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oilfight
08-22-2005, 10:58 PM
This is where the changelog will be posted. The current changelog as of this writing follows, future changes will be posted via replies

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6/11/05
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*script downloaded and installed on our server
*initial modifications to oilfight theme made

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6/13/05
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*removed a bug that allowed sending a message without a subject, thereby making the message unreadable
*removed a bug in the forgot password routine that would let anyone get anyone elses password just by asking for it
*armory modified to not allow purchasing or selling negative numbers of items.
*armory modified to show proper rank for defense

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6/14/05
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*attack.php modified to not allow negative numbers of attacks
*fixed a bug in vsys that showed code during new user registration
*train.php modified to only allow training of positive numbers of troops
*added a function to cache the number of online users to reduce server load.

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6/15/05
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*changed base.php's looks
*changed referal link given in base.php to work properly
*changed base.php unit production to say "per turn" instead of "per 24 hours"
*continued changes to theme the script for oilfight
*updated some color schemes

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6/17/05
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*edited battlefield.php to look better
*edited attacklog.php to look better
*edited armory.php to look better

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6/28/05
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*edited for new oilfight graphics

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6/29/05
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*changed webhosts to thewird's hosting
*Edited the look and feel of the site some more, incorporating the new buttons and advertising.
*Edited Recruit.php to give out a number of troops relative to your current unit production

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6/30/05
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*Changed the look of inbox.php
*changed mammidea advertisement to not give a stupid post error upon login
*changed the look of stats.php

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7/1/05
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*edited register.php to send out a proper email greeting.
*edited activate.php to start out new users with 1 unit production.
*changed to reference oil instead of gold.
*fixed page not updating bug when logging in
*fixed emailing bug related to activating a new account
*updated the look of attack.php
*updated the look of spylog.php
*modified forgotpass.php to send out proper looking emails.

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7/2/05
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*removed code that shows a user's gold levels from stats.php
*changed battlelog.php to show the races and names for the attacker and defender
*edited attacklog.php to link to the proper user when you click on a previous attack that you've performed
*created an sql script to reset the game for new rounds.
*changed the costs and benefits of the various race-specific weapon and armor upgrades

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7/4/05
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**** Site officially launches ****

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7/5/05
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*Fixed a bug that I created that broke recruitment.
*edited files to remove references to gold.
*changed reset.php to refer to the correct factions.
*fixed register.php and forgotpass.php to retry sending emails if the email server does not respond.
*fixed several pages to remove the possibility of people entering noninteger values:
*finally fixed the negative buying issue for the mercs page
*changed several files to reference oil instead of money or gold

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7/8/05
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*recruit.php updated to only get recruitment bonuses one tier down for referalls.
*edited stats.php so you could join as another user's officer after registration.
*changed loginaction in to the news page for great justice

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7/10/05
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*changed registration captcha code to not conflict with recruitment captcha

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7/11/05
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*Fixed bug where you could be your own commander
*reset.php changed code to following to allow users to keep their same name when resetting their account

****Started developing a brand new alliance system.****

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7/15/05
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*continued working on alliances system

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7/18/05
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*deny users attacking their commander, their commander's officers, or their own officers
*fixed a bug in stats.php where you couldn't send messages to people.
*continued working on alliances system

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7/19/05
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*fixed attack.php to not allow sending of negative numbers of spies.

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7/20/05
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*continued working on new alliances system

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7/21/05
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*Edited stats.php "you cannot become your officer's officer"
*created a system to check your officers contribution (in clicks)
*continued working on alliances system

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7/25/05
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*train.php changed to not allow exploiting negative oil abilities

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7/27/05
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*continued working on new alliances system

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7/28/05
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*changed to limit maximum attack turns to 300:
*armory.php changed to alter repair costs.
*changed to show your turns in red if you've banked the maximum

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7/29/05
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*updated train.php to increase unit production costs exponentially
*edited to give all races the same fortification upgrade costs / benefits

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7/30/05
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*new scoring system based on the total purchase cost of all owned weapons, uprgades, and soldiers

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7/31/05
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*make ranking system sort by score instead of its usual method
*fix alliances bug where you cant always kick your officers
*remove ability to buy / sell fractional items less than 1.
*create a function to email everyone about the new round.
*changed attack.php powercheck function to display meaningful messages, as well as allow players <100 score to attack each other.
*base.php edited to show score
*optimized some counting functions in the sort routine for the turn updater
*reset.php fixed to allow you to change your name to the same name you already have (for real this time)

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8/1/05
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***** Second Round is Started *****

*fixed a bug in attack.php where you could send fractional attacks less than 1.
*turn updater fixed to sort the arrays according to the new score values instead of the old ones
*changed link to battlefield.php to send you to the page of the ranks that you occupy
*changed battlefield.php to show the page list at the top as well as the bottom
*optimized parts of the database
*changed ally.php to show officers their co-officers contributions
*put in a new system to track recruitment clicks
*changed recruit.php to call the new functions in to allow you to click more than one link per given time, just not the same link more than once
*changed to not allow same link clicking within 12 hours.

