Sherrick/Morris TradeWars 2 v11.2 Documentation Text

From TradeWars Museum

Jump to: navigation, search
Sherrick & Morris'
C L A S S I C
*
********************
********************** * *
********************* ** **
* ***** *** ***
***** ***** *****
***** ***** *****
***** ***** *****
***** ***** * *****
***** ***** *** *****
***** ***** ***** *****
*** *****************
** ****** ******
* RADE **** ****
** **
* * ARS VERSION 2


SysOp Reference for Release 11.20


The most popular door game of all time!


From the Creator of the original TradeWars game: Chris Sherrick
Software & Documentation updates by John Morris

Copyright (c) 1989 - 1993 by John Morris
All Rights Reserved


Page 2

SOFTWARE LICENSE

TradeWars 2 is not public domain software. It is released as Shareware.
You are free to copy and distribute TradeWars 2 freely, but if you use
the program on a regular basis you are encouraged to register your copy.
By registering TradeWars 2, you are helping the author to continue providing
a quality piece of software.

See REGISTER.DOC for information on registering TradeWars 2.


WARRANTY

TradeWars 2 is provided as is, with no with no warranty of any kind, either
expressed or implied.

TradeWars 2 is guaranteed to occupy space on your disk.


Well... enough of the legalities. Onward & Upward.

Page 3

'BEHIND-THE-SCENES' FEATURES OF TRADEWARS 2


o Runs under nearly any BBS program as a door program.
o Many different BBS interface options:
Support for DORINFOx.DEF
Support for CALLINFO.BBS
Support for PCBOARD.SYS
Support for DOOR.SYS
Support for CHAIN.TXT
Support for SFDOORS.DAT
Support for LASTUSER.BBS
& more!
o Support for RBBS door monitor type programs.
o Supports 'local only' mode for operation without a BBS.
o Full network support using SHARE for file sharing and record locking.
o Chat between players function on multi-node BBS systems.
o Support for up to 256 BBS nodes under PCBoard & Wildcat!
o Support for attacking & killing other players while on-line.
o Support for sending messages to other players who may be on-line.
o EGA & VGA graphics mode using GGGraph (the TW2 graphics shell program).
o Number of messages in message base limited only by space on disk.
o Configurable language.
o Optional password protection for each player.
o Contains its own ANSI.SYS driver.
o Support for FOSSIL communication drivers.
o Support for non-standard comports.
o Multi-tasker aware. (Desqview, DoubleDOS, & DOS/Windows/OS2 idle calls)
o Keeps track of time used.
o The users time remaining can be changed transparently.
o Support for DOS I/O so the game can be 'redirected' to the com port.
o Supports Flow control for high speed modems.
o SysOp can chat with user.
o Contains its own carrier detection routine (no watchdog program needed).
o Supports full command stacking (multiple commands on 1 line).
o Support for immediate log-off of unwanted user.
o Support for networking 1 game between many different BBS's.
o Fully configurable playing options.
o Creates a bulletin of 'Top Ten Players'.
o Editor program is password protected for security.
o Debug mode for use in tracking down configuration problems.
o Program support by the author by BBS, or voice phone.

& Many others!


HARDWARE REQUIREMENTS FOR TRADEWARS 2 (DOS version)

o Any IBM PC compatible computer with at least 512K memory.
o DOS 3.1 or above (3.3 or higher recommended).
o Approximately 600K of disk space available.
o Plenty of DOS file handles in CONFIG.SYS. (FILES=30 is recommended)

HARDWARE REQUIREMENTS FOR TRADEWARS/2 (OS/2 version)

o Any IBM compatible machine which runs OS/2.
o OS/2 2.x
o Approximately 1100K of disk space
o TW/2 uses appx. 320K of RAM.

Page 4

TRADEWARS 2 VERSIONS

TradeWars 2 is brought to you by the Authors of the original TradeWars
games, Chris Sherrick, and John Morris. We've been bringing you new
releases of TradeWars 2 for 7 years now! My, how time flies when you're
having fun! The versions of TradeWars we have come out with are:

TradeWars - The original game with 60 sectors.. no planets, no teams,
not much except trading, and fighting with other players.
TradeWars 2 - This is the version of the game that has been coming out
for the last 7 years. Originally TW2 had 99 sectors, and
the first sighting of the evil Cabal, & planets.
TradeWars/2 - TW2 for 32-bit OS/2 2.0

Also for a short time, TW2 was known by some for the number of sectors
it had:

TradeWars 200 (remember when that was a lot of sectors?)
TradeWars 500 The first TW2 with teams.

But, after that brief interlude, we went back to the name TradeWars 2,
and just added a release number onto the end of it:

TradeWars 2 Release 6.31 (last release written in BASIC)

or,

TradeWars 2 Release 11.20

*** Neither Chris or I are affiliated with any TradeWars game not listed ***
*** here. ***


ABOUT THIS MANUAL

This manual is intended to inform you of all the features of TradeWars 2,
tell you what the features do, and how to implement those features.

Not all of these features are needed for everyone. Most are used only
in special cases, when nothing else will work.

In general all you have to do is tell TradeWars 2 where to locate your
BBS interface file, and that BBS information file will tell TW2 everything
it needs to know.


MANUAL CONVENTIONS

This manual contains the following conventions:

[option] Any information inside double square brackets is OPTIONAL.

Keep that in mind when you read this manual.

Okay, now on to an explaination of those features!


Page 5

TRADEWARS 2 COMMAND LINE SWITCHES

The command line is the information following the program name at the
DOS prompt.

Command Line options must ALWAYS separated by space! If there isn't
a space, then the command line parameters will be missed!

TW2 [node#] [options]

Node # - Optional. Is always the first command following the program
name.

For RBBS-PC SysOps, there are 36 possible nodes. A node
number is a single character. The following characters
are valid: 1-9, 0, A-Z or,

1234567890ABCDEFGHIJKLMNOPQRSTUVWXYZ

1 would be node 1. Z would be node 36.

For PCBoard or Wildcat users, you would simply put the node
number as the first parameter. (no letters please)
Numbers up to 256 are allowed.

The following options are always preceded with a '/' (forward slash) or a
'-' (minus sign)

B[ATCH] - Tells the programs to run in batch mode. This is a special
case when you don't want the programs asking you any
'questions'. That way when you run that program in a batch
file, your batch file won't be interrupted by the program
wanting to know, for instance, what your name is.

99% of the time, you will only use this option when running
TWMAINT.EXE in an event batch file. You could also use this
option when running TWEDIT, but that isn't recommended.

Cv[,ww,xx[,yy,zz]] Communications port information. You will not need to use
this command unless, 1: it specifically says to for your BBS
program, or 2: You are using a non-standard communications
port. (usually COM3 or above)

v - com port you wish the program to use.

The following information is optional, and is only used
when using non-standard communications ports.

ww - Base address, in HEX format, of your UART chip.

For example: COM1 uses 0x3F8, COM2 uses 0x2F8

xx - IRQ number you wish to use in decimal format.

For example: COM1 uses 4, COM2 uses 3

yy - Base address, in HEX format of your 8259 interrupt
controller chip.

In the IBM PC/XT or compatibles, this is ALWAYS 0x20
In the IBM AT there is a second 8259 located at the
address 0xA0


Page 6

The first 8259,at address 0x20,has IRQ numbers of
0 thru 7. The second 8259 chip, found in AT class
machines at address 0xA0, contains IRQ numbers of
8 thru 15.

zz - Interrupt vector number.

For example: COM1 uses 12, COM2 uses 11.

At this point you are probably thoroughly confused! Not to
worry! There are some general rules to follow in order to
set up your non-standard com port.

If your IRQ number is in the range 0 to 7, your 8259 address
is always 0x20.

If your IRQ number is in the range 8 to 15, your 8259 address
is always 0xA0.

If your IRQ is 3, then your interrupt vector MUST be 11,
and vice versa.

If your IRQ is 4, then your interrupt vector MUST be 12,
and vice versa.

Your modem or serial port board manufacturer will supply
you with the correct IRQ and UART base address.

For Example: Your COM3 serial port is located at 0x2E0, and
your IRQ is 4. Remember, IRQ 4 is on the 8259 located at
0x20, and interrupt 12 is always associated with IRQ 4.
Your /C command line parameter would be:

/C3,0x2E0,4,0x20,12

Another example. Lets say your BBS program doesn't supply
communications port information in the information file
that TW2 reads. You would then need to specify that com
port on the command line. Lets say you need com 2:

/C2

COM2 is a standardized port, so you don't need to specify
the additional port info!

DATE - Makes TW2 use the european date format DD/MM/YYYY
Example: TW2 /DATE

D[OSIO] - Use DOS/BIOS for input and output only. This should enable
you to redirect TW2's input and output rather than TW2 doing
it. This is for BBS programs which take over the com port
and send all console I/O to the com port automatically.
This will also cancel the time remaining display on line
25. This feature has -not- been tested, but feel free to
try it if the above case comes up.

F[OSSIL] - This will force the program to use FOSSIL driver for input
and output. This command is superfluous because TW2 will
automatically search for a FOSSIL driver and use it if it
is found. Using /F will cause TW2 to skip the search, and
simply try to use the FOSSIL. If the program fails to find
the FOSSIL driver, it will switch to its own com port
routines.

Page 7

What is a FOSSIL driver? A FOSSIL driver is a device driver
loaded into your computers memory when it boots up. Usually
in your CONFIG.SYS file. It is a standardized way for
programs to interface to your communications port.

G[RAPHICS] - This switch forces ANSI color on. This is used in Local-only
mode, or by Opus 1.03 SysOps.

Hxx - (OS/2 version) where 'xx' is the file handle of the open
com port. The OS/2 BBS program should be able to pass this
onto TW/2.

L[OCALMODE] - This forces TradeWars 2 to operate in Local-Only mode. This
is how you can play the game locally. You also use this
switch to run TWMAINT in an event batch file, along with the
/B switch. TWMAINT /L /B which basically means 'Run TWMaint
locally, without asking me any questions.'

M[UZAK] - The M switch tells TW2 that it is alright to play music on
the local computer. In some multi-tasking environments you
don't want TW2 to use your speaker, so the default is
'speaker off'

MIN - (OS/2 version) Toggles minimized mode OFF (default is ON)

Nxx - Where 'xx' is the node number.

Oname - (OS/2 version) where 'name' is serial port name if not 'COMx'

P:filename - This is the most frequently used command line parameter.
The P command is used to tell TW2 where to locate the BBS
interface file. This switch is used by every BBS mode,
except for RBBS and QBBS modes. This is because the
DORINFOx.DEF file is the default.

For instance, if you're using Wildcat! 3.x and you needed to
tell TW2 where to find your DOOR.SYS file, which is on drive
C in the path \WILDCAT\NODE1 then you would do it like this:

TW2 /P:C:\WILDCAT\NODE1\DOOR.SYS

Remember, the '/P:' is always followed by the BBS info file.

Sxxxx - This is used to tell TW2 at which speed to operate. If the
program saw

/S19200

It would open the com port at 19,200 bps.

The S command used infrequently, and is only needed in
certain situations. If you aren't sure whether or not to use
it, don't. Most BBS interface files provide the bps rate
for TW2.

Txx - The T command is used only by Opus 1.03 SysOps! It tells
TW2 how much total time this user is allowed this session.

Lets say a user logs on and is given a 45 minute session
limit, then uses 20 minutes reading messages before logging
into TW2. You would tell TW2 that the user has a 45 minute
limit like this:

TW2 /T45

Page 8

TW2 would see that the user already used 20 minutes, and
limit their time to 25 minutes.


Remember, most switches never need to be used. The only switches you may
frequently use are:

/B[atch] (for TWMaint)
/L[ocal] (for TW2, TWEdit, and TWMaint)
/G[raphics] (for either TW2 or TWEdit to enable ANSI color)
/P:filename (to tell TW2 or TWEdit where to find your BBS interface file,
when running TW2 as a door program)

TradeWars 2 assumes it is running under RBBS-PC as the default. Therefore
it recognizes the DORINFOx.DEF file automatically. So you don't ever
need to tell TW2 where to find the DORINFO file.

Lets say you are running a single node RBBS and you want to run TW2.
Since you are running a single node, TW2 will automatically search for
the DORINFO1.DEF file, and you won't need ANY command line switches!
This is all you would need to run TW2:

TW2

And that's it! (The DORINFO1.DEF should be in the TW2 directory) If you
are running a multi-node RBBS, then you would need to specify the current
node number. For instance, lets say TW2 was about to be run on node 3:

TW2 3

would be the proper command line.

If you are running GAP, or Wildcat! 3.x, you would need to tell TW2 where
to find the DOOR.SYS file. Do it like this:

TW2 /P:DOOR.SYS

Of course, you might need to include a drive and pathname too. If you are
running multi-node, TW2 should extract the node number directly from the
DOOR.SYS file.

If you are running PCBoard, you would need to tell TW2 where to find the
PCBOARD.SYS file, like so:

TW2 /P:PCBOARD.SYS

Don't forget the drive and path (if needed)

If you want to run TW2 locally, then you would type in:

TW2 /L

at the DOS prompt.

TW2 /L /G

would run the program locally with ANSI color enabled.

To run TWMaint in an event batch file, you would use the command:

TWMAINT /L /B

This completes information on command line switches.

Page 9

TRADEWARS 2 SYSOP FUNCTION KEYS

TradeWars 2 has a few function keys enabled so you can control certain
aspects of the current session.

F1 - Pressing the F1 key will the programs to immediately
terminate the current session. It will not drop carrier
on the user, but simply end the game, and return to
DOS.

F2 - Shell to DOS. Since this is so infrequently used it isn't
set up very well. You must have COMMAND.COM in the current
directory for this to work. Type EXIT at the DOS prompt
to return to TW2.

F9 - This toggles the local display on and off. RBBS-PC and
PCBoard SysOps will be familiar with this feature. By
pressing F9 you simply change the display status of TW2
not the display status of your BBS.

F10 - This invokes the SysOp chat mode. Hit ESCape to exit back
to TW2.

PGDN & - These two keys are used to DECREASE a users time limit. PGDN
CTRL-PGDN will subtract 1 minute from the users time limit. CTRL-PGDN
will subtract 10 minutes for each press! The results are
shown to you in the lower right hand corner.

PGUP & - PGUP and CTRL-PGUP are used to INCREASE a users time limit.
CTRL-PGUP Pressing PGUP once will increase the limit by 1 minute.
Each press of CTRL-PGUP will increase time left by 10
minutes! As above, the results can be found in the lower
right-hand corner.


End of Function Key Section.


SETTING UP BATCH FILES TO RUN TW2

To run TW2 as a door you usually need to set up a small batch file. This
batch file needs to do 4 or 5 things. These are the steps:

1: Change directory to where TW2 is located
2: Optional. Copy the BBS interface file to the TW2 directory
3: Run TW2
4: Change directory back to your BBS
5: Re-run the BBS batch file (if needed)

Step 2 is optional, because in many cases you can tell TW2 where to find
the BBS interface file instead of copying it.

A sample batch file, lets call it TW2.BAT, you're running RBBS, node 2,
and you are using COM3, a non-standard port.

CD\DOORS\TW2
COPY C:\RBBS\DORINFO2.DEF
TW2 2 /C3,0x3E8,3
CD\RBBS

You would need to modify this for your set-up, but you can see how simple
the batch file is.

End of Batch File Section.

Page 10

BBS INTERFACE FILES RECOGNIZED BY TW2 / BBS MODES

TradeWars 2 recognizes several different BBS interface files. These files
are the way your BBS program lets door programs know who is on, along with
lots of other information. Unfortunately most every BBS program has a
different file format from the rest.

Different interface files are recognized in different 'BBS modes'. You
will TW2 which BBS mode to operate in when you run I.EXE, or TWEDIT.EXE.

Mode 0 - RBBS-PC mode.
RBBS-PC mode is slightly different from the other
modes in that TW2 will look for two files in which to get
information from. These two files are DORINFOx.DEF (where 'x'
is the node number) and your main MESSAGES file. (sometimes
called MAINM.DEF)

Since the DORINFOx.DEF file is the default BBS interface file
recognized by TW2, you do not need to use the /P: command line
parameter. TW2 will look for the DORINFOx.DEF file in the TW2
directory. This usually means that you will have to copy the
DORINFO file to the TW2 directory when your door batch file
runs.

If you are running a single node RBBS, TW2 will look for
DORINFO1.DEF in the TW2 directory. If you're running a multi-node
RBBS, and you supplied a '3' as the node number on the command
line, then TW2 will look for DORINFO3.DEF in the TW2 directory.

In mode 0, TW2 will also look for your MESSAGES file. You supply
the drive/path/filename for message when you run the init program.
(You can also change it by using the editor) TW2 gets the current
display (SNOOP) status from the node record in the MESSAGES file.

If you don't want TW2 to access your messages file, then use
mode 3, QBBS mode.

Setting up a door under RBBS should be fairly simple, but don't
feel bad if you can't get it running, you're not the only one!
The main things you want to do is create a TW2 batch file.
One that looks similar to this:

CD\DOORS\TW2
COPY \RBBS\NODE1\DORINFO1.DEF
TW2
CD\RBBS

Remember the 4 or 5 steps in your door batch file (as shown in
the batch file section, if you don't remember the steps, you
might want to go back and review) If you named your batch
file TW2.BAT, then you will need to add 'TW2 ' somewhere in
your MENU5 file. Usually you would have something like this in
your MENU5:

TW2 - TradeWars 2 Release 11.13

This section is not intended to be the all-knowing reference to
setting up TW2 under RBBS. For more information on how to set
up a door under RBBS, see the RBBS-PC manual, Section 13.

TW2 will also sense the existance of GMon the Door Monitor program
if you are running it. GMon will copy the DORINFO file for you
and make a 'fake' MESSAGES file for TW2 to look use.

Page 11

Mode 1 - PCBoard mode.
In PCBoard mode, TW2 will require a PCBOARD.SYS file in
PCB 14.x format. PCBOARD.SYS formats before 14.x simply will
not work with TW2 anymore! The formats are completely different.
If your BBS program makes an older format file, you will need
a conversion program to make it into the PCB 14.x format!

In your TW2 door batch file you need to tell TW2 where to find
your PCBOARD.SYS file, like so:

TW2 /P:C:\PCB2\PCBOARD.SYS

Remember the 4-5 step door batch file:

CD\DOORS\TW2
TW2 /P:PCBOARD.SYS
CD\PCB
BOARD

If you are using Searchlight, you might need to use a conversion
program on the PCBOARD.SYS file it creates. To tell the truth,
I'm not sure. The newest versions may create the correct file
automatically. In your Searchlight DOORS.DEF you will need the
following line for TW2:

10;0;0;?;TradeWars 2 Release 11.14;C:\SLBBS;TW2.EXE /P:PCBOARD.SYS

 ? is the security level required to run the door, and may vary.
Remember to include the complete drive/path for the /P: command
line parameter.

Mode 2 - Opus 1.03 mode.
Opus 1.03 mode is basically a kludge. The door interface for
Opus at the time was pretty bad. My first suggestion is to
upgrade to a newer version of Opus. This makes it easier for
you and me.

First, you must tell TW2 where to find the LASTUSER.BBS file.
You use the /P: command for this.

You must also tell TW2 which com port to use. To do this you
use the /Cx command.

If your modem is locked at a certain BPS rate, you must use the
/Sxxxx command to tell TW2 the locked speed.

If you wish to turn on ANSI color, you must use the /G command.
This means that you'll probably need two doors. One that doesn't
use the /G (regular text) and one that uses /G (ANSI color)

You also need to tell TW2 that total time that the user has for
this session. To do this you use the /Txx command. /T45 would
tell TW2 that the total session time limit is 45 minutes. So,
if the user logged on, and spent 25 minutes reading messages,
then opened the TW2 door, they would be given 20 minutes to
play.

An example command line would look like:

TW2 /C2 /S19200 /P:C:\BBS\LASTUSER.BBS /G /T60

This would mean use COM2 at 19200 BPS, Total time limit of 60
minutes, and ANSI color ON.

Page 12

Mode 3 - QBBS mode.
This mode is similar to mode 0, RBBS-PC mode. Only in this mode
TW2 will only look for and use the DORINFOx.DEF file. You do
NOT need to use the /P: command. Simply copy the DORINFO file
into the TradeWars 2 directory and then run TW2.

Mode 4 - Wildcat! 2.x mode.
In this Wildcat! mode, TW2 will look for the CALLINFO.BBS file.
Use the /P: command to tell TW2 where to find the CALLINFO.BBS
file.

TW2 /P:C:\WILDCAT\CALLINFO.BBS

If you are running Wildcat 2.x and multiple nodes, you need to
tell TW2 the node number on the command line also. Remember that
the node number is always the first command line parameter.
For node 3 you would do it like this:

TW2 3 /P:C:\WILDCAT\CALLINFO.BBS

Mode 5 - GT Powercomm mode.
To run under GT Powercomm, you will need to use several command
line parameters. You need to use the /P: command to tell TW2 where
to find the GTUSER.BBS file. Specify which COM port to use with
the /Cx command. And lastly, if your modem is locked at a
constant BPS rate, then you need to tell TW2 that rate using
the /Sxxxx command. Do it all like so:

TW2 /C2 /S19200 /P:C:\GT\GTUSER.BBS

This would tell TW2 to use COM2 at a LOCKED BPS rate of 19,200.

TW2 /C1 /P:C:\GT\GTUSER.BBS

This would tell TW2 to use the BPS rate contained in the GTUSER
file, and use COM1.

Mode 6 - Phoenix mode.
In Phoenix mode, you simply need to specify the location of your
INFO.BBS file. You would do it like this:

TW2 /P:C:\PHOENIX\INFO.BBS

Mode 7 - GAP & Wildcat! 3.x mode.
In this mode TW2 will use the DOOR.SYS file for the information
it needs. Just tell TW2 where to find the DOOR.SYS file.

