RandMAX - helps manage Your resources in an VGA Planets PBEM.project aim ist to make it portable. 1. to C/C++ or 2. JavaCurrently a new RandMAX is beeing designed by Carsten Vogtc.vogt AT hamburg DOT de(platform Windows, programming with Bo
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[1998] v.2f5: - changed a ">=" to ">" now the crystals are taxed right with cda (at least in my test game) BUG-fix from 2.f4 that never growth-method could be performed, only in case that you defined the NoClimateLimitsPopulation. v.2f4: - now also for natives you can give an minimum natives required separately per each planet (value for "ntx" in million) - made the use of the perplanet-options "n" and "c" (Taxing) consistent So with value N in ranges: 0<= N <=10, value says "min. natives/colonists required = N million (only makes sense with growth-method) 11<= N <=100, value says: try to reach happiness=N (also works for safe-method with "t" and "a") v.2f3: RE-implemented new options from version 2e7 like - Jokers in SaveFriendlyCodes section of randmax.ini use a '?' for any character use a '!' for a number (0-9 and 'a' and 'b') BugFix: Minimