Changelog

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2011

December

Sunday, December 25, 2011

Player.h:

   -Modified the ranking system.  Rank requirements for combat experience have now been changed to a CB level system where each battle gives exp.  After a certain amount of exp your combat level will increase.  At certain levels, in combination of previous requirements, you will be given an option at Alliance space stations to receive a promotion.  You must go to an Alliance station in order to get this promotion once the requirements are met.
   -Added the following variables:
       pCBELevel
       pCBExp
       tNCBLevel


Player.cpp:

   -Fixed some function definitions that had incorrect connections to the Player class.
   -Added the rest of the rank system functions and set functions for player variables:
       setName
       setRank
       setSArmor
       setSHull
       setSMArmor
       setSMHull
       setSShield
       setSMShield
       setSName
       setSSTLevel
       cLUp
       pCBLUp
   -Added functions for player combat level gaining, noted above.  Levels are calculated via the following equation*:
       To Next Level = (Current Level • 1250) • 1000 • 1000 • Current Level / (2 / ((1000 • (Current Level • 1250)) / 2))


Saturday, December 24, 2011

Player.h:

   -Added several new functions:
       getFKills
       getDKills
       getCKills
       getBCKills
       getBKills
       getCSKills
       getMKills
       getTKills
  -Added several new variables for Player ranking system*:
       pFKills
       pDKills
       pCKills
       pBCKills
       pBkills
       pCSKills
       pMKills
       pTKills


Player.cpp:

  -Added above functions to the Player implementation file.


*Click here for more information on ranking requirements and here for more information on the Combat Experience System (CES).


Friday, December 23, 2011

Player.cpp:

   -Added all ‘get’ functions into the player implementation file:
       getAcc
       getDia
       getDrac
       getEADist
       getXarn
       getLith
       getNucWas
       getPWStatus
       getPlat
       getPlut
       getRubies
       getSArmor
       getSHull
       getSMArmor
       getSMHull
       getSMShield
       getSShield
       getUra
       getName
       getRank
       getSClass
       getSName
       getSTLevel


Tuesday, December 06, 2011

Planet:

   -Split the class into two separate entities:

Planet Processing will handle all global planet processes, such as placing a destroyed planet into the destroyed planets array. Planet will be a pointer based class that will function a lot like the hostile class except that planets will be stored in an array upon deletion during an event. This array will be updated each “turn” depending on various conditions if the player colonized said planet.

   -Added several new variables to the planet class, all having to do with the planets habitability*:
       pGrav -gravity
       pRad -yearly radiation        
       pOxy –atmosphere oxygen levels        
       pNit –atmosphere nitrogen levels
       pCarb –atmosphere carbon levels
       pHel –atmosphere helium levels
       pALevel –strength of atmosphere and planetary coverage
       pLMass –available landmass
       pWMass –percentage of planetary space that is ocean
       pBDivers –planetary biological diversity
       Each of these variables can be affected by certain factors, such as population growth, industrialization, or pollution.  Teraforming will move these values closer to 62nd century earth’s conditions.
   -Added second Defense attribute to the class for shield based defense systems.

PlanetProc:

   -Added the following functions:
       isDest –is the planet destroyed
       isOwned –is the planet already owned by the player
       fPlanets –search for planets within scan range (currently static at 50 LY)
       pPlanets –print out list of found planets
       setDest –set planet as destroyed
       setPOwned –set planet as player owned
       
   -Added the following variables:
       sPlanets –array for scanned planets*
       oPlanets –array for player owned planets


*Click here for further explanation


MenuProc:

   -Added navigation menus 1 and 2.  Nav menu two will work with above fPlanets/pPlanets functions to print out found planets for the player to travel to.  Similar system to be setup for stations.

Main:

   -Added game class and planet processing references.
   -Created start game menu operations and started on the game loop.

Game:

   -Added new function sGame (start game) to the class.


October

Monday, October 24, 2011

Player:

  -Removed private variable pSTLevel as the Ship struct already contains a variable for the ship tech level.


Planet:

   -Setup the Planet Class and added the following things to it:
       Functions:
           Planet (constructor)
       Variables:
           pName
           pEKS*
           pPop –popultion


Hostile:

   -Added the following functions:
       hostile(string hRace, string hRank, Ship hShip, int hXarn, int hRubies, int hDia, int hDrac, int hLith, int hUra, int hPlut, int hPlat, int hNWaste) (constructor 1)
       hostileStory(string hName, string hRace, string hRank, Ship hShip, int hXarn, int hRubies, int hDia, int hDrac, int hLith, int hUra, int hPlut, int hPlat, int hNWaste) (constructor 2)
   -Added the following variables:
       hName
       hRace
       hRank
       hShip
       hXarn
       hRubies
       hDia
       hDrac
       hLith
       hUra
       hPlut
       hPlat
       hNWaste


BattleProc:

   -Setup the BattleProc class and added the following functions:
       damageCalc
       endBattle


*Click here for the explanation of this variable. It was too long to include in the changelog.


Sunday, October 23, 2011

ItemSystem:

   -Changed the Osprey design, added one (1) missile turret to this ship to accommodate the starter ship choice.
   -Added the following functions for player starter ship choices:
       getWMName
       getWMDRLow
       getWMDRHigh
       getWMAMax
       getWBName
       getWBDRLow
       getWBDRHigh
       getWBWeight


Player:

   -Added the following functions as part of the player starter ship system:
       pCMWeap
       pCBWeap
   -The following bombs and missiles have been added to the player startship armament process: 
       Destructor Bomb
       Neopryte Bomb
       Lite Gettysburg Bomb
       Nako Advanced Bomb
       Calamity Lite Standard Missile
       Ravager Lite Missile
       Cruise Missile
       Warhawk Advanced Lite Missile
       Bloodhawk Lite Missile
       Serpent Lite Missile
   -Added the player takeDamage function.  This function has a tiered if/then/else statement system t catch any damage overflow from the different health areas; shields, armor, hull.  Old system calculated damage then sent that value off to another function.  This one does all of the application in house, but the damage calculations will be done from battleProc (battle processing).


Wednesday, October 19, 2011

ItemSystem:

   -Changed the description and attributes of the following weapons:
       Destructor Bomb
       Neopryte Bomb
       Light Gettysburg Bomb
       Nako Advanced Bomb
       Planet Cracker
       Medium Nano Bomb
       Medium Neopryte Bomb
       Medium Gettysburg Bomb
       Medium Nako Advanced Bomb
       Heavy Nano Bomb
       Heavy Neopryte Bomb
       Heavy Gettysburg Bomb
       Ultra Heavy Nano bomb
       Ultra Heavy Neopryte Bomb
       Ultra Heavy Gettysburg Bomb
       Heavy Nako Advanced Bomb
       Ultra Heavy Black Hole Bomb
       Ultra Heavy Planet Cracker
       Maximum Nako Advanced Bomb
       Gravity Bomb
       Hell’s Teeth
       Lillith’s Wish
       Adam’s Anger
       Apocalypse Bomb
   -Replaced 1279 lines of code with 27
   -Added one (1) bomb hold to Rifter design to accommodate starter ship choice.
   -Added several new ‘Get’ functions for laser weapon information:
       getWLName
       getWLAMin
       getWLAMax
       getWLAOMin
       getWLAOMax
       getWLDRMin
       getWLDRMax
       getWLDROMin
       getWLDROMax


Player:

   -Added check to starter ship selection so that if the chosen value is out of bounds the code will default to 1.
   -Added player starter laser weapon selection, including above check and IS function calls.  The following weapons have been added to the start selection list:
       Low-Tech Phaser Array
       Ion-Particle Blaster
       50mm Suspended Coil Laser Cannon
       50mm Omega Cannon Prototype
       50mm High-Output Ion Blaster
       Lightron Blaster



September

Wednesday, September 28, 2011

ItemSystem:

   -Changed the description for the following missiles:
       Warhawk Medium
       Serpent Heavy
       Dredlock Heavy
       Mole Heavy
       Warhawk Heavy
       Warpigeon Heavy
       Ravager Heavy
       Calamity Heavy
       Bloodhawk Ultra Heavy
       Angelus Ultra Heavy
       Spine Ultra Heavy
       Dredlock Ultra Heavy
       Warhawk Ultra Heavy
       Serpent Ultra Heavy
       Mole Ultra Heavy
       AP Ultra Heavy
       Ravager Ultra Heavy
       Calamity Ultra Heavy
       Bloodhawk Titan
       Serpent Titan
       Angelus Titan
       Spine Titan
       Dredlock Titan
       Mole Titan
       AP Titan
       Ravager Titan
       Warpigeon Titan
       Warhawk Titan
       Calamity Titan
       Super Nova
       Hell’s Teeth
       Ragnarok
   -Changed the attributes of the following missiles:
       Warhawk Medium
       Serpent Heavy
       Dredlock Heavy
       Mole Heavy
       Warhawk Heavy
       Warpigeon Heavy
       Ravager Heavy
       Calamity Heavy
       Bloodhawk Ultra Heavy
       Angelus Ultra Heavy
       Spine Ultra Heavy
       Dredlock Ultra Heavy
       Warhawk Ultra Heavy
       Serpent Ultra Heavy
       Mole Ultra Heavy
       AP Ultra Heavy
       Ravager Ultra Heavy
       Calamity Ultra Heavy
       Bloodhawk Titan
       Serpent Titan
       Angelus Titan
       Spine Titan
       Dredlock Titan
       Mole Titan
       AP Titan
       Ravager Titan
       Warpigeon Titan
       Warhawk Titan
       Calamity Titan
       Super Nova
       Hell’s Teeth
       Ragnarok
   -Compelted database for missile weapons; removed 4500 lines of code, replaced with 74 lines.



August

Saturday, August 13, 2011

ItemSystem:

   -Changed the description for the following missiles:
       Warhawk Standard Missile
       Serpent Medium Missile
       Mole Medium Missile
       AP Medium Missile
       Ravager Medium Missile
       Bloodhawk Medium Missile
       Spine Medium Missile
       Warpigeon Medium Missile
       Calamity Medium Missile
       Bloodhawk Heavy Missile
       Angelus Heavy Missile
       Spine Heavy Missile
       AP Heavy Missile
       Dredlock Medium Missile
   -Added new weapon Hellstorm Missile:
       Minimum damage set to 140
       Maximum damage set to 260
       Maximum range set to 15
       Technology level set to 8
       Xarn cost set to 38000
       Ruby cost set to 450
       Diamond cost set to 500
       Draconic cost set to 780
       Lithium cost set to 850
   -Changed attributes for the Serpent Medium Missile:
       Minimum damage changed from 54 to 80
       Maximum damage changed from 86 to 105
       Maximum range changed from 24 to 22
       Xarn cost change from 16000 to 19000
       Ruby cost changed from 100 to 130
       Diamond cost changed from 34 to 350
       Draconic cost changed from 50 to 400

   -Changed the attributes of the Mole Medium Missile:
       Minimum damage changed from 48 to 54
       Maximum damage changed from 98 to 110
       Maximum range changed from 26 to 28
       Xarn cost changed from 14000 to 18000
       Ruby cost changed from 120 to 230
       Diamond cost changed from 48 to 360
       Draconic cost changed from 180 to 390
       Uranium cost changed from 0 to 10
   -Changed attributes for the AP Medium Missile:
       Minimum damage changed from 115 to 125
       Maximum damage changed from 130 to 140
       Maximum range change from 12 to 7
       Xarn cost changed from 19000 to 21000
       Ruby cost changed from 150 to 200
       Diamond cost changed from 120 to 320
       Draconic cost changed from 240 to 300
       Lithium cost changed from 160 to 240
   -Changed the attributes for the Ravager Medium Missile:
       Minimum damage changed from 95 to 100
       Maximum damage changed from 118 to 200
       Maximum range changed from 18 to 16
       Xarn cost changed from 17600 to 19000
       Ruby cost changed from 140 to 190
       Diamond cost changed from 110 to 200
       Draconic cost changed from 130 to 260
       Lithium cost changed from 180 to 215
       Uranium cost changed from 0 to 50
   -Changed the attributes of the Bloodhawk Medium Missile:
       Minimum damage changed from 52 to 75
       Maximum damage changed from 84 to 130
       Maximum range changed from 35 to 20
       Xarn cost changed from 18000 to 23000
       Ruby cost changed from 110 to 280
       Diamond cost changed from 85 to 420
       Draconic cost changed from 75 to 500
       Lithium cost changed from 210 to 420
       Uranium cost changed from 0 to 60
   -Changed the attributes for the Spine Medium Missile:
       Minimum damage changed from 115 to 125
       Maximum damage changed from 128 to 160
       Maximum range changed from 18 to 8
       Xarn cost changed from 21000 to 25000
       Ruby cost changed from 170 to 220
       Diamond cost changed from 160 to 390
       Draconic cost changed from 290 to 520
       Lithium cost changed from 85 to 160
       Uranium cost changed from 0 to 140
   -Changed the attributes of the WarPigeon Medium Missile:
       Minimum damage changed from 135 to 160
       Maximum damage changed from 150 to 185
       Maximum range changed from 8 to 9
       Technology level changed from 5 to 6
       Xarn cost changed from 25000 to 32000
       Ruby cost changed from 240 to 450
       Diamond cost changed from 210 to 680
       Draconic cost changed from 230 to 720
       Lithium cost changed from 530 to 580
       Uranium cost changed from 0 to 650
   -Changed the attributes of the Calamity Medium Missile:
       Minimum damage changed from 40 to 55
       Maximum damage changed from 85 to 100
       Maximum range changed from 12 to 10
       Xarn cost changed from 12000 to 15000
       Ruby cost changed from 120 to 180
       Diamond cost changed from 90 to 160
       Draconic cost changed from 120 to 210
       Lithium cost changed from 180 to 200
       Uranium cost changed from 0 to 120
   -Changed the attributes of the Bloodhawk Heavy Missile:
       Minimum damage changed from 150 to 220
       Maximum damage changed from 230 to 290
       Maximum range changed from 15 to 10
       Technology level changed from 5 to 7
       Xarn cost changed from 26000 to 36000
       Ruby cost changed from 190 to 350
       Diamond cost changed from 200 to 680
       Draconic cost changed from 150 to 850
       Lithium cost changed from 280 to 650
       Uranium cost changed from 240 to 400
       Plutonium cost changed from 0 to 152
   -Changed the attributes of the Angelus Heavy Missile:
       Minimum damage changed from 96 to 120
       Maximum damage changed from 120 to 160
       Maximum range changed from 45 to 30
       Technology level changed from 5 to 6
       Xarn cost changed from 23000 to 25000
       Ruby cost changed from 130 to 260
       Diamond cost changed from 170 to 450
       Draconic cost changed from 125 to 600
       Lithium cost changed from 220 to 230
       Uranium cost changed from 170 to 155
       Plutonium cost changed from 0 to 120
   -Changed the attributes of the Spine Heavy Missile:
       Minimum damage changed from 115 to 130
       Maximum damage changed from 148 to 180
       Maximum range changed from 15 to 10
       Ruby cost changed from 160 to 180
       Diamond cost changed from 210 to 260
       Draconic cost changed from 250 to 500
       Lithium cost changed from 300 to 320
       Uranium cost changed from 210 to 280
   -Changed the attributes for the AP Heavy Missile:
       Minimum damage changed from 125 to 140
       Maximum damaged changed from 167 to 186
       Maximum range changed from 8 to 6
       Technology level changed from 5 to 6
       Xarn cost changed from 28500 to 30000
       Ruby cost changed from 240 to 280
       Diamond cost changed from 270 to 300
       Draconic cost changed from 340 to 370
       Lithium cost changed from 320 to 340
       Uranium cost changed from 280 to 310
   -Changed the attributes of the Dredlock Medium Missile:
       Minimum damage changed from 62 to 90
       Maximum damage changed from 80 to 130
       Maximum range changed from 50 to 22
       Xarn cost changed from 23500 to 32000
       Ruby cost changed from 110 to 150
       Diamond cost changed from 140 to 200
       Draconic cost changed from 80 to 180
       Lithium cost changed from 210 to 460


Wednesday, Auguest 10, 2011

ItemSystem:

   -Changed the descriptions for the following missiles:
       Bloodhawk Standard Missile
       Angelus Standard Missile
       Spine Standard Missile
       Mole Standard Missile
       Ravager Standard Missile
       Calamity Standard Missile
       Serpent Standard Missile
       Dredlock Standard Missile
       AP Standard Missile
       Warpigeon Standard Missile
   -Changed attributes of the Calamity Standard Missile:
       Minimum damage changed from 40 to 50
       Maximum damage changed from 90 to 120
       Maximum target distance changed from 16 to 18
       Xarn cost changed from 15000 to 22000
       Ruby cost changed from 70 to 120
       Diamond cost changed from 110 to 160
       Draconic cost changed from 80 to 110
   -Changed attributes of the Serpent Standard Missile:
       Minimum damage changed from 48 to 50
       Maximum damage changed from 72 to 76
       Maximum Target Distance changed form 72 to 76
       Xarn cost changed from 15000 to 17000
       Ruby cost changed from 95 to 140
       Diamond cost changed from 120 to 200
       Draconic cost changed from 70 to 230
   -Changed the attributes of the AP Standard Missile:
       Minimum damage changed from 78 to 85
       Maximum damage changed from 102 to 115
       Maximum target distance changed from 12 to 10
       Xarn cost changed from 19500 to 20000
       Ruby cost changed from 120 to 130
       Diamond cost changed from 95 to 100
       Draconic cost changed from 350 to 420
   -Changed the attributes of the Warpigeon Standard Missile:
       Minimum damage changed from 100 to 110
       Maximum damage changed from 126 to 130
       Maximum target distance changed from 4 to 10
       Xarn cost changed from 19500 to 23000
       Ruby cost changed from 120 to 180
       Diamond cost changed from 95 to 120
       Draconic cost changed from 120 to 400



Thursday, August 4, 2011

ItemSystem:

   -Changed the description for the following missiles:
       Calamity Light Standard Missile
       Ravager Light Missile
       Cruise Missile
       Warhawk Advanced Light Missile
       Bloodhawk Light Missile
       Serpent Light Missile
       Angelus Light Missile
       Spine Light Missile
       Dreadlock Light Missile
       Mole Light Missile
       AP Light Missile
   -Changed the description and attributes of the Warpigeon Light Missile:
       Min Damage increased from 75 to 90
       Max Damage increased from 95 to 120
       Added 120 plutonium cost



July

Saturday, July 23, 2011

ItemSystem:

   -Made changes to the descriptions of the following laser weapons:
       150mm Prototype Lightron Blaster
       150mm Lightron Heavy Cannon
       175mm Lightron Supercannon
       175mm Lightron Blaster
       250mm Lightron Medium Blaster
       25mm Pyre Laser
       50mm Pyre Plasma Cannon
   -Changed attributes of the 50mm Pyre Plasma Cannon:
       Min Damage lowered from 90 to 65
       Max Damage lowered from 105 to 80
   -Changed the description for the 50mm Pyre Megalaser, it was also renamed from Mega-laser to Megalaser.
   -Changed the description for the 100mm Pyre Laser and 100mm Pyre Plasma Cannon.
   -Changed attributes of the 100mm Pyre Megalaser, name was also changed from Mega-laser to Megalaser:
       Uranium cost increased from 0 to 130
   -Changed description and attributes of the 175mm Pyre Photon Laser:
       Min Damage increased from 190 to 210
       Max Damage increased from 230 to 240
       Plutonium cost increased from 0 to 50
   -Changed the description for the 200mm Pyre Megacannon, name changed from Mega-cannon to Megacannon.
 
   -Changed description of the 300mm Lightron Ultra Plasma Cannon and the 300mm Pyre High-output Megacannon, which was renamed from 300mm Pyre High output Mega-cannon.
   -Changed description for the Fleet Buster, Grand Hilzarat, and Grand Design.



Tuesday, July 19, 2011

Player:

   -Removed data encryption, decryption, and save, load functions from the player class.
   -Added setting functions for the player name, rank, ship name, ship class, ship technology level, and current/max armor, shield, and hull points.


Game:

   -Added the code for the data decryption and encryption to the implementation file.  Currently only the attributes listed in the “Player setting functions change log entry” are being used in these functions. Later on weapon and planet names will be added to these functions.

   -Fixed a few types and comments in the implementation file.


ItemSystem:

   -Began laser weapon entry into laserDB matrix.
   -Changed the description for both the Ion-Particle Blaster and 50mm Suspended Coil Laser Cannon.
   -Renamed ‘Ion-Partical Blaster’ to Ion-Particle Blaster.
   -Altered the description and name for 50mm Omega Cannon Proto-Type, now called 50mm Omega Cannon Prototype.
   -Description changed for 50mm High-Output Ion Cannon, 25mm Lightron Blaster, 50mm Compressed Lightron Blaster, 50mm Lightron Blaster, 100mm Suspended-coil Lightron Blaster, and 150mm Proto-Type Lightron Blaster.
   -Renamed 150mm Proto-Type Lightron Blaster to 150mm Prototype Lightron Blaster and changed its attributes slightly:
       Maximum Optimal Target Distance changed from 7 to 12



Wednesday, July 13, 2011

New Classes:

   -Added a new class; Game.  This class will handle any wide scope game related functions such as saving and loading and data encryption/decryption.  There may be other functions moved to here later on.
   -Created a new class called menuProc (menu Processing) which will handle all of the menu option inputs.  It will process the player choices and call the related functions.  This is done in an attempt to move  ALL player related choices out of the ‘main’ game execution file and reduce the choices throughout the rest of the project files and consolidate it all into one class eventually.
   -Added Story class to this build.  It only has one function at the moment for the opening story.


File Renames:

   -Previously called game.cpp file has been renamed to main.cpp.  Started the basic coding here including class references and starting function calls for creating the game start menu and calling the story.  Renamed in lieu of Game class, would have had a name conflict with that classes implementation file (game.cpp).


Player:

   -Removed Loading and Saving, Decrypting and Encrypting functions from Player.h.  These functions relate more to game data then just the player class.  They have been moved to the Game class.


Game:

   -Added code for save function and data encryption and decryption.  Function will create save folder structure if it does not exist then create the .nfo file.  This does not include destroyed planet data at this time.  Loading function not yet coded.


ItemSystem:

   -Finished coding Ship database and removed old code for ship settings.  Replaced 2,425 lines of code with 43 lines of code.



May

Monday, May 30, 2011:

Player:

   -Added pCShip and pCWeap functions for player starter ship creation
   -Added comments to rest of functions currently present in header file


Ship:

   -Added comments to present variables and also separated out like variables for cleaner look


ItemSystem:

   -Added getSName, getSShield, getSArmor, getSHull ship data retrieval functions
   -Fixed typo in Osprey’s name
   -Fixed three major problems with shipDB matrix:
       most ship entries missing ship class element
       bomb holds element was in the wrong place for most of the ships up to cruiser class
       some ship entries did not have heavy weapons nor railgun hardpoint elements added
   -Changed description for the Sleipnir


Thursday, May 26, 2011:

Player:

   -Removed pRankPosition variable; unneeded
   -Replaced destroyed planets array initialization with For Loop; removed 240 lines of code
   -Added Platinum resource to Player
   -Renamed several variables to conform to naming convention
   -Replaced ship initialization with more compact and optimized system
   -Player can now choose between one of five frigates as their starting ship along with the armaments they wish to employ


Tuesday, May 24, 2011:

   -Changed description for Kelos
   -Changed design and description of Nirvana:
       Missile hardpoints changed from 4 to 6
   -Changed design and description for Jestu:
       Laser hardpoints increased from 2 to 5
       Added 5 railgun hardpoints
       Added 3 heavy weapons hardpoints
       Xarn cost changed from 55000 to 57000
       Uranium cost changed from 3600 to 5600
       Plutonium cost changed from 4100 to 7800
   -Changed design and description for Orion:
       Missile hardpoints changed from 8 to 6
       Added 5 railgun hardpoints
       Added 5 heavy weapon hardpoints
       Diamond cost changed from 860 to 1200
       Uranium cost changed from 6950 to 9800
       Plutonium cost changed from 7800 to 10500
   -Changed description for Sleipnir
   -Changed description and design for Asgard:
       Laser hardpoints changed from 8 to 12
       Added 5 railgun hardpoints
       Added 10 heavy weapons hardpoints
       Diamond cost changed from 8700 to 14500
   -Changed description and design of the Rangarok:
       Laser hardpoints changed from 8 to 6
       Missile hardpoings changed from 8 to 6
       Added 6 railgun hardpoints
       Added 6 heavy weapons hardpoints
       Diamond cost changed from 12400 to 16000
   -Changed description for the Absolution
   -Changed design and description for Black Eternity:
       Laser hardpoints changed from 8 to 5
       Missile hardpoints changed from 8 to 5
       Added 2 railgun hardpoints
       Added 16 heavy weapons hardpoints
       Diamond cost changed from 6700 to 8600
   -Changed description and specs of Kazahth Mothership:
       Laser hardpoints changed from 8 to 10
       Added 14 railgun hardpoints
       Added 13 heavy weapon hardpoints 
       Bomb hold changed from 3 to 6
       Diamond cost changed from 29500 to 68000
       Uranium cost changed from 15600 to 24000
       Plutonium cost changed from 19800 to 28420
   -Changed description and design for Valhalla:
       Missile hardpoints changed from 8 to 6
       Bomb holds changed from 3 to 10
   -Changed description and design for the Einherjar:
       Shields changed from 15600 to 12000
       Armor changed from 9750 to 4500
       Hull changed from 8500 to 35000
       Laser hardpoints changed from 8 to 0
       Missile hardpoints changed from 8 to 14
       Added 6 heavy weapon hardpoints
       Bomb holds changed from 3 to 2
       Movement initiative changed from 13 to 10
       Xarn cost changed from 105000 to 101000
       Ruby cost changed from 6980 to 4950
       Draconic cost changed from 6780 to 16000
       Diamond cost changed from 5500 to 7800
   -Changed description and stats of Shadow Wraith:
       Shields changed from 23600 to 48000
       Laser hardpoints changed from 8 to 6
       Missile hardpoints changed from 8 to 10
       Added 2 heavy weapons hardpoints
       Ruby cost changed from 16000 to 23000
       Diamond cost changed from 6800 to 7500
   -Ship Database Completed


Monday, May 23, 2011:

   -Changed Xeno and Zxeth descriptions
   -Changed description and attributes for the Menos command ship:
       Shields increased from 480 to 1100
       Armor decreased from 3600 to 2500
       Hull increased from 250 to 950
       Laser hardpoints changed from 2 to 4
       Missile hardpoints changed from 1 to 5
       Added 2 heavy weapons hard points
       Added 4 railgun hardpoints
       Bomb holds changed from 1 to 2
       Xarn cost changed from 40000 to 75000
       Ruby cost changed from 450 to 1200
       Draconic cost changed from 1900 to 1300
       Diamond cost changed from 320 to 800
       Uranium cost changed from 1850 to 2300
       Plutonium cost changed from 2000 to 2400
   -Changed Rupture to Rapture
   -Changed description and attributes for Whisp:
       Missile hardpoints changed from 4 to 2
       Added 5 railgun hardpoints
       Bomb holds changed from 3 to 2
       Diamond cost changed from 560 to 600
       Uranium cost changed from 200 to 600
       Plutonium cost changed from 400 to 550



April

Thursday, April 28, 2011:

   -Changed Reaper description, fixed an error where it was given no bomb holds instead of 2, and modified the ships stats/cost:
       Added 1 heavy weapon hardpoint
       Hull points +50
       Diamond cost +100
       Draconic cost +250
       Xarn cost +1100
   -Changed description for the Velor
   -Changed the description for the Vespa and changed some costs and ship stats:
       Movement initiative changed from 12 to 24
       Added 3500 uranium cost
   -Changed the Yenshu's description and some of its design attributes:
       Laser hardpoints changed from 1 to 2
       Added 2 railgun hardpoints
       Xarn cost +2500
       Added 460 uranium cost 


Monday, April 25, 2011:

   -Fixed error in Rifter ship description.  Stated only one laser hardpoint when the Rifter has three.
   -Changed the Raven's description a small bit for better clarification and also changed hardpoint listings to better conform with previously created convention (ex: two(2) or five(5)).
   -Changed some of the Rupture's description and fixed a typo.
   -Fixed grammatical errors in Henji's description as well as changed it a little.
   -Changed resource Gold to Xarn.
   -Changed the description for the Isicus cruiser slightly.
   -Changed the Malin's description to better follow the hardpoint convention.
   -Made changes to the Rathic's description for better flow and proper grammar.
   -Changes made to Gelshing, Loginus, and Vanisher ship descriptions.
   -Granz ship description and design has been modified:
       Max hardpoints changed from 12 to 15
       Laser hardpoints changed from 5 to 6
       Missile hardpoints changed from 7 to 6
       Added 3 rail gun hardpoints
       Draconic cost +120
       Diamond cost +20
       Ruby cost -30 
   -Junas description altered.
   -Ursa description changed and the design has also been changed:
       Added 2 heavy weapons hardpoints
       Shield points +50
       Ruby cost +170
       Draconic cost +250
       Diamond cost +300
       Xarn cost +1450
       Tech level changed from 5 to 6