TW2 /P:C:\GAP\DOOR.SYS

TW2 will extract the node number from the DOOR.SYS file, so you
shouldn't have to specify it on the command line.

Mode 8 - Spitfire mode.
Spitfire SysOps, tell TW2 where to locate the SFDOORS.DAT file.
Do it something like this:

TW2 /P:C:\SPITFIRE\SFDOORS.DAT


Mode 9 - WWIV mode.
To run TW2 under WWIV you need to use the shrink from memory
option, otherwise things'll lock tight. You also need to tell
TW2 where to find the CHAIN.TXT file. Like so:

Page 13

TW2 /P:C:\WWIV\CHAIN.TXT

Mode 10 - Opus 1.10 (or higher) mode.
This Opus version made my life a lot simpler. You only need to
tell TW2 where to find the LASTUSxx.BBS file. The 'xx' is the
node number in HEX format. Use the /P: command to specify the
file.

TW2 /P:C:\OPUS\LASTUS00.BBS


Final thoughts on the different BBS modes.

If the directions to your specific BBS program don't mention certain
command line parameters, then you most likely do not need to use those
them! Keep that in mind. Don't make it any tougher than it actually is.
Most BBS programs write the info that TW2 is looking for in their BBS
interface file. The BBS programs which DON'T write out all the needed
info are the ones where the extra command line parameters are used.

If you don't see your BBS included in the list, and it uses a different
BBS interface file than the ones listed, then let me mail, gimme a call
voice, whatever. Let me know, and I'll try to include your BBS program
in the list.

Also, if your BBS program tells TW2 which COM port to use, and you are
using a non-standard port (COM3 or above) you will need to use the /C
command line parameter. The only exception is when you are using a
FOSSIL driver. In that case, you tell the FOSSIL driver where to find the
com port.


HOW TO INTERFACE YOUR UNSUPPORTED BBS TO TW2

I suggest two different methods of interfacing to TW2. Both are
simple text files. One is more complex than the other, but contains
more complete information on the user. First I'll cover the DORINFOx.DEF
standard, then the DOOR.SYS standard.

The DORINFOx.DEF file. The 'x' in the filename is always the node number.
So for a single node BBS, the file would be named:

DORINFO1.DEF

For multi-node BBS programs, the file would be named like so:

DORINFO1.DEF for node 1. DORINFO2.DEF for node 2 etc.

This file is an RBBS-PC standardized file, and there are only 36 node
numbers supported. the 36 nodes are numbered like so:

1234567890ABCDEFGHIJKLMNOPQRSTUVWXYZ

So, node 10's DORINFO file would be DORINFO0.DEF, node 36's would be
DORINFOZ.DEF

TW2 accepts a command line parameter to specify the current node number.
It is always the first command following TW2. So, if your command line read

TW2 8

TW2 would look for DORINFO8.DEF. Get the idea?

Now we move onto the format of the file itself.

Page 14

The format of the DORINFO file is as follows:

BBS Name
SysOps First Name
SysOps Last Name
Com Port
BPS Rate and Parity
RBBS Network type
Current Users First Name
Current Users Last Name
Current Users City/State
Graphics
Security Level
Minutes Left in Session
FOSSIL Driver present

All lines are in capital letters. I'll give you two examples of what the
file typically look like:

Example 1 Example 2

THE ABANDONED LAND THE ABANDONED LAND
JOHN JOHN
MORRIS MORRIS
COM2 COM0
2400 BAUD,E,7,1 9600 BAUD,N,8,1
0 3
JOE SYSOP
BBS
RENO, NV RENO, NV
0 2
5 20
57 119
0 -1

In example 1, the remote user is at 2400 BPS, even parity, with 7 data
bits. No graphics (regular text), and RBBS is not using a FOSSIL driver.

In example 2, the local user is the SysOp. ANSI color is on, and a FOSSIL
driver is present.

There are several 'quirks' in the DORINFO standard. They are as follows.

1: A local user is online when the com port is set to COM0
Also, TW2 will recognize a BPS rate of '0' as a local user, but
this is not the standard method.

2: When the SysOp is using the game, the 'Current Users First Name' is
"SysOp" (without the quotes), and 'Current Users Last Name' is ""
a null string. (the only chars found on that line are a carriage
return/linefeed combo)
Also acceptible is setting the Users first and last name to match
the SysOps first and last name exactly.

3: Graphics are off when a 0 is found in the graphics field. RBBS-PC
uses a 1 when the user can accept IBM high bit chars, and 2 for
ANSI color. When in RBBS mode, a 2 is needed to turn on ANSI color
in TW2. When in QBBS mode, a 1 in the graphics field will turn on
ANSI color.

This difference is due to different BBS's doing slightly different
tweakage to the DORINFO standard. TW2 tries its best to cope with
these differences.

Page 15

4: Note the BPS Rate and Parity field. Whatever the BPS Rate and Parity
is, it must match the format shown! Here are some more examples:

300 BAUD,N,8,1
1200 BAUD,E,7,1
19200 BAUD,N,8,1

TW2 will parse out the " BAUD" part of the string, and go from there.

5: TW2 doesn't use all the fields in the DORINFO file. Here are the fields
TW2 DOES NOT use: BBS Name, SysOps first or Last name, Network type,
Users city, Security level, and FOSSIL driver. These lines are not
used, but must still be present in one form or another.

6: Everything in the file should be in CAPS.

7: The space seen in front of the numbers is due to the way BASIC writes
numbers to disk. They may or may not be present. Doesn't matter really.

This file is small and simple, and I like it. The only real drawback is
the limited number of nodes, and lack of complete information on the
RBBS system it is running under. But it does what it set out to do, run
doors, and it does that just fine.

The DOOR.SYS file. The DOOR.SYS file is also a text file but contains
more information about the system it is running on, and more information
on the user too.

The DOOR.SYS file always keeps the same name. It is just found in
different subdirectories for different nodes. So when you run TW2, you
need to tell it where to find the DOOR.SYS file for that node. You
use the /P: command to do it.

We'll drop to the next page to explore the file format.

Page 16

The format of the file is as follows: (with some notes on exact format)



Com Port (COM1: for com port 1. COM0: is used for local user)
BPS Rate (Speed user called in at 300-38400)
Parity (7 or 8)
Node Number (1 to 99)
DTE Rate (actual com port speed to use)
Display On/Off (Y=On N=Off)
Printer On/Off (Y=On N=Off)
Page Bell On/Off (Y=On N=Off)
Caller Alarm On/Off (Y=On N=Off)
Full User Name
Users City/State
Home Phone
Data Phone
Password
Security Level
Total Times On
Last Date Called
Seconds Remaining This Call
Minutes Remaining This Call
Graphics Mode (GR = Graphics, NG = No Graphics, 7E = E,7,1)
Page Length
Xpert Mode (Y = Expert, N = Novice)
Conferences Registered In
Conference In When Opened Door
Expiration Date (mm/dd/yy)
User File Record Number
Default Xfer Protocol (C, X, Y, Z, Etc.)
Total Uploads
Total Downloads
Daily K-Bytes Downloaded
Daily Maximum K-Bytes To Download
Callers Birthday (mm/dd/yy)
Path to User File
Path to GEN Directory (?)
SysOps Name (as on BBS)
SysOps Alias
Event Time (hh:mm)
Error Correcting Modem (Y or N)
ANSI Supported By User but Not Being Used (Y or N)
Use File Locking (Y or N)
Default Color (IBM type color code.. 1 to 15)
Time Credits In Minutes (this can be positive or negative)
Last New Files Scan Date (mm/dd/yy)
Time Of This Call (hh:mm)
Time Of Last Call (hh:mm)
Maximum Daily Files Available
Files Downloaded Today
Total K-Bytes Uploaded
Total K-Bytes Downloaded
Comment On User
Doors Opened
Messages Left By User


As you can see, this file has a LOT of information in it. TW2 will not
use even a sixth of that info. But the DOOR.SYS file is intended as a
standard for all BBS's to use. And hopefully more of them will use it
in the future. On the next page, I'll give you an example of what a
DOOR.SYS file might look like.

Page 17

On this page I'll give you an idea of what a DOOR.SYS file might look like.

COM2:
9600
8
1
19200
Y
N
N
N
Joe Bbs
Reno, NV
702 359-1138
702 359-0629
BAGEL
10
125
01/01/95
2701
45
GR
24
Y
1,2,3,4
3
01/01/96
54
Z
0
15
100
1024
12/31/60
C:\BBS
C:\GEN
John Morris
E-Male
02:00
Y
N
Y
12
-5
01/01/95
03:47
05:12
20
1
0
2314
Likes To Play TW2
176
18


Just another ordinary text file. Most of the information conatined in the
file makes life easier for file transfer doors to work. (lots of file
xfer info contained in the file)

Page 18

Some notes on the DOOR.SYS file.

1. Like the DORINFO file, a local user is specified by saying COM0:
(note the different format of the com port string. The DORINFO file
uses COM0, while the DOOR.SYS file uses COM0: a colon is added.)

2. Use the DTE rate line to give the speed to open the port at.
There is a difference between the BPS rate and the DTE rate. Say your
BBS modem is locked at 19200 at all times. Some guy calls in at 2400.
The BPS rate would be 2400, but the DTE rate would be 19200.

3. TW2 will use the 'seconds left in session' field to get the time
remaining.

4. TW2 will use field 4 to get the node number instead of you having to
specify it on the command line.

That is pretty much the extent of it. When making the file make sure you
fill in all the info, even if it is faked! Every line has to be there so
TW2 won't get out of sync with the contents of the file.


GETTING STARTED WITH TW2

Installing TradeWars 2 should be pretty painless.

First create a directory where you want to put the TW2 files. Then use
PKUNZIP to unZIP the files out of the TW2 ZIP file.

After you have unZIPped the files you then need to unZIP the file I.ZIP
Once you have done that you can run I.EXE the TW2 Install/Initialization
program.

The program will ask you some general questions on your current BBS set-up,
and it'll need some input on how to customize TW2.

We'll go thru each question:

Editor Password: This is the password needed to enter the TradeWars 2
Editor program from a remote location. It can be any combination of
letters or numbers from 2 to 11 characters in length.

Allow Aliases: Should the game allow the players to use aliases? When a
player can use an alias, they tend to be a little free'r in their play.

Top Ten Bulletin: TradeWars 2 will create a bulletin file containing a
list of the top ten players. Here you input the exact filename you wish
TW2 to create.

Idle Timeout Time: This is the time that TW2 will wait for a user to input
information. If this time expires, TW2 will exit.

Max Time Limit: This is the total time that a user can play TW2 per day.

SysOps Name: This is the SysOps full name. (usually you!)

BBS Name: The name of the BBS you wish TW2 to display when the user logs in.

Locked Com Port Speed: This is used ONLY for SINGLE NODE systems! If you
have a modem with the com port locked at a certain speed, you would enter
it here. If you have more than 1 node, type 0 for none.

Page 19

BBS mode: Here you will tell TW2 which BBS interface to run. You will see
a list of BBS programs, and their respective interface files. Enter the
number of the BBS mode.