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8/2/05
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*changed days idle before account deletion to 20
*changed merecenaries / turn to 15
*changed ally.php to show your commanders score and link

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8/6/05
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*Fixed a bug that allowed code injection.
*I made an entirely new help.php file

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8/7/05
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*added recruitment.php and a link to it
*debugged the anti-injection script
*changed the look of the armory
*many other small changes

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8/9/05
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*implemented a new ban function
*changed where attack.php shows UN messages
*fixed a bug in attack.php that shows trained attack soldiers used for the defender
*created new pics for the recruiting page

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8/10/05
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*edited ally.php to send the "you do not have a free slot" into the right place and not show the "something went wrong" message when you have too many officers
*edited the click tracking system substantially
*started initial work on a news page (not battle news, but actual news)

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8/11/05
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*updated attack.php to update the score of any users involved in attacks prior to doing the powercheck function
*udpated inbox.php to change misspelled sublect to subject
*started working on oilburning function

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8/12/05
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*updated stats.php to show a player's race icon, or, if they have an avatar, to show that instead
*still need a system for users to upload avatars for this to be useful
*battlelog.php updated to show avatar if a user has one
*continued work on the new oil burning system

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8/13/05
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*captcha has been put on writemail.php to stop spamming
*recruitment.php updated for proper text flow

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8/15/05
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*now testing changes to battle system including oil burn, and updating to fix bugs in same
*fixed a bug in attacklog.php that shows the wrong damage / casualties for attacks on others
*battlelog updated to not update the news flag if a player views his own battlelog
*attack.php updated to remove the proper amount of gold from the defending army
*battlelog.php updated to show the proper amount of burned oil

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8/16/05
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*divison by zero errors in the oil burning system removed
*oilburns changed to happen slightly less often
*attack and defense now range from 65%-100% of maximum, rather than 50%-100% of maximum
*edited battlelog.php to not show you the results of battles you were not a part of
*edited spylog.php to not show you the results of spy missions that are not your own.
*the score checking routine has been updated to be less suseptible to overflows

oilfight
08-23-2005, 04:55 PM
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8/23/05
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Avatars system implemented, complete with uploader

oilfight
08-25-2005, 04:08 PM
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8/24/05
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*Rescaled everyones weapons and the cost of weapons to be 10x more expensive.

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8/25/05
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*Put a check into weapon buying so that nobody can buy more than 65,000 of the same weapon type
* "Repair all Attack weapons" and "Repair All Defensive Weapons" buttons implemented
* Session based login supplemented with a cookie stored on the users computer to reduce unintended logouts.

oilfight
09-29-2005, 09:46 PM
Changes put in for round 4 (9/29/05)

1) correct action taken to alliances info when user deletes their account.

2) "remember me" button for logins

3) make quantity of mercenaries available each turn dependant upon the number of active players when the turns update

4) change it so when you click the name of the person who spied on you / who you spied on, it shows their stats page and not yours

5) have a link to "Next Page" at the top of each page in the news

6) rescale all the stats

7) inactive users are deactivated after 20 days inactivity (instead of deleted). Accounts are deleted after 60 days inactivity

8) show a link to the correct person in the spy logs

9) change name / race limited number of times without resetting account

10) rewrite the function that calculates strike action and defense action

11) 65,000 weapon limit raised to 2 billion

oilfight
10-11-2005, 11:49 PM
10/11/05

various bugs from the new round fixed.

10/13/05

fixed "0th page" bug on attack log page.

Oser
12-05-2005, 04:36 PM
11/26/05 - Lightning Round 4.5 (Beta test of new features)
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-Major revisions to the spy system
-Addition of a sabatoge system
-Upgradable oil storage
-Lockdown mode
-Misc changes

Now, to explain them:

Revisions to the spy system:
-Spy system is now turn-based, similar to the current attack system.
-You will earn 2 spy turns per 20-minute turn, with a max of 300.
-Recon missions will only cost 1 turn and will only require 1 spy (if you accidentally use more, the game corrects the mistake)
-Recon has been split between spying offensive capabilities, defensive capabilities, oil/production capabilities, and operations
-Success Calculations have been changed to better reflect differences in covert action.
-Spies are now considerably more expensive.

New Sabatoge system
-3 types of missions: Sabatoge offense, defense, and oil
-Sab missions can use up to 10 spies and up to 5 turns each. The more spies and turns you use, the more chances of your spies being caught and killed.
-If your initial infiltration fails, all of your spies are executed and your enemy is made aware of your attempt
-If your initial infiltration is a success, some of your spies could still be caught and killed, but your actions will not be revealed to your enemy (this will probably change in future rounds)
-The number of turns and spies you use will compound the mission's effectiveness (yes, using 10 and 5 will do 50 times more damage than 1 and 1)
-Offensive and Defensive missions damage weapons and will possibly break some (see the new weapon damage in the Misc section below)
-Oil missions obliterate your enemy's oil (but you get none)

Upgradable oil storage
-You can now purchase oil storage. Under no circumstances should your oil be above your maximum storage capacity (if it is, there's a problem!)
-Each level of storage doubles your storage capacity, and costs 40% of your current storage capacity (I think)
-Your current level can be viewed and Upgrades can be purchased in the weapon shop.
-The max level is 13, which caps your storage at 2 billion.
-When you reach your limit, your oil will be listed in red at the top left.
-Right now, there are no safeguards to keep you from selling your weapons off. If you sell too many, you'll be stuck with your current max. If you're at your max and sell weapons...too bad! (This will probably be changed in a future round)

Lockdown Mode (this is probably the most complicated one)
-Lockdown mode's auto-engage can be turned off and on through the Overview Screen
-Manual Lockdown can be engaged in the same screen
-If enabled, Lockdown will engage if:
-You lose 10% of your army in a 24 hour period
-You lose 10% of your weapons due to sabotage in a 24 hour period
-Your weapons fall below 25% health
-Lockdown can be disengaged at the cost of 6 attack and 4 spy turns.
-Lockdown will auto-disengage 24 hours after it is engaged.

Advantages of Lockdown:
-Your weapons cannot be sabotaged
-You will not suffer casualties or weapon damage when attacked
-Your spy skill will be increased by 1 for defending recon missions for the duration of Lockdown

Disadvantages of Lockdown:
-You may not attack while in Lockdown
-You earn 1/3 of your normal oil while in Lockdown
-Your total unit production drops to 0 while in Lockdown
-You will not defend attacks while in Lockdown
-While in lockdown, you will only get 1 attack and 1 spy turn per 20-minute turn

Misc Changes
-Weapon damage is weighted so that stronger forces do more damage and weaker forces do less. (If you want to break someone's defensive weapons, you'd better have a tough offense)
-Weapon breaking is handled much differently:
-All weapons of a type will still break when their health is 0 (shouldn't happen often)
-Sabatoged weapons will have a better chance of breaking depending on how low their health is. Weapons with > 90% health cannot break.
-Casualties are weighted similar to weapon damage
-Each untrained soldier is now worth 2 points.
-Some other stuff I probably forgot =)

Oser
12-05-2005, 04:38 PM
12/06/05 - Round 5
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*Fixed about 7,000 bugs/code errors
*Show lockdown on user stats pages
*Show lockdown on battlelog pages
*Enable sabOil during opponent lockdown
*Enable other sab missions during opponent lockdown, but autofail them
*Failed missions shouldn't slaughter all spies (automatically kill half, rounding down)
*Tweak spy mission success %s (done, a bit, may need more tweaking...added random 20% variation in covert action, similar to the 35% variation in strike and defense action)
*Tone weapons breaking on sab WAY down (done, though we'll see how it fares...changed no-break rule to apply to weapons at 75% health and above)
*Show sab missions on defender's intel report
*only show sabber if any spies caught (if spies are caught, there's a chance your name will be revealed)
*When attacker is defeated in oilburn situation, show normal battlelog
*Fix code that sends users into lockdown for weapons breaking
*Major update to Help Page

oilfight
02-28-2006, 06:37 AM
sometime last month:

a couple bugs added

sometime last week:

those bugs fixed