Here are Tom Almy's changes:
- Compared to original version, I've changed the "help" command to
- "call" and the "terminate" command to "quit" to better match
- user expectations. The DECUS version apparently made those changes
- as well as changing "freeze" to "save". However I like "freeze".
- (Both "freeze" and "save" work in SST2K.)
-
- When I got a later version of Super Star Trek that I was converting
- from, I added the emexit command.
-
- That later version also mentions srscan and lrscan working when
- docked (using the starbase's scanners), so I made some changes here
- to do this (and indicating that fact to the player), and then realized
- the base would have a subspace radio as well -- doing a Chart when docked
- updates the star chart, and all radio reports will be heard. The Dock
- command will also give a report if a base is under attack.
-
- Klingon commander movements are no longer reported if long-range
- sensors are damaged.
-
- Also added:
-
- 1. Better base positioning at startup.
+ In early 1997, I got the bright idea to look for references to
+ "Super Star Trek" on the World Wide Web. There weren't many hits,
+ but there was one that came up with 1979 Fortran sources! This
+ version had a few additional features that mine didn't have,
+ however mine had some feature it didn't have. So I merged its
+ features that I liked. I also took a peek at the DECUS version (a
+ port, less sources, to the PDP-10), and some other variations.
+
+ 1, Compared to the original UT version, I've changed the "help" command to
+ "call" and the "terminate" command to "quit" to better match
+ user expectations. The DECUS version apparently made those changes
+ as well as changing "freeze" to "save". However I like "freeze".
+ (Both "freeze" and "save" work in SST2K.)
+
+ 2. The experimental deathray originally had only a 5% chance of
+ success, but could be used repeatedly. I guess after a couple
+ years of use, it was less "experimental" because the 1979
+ version had a 70% success rate. However it was prone to breaking
+ after use. I upgraded the deathray, but kept the original set of
+ failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
+ and turned off if game type is "plain".)
- 2. Deathray improvement (but keeping original failure alternatives).
+ 3. The 1979 version also mentions srscan and lrscan working when
+ docked (using the starbase's scanners), so I made some changes here
+ to do this (and indicating that fact to the player), and then realized
+ the base would have a subspace radio as well -- doing a Chart when docked
+ updates the star chart, and all radio reports will be heard. The Dock
+ command will also give a report if a base is under attack.
- 3. Tholian Web. (Now controlled by OPTION_THOLIAN and turned off
- if game type is "plain".)
+ 4. Tholian Web from the 1979 version. (Now controlled by
+ OPTION_THOLIAN and turned off if game type is "plain".)
- 4. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
+ 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
and turned off if game type is "plain".)
- 5. Regular Klingons and Romulans can move in Expert and Emeritus games.
+ 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
This code could use improvement. (Now controlled by OPTION_MVBADDY
and turned off if game type is "plain".)
- 6. The deep-space probe feature from the DECUS version. (Now controlled
+ 7. The deep-space probe feature from the DECUS version. (Now controlled
by OPTION_PROBE and turned off if game type is "plain").
+ 8. 'emexit' command from the 1979 version.
+
+ 9. Bugfix: Klingon commander movements are no longer reported if long-range
+ sensors are damaged.
+
+ 10. Bugfix: Better base positioning at startup (more spread out).
+ That made sense to add because most people abort games with
+ bad base placement.
+
+ In June 2002, I fixed two known bugs and a documentation typo.
In June 2004 I fixed a number of bugs involving: 1) parsing invalid
numbers, 2) manual phasers when SR scan is damaged and commander is
present, 3) time warping into the future, 4) hang when moving
4. The Tholian can be hit with phasers.
- 5. SCom can't escape from you if no more enemies remain (without this,
- chasing SCom can take an eternity).
+ 5. SCom can't escape from you if no more enemies remain
+ (without this, chasing SCom can take an eternity).
6. Probe target you enter is now the destination quadrant. Before I don't
remember what it was, but it was something I had difficulty using.
{
int i, option;
- game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME);
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
if (getenv("TERM"))
game.options |= OPTION_CURSES | OPTION_SHOWME;
else