At this point, the program will remind you how to run TW2 (and an example
command line)

External Maintenance: Here you tell TW2 when the maintenance program should
be run. If you tell TW2 to run maintenance, it'll be run when the first user
logs on that day. Though I haven't takens lots of time to have a fast
maintenance program, sometimes the maintenance will run slowly, and the
user won't want to wait. In that case, set up TWMAINT to run under your
nightly event. Tell TW2 that maintenance will be run at event time.
The command to run TWMAINT at event time would be: TWMAINT /L /B

Network Mode: Are you running TW2 under a network? If so, TW2 will use
DOS & SHARE to do its file and record locking. When in network mode
TW2 will check for the existance of SHARE, if TW2 doesn't find it, TW2
will exit to DOS.
If you say 'Yes' then TW2 will ask you how many nodes you're running.

Message Subdirectory: This is the subdirectory where TW2 will store
messages.

At this point the program will start creating the necessary dat files
which TW2 needs.

It will then ask you what percentage of warp routes to fill. What that
means is this. The standard 'galaxy' has 1000 sectors, and about 5800
possibly warps between sectors. You are asked what percentage of 5800
warps to fill. A lower number will result in more 'one-way' warps
between sectors. (warps from one sector to another, but you can't go
back the way you came) 100% means you won't have any 1 way warps. All
warps that can exist, will. 65% means you'll have lots of one-way warps,
and a galaxy semi-difficult to navigate in. In other words, it would
take more thought when moving from one place to another.

The program will then fill the warp routes, create a map, and then try
to run the maintenance program automatically. If there isn't enough memory
then you'll have to run the maintenance program yourself. I.EXE will tell
you how to do that.

If you are running a registered version, then you are asked if you want
more than 1000 sectors. Up to 32000 sectors is possible, though I don't
recommend going overboard. Registered users are supplied with the means
to go to 4000 sectors. You will be asked how many more 'planes' of 1000
sectors you want. if you say you want 1 more, then you'll have a 2000
sector game. A question I.EXE will ask is how many warps should hook
planes together. The planes of sectors can be visualized like so:

I'll use a 3000 sector +-------------+
map as an example. / /
(3 planes of 1000 / /--+
sectors) / 1 0 0 0 / /
/ / /--+
/ SECTORS / / /
/ / / /
/Plane 1 / / /
+-------------+ / /
/Plane 2 / /
+-------------+ /
/Plane 3 etc./
+-------------+

Page 20

You want to pick the number of warps which connects each two-dimensional
plane of sectors. These are always one-way warps. So the user must find
another route back to the plane of sectors they came from. A lower number
of hook warps means it will be tougher to find ways from plane to plane.

TW2 will only hook adjacent planes together. In other words, 1 and 2 will
be hooked, and 2 will be hooked to 3, but 1 and 3 won't be hooked. If you
wish to have warps going from, lets say, 1 to 3, then you will have to
use the TradeWars 2 Editor, and add them in yourself. This will make for
more interesting and wider variety of play though!

Each plane will have 3 'Sol-type' ports. Or ports at which to buy Holds,
Fighters, Probes, etc. So the user doesn't have to go back to plane 1
everytime they wish to by goods like that. Each plane is controlled by
its own regional Cabal hoard. It will move independantly compared to the
other planes.

Once all sectors, and files have been initialized, and the TradeWars 2
maintenance program has been run, the game is generally ready for play.

You might want to customize the program some more before use though, and
to do this, you will want to use the TradeWars 2 Editor program, which
we will cover in the next section.


TRADEWARS 2 EDITOR PROGRAM

The TW2 Editor is a program to help you customize TW2 to your needs, and
to help you fix any problems that might creep up. That is all it should
be used for, and care should be taken when using this program. TW2 was
designed to run without much SysOp intervention, and I recommend using
the Editor sparingly. But, the choice is up to you.

When trying to run the program from a remote location (ie. over the modem)
you will be required to enter the editor password, which is the first thing
you specified when running I.EXE. This is a safety precaution. If you need
to run TWEdit from a remote location, I recommend setting it up as a door
that can be accessed only by yourself. We don't want a user gaining access
and playing around with the game.

Once you are in the editor, you will simply see a command prompt. Press
the [ENTER] key to see a list of different 'editors' and functions.

A - Main Editor Options

The main editor options help you customize play of TradeWars 2 game.
I'll go thru and explain each option. Some options will proceded with
a star (*) which means that that option is available only in the
registered.

A - Change Editor Password.
This is where you change the password needed to enter the editor
from a remote location. It is the same password you typed in when
running I.EXE. You will be asked to type in the old password before
you enter the new one. Remember that case is significant! In other
words:

MyPassWord

is NOT the same as

MYPASSWORD

Case must match exactly.

Page 21

B - Turns per day.
This is the maximum number of turns given to a user per day. It
is set to 60 as a default.

C - Initial Fighters.
This is the number of fighters a player will start the game with.
They are given this amount when they are a new player, and everytime
they log on after being 'killed'. The default is 25.

D - Initial Credits.
This is the number of credits given to a user to trade or buy
things with. They are given this amount when they are a new
player, and everytime they log on after being killed. The default
is 400.

E - Initial Cargo Holds.
This is the number of cargo holds given to a user to transport
goods with. They are given this amount when they are a new player,
and everytime they log on after being killed. The default is 25.

F - Maximum Days of Inactivity.
This is the number of days that a user can be inactive (not play)
before being deleted from the game. The default is 21 days.

G - Maintenance Last Run.
This is last day that the maintenance program was run. The
maintenance program should be run every day, but you can use this
command to effect the way the maintenance program runs. You can
set it so the maintenance program won't be run for a week, or you
can tell the program that it wasn't run today (even if it already
has)
This only affects the program when the maintenance is run
'internally' by TW2, and not in an event batch file. When TWMaint
is run in an event batch file with the command TWMAINT /L /B then
TWMaint is forced to run, even if maintenance has been run several
times that day.

H - Todays Fighter Price.
This price changes everytime TWMaint runs. So changing this field
only has a short term effect. It is provided as a convenience.

I - Messages to TW2 SysOp On/Off.
This actually controls the 'Galactic NewsPaper' If you have this
set to off, then nothing is written to the galactic news. This
remains in the program from the good ol' days before the program
was able to trim the news file to a certain length (according to
the number of days to keep the news) In most cases, you will
want this turned on, and you can control the size of the file with
the J command.

J - Delete News Older Than xx Days.
This will delete 'old news' and keep the TWNEWS.DAT from becoming
an ever-growing monster of a file. The default is 7 days. Any news
older than that will simply be trimmed from the file.

K - Maximum Number of Holds.
This is the maximum amount of holds a user can obtain. The more
holds a player has, the faster they can become powerful. To keep
things from getting out of hand, the default is set to 50.

L - Maximum Planet Production of Ore.
If a player makes a planet, he/she can have that planet produce
goods for free. The simply need to put money into the planet
to increase its production. This is the maximum production of Ore

Page 22

per day in units. It is set to 20 as the default so the planets wont
outproduce the ports by too much.

M - Maximum Planet Production of Organics.
If a player makes a planet, he/she can have that planet produce
goods for free. The simply need to put money into the planet
to increase its production. This is the maximum production of
Organics per day in units. The default is set to 20 so the planets
won't outproduce the ports by too much.

N - Maximum Planet Production of Equipment.
If a player makes a planet, he/she can have that planet produce
goods for free. The simply need to put money into the planet
to increase its production. This is the maximum production of
Equipment per day in units. The default is set to 20 so the planets
won't outproduce the ports by too much.

O - Password Required Yes/No.
You can specify whether users must input a password each time they
play. This is used more in environments where everyone plays
locally (as in a LAN) so it protects the players from someone
playing around.

P - Allow Players to Use Aliases Yes/No.
When players are allowed to use aliases they tend to be a little
wilder with their play, thus making the game more interesting.
You originally set this option when you ran I.EXE, but if you
are having any second thoughts, you can change it here.

Q - Allow Planet/Fighter/Hold Sales Yes/No.
This is set to off by default. If you turn this option to On,
then on rare occasion (chosen at random) a player may receive
big discounts on the prices of Planets, Fighters, or Holds.
When these sales occur cannot be predicted or controlled.
Lots of people like this option turned off because all players
have to pay an equal price for those goods, therefore no one
gets an advantage due to random luck.

R - BBS Type.
This is the BBS program that TW2 is running under. When you choose
this option, you are given a list of valid options. If you are
running this game locally without a BBS, then the BBS type doesn't
matter, because the /L (local) command overrides the BBS type.

S - External Maintenance Yes/No.
This controls what runs the maintenance program. If this option
is set to yes, then you must run TWMAINT in an event batch file
everyday. If set to no, then TW2 will automatically run TWMAINT
when the first players logs on that day. I have gone thru great
lengths to make TWMAINT run quickly, but in some cases, such as
having more than 1000 sectors, TWMAINT will take some time to
complete its duties. If TW2 runs TWMAINT, the user must wait
for it to complete before they can play. And lets face it, most
users don't like to wait!

T - Todays Bank Interest.
Like the fighter price, this changes everytime TWMAINT is run.
So any changes won't last long. It is provided for convenience
only.

U - Input Timeout In Minutes.
This is the amount of minutes TW2 will wait before logging a
user off for not typing anything. Usually this is in the three
to five minute range. When TW2 times out, it will act just as

Page 23

if the user had used the Q)uit command. It will rank players, and
exit back to DOS.

V - Maximum Time Allowed In TradeWars 2.
This is the total time allowed per day in TW2. I consider 45 to
60 minutes plenty of time (for the 60 turn default) Even if
the user has more time in the door area itself, they cannot
exceed this time limit in TW2.

W - Use Network Mode Yes/No.
This controls TW2's file & record locking scheme. If you are
running under a network, I suggest turning this on (you originally
specified this when you ran I.EXE) TW2 requires the use of DOS's
SHARE.EXE to do its file sharing. TW2 will search for the presence
of SHARE. If TW2 can't find it, it will exit with an error
message.

X - Use Debug Mode Yes/No.
Turning this option on will cause TW2 to display several items
containing debugging information. It will show you what it found
on the command line, the info it received from the BBS interface
file, etc. Also shown will be a display of memory usage. This
should always end with an 'All is okay' message.
This mode was put in while I learned to program in 'C'. I learned
to program in C by converting TW2 from BASIC to C.. (admittedly
not the best way to teach yourself a new language.. but what the
heck, ya know?) The original C versions (10.x) had multitudes
of bugs.. and the debug mode was more important. Nowadays, you
can genrally leave this off, unless you are having problems with
interfacing with your BBS, then TW2 may be able to tell you the
problem.

Y - Are You Using GMon Yes/No.
This option is for RBBS-PC SysOps using GMon. If you aren't using
GMon, keep this optin turned off. If you are using GMon, it will
provide a quicker method for returning to it after the user plays
TW2.

Z - Player Rankings File Name.
Here is where you can change the name of the file containg the
Top Ten Player rankings. This is usually the name of a bulletin
file, viewable on your BBS.

