Fixed problem with move delay that was using too much CPU.
Changes to Corporate ships.
If a corporation goes extinct, the ship you are flying will remain in your possession, but once you leave the ship you won't have access to it again.
Corporate ships abandoned when the corporation goes extinct will be owned by "defunct Corp". To capture a "defunct Corp" ship, you must be a member of a corporation.
In standard Trade Wars, CEO ships can never be exchanged in a Citadel. With Gold, Corporate ships (not CEO) can be exchanged, but only between members of the same corporation.
GOLD: Corporate ships can't be purchased by non-corp players.
GOLD: Only active ships and planets are shown in the game.
GOLD BIGBANG: was clearing the active flag for all ships, planets and aliens, requiring you to go back and reset them all to on. This is no longer being done.
GOLD BIGBANG: Added option to clear all ships, planets, and aliens to inactive.
GOLD: Deleted records are not removed automatically when BIGBANG is run. They must be removed manually. You can copy a ship to a deleted spot, then remove the original ship to fill in gaps.
GOLD: Added AI setting of Protective. When a player attacks an alien with this setting, that alien and all others of the same race in the same sector will attack back.
GOLD: Added AI setting of Banding. Can now specify how many are typically in a group, and the aliens will tend to move around in these clusters.
GOLD: Modified the spawning profile tab in the Alien Editor. The new features give much more insight into how the aliens will appear in the game depending on the parameters you select.
GOLD: Added a new option to the Alien Resource menu to sample the available ships for the alien race. This takes the guesswork out of determining what ships will be available at what time in the game.
GOLD: 0 days until a ship rating is available now means that the rating will always be available instead of meaning that the maximum experience for day 0 is the threshold for gaining access to a ship of this rating. From day 1 on, the threshold is defined as the maximum possible experience for that day.
GOLD: Fixed several general problems with Gold and the Nonplayer server.
GOLD: Added "anomalous alien" setting. If enabled, there's a one percent chance per event that an alien will be spawned as if it was from 100 to 200 days more advanced.
GOLD: Unique aliens are now displayed with a gold name instead of red or cyan for good or evil.
GOLD: GRUDGES!!!!! All Gold alien races now have the option of carrying a grudge against players who destroys one of their own. Here's how it works. Grudges are only maintained while the server is active, so shutting it down and restarting it will clear the grudges. If there are enough complaints about this, I'll see about saving the grudges to a the alien record. The severity of the grudge is determined by your place on the grudge list. Newer grudges are put at the top of the list and are more severe. Only ten grudges are maintained, so when a grudge reaches the bottom of the list it drops off (is forgotten). Whenever an alien attacks a begrudged player, the force of the attack is increased by the grudge level. Lastly, grudges are only created when a player destroys an alien IN VIEW OF one of the same race. If a player destroys a lone alien, no grudge will result. If one alien views the massacre, he will broadcast it to all other aliens in that race and they will ALL hold a grudge.
GOLD: Aliens can regenerate. Regeneration occurs each time an alien attempts to move, and the fighters and shields of the alien will regenerate toward the average value for the current day.
EXTERN: Planet collisions are now generating NavHaz.
EXTERN: Planet collisions now works correctly, even with online players involved.
EtherProbe now uses avoids again.
Game now differentiates between "on planet" and "in citadel".
When a player enters or exits the citadel, other players in the citadel will receive a message.
Fighters in sector without a planet is limited to 50K. Fighters in sector with a planet is limited to 2,000,000,000. This was reversed and the upper limit for planets was set to 2,000,000. All fixed now!
Added "<;> Scan Current Ship" option to computer menu. This command will display information about any ship you are flying, even if it's of an alien origin (Ferrengi, for example).
If a player drops carrier during the initialization routine, the records won't be committed.
When towing a player into a hostile sector, if the tower is destroyed on entering the sector, the towee is returned to the previous sector.
Two game sessions with the same player cannot be active at the same time. When a new game attempts to start it will kick off the old game.
Modified the message system to fix a bug that caused messages to be missed.
EXTERN now runs in "multitask" mode if a player is in the game, and will run faster if no player is in the game.
EXTERN: In an attempt to avoid the ship pointer bug, EXTERN now checks to see if the ship occupied by a player who's about to be terminated from inactivity is not being used by any other players. If it's being used, the ship is not deactivated.
Fixed index bug: When swapping ships in Citadel, the offline player was being put into the other ship but the ship was being set to "unoccupied" status.
Fixed index bug: When TEDIT and EXTERN would access certain ships, they would turn on the occupied and active flags. This is no longer the case.
Fixed Shipyard bug: Two corp players could sell the same ship.
Fixed Tricron: Now works with multiple players. Tricron stats are updated after each game to reflect games played by other players.
GOLD: When you're flying a FedShip without enough experience, you can be stopped by the Feds. Your ship will be forfeit and you will be demoted to start of the previous rank.
EXTERN: When evil port busts are not cleared because EXTERN doesn't run, they will clear the next time EXTERN is run. Before, if you had the bust clears set for every 7 days, and on the 7th day EXTERN didn't run for some reason, the busts wouldn't clear for 14 days. Now it will clear on the 8th day, and the next clear will be right on schedule. That means that if EXTERN didn't run for 3 days, then the busts get cleared, they'll be scheduled to clear again in 4 days instead of 7 to get back on track.
EXTERN: Port's weren't upgrading properly because I wasn't updating the planets in the sector before checking for product. It's fixed now.
Fixed "Visible while at SD" bug. This actually worked for any port. A player who was on a port could be forced to take-off and become visible to others while the online player believed he/she was still on port. This has resulted in many player deaths.
TEDIT Corp editor, was only accepting first character of inputs.
TEDIT Added Sysop setting for users. This will allow a player to have sysop capabilities regardless of the sysop level supplied by the drop file. For local and Internet connections, this is the only way to have sysop access.
CIM will abort as soon as an abortive key is pressed. Previously, there was no way to abort these reports.
NONPSERV: Aliens are effected by planetary interdictor generators.
Ships can't interdict while cloaked or on a planet or
port.
There are many more smaller fixes that went into v3.09 that I didn't
record in this file out of sheer laziness ;)