   -Lios description altered slightly and some design changes:
       Laser hardpoints changed from 8 to 6
       Missile hardpoints changed from 6 to 4
       Added 4 Railgun hardpoints
       Diamond cost +40
       Xarn cost +200



Past Entries:

Version 0.3a Change Log:

Planet bombing:

   -Bomb weight has now been implemented.
       While bombing weight will now be calculated via formula to produce a collateral damage value.
   -You can now bomb multiple times in a row AFTER the defenses have been destroyed.
       Maximum is 8 times and if the planet's population reaches 0 it should break the while loop.  Have not tested that particular part.
   -Planet Pillaging has been fixed.
       The resource random was set to 1,1000 instead of 100.
   -During the bombing runs all text will be run on Sleep(2000) timers.


Main Game:

   -At the start of the game, you will now be asked to input your name.
   -Story has now been implemented.
   -All text runs on timers, how long depends on the text amount.
   -Decided to leave the Save/Load functions in.  See more info on the change to cloning in the Station section.
   -Have changed the encounter formula again, you will encounter fewer ships in this version.


Talirath/Tech Merchant:

   -Added in both the Talirath and Tech merchant, you will be able to encounter them while traveling to stations.
   -Tech merchant ship battle is still a little weird, trying to get the correct effect with it.
   -If your ship is NOT a tech level 4 ship (i have added 1 tech 4 ship just for testing this function) you will not be able to use the TM right now.  Later on I will change this so that there are different 
   TM level ships.
   -Once you choose to upgrade the Artimis Theta (the previously mentioned t4 ship) you will be able to distribute and damage and range points yourself to any weapons you have equipped.
   -At this time Tech Merc and Talirath DO NOT have their custom ships.
   -Talirath will only fight you if your pirate rank is 1 and higher.


Player:

   -Ranking system now implemented
       after gaining 5 rank points (by destroying planets and ships) your rank will increase, this can be done up to 9 times.
       Ranks:
           Private
           Private First Class
           Sub-Lieutenant
           Lieutenant
           Lieutenant Commander
           Commander
           Captain
           Commodore
           Admiral

Station:

   -Clone System
       This has now been implemented.  You can buy a single use clone or buy a multi use clone.  When you buy the multi use, you will be asked for the number of uses.  This is then multiplied by the price of
       a single use clone.  How they work is when your ship is destroyed, your consciousness is transported tot he nearest station and put into a clone.  During this process your game is saved.
   -New Weapons:
       I have added 26 new Laser Weapons.
   -New Ships:
       I have added in 5 new ships in the Destroyer class.


Version 0.2 Alpha changes:

   -Menus are now cleaned up a bit more.
   -You can now save and load your game.
       The save .nfo files can be found in your C:\ directory.  There should be 2 of them, one for player data and a second for the destroyed planet names array.  Right now the array is writing each element
       individually in the save function till I can get the for statement to work correctly.


   -the 'Oders' typo has been fixed ;P
   -please note that laser banks 4 - 8 and turrets 4 - 8 will be given garbage values as I have not set them up in the player creation function yet.
   -the weirdness in the Station menu has been fixed. (if you chose to buy a ship, once done it would send you to the weapons menu.).
   -all menus (or almost all) have been conformed to the new layout
       at the top of each menu is a cout << endl; and a system("CLS"); at the end of each non-battle menu to clear the command window.
   -I have now added in some more planets.
       In total there are now 28 planets instead of 9.
   -No new ships or weapons.
   -Planets now have access to more planetary defenses and can now obtain a random tech level.
   -Pillage and salvage functions have been rewritten for easier access to resources.
   -Fixed the issue with enemy ships not being able to attack you.
       They can now do both laser and missile damage.  This was due to an old reinitialization of some setup variables that were not needed and were left in by mistake.