1 - Special BBS Info FileName.
Again, used only by RBBS-PC SysOps. You would tell TW2 what the
name of your main message file is here. If you aren't running
in RBBS-PC mode, then ignore the existance of this option.

2 - BBS Name.
You edit your BBS name here. It is shown to the user when they
first log into TW2.

3 - BBS SysOps Name.
This is usually your name, and is shown right below the BBS name.

4 - Modem Speed Locked At xxxxx.
This must only be used on single node systems where the BBS
interface file does not tell TW2 about the locked comport. In
some cases it can be used instead of the /Sxxx command. Usually
it is set to '0', or Unlocked.

5 - Communications Port xx.
This must only be used on single node systems where the BBS
interface file does not tell TW2 which com port to use. In some

Page 24

cases it can be used instead of the /Cxxx command. Usually it
is set to '0' or Not Used.

6 - Allow Surrendering Yes/No.
This controls whether or not surrendering is allowed. What the
heck is surrendering you ask? Well, let me tell ya about it. If
a player runs into a sector defense force and the player has
overwhelming odds (and I mean overwhelming) the defense force may
surrender itself to the player. That way a player can gain a few
fighters without having to do anything but appear strong.

7 - Maximum Number of Nodes.
This is valid only in when network mode is on. This is the
numbers of nodes that your BBS has, or the numbers or workstations
on your LAN which might run TW2.

8 - Show Dead In Rankings Yes/No.
This determines whether or not 'dead' players are shown at the
end of the rankings.

9 - Allow Kloaking Yes/No.
This switch toggles the availability of the kloaking device. The
default is off, which makes the game more of a dog-eat-dog kinda
thang.. In other words, the players can't make their ship invisible,
and therefore harder to find and attack, each night.

*  ! - Fat Cats Restricted Yes/No.
This is for games with more than 1000 sectors (registered version)
if a player gets above a certain strength limit, they are banished
from the first 1000 sectors. That way less powerful players won't
have to deal with the 'fat cats'. In theory, this gives the new
players a bit more of a chance to get powerful, without having to
worry about being killed easily. When you turn this on, you will
be asked what the ranking level should be to get banished. 100000
might be a good ranking to start with, but experiment.

@ - Default Language Extension.
This determines the default language that TW2 uses. Currently,
only English and German are available.

ENG is for English text
GER is for German text

MAIN EDITOR OPTIONS PAGE 2

A - TradeWars 2 Subdirectory.
This is the directory that TW2 resides in. In 99% of the cases,
this field will be blank!

B - TW2 Network Directory.
This is where TW2 will keep all of its networked-between-BBS data
files. (registered version) This is usually a directory right
below your TW2 directory. For instance, if your TW2 directory is:

C:\DOORS\TW2

Then your net directory would be:

C:\DOORS\TW2\NET

This can be any directory you wish though. Make sure the subdirectory
exists, TW2 won't give an error message if it doesn't, the files
will simply not be created.

Page 25

C - Message Subdirectory.
This is where the TW2 message base files are stored. The TW2 message
base is very similar to a fido-style message base, in that each
message is in its own file. Because there can be many messages,
you should put the message base in its own directory. For instance,
if your TW2 directory is:

C:\DOORS\TW2

Then your msg directory would be:

C:\DOORS\TW2\MSG

Any directory will work though. Make sure the subdirectory exists.
TW2 will give no error messages, but will not make any message files,
if the subdirectory isn't there.

D - Maximum Players Allowed In Game.
This can be any number up to 200, which is the absolute limit.

E - Non-FOSSIL Communication Input Buffer Size xxx.
This is only used when not running a FOSSIL driver. A FOSSIL driver
sets up its own input and output buffers.

The default input buffer size is 256. A lerger size will take
memory from TW2, and really won't serve much of a purpose. The
buffer is used to gather characters when TW2 isn't ready to accept
input. Since there never is a long period of time when TW2 is NOT
ready for input, the small size is okay.

F - Non-FOSSIL Communication Output Buffer Size xxx.
This is only used when not running a FOSSIL driver. A FOSSIL driver
sets up its own input and output buffers.

The default output buffer size is 1024. Since most of TW2's time
is spent output data to the user, this buffer should be a little
bigger than the input buffer. The maximum size is 4096 bytes.
Even with a large output buffer, it will sometimes get filled up,
and the game will sometimes stop, and wait for it to empty out a
little. This will only happen with high speed modems.

G - Is TradeWars 2 Networked Between BBS's Yes/No.
This switch turns the networked-between-BBS functions on and off.
(registered version) With this turned on, TW2 will output the
necessary data which is shared between different BBS running the
same TW2 game. See TW2NET.DOC for more info on the networking
functions.

H - Is This The TW2 Network Host Yes/No.
This goes with option G. In a game that is networked between BBS's,
there needs to be a network host game. This is the game all others
are based on. See TW2NET.DOC for more info on the networking
functions.

I - TradeWars 2 Network Node Number.
Each node in the TW2 network game has to have its own unique number.
That way each node knows where the data came from. The host game
is usually node 1, and the Host SysOp will set up each individual
node number. See TW2NET.DOC for more info on the networking
functions.

J - Network Number (used in message base).
This is used in the message base for your game, and is not always
necessary. You can leave it blank if you'd like.

Page 26

K - Node Number (used in message base).
This is used in the message base for your game, and is not always
necessary. You can leave it blank if you'd like.

L - Nodes in Network xx.
This is the total number of nodes which are running the same game
of TW2, and is set by the network host. See TW2NET.DOC for more
info on the networking functions.

M - Is Attacking Allowed In The Union Yes/No.
If set to 'No' then the Union Sectors can be considered a safe
haven for new users. By default, only sectors 1 thru 7 are in the
Union, but you can make any sector a union sector using the
sector editor.

N - Is Sound Allowed On This Computer Yes/No.
This turns local sound on and off. If you are running a multi-
tasking environment, then I suggest leaving this off! Music and
multi-tasking environments don't always mix very well.

O - Are Graphics Allowed Locally Yes/No.
This switch here is used for same reason as the sound switch. TW2
when in true graphics mode, will switch your screen into EGA mode
16, which may wreak havoc with your multi-tasking environment.
When you turn this off, the game will run normally, except graphics
will not be shown on your screen. The output will seem a bit
jumbled, but you'll be able to see what's going on. Note, the
jumbled screen effect will only occur if the remote player is using
the game in graphics mode.

P - Chat file subdirectory.
This is where TW2 will place the internode chat data file. I
supplied this option just in case someone wanted to put the file
on a RAM drive to speed the chat up. This is for network operation
only.

Q - Make Sure Data Is Written To Disk Yes/No.
In a network situation, you might want to make sure data is written
to disk in order to be sure you have the most current data on the
disk itself. Usually your data will reside in a disk buffer (in
memory) before actually being written to disk. This option will
tell TW2 to tell DOS to 'commit this data to disk'. I suggest using
DOS 3.3 or newer if you turn this option on. This will slow down
file access a wee bit.. not much.


Thus completes the main editor options.

Page 27

B - Player Editor

This editor will allow you to create, delete, and just plain edit
players. Use it sparingly if possible.

A - Real Name.
This is the name passed to TW2 by the BBS interface file. In other
words, the BBS/Real name. It must exist for the user record to
be valid, and in fact it is the command you would use on a blank
record to create a player.

B - Alias Name.
This is set to equal the Real name if you have aliases turned off.
The alias name is the name the game always uses when it displays
the players name.

C - Password.
If no password is present, then the user does not need to enter
a password to enter the game. Only if the password is present does
the program ask for a password.

D - Last Day On.
This is the last day the user was on the game. You can set this so
the game won't allow a player on for a certain period of time.
(maybe as some kind of punishment) or you can set it to just about
any day you wish.

E - Killed By.
This is the person who killed this player. If the name of the killer
is the same as the player, then that player somehow managed to
commit suicide.

F - Turns Left.
This is the amount of turns left for today. A fairly simple
concept I hope. This is reset to the max turns per day the first time
the player logs in on a new day.

G - Sector In.
This is the sector that the player is currently in.

H - Last Sector In.
Mainly used when a player needs to retreat. It is the last sector
that they occupied.

I - Bank Credits.
This is the amount of money the player currently has in the bank
and earning interest. If the player has over 5 million credits
in the bank, interest is no longer paid!

J - Trading Credits.
This is the amount of 'credits on-hand'. And is used mainly in
ports when trading goods.

K - Fighters With Ship.
This is the number of fighters which are part of the ships fleet.
They are used for attacking other players, protecting the ship,
and can be allocated to sector defense forces.

L - Player Mines.
This is the number of sector mines the player currently has. Mines
are placed into sectors to inflict damage to someone who might
run into them. They can be set to avoid killing players that they
shouldn't (like team mates)


Page 28

M - Kloak Lasts xx Days.
If the kloaking option is turned off, then this field doesn't
apply. When a player gets his/her ship it is equipped with a
kloaking device. But they must buy energy for it. This field
tells how many more days the energy will last.

N - Player Probes.
This is the number of sectors probes that the player currently
has. Sector probes are sent from the sector the player is in,
to a destination sector, telling the player what it finds along
the way.

O - Player Holds.
This is the number of cargo holds that the ship has. The more holds
the faster the player can gain wealth, and power.

P - Holds Of Ore.
This is the number of holds that contain Ore.

Q - Holds Of Organics.
This is the number of holds that contain Organics.

R - Holds Of Equipment.
This is the number of holds that contain Equipment.

Ore, Organics, and Equipment are the three goods which are produced
by Ports, and Planets, and are traded at ports to make money.

S - Team In.
This is the team that the player is a member of. It says 'None'
when the player doesn't belong to a team.

T - Real-Time Attacked By.
This field is used in a multi-node situation to record real-time
attacks. Say a user on node 1 attacks a guy currently playing
on node 4. The attacker is recorded here. This field is usually
empty because the program will be on the look-out for a real-time
attacker, if it finds one, it reports it, then resets this field
to 0.

U - Day Player Quit Team.
The program records the day a player quits a team for a few reasons.
Mainly I want to prevent users from stealing from one team, joining
another and destroying their old team. So, when a player quits a
team, they must wait a day before they can join another team, or
create a new team altogether.

V - Currently Kloaked Yes/No.
This reports the current status of the players kloaking device.
If you are wondering whether it is on or off, this will tell ya.

W - Graphics.
This will tell you what the players graphics situation is. None,
Graphics, Graphics w/ music.

X - Using TW2 Now Yes/No.
Is the player playing the game right this minute? This will usually
say no, unless you are running a multi-node system, and some other
people are playing the game. This could also report 'yes' if, lets
say, the power went off while in the middle of a users session. It
is reset when a user plays, or when you modify their record with this
command.

Page 29

Y - Super-Search Uses Left xx.
The super-search module is a tweak to the normal auto-pilot. Instead
of finder the shortest possible route to a sector, it will find the
shortest route to a sector without running into any defense forces.
The player buys this module at Sol-type ports.

Z - Real-Time Msg From.
This works in the same way as a real-time attack. This field gets
set when a player sends a message (in the message base) to a player
currently playing on another node. That player is then informed
of the mail, and this field is then reset to 0.

