Wolfpack Empire - mirror of https://git.pond.sub.org/empserver
http://wolfpackempire.com/
Add bug reporting instructions. Drop the bugs documented as fixed. File was last changed in Empire 2, so these have been fixed for a while... Remaining bugs: The classification scheme used by report is dumb. It still is. You can make a sector temporarily useless by filling up all its fields with delivery and distribution information. This is useful when an enemy is trying to capture the sector (his mil don't have room to move in :-) You have to halt some of the deliveries or distributions to make room for the military to move in. (Mostly fixed by changing the number of available fields) Fixed since 4.2.14 eliminated `variables'. Delete. Warehouses can't distribute all commodities simultaneously, due to limited fields for this information. This becomes a problem if you have a countrywide network of warehouses distributing to each other. (Mostly fixed by changing the number of available fields) Fixed since 4.2.14 eliminated `variables'. Delete. You can sometimes move small quantities of certain items from warehouses at no mobility cost, even into mountains (this is my favorite bug, I'd hate to see it fixed :-) Feature; delete. Guerrillas don't seem to carry the plague. They still don't. You can sometimes trick someone into paying a huge price for commodities by changing the price suddenly. Therefore one should always check prices when buying commodities. You can't increase prices anymore. Delete. When two countries are attacking each other simultaneously, you can sometimes move into a sector he is in the process of attacking. If you get the timing right, he will take the sector but you will get it back, along with all his military. Can't reproduce; delete. If a plane is out to trade, and gets shot down, it can still be bought until the next update. If another country builds a new plane that gets the number of the plane that was shot down, the new plane will go on the trading market automatically. Then if that plane is bought, the money goes to the country whose plane was shot down, not the country that built the plane. I stole numerous planes (including nuclear missiles :-) this way (by deliberately putting low numbered planes up for trade, then having them shot down). Planes on a trading block can't get shot down, because they can't fly. They can get destroyed on the ground, though. A new plane with the same number still goes on the market automatically. Same for ships, land units and nukes. check_trade() deletes a trade when the object's owner changed. Reword the paragraph accordingly. If a plane has negative mobility, then gets traded, mobility goes to 0. Still correct. Firing on sectors with land-locked sunken ships does strange things. Can't reproduce; delete. If two countries are cooperating, its possible to raid an enemy airport and steal the planes by putting them out to trade. Still correct. You can also strip enemy sectors of commodities using "sell", if you have military control temporarily. Requires mobility now. Delete. One can make work go back to 100 everywhere in a country by moving all civil- ians in low-work sectors onto a bridge, then collapsing the bridge. Work then goes to 100 at the next update, if you leave some mil in the vacated sectors. Or you can move mil out too, letting the sector ownership change to the Deity, then move back in from a 100% working sector, and work goes immediately to 100. Feature; delete. Two cooperative countries can move commodities around at no mobility cost using the market. Still correct. You can collapse enemy bridges by making a lightning raid on his bridgeheads and redesignating them, even if you only hold the bridgehead for a short time. (In this games, bridges work differently, see info build, info bridges") Still correct. The parenthesis is cryptic, though; delete it. You can map out enemy territory by raiding his radar stations. Feature; delete. Condition checking is very treacherous. Global commands with conditions are unreliable. I never figured out exactly what was wrong, although I think your method of putting conditions towards the front of the line helped sometimes. Can't reproduce; delete. You can have more than 26 ships in a fleet, but only the first 26 will move when you navigate the fleet (I think 26 is the right number, but I'm not cer- tain. It might be 32). Can't reproduce; delete. "Look" only spots subs (from destroyers) at a certain distance. If you are too close you won't see them (unless you are in the same sector). Can't reproduce; delete. You can only fly as many planes on a mission as you can fit on the command line (so low numbered planes have an advantage this way). USE WINGS The real issue here is truncation of long input lines. Replace. When a sector has a visible ship, radar doesn't show whether the sector is land or sea, just the ship. This has interesting possibilities for exploita- tion (like land-locking a battleship in your capital in order to deceive the enemy :-) Feature; delete. I don't think you can land planes on a land-locked aircraft carrier anymore. Yes, you can. Is that good or bad? Anyway, delete. Its common to mistakenly set the price of a plane or ship incorrectly so one should check trade after using set. Pilot error; delete. The "must be accepted by" date on offered loans is bogus. Why is it bogus? The date looks good to me. The offer expires at that time. Delete. "Turn off" doesn't stop updates. Feature; delete. |
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doc | ||
include | ||
info | ||
m4 | ||
man | ||
scripts | ||
src | ||
.gitignore | ||
bootstrap | ||
compile | ||
config.guess | ||
config.sub | ||
configure.ac | ||
COPYING | ||
CREDITS | ||
depcomp | ||
GNUmakefile.in | ||
INSTALL | ||
install-sh | ||
Make.mk | ||
README |
Welcome to Empire 4, code-named Wolfpack. Empire is a multi-player, client/server Internet based war game. Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak, Ken Stevens, Steve McClure, Markus Armbruster This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License (in file `COPYING'), or (at your option) any later version. See file `CREDITS' for a list of contributors. Directory `doc' has additional information. File `doc/README' describes the files there and what they talk about. To build the server and set up a game, follow the steps below. (1) Unpacking the source tree If you downloaded a tarball, unpack it. If you cloned a git repository, run bootstrap. This requires recent versions of Autoconf and Automake to be installed. (2) Building a server Prerequisites: IEEE Std 1003.1-2001 (POSIX.1-2001), GNU make, a curses library, Perl, and either nroff or GNU troff (`groff'). See file `INSTALL' for detailed compilation and installation instructions. Quick guide for the impatient: run configure; make; make install. The last step is optional; everything runs fine right from the build tree. If make fails without doing anything, you're probably not using GNU make. Some systems have it installed as `gmake'. Solaris supports POSIX.1-2001, but you need to set up your environment for that. Try passing SHELL=/usr/xpg4/bin/sh PATH=/usr/xpg6/bin:/usr/xpg4/bin:$PATH to make. See standards(5) for details. (3) Creating a game * Create a configuration for your game. make install installs one in $prefix/etc/empire/econfig ($prefix is /usr/local unless you chose something else with configure). You can use pconfig to create another one. * Edit your configuration file. See doc/econfig for more information. Unless you put your configuration file in the default location (where make install installs it), you have to use -e with all programs to make them use your configuration. * Run files to set up your data directory. * Run fairland to create a world. For a sample world, try `fairland 10 30'. This creates file ./newcap_script, which will be used below. You can edit it to change country names and passwords. Check out fairland's manual page for more information. * Start the server. For development, you want to run it with -d in a debugger, see doc/debugging. Do not use -d for a real game! * Log in as deity POGO with password peter. This guide assumes you use the included client `empire', but other clients should work as well. For help, try `info'. To change the deity password, use `change re <password>'. * Create countries with `exec newcap_script'. Your game is now up! Naturally, there's more to running a real game than that, but that's beyond the scope of this file. Please report bugs to <wolfpack@wolfpackempire.com> or via SourceForge http://sourceforge.net/projects/empserver (registration required). For more information or help, try rec.games.empire on Usenet, or send e-mail to <wolfpack@wolfpackempire.com> and we'll try to answer if we can. Also check out our web site at "http://www.wolfpackempire.com". Have fun! Wolfpack!