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General
 
New
Features
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Integrated chat |
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"Who's Playing" |
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Real-time messaging |
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Global messaging |
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NavPoints |
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Quick-stats |
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"Backtrack" key |
Updated
Features
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Interactive
Combat |
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Cooperative play |
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Real-time ship movement |
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Independent Alien,
Ferrengi, and Feds |
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Turn recovery every
hour |
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Daily taxation |
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Real-time stats |
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"New Mail" notification |
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Stabilized planet and port updates |
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Works with DOS & MBBS helpers |
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TEDIT
and EXTERN Run Concurrently With Trade Wars Sessions
You won't
need to bring the game down to run the game editor, or even to handle nightly
EXTERN processing. These utilities will function properly when players
are in the game, and changes made by them will be reflected immediately
to the players online.
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Seperate
Message and Mail Files
As described
in the "New Features" section, the message file is at the root of Trade
Wars interaction. In order to further limit the size and complexity
of this file, we've split the mail messages out into a seperate file.
This file, which can be quite large and inefficient, is scanned only rarely
as a player checks for mail.
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Alien,
Ferrengi, and Fed Processing Distributed
In previous
versions of Trade Wars, these ships have been processed by the online player.
That was fine for a single-session game, but not for the multi-session
version 3. The activities of these non-players are now handled by
a process that is divided among all players in the game. Therefore,
the overhead associated with these activities is the same regardless of
the number of players online at any given time.
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Some
Player Activities Limited to Once Daily
Some
activities have been taken advantage of in the past to hasten ones descent
on the ladder of morality. For example, unscrupulous traders wanting
to "burn" their positive alignment could jettison innocent colonists into
the void. While this is acceptable on occasion, we have attempted
to limit it to once per day. Likewise, trying to hack into a corporation
can have a negative effect on ones alignment. It too has been limited
to a once-per-day event. Loop-holes that have allowed players to
excessively engage in these and other similarly asocial behaviors have
been closed.
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Improved
TEDIT Prompting
The TEDIT
prompts have been enhanced to include not only the default, but the maximum
and minimum acceptable values. From any prompt, pressing ENTER without
supplying a value returns the default (shown in brackets), as always.
In addition, pressing the "<" or ">" keys will return the minimum or
maximum values respectively (shown in parenthesis). For example,
when entering credits for a user, you will see a prompt like this:
... credits (0
to 999,999,999)
[600] : _
In brackets you see the current amount of credits owned by
the player. Pressing ENTER will leave this value unchanged.
The range of acceptable values is 0 to 999,999,999, as seen in parenthesis.
Pressing the "<" will assign a value of 0, and ">" a value of 999,999,999.
For simplicity, these keys can be used without the SHIFT as "," and ".".
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Various
Code Optimizations
Here
are a few of the important optimizations of Trade Wars 2002 v3:
All of the new code
is object oriented, and the most important processes have been written
in 32 bit assembly language, including all file accesses and record searches.
The game's idle loop
has been limited to a few reads and writes per second.
The game's executable
and overlay size has been cut significantly by pulling all text from the
game into a string table. In a text based game, this makes quite
a difference.
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SysOp
 
New
Features
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Auto v2
to v3 data conversion |
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Fossil driver support |
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Modify real-time move
delays for all player ships |
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Self-cleaning real-time
message file |
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Online system status
report |
Updated
Features
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TEDIT and
EXTERN run concurrently with Trade Wars sessions |
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Separate message and
mail files |
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Alien, Ferrengi, and
Fed processing distributed |
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Some player activities limited to once daily |
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Improved TEDIT prompting |
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Various code optimizations |
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