* 0 - Is Banished Yes/No.
This is used only when you have the 'Fat Cats Restricted' option
turned on. This field tells whether or not the player has a
ranking high enough to be banished from the first plane of sectors.

1 - Time Used Today xx.
This is the total amount of time used by the player today.

2 - Last Message Read.
This is the number of the message the player last read (always the
highest message they have read) This will probably change daily,
so this is provided only as a convenience.


End of the Player Editor dealie..

Page 30

C - Sector Editor

Sectors are the areas players occupy as the move thru the galaxy.
each sector has a possible six warps leading to other sectors. The
sector a warp leads to may or may not be physically next to the
sector with the warp. You can visualize warps below. The numbers
in parantheses () is the number of the warp (1 thru 6)


(3) 0004 -----0003 (2)
/ \ / \
/ \ / \
(4) 0005 -----0001$-----0002 (1)
\ / \ /
\ / \ /
(5) 0006 -----0007 (6)


So in this example, sector 1 has six warps leading out of it. The first
warps leads to sector 2, the second warp leads to sector 3, and so on.
If a warp is warp leads to '0' then that warp is disabled, and does
not show up on a players display.

If you edit the warps, your actual galaxy will no longer match your map
that I.EXE created. Just a warning.

A - Warp Route 1.
This is where the first warp leads to.

B - Warp Route 2.
This is where the second warp leads to.

C - Warp Route 3.
This is where the third warp leads to.

D - Warp Route 4.
This is where the fourth warp leads to.

E - Warp Route 5.
This is where the fifth warp leads to.

F - Warp Route 6.
This is where the sixth warp leads to.

Remember, if any of the warps are set to 0, that warp is disabled,
and is never shown to the user.

G - Port In Sector.
This is the Number and Name of the port which resides in the sector.
If set to 0, then there is no port in the sector.

H - Planet In Sector.
This is the Number and Name of the planet in the sector. If set to
0 there is no planet in this sector.

I - Mine In Sector.
This is the mine which may be placed in the sector. This field will
contain info as to what type of mine it is. If set to 0, then the
sector is not mined.

J - Defense Force Fighters.
This is the numbers of fighters protecting this sector from entry
by unauthorized players.

Page 31

K - Owner Of Defense Force.
This is the player who left the defense force in the sector. Note,
this option only appears if there is a defense force in the sector.

L - Defense Force Orders.
This the command given to the defense force when it was left in
the sector. Valid defense force commands are:

Team - The fighters can be picked up by anyone on the same team
as the player who left the fighters. It acts as a normal defense
force otherwise.

Attack Anyone - This defense force will attack anyone except the
player who dropped the fighters in the first place. It will even
attack players on the same team as the player who left the fighters
in the sector.

Attack No One - This defense force will attack no one, and cannot
be attacked by anyone. (that may change though...)

Attack Certain Player - This defense force will attack only the
player it was told to attack. Kind of like a hit squad in waiting.

Attack Certain Team - This defense force will only attack members
of the team it was told to attack. Everyone else gets thru.

Normal - This is the normal defense force mode. It will attack
anyone coming into the sector, except for the player who left the
fighters, and team mates (if any) of that player.

This option only appears if there is a defense force in the sector.

M - Part Of The Union Yes/No.
This is where you can set other sectors besides 1 thru 7 to be
Union sectors. Optionally, the Union will not allow attacking,
and you can never enter the Union with more than 2x the number
of starting fighters. So if you told TW2 the starting fighter
total is 25, then a player can never enter the Union with more
than 50 fighters.

End of the Sector Editor.

Page 32

D - Port Editor

Ports are where the user trades goods in order to make money. Ports
tend to be complex creatures, and it is not recommended that you change
them too much.

A - Port Name.
This is the name of the port shown to the user.

B - Class.
This describes the type of port it is. There are four different
classes.

0 - Sol-type port. Sells fighters, Holds, probes, etc. Doesn't
trade any goods with user.

1 - This type of port sells Equipment, and buys Ore, and Organics.

2 - This type of port sells Organics, and buys Ore, and Equipment.

3 - This type of port sells Ore, and buys Organics, and Equipment.

Commands C thru K are only shown when the port is not a class 0 port.

C - Ore Units & Price.
This is the number of units of Ore that the port currently has and
what the price of each unit is. It will also tell you whether the
port is buying or selling that item.

D - Organics Units & Price.
This is the number of units of Organics that the port currently has
and what the price of each unit is. It will also tell you whether
the port is buying or selling that item.

E - Equipment Units & Price.
This is the number of units of Equipment that the port currently has
and what the price of each unit is. It will also tell you whether
the port is buying or selling that item.

F - Ore Productivity.
This is the number of units of Ore that the port will produce in
a day.

G - Organics Productivity.
This is the number of units of Organics that the port will produce
in a day.

H - Equipment Productivity.
This is the number of units of Equipment that the port will produce
in a day.

I - Ore Maximum Change In Cost (%).
This is the deal the player gets when they trade for this item. The
item is discounted more if the units reaches the maximum a port can
contain (10 days worth of productivity) The fewer units of an item
a port contains the less of a deal the player gets.

J - Organics Maximum Change In Cost (%).
This is the deal the player gets when they trade for this item. The
item is discounted more if the units reaches the maximum a port can
contain (10 days worth of productivity) The fewer units of an item
a port contains the less of a deal the player gets.

Page 33

K - Equipment Maximum Change In Cost (%).
This is the deal the player gets when they trade for this item. The
item is discounted more if the units reaches the maximum a port can
contain (10 days worth of productivity) The fewer units of an item
a port contains the less of a deal the player gets.

The above is simply a case of supply and demand. It can be based
on the following graphs:

"Fair price per unit" vs. "The number of units being sold"

Port is: Selling Buying

(Price) ^ Price ^
 ! Sp*Mp  !
Sp-o Sp + ----- -+ o
 !o 100  ! o
 ! o <- Curve  ! o <- Curve
Sp*Mp  ! o  !o
Sp - ----- -+ o Sp-o
100  !  !
+---!------>(# of units) +---!--------> (# of units)
0 d*10 0 d*10

Mp = Maximum change in cost (in percent)
Sp = Standard Price per unit (Ore=10, Org=20, Eqp=35)
d = The daily production rate


Things to keep in mind. Ports will produce goods only until they have
reached a maximum of 10 days production of units. So if the port
produces 65 units of Equipment per day, the maximum units of equipment
that port can contain is 650. Production ceases when the max of
10 days of production is reached. If the port is traded at every day,
and the total units is kept below max, it will always produce.


End of the Port Editor.

Page 34

E - Planet Editor

Planets are made by the players for the players. They can produce
their own Ore, Organics, and Equipment. A player can also build
a fighter factory on the planet this factory, when supplied with
raw materials and money, will produce fighters. There is a large
chance that the factory will waste most of the goods given it.
There is one ideal setting of money and materials which produces
the most fighters without waste.. The players have to fiddle with
the combination to get it right.. I won't document the exact
correct ratio.

A - Planet Name.
This is the name given to the planet by the user. There must be a
name for the planet to exist.

B - Owner Of This Planet.
This is the player who spent the money to create this planet. It
is not always the same player who may be using the planet.

C - Ore Units.
This is the current Ore stock in units.

D - Organics Units.
This is the current Organics stock in units.

E - Equipment Units.
This is the current Equipment stock in units.

The three goods can be taken by the user, and traded to a port to
make more money, or they can be fed into a fighter factory.

F - Ore Productivity.
This is the number of units of Ore that the planet will produce in
a day.

G - Organics Productivity.
This is the number of units of Organics that the planet will produce
in a day.

H - Equipment Productivity.
This is the number of units of Equipment that the planet will produce
in a day.

Goods production is increased when a player gives the planet enough
money to increase production. Maximum productivity can be set in the
main editor options. You don't to set the maximum too high because
the chance of completely stripping a port of all its resources jumps
up real high. In other words, the player would have a ton of goods
being produced at the planet, and if they traded all of those goods
with a port, then that port would reach its maximum level in units
and stop buying.

I - Fighter Factory Active Yes/No.
This tells you whether or not there is a fighter factory on the
planet.

J - Number of Factory Workers.
This is the number of workers building fighters. There is always
an over supply of workers, so you can always hire them. But there
is a maximum number of workers the factory can handle. Also,
you can have too many workers, and you can pay them too much!

Page 35

K - Salary per day for each worker.
This is the number of credits given to each worker per day. You
can over pay workers. So it is best to fiddle with the number of
workers, and the pay of each worker to find the best combination.

L - Factory Cash On Hand.
This is the payroll from which the factory pays the workers. There
should be plenty of cash in it, because the workers won't work
if there isn't enough money to pay them.

M - Factory Ore Inventory.
This is the number of units of Ore that the factory has in order
to produce fighters.

N - Factory Organics Inventory.
This is the number of units of Organics that the factory has in
order to produce fighters.

O - Factory Equipment Inventory.
This is the number of units of Equipment that the factory has in
order to produce fighters.

Factories use 25 units each of Ore, Organics, and Equipment per day
to priduce fighters. There must be enough raw materials or no
fighters are produced.

P - Factory Fighter Inventory.
This is the number of fighters the factory has produced and are
waiting to be picked up by the user.

Q - Defense Force Fighters.
This is the numbers of fighters protecting this planet from landing
by unauthorized players.

R - Owner Of Defense Force.
This is the player who left the defense force on the planet. Note,
this option only appears if there is a defense force in the planet.

S - Defense Force Orders.
This the command given to the defense force when it was left on
the planet. Valid defense force commands are:

Team - The fighters can be picked up by anyone on the same team
as the player who left the fighters. It acts as a normal defense
force otherwise.

Attack Anyone - This defense force will attack anyone except the
player who dropped the fighters in the first place. It will even
attack players on the same team as the player who left the fighters
in the planet.

Attack No One - This defense force will attack no one, and cannot
be attacked by anyone.

Attack Certain Player - This defense force will attack only the
player it was told to attack. Kind of like a hit squad in waiting.

Attack Certain Team - This defense force will only attack members
of the team it was told to attack. Everyone else gets thru.

Normal - This is the normal defense force mode. It will attack
anyone landing on the planet, except for the player who left the
fighters, and team mates (if any) of that player.

Page 36

F - Cabal Editor

The Cabal editor allows you to edit the location, destination, and
number of fighters in each Cabal group.

Cabal Groups 1 and 2 are the HQ are Secondary Defense Force. The
player needs to destroy in order to defeat the Cabal. There should
always be large amounts of fighters in these two sectors.

The rest of the Cabal groups wander around wreaking havoc. Type 2
groups have a specific destination, and move to it 1 sector per day.
These groups have a goal.

The rest of the groups have no goal shown. This is because Type 3
groups pick a destination every day, and move all the way to that
sector.

On the main Cabal editing screen, you are shown the individual group
information. You can edit the groups as you see fit. You also have
the 'Edit Cabal Options' command.

O - Cabal Options.

This is where you can edit the specific Cabal options.

