General - New Features
General - New Features
Overview
Overview
SysOp - New Features
SysOp - New Features
General
New Features
Go Integrated chat
Go "Who's Playing"
Go Real-time messaging
Go Global messaging
Go NavPoints
Go Quick-stats
Go "Backtrack" key
 
Updated Features
Go Interactive Combat
Go Cooperative play
Go Real-time ship movement
Go Independent Alien, Ferrengi, and Feds
Go Turn recovery every hour
Go Daily taxation
Go Real-time stats
Go "New Mail" notification
Go Stabilized planet and port updates
Go Works with DOS & MBBS helpers
 
Interactive Combat
 
Attacking a player is no longer a simple matter of entering a sector and engaging.  Tracking down and cornering an unwilling opponent is no easy task!  Your intended victim will receive notification of a potential threat when your ship enters the sector, and when you power up your weapons.  Since each ship has a different attacking rate, a faster ship will have time to escape before a slower ship can engage.  With a Holoscanner, you may be able to track your fleeing prey.  Without one, well, it's a large universe... 
  
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Cooperative Play
 
Cooperative play has reached a new level.  Interact with fellow corporate members discussing strategies on the Sub-space Radio.  Exchange resources such as fighters, shields, and mines.  Launch a large scale assault on an enemy base, or call for backup when your base is attacked. 
  
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Real-time Ship Movement
 
Time has more meaning in the Trade Wars universe now that the game is interactive.  In previous versions, ship movement was instantaneous and only limited by turn consumption.  In version 3, each ship has a movement rate determined by it's size, power, and other factors.  These rates can be modified by the SysOp (cut to 1/4, 1/2, or even doubled), but the relative speed of the ships will be the same. 

The movement rate also effects the attack speed of a ship, since any attack is delayed by the amount of time it takes your ship to travel to an adjacent sector. 
  

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Independent Alien, Ferrengi, and Feds
 
In previous versions of Trade Wars, the other occupants of the universe existed only in a player's "snap-shot" of the game.  They were driven entirely by the actions of that player, and were only visible to that player.  In version 3, they become an integral part of the universe, visible to and interacting with all players in the game.  Furthermore, their movement and activities are not dependent on any player's actions.  You will see them moving freely into and out of your sector, or perhaps even attacking you or another trader. 
  
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Hourly Turn Recovery
 
Previously, turns were granted on a daily basis, and you needed to exit the game and reenter in order to receive them.  Now, you will recover spent turns every hour.  You will receive notification of the recovered turns, with no need to exit and reenter the game. 
  
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Daily Taxation
 
You still can't escape the Federation tax collectors, but at least there's some relief.  Taxes will be collected only once for each day you enter the game.  Previous versions had a nasty habit of collecting the full tax rate each time you entered the game, which made "dropped carriers" quite expensive. 
  
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Real-time Game Stats Help
 
The DOS versions of Trade Wars have always given real-time statistics for the "View Game Status" command, but the MBBS version has only given a daily update.  This version, while more like the MBBS version in many ways, retains the preferable real-time statistics display.  Now you'll see immediate changes in such things as deployed fighters, active Aliens, etc., and won't have to worry about the accuracy of the report. 
  
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"New Mail" Notification 
 
You don't have to worry about missing an important piece of correspondence.  The GMS will notify you immediately when a new piece of mail has been logged to your account. 
  
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Stabilized Planet and Port Updates
 
Changes in these processes have improved the accuracy of high-frequency updates.  For example, when a port is accessed frequently over a short period of time, earlier versions of Trade Wars would lose or gain resources in an uncharacteristic manner.  The results over a long period of time could be quite noticeable as, for instance, a significant gain in port product, or an overly large loss of colonists to natural disasters.  The new approach, while a bit more "fuzzy" over short periods, results in greater long-term accuracy. 
  
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Compatible With Popular Helpers
 
Our goal in developing version 3 has been to maintain compatibility with DOS helpers while adding compatibility with MBBS helpers.  This has often meant that apparently "buggy" behavior has been left in, and often recreated in newly written code, to maintain this compatibility.  Helpers are an important part of the Trade Wars experience, and it is our intention that the most popular helpers be compatible with the new version.  Any problems that have been overlooked can be brought to the attention of Martech Software, Inc. for future revisions. 
  
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SysOp
New Features
Go Auto v2 to v3 data conversion
Go Fossil driver support
Go Modify real-time move delays for all player ships
Go Self-cleaning real-time message file
Go Online system status report
 
Updated Features
Go TEDIT and EXTERN run concurrently with Trade Wars sessions
Go Separate message and mail files
Go Alien, Ferrengi, and Fed processing distributed
Go Some player activities limited to once daily
Go Improved TEDIT prompting
Go Various code optimizations
 
 
General - New Features
General - New Features
Exit What's New!
Exit "What's New!"
SysOp - New Features
SysOp - New Features