enlarging the size of the universe (Larger map, more planets, more empires ... more of everything) - Finish scenario "The Nebula," which will depend on the '[]' bug being fixed - Implement Terraforming as a Gate-level technology - Investigate making Disruptors more useful - Less time to build? Block gating-in? - That'll do, for now. :)