A - Cabal Headquarters Location.
This is the Cabal HQ. You shouldn't really edit this location
unless you really need to.

B - Cabal Secondary Force Location.
This is the group of Cabal that protect the HQ from attack,
and usually is the largest group of Cabal in the galaxy. Again,
I don't recommend changing this value unless you have to.

The next six locations are places where the Cabal tend to hang-out.
You can modify these without too much trouble if you wish.

C - Cabal Location 1.
D - Cabal Location 2.
E - Cabal Location 3.
F - Cabal Location 4.
G - Cabal Location 5.
H - Cabal Location 6.

I - Number of Type 2 Cabal Groups.
As mentioned before, type 2 groups are assigned a destination
sector (at random) and move 1 sector towards that goal each
night. When they reach that sector, they are given a new goal
and the process starts over. You can assign the number of Type
2 groups. The total number of groups must not exceed 50. (this
includes defense sectors, type 2 groups, and type 3 groups)

J - Number of Type 3 Cabal Groups.
Type 3 groups differ from type 2's in that each group is given
a new goal each night, and the group will move sector by sector
till they get to that goal the same night. Therefore, type 3
groups cover a lot more sectors per night than type 2's. The
total number of groups must not exceed 50. (this includes defense
sectors, type 2 groups, and type 3 groups)

Page 37

K - Cabal Strength Level.
This determines how nasty you want the Cabal. A higher number
means more Cabal. The lowest level is 1, highest 10. You can
consider 10 to be 100% strength. I recommend 3 to 4 on the
meter to be a good level (30 to 40% full strength)

L - Cabal Bounty For Today.
This is the amount of credits given to a user for destroying
1 Cabal fighter. It changes daily, so if you change it, it
won't last long. Note, when a player defeats an entire group
of Cabal, then the bounty is doubled.

M - Cabal Regeneration.
Cabal are capable of regenerating themselves. With this command
you determine how many Cabal fighters are regnerated per day.
The higher the regeneration the more fighters will inhabit
the galaxy.

End of the Cabal Editor.

Page 38

G - Game Report

This is a method by which you can keep track of the game. A game report
will list stats on all players, and whats going on in the sectors. When
it lists the players, it writes them in order of their current rankings.

A Game report can be sent to three places, Screen, Printer, and/or Disk.

You choose where you want it to go. By printing the report, or writing
it to disk you will receive more information than if you do it just
on the screen alone.

You choose the output when the screen says:

S - Screen only.
P - Screen & Printer.
D - Screen & Disk.
A - Screen, Printer, & Disk.

When the player information is written you will see many fields of
information. Be low I'll describe what the information is. Fields
beginning with a star (*) are only seen in the disk file, or on the
printer.

Rnk - Player Ranking
P# - Player Record #
T# - Team In (0 if not on team)
Alias - Alias Name
Real Name- Real (BBS) Name
Day - Days Since Player Was Last On.
KB - Killed By (who killed this player)
Trn - Turns Left Today
Loc - Sector Player Is In
Ftrs - Fighters With Players Ship
B Credits- Banked Credits
* T Credits- Credits On Hand
* Hld - Number Of Cargo Holds
* Ore - Holds With Ore
* Org - Holds With Organics
* Eqp - Holds With Equipment
* Mns - Mines On Players Ship
* Prb - Probes On Players Ship
* Klk - Kloaking Device Energy Left
* Tim - Time Used Last Day On
* SS - Super-Search module Uses Left

The game will then tell you how many players there are.

Next comes the sector report. You will be shown sectors with defense
forces, mines, and planets. And who owns what.

End of Game Report Section.

Page 39

H or ? - Help

You will be given a list of valid editors, and other valid main TWEdit
commands.

J - Team Editor

The team editor will allow you to create, delete, and edit teams. You
will also need to use the player editor to complete team editing info.
(you must assing each player the correct team number if they aren't
already in a team.)

A - Team Name.
This is the name of the team given by the player who created the
team. (The Captain is the guy who created the team)

B - Password.
This is the password needed when a player wishes to join a team.
Case is significant. If a player doesn't know the password, they
cannot join the team. Passwords are usually given out by the team
captain thru the message base.

C - Number of Members.
Teams can have a maximum of 4 players (to avoid an overwhelming
majority.. I hope..)

D - Team Captain.
This is the player who created the team. His/Her player record,
and name are given.

Teams can be fleeting things when all is said and done. It takes
commitment from the team members to keep the team alive. Advantages
to teams are varied. They can give each other fighters and/or credits
if one of the members is in a bad way. They can also get thru certain
defense forces, and pick up some defense forces which werent theirs to
begin with (as long as the guy leaving the fighters says so)

Team players will have a slight disadvantage when attacking non team
players. The kill ratio is slight against them, but not enough to
offset the advantages of team play.

End of the Team Editor.

Page 40

K - TradeWars Log

This command will display the galactic news file. The only difference
is that error messages which may have been saved will be printed also.
Error messages always begin with three stars (***).

When you reach the end of the log, you will be asked if you wish to
delete the log.

L - Pack TWPLAYER.DAT File

If you TWPLAYER.DAT has grown prett large, you can have the program
eliminate any extra player records, and pack it down to a smaller file.
This is needed only very rarely, and in most cases, never needs to be
used.

You will be asked what the maximum number of player records should be.
If the number you input is more than the number of valid player records,
the total number of records will be the lower number of valid player
records.

When this function packs the TWPLAYER.DAT file, it

1. creates a file called TWPLAYER.NEW.
2. It then packs TWPLAYER.DAT into TWPLAYER.NEW.
3. It renames TWPLAYER.DAT to TWPLAYER.OLD
4. It renames TWPLAYER.NEW to TWPLAYER.DAT
5. It then asks if you wish to delete TWPLAYER.OLD (the original
player file)

M - Change Sector Plane

This is for registered games with more than 1000 sectors.

Above I mentioned how a TW2 game with more than 1000 sectors consists
of several 'planes' of 1000 sectors. When you first log into TWEdit,
you are on plane 1, which contains sectors 1-1000. If you wish to edit
sectors, ports, or cabal on another plane of sectors, you must change
sector planes.

If you wish to load sectors 1001-2000 you would tell the program to
load sector plane 2. Sectors 2001-3000 would be plane 3, and so on.

The program will tell you which sector plane is loaded if it is above
plane 1.

You can then go about and edit just as you did on plane 1.

R - Read/Kill Messages

This function can't be called a message editor, because you can't edit
messages. What it does do is this. It will display all messages (dead
or alive) and allow you to delete any messages you like. All killed
messages are purged each time maintenance is run. So, if the message
base seems to be getting overrun with a ton of messages, you would
use this function to clean things up.

You will notice that it is very similar in appearance to reading messages
in TW2 itself, but it will show you extra things like whether or not
the message is public or private..etc.

When you first enter this function you will be told when the program
is loading the message base. This consists of seeing which message
files exist, and then sorting them in ascending order. The program will

Page 41

tell you how many messages it found, and what the highest message number
is. After that is the message read prompt.

Msgs 1 - 15. [Q]uit, L)ist, or message #?

Here you are shown that there are 15 messages numbered from 1 to 15.
If you press Q, or [ENTER] you will quit this function. If you choose
L you will get a list of messages in this format:

1. The Cabal -> Joe Bbs Thee slo deemize

That is, Message Number, Message From -> Message To Subject

You can read forward and backward. Like entering a number like '1+'
will read message 1 and all messages after it. Entering '15-' will
read message 15, and all messages before it.

If you pick a message number then you are shown the message:

Msg #: 1 (pvt)
From: The Cabal Date: 01 Jan 99 00:00:01
To: Joe BBS Rcvd: No
Subject: Thee slo deemize

Maibee neckst tim yoo wil fite better hoo-man
--- TWMaint 11.20

Most of the message is in a format which you should understand. Also
shown is whether or not the message is public or private (pvt). And
whether or not the receiver has read the messages (Rcvd: Yes/No)

After the message you have the end of message prompt:

More? [Y]es, N)o, A)gain, K)ill?

Y)es is the default (if you hit [ENTER] then Yes is assumed) and you
chose read forward or backward (with the + or - signs after the message
number. you will be shown the next message. If you didn't choose the
read forward or backward options, then you will exit the message
reading area.

Choosing N)o will cause the program to exit the message reading area.

Using the A)gain option will tell the program to redisplay the same
message over again.

K)illing the message will delete the message.

Once again, in the editor, you can read/kill ANY message. So be careful.

Page 42

T - Go To TradeWars 2

Using this command will cause TWEdit to exit and TW2 will be run using
the same command line as you used to run TWEdit.

X - Exit TWEdit

This command will tell TWEdit to close all files and exit to DOS.


Th-Th-Thats the end of the TradeWars 2 Editor Documentation!


TRADEWARS 2 VERSION HISTORY

History on TradeWars 2 written in BASIC (anything before 10.00) is condensed.

TradeWars version 2 first released in June 1986

TradeWars 2 Release 5.x (May/June 88)

Several parts of the game have been completely (and I mean completely)
rewritten to run more logically, and reduce the risks of bugs. Cabal
maintenance was one of the areas that went through this. The Cabal are now
more ruthless that ever before, and to keep things interesting all 20
Cabal groups are active at least as long as the maintenance program is
running. Some groups won't survive the maintenance program, but they are
active while it is running.

Cabal Regeneration now means what it says, so be careful how high you
set the regeneration per day. Before, there was 'sort of' a limit on
how many total Cabal were wandering around in the galaxy.. This is no
longer so.

Featuring the first rendition of the multi-BBS interface. About 6 or 7
different BBS interface files dirrectly supported.

TradeWars 2 Release 6.1 (10/23/88)

The Cabal are now totally configurable. you can set the amount of groups
(up to 50). The Cabal are still VERY ruthless in the game, and it really
takes a good player, or good team to make it up high in the rankings.

You can set the Cabal difficulty ratio, which you'll find in the
[G]eneral edit area of TWEDIT. This level can be from 1 to 10, and
a good setting is 3 or 4..

You can also set the sectors the Cabal can reside in! no more 83-85
restriction! This really makes the game interesting. There are 8 Cabal
sectors in all.

TradeWars 2 Release 6.2 (01/08/89)

Most important feature added in 6.2 is true record & file locking using
DOS's SHARE. If you specify Network in the TW2.DAT file, SHARE must be
loaded in every partition you plan to run TW2 in! Along with the file
locking a couple real time mods were added. When you are playing the game
and run into another 'actively playing user' you will see a '*' in front
of their name! The game also checks to see if the user has been attacked
by an active player, and will kick 'em out if they were killed!

Page 43

TradeWars 2 Release 6.3 (04/09/89)

Added more ANSI graphics with the addition of a third 'graphics mode'. The
first mode is plain text, second mode is ANSI colored text, and third is
ANSI color/graphics. Only the higher speed modem users will want to use
this mode (unless they are suckers for punishment). Also cleared up are a
few ambiguities and/or irregularities. Added is an appendix explaining
how you can interface to TW2 from your BBS system (if it does not already
have an interface built in.)

TradeWars 2 Release 6.31 (05/30/89)

Some minor bug fixes to 6.30.. but still, as it turns out, on the buggy
side.

TradeWars 2 Releases 7.x 8.x 9.x (4/01/89 to 7/01/89)

Used only at the Abandoned Land during the rewrite of TradeWars 2 from
BASIC to C. None released to the public.

TradeWars 2 Release 10.0 (12/17/89)

First release of TradeWars in the C language. Some former 'features' were
nuked in favor of new techniques to be used in the future. For instance,
graphics are gone until a suitable method (in other words: a FAST method)
is completed. Added is support for more BBS types, Dynamic Cabal (they can
move *while* the user is on-line), and internal support for a wide variety
of future options. The game is much faster in many areas.. and about the
same in others. The EXE file is currently 60K smaller than the last BASIC
version (and 40K in the current EXE file is support for a wide variety of
communication options including FOSSIL, Non/FOSSIL support w/ BPS rates of
up to 115200). (so, I'm thinking ahead..) Also, The C version is uncrash-
able when you think in terms of 'Hit any key to return to system' seen
when a BASIC program encounters something it doesn't like. Any possible
error should result in a graceful exit.

TradeWars 2 Release 10.01 (01/14/90)

Maintenance Release Only! Many bugs fixed! I'll try to list them:
1: Eliminated the negative trading price bug.. (worst of the bunch!)
2: Fixed GTUSER.BBS interface.. (I never did find the bug, so I
rewrote the whole thing.
3: If the SysOp did not have ANSI.SYS loaded, the local screen would
not have ANY text printed to it! SO I rewrote the local screen
routines.. They are 4 to 5 times faster now!
4: Fixed team bug. Team info was not recorded when user [M]ade a team.
To get teams back on track, simply eliminate all teams in the
editor, and make sure everone does not belong to a team, then let
them create the teams from scratch.
5: On systems inited after 01/01/90 TWMAINT would delete all users
even if they were on that day.. The program was insisting negative
numbers were greater then positive.. so I rewrote a few lines..
6: Removed unsightly debugging code in trading area.
7: Made sure when a SysOp specifies a comm port in TWEDIT that the
program actually uses that port number!
8: Made sure bulletin was completely printed out every time!

Page 44

TradeWars 2 Release 10.10 (05/01/90)

Lots & Lots of bug fixes.. some pretty apparent, others not so apparent.
Added to the program are an Opus 1.10 interface, and a way for players
to chat across nodes. Also starting with release 10.10 TW2 will be 'Auto-
Verified' everytime you unZIP the package. This is using the authenticity
verification feature of PKZip 1.10. If you didn't see an auto-verify
message when you unZIPped the file, then I'd do a couple things. First,
I wouldn't use the files (this is for security reasons). Second, I'd
complain to the SysOp of the bulletin board system that modified the file.
The Auto-Verify message serves one main purpose: It makes sure that the
file has not been modified since I ZIPped it up. This should make us both
breathe a little easier. My thanks to Phil Katz for that wonderful
feature!

TradeWars 2 Release 10.20 (08/26/90)

Main change.. Two versions. Registered, and unregistered. With the registered
version you get the possibility of more than 1000 sectors. Added was multi-
language capability. Fixes: Rankings completely rewritten to be a lot
faster, this is because with the possibility of many sectors, rankings
could have taken FOREVER in their former incarnation. A couple BBS interface
bugs were nuked, included therein are the Spitfire minutes->seconds bug,
and a rewrite of the GTUSER.BBS interface (I'm keeping my fingers crossed)
Flow control problems were fixed (when NOT using a FOSSIL driver) except
for the problem where the program ends before the buffers are cleared.. I'm
working on that.. On multi-node systems, teams, planets, and players could
get cross linked, for instance, sector 12 and sector 783 could have the same
planet. This happened when two players on separate nodes would make a team
or create a planet.. TW2 now checks to make sure it gets a separate record.
(note, TW2 won't fix the problem if already done, that must be done manually).
I redid the stack command routines. Try some stack commands, and tell your
users about them. Also fixed, Messages to TEAMS sometimes being seen by
users not belonging to that team. Porting in a sector that has no port,
after sending a probe to a sector with a port. Surrenduring actually works
when turned on. Reports of fighters remaining weren't correct in the beta
releases of TW2 10.20.. fixed for the real release.

TradeWars 2 Release 11.00 (02/10/91)

New message base, and BBS networking capabilities. Fixed Super-Search screw-
up. 'Dynamic Cabal' are now much more dynamic considering they weren't
working at all. Worked on modem flow-control, team data errors, duplicate
planet names. Maintenance is now more 'talkative'. Cabal maintenance has
more checks for fighters, and now must attack a DF (defense force) before
entering a sector or attacking a planet. Fixed 'I' program so its upper
sector limit is now 32,000 sectors (registered ver.). Also added are
planetary defense forces.

TradeWars 2 Release 11.10 (08/04/91)

One major addition.. Graphics Mode. TW2, in conjunction with another one
of my programs, GGGraph, will display true graphics to the remote caller.
(The remote caller must be running GGGraph to see the graphics) GGGraph
operates in video mode 16 (640x350,16 color mode) so the user must have
an EGA or VGA adapter. GGGraph is not specific to TW2. This will mean that
even if TW2 changes the graphics the users will see from time to time, they
will most likely never need a new version of GGGraph. They will just need
the graphics command file from that new release of TW2. Wrote a sound
subroutine similar to BASIC's PLAY statement. A user using GGGraph can also
receive this music.

Page 45

Bug fixes: Once again, new com port routines. Apparently, not all modems
work the same, and the CTS signal is sometimes worthless. TW2 now checks
to see how many bytes are left in the output buffer, and doesn't try to
write anything to the com port unless there is room. Also, I rewrote the
FOSSIL driver interface in C and 'in-line assembler' using MSC 6.00A.
Rewrote the 'Dynamic Cabal' routine. The roving Cabal group was destroying
any existing defense forces. Date now being completely overwritten in the
lotto log. Kloak no longer displayed at Sol if not allowed. Msg base was
skipping a message if you killed a msg while reading forward. TWMaint was
generally screwing up when the Cabal attacked and/or destroyed a planet.
Put in some more error checking into the networking-betwixt-BBS code. TW2
will now accept node numbers upwards of 256 in PCBoard or Wildcat! mode.
All EXE files are compressed with PKLite Pro, and cannot be uncompressed.

TradeWars 2 Release 11.11 (11/13/91)

Maintenance release.
Fixed a bug when the user would enter the gambling computer, and it would
try to write some graphics commands.. I don't know how this bug was missed
it was way too obvious.

Started using the rewritten file access routines that I didn't want to
throw into 11.10. I'd say file access will be a wee bit more slow, but
a lot more bullet proof, with smaller code size.

Also, some of the mid-level input and output routines were reworked. The
program will act slightly different in some situations, but the job will
eventually get done the same way. I eliminated possible recursive calls
where I didn't think they were appropriate. Also broke the routines into
smaller pieces.

Time keeping was slightly tweaked. When in local mode, TW2 wouldn't exit
when time ran out. This has been fixed.

Docs rewritten from scratch. SYSOP.DOC, and TWEDIT.DOC were combined into
one unit. More info has been supplied on all of the features of the game.

TW2 wasn't correctly recognizing local mode when using a DOOR.SYS file..
This must have been present for 2+ years and I didn't hear about it!

(Skipped 11.12 because a beta got out!)

TradeWars 2 Release 11.13 (05/25/92)

Another maintenance release. Fixed chat mode problem. Also changed the
way attacks may take place. ie. Defense forces which were set to attack no
one could not be attacked themselves. You can now attack them. I'm working
on ideas for an upcoming release. If you have any suggestions for changes
or improvements, please let us know!

TradeWars 2 Release 11.14 (07/20/92)

Made the "network between BBS's" option available to everyone. You are now
free to network TW2 between different BBS's. Try it and see what you think.
Included a version of TW2.H which will show the various file formats used
by TW2.

TradeWars 2 Release 11.20 (03/xx/93)

Now 2 versions. 16-bit DOS version, 32-bit OS/2 version. A couple fixes to
the network code. Typing in a sector number not adjacent to the current
sector automatically brings up the autopilot. German text included.



Page 46
THANKS

I would like to take a time-out and thank everone who has helped put
TradeWars 2 together.

Chris Sherrick - The creator of the original TradeWars 2 game.

Jim Leenan Andrew Hoag Rick Hines
Roger Reesor Paul Waldinger Charlie Smith
Gary Funk David Friedman Rob Lerman
Eric Carr John Zimmerman George Lungu
Rich Hackney Rick Box Dikran Garabedian
Patrick Logan

And everyone else who contributed to the cause. There are too many of
you to list by name! Thanks again!

UPGRADING TO RELEASE 11.20

If you are running a release of TradeWars 2 with a release number below
10.10, then you must start from scratch. Delete all of your old files,
and unZIP the new TW2 files into your directory, and run I.EXE. Also
see the GETTING STARTED section found previously in the docs.

If you are using TradeWars 2 Release 10.10 or later, then you simply
need to replace your EXE files, and any other files contained in TW2-1120.ZIP
which are newer than the ones on your disk. Also, any files which are in
TW2-1120.ZIP that aren't on your disk should be unZIPped also. Then
run the maintenance program. This will convert over any data which needs
to be updated to a new format. Then go into the editor, make sure things
appear to be correct, and if they are, then the program is ready to run.

If you are starting from scratch, see the GETTING STARTED section shown
previously in this document.


I'M HAVING PROBLEMS WITH TRADEWARS 2

First of all, don't ever assume that I know about every bug.

Always assume I DON'T know about ANY bugs.

Its better to inform me of a bug I may know about, than not to report it
at all!

When you discover a bug, please try and get a capture file which shows the
bug in action. As someone anonymous once said:

"Gather enough information, and the solution will be obvious"

I can't stress the importance of that enough. I also will need to know the
release number, the BBS program you're running, and a complete description
of the problem.

I can only support the TradeWars program I am affiliated with, which is
TradeWars 2.

I can't help with any other TradeWars program.

Page 47

HOW TO REACH ME

I support this program to the best of my ability. There are several different
ways of contacting me.

Mail:

John Morris
1718 Woodhaven Ln.
Sparks, NV 89434

Compuserve:

71562,3235

Netmail:

RBBS-Net 8:919/1 or 2 -OR- Fidonet 1:213/760 or 761

Echomail:

The TW2 echomail conference. I am not affiliated with the TRADEWARS echo.

BBS:
The Abandoned Land
(xxx) xxx-xxxx
(xxx) xxx-xxxx

Voice:
(xxx) xxx-xxxx

If I'm not at home, and you have a bug report, you can leave a message about
the bug on my answering machine.

FINALLY

No more preaching. In previous TradeWars 2 documents, I made comments about
several different items, and I almost got sued because of it. Thus the
the removal of my 'editorial' segments from the TradeWars 2 documentation.

<*End of TW2.DOC*>
Personal tools
current TWGS Activity
Servers: 198
Players:
this month: 180
this year: 963
last year: 4,360
since 2011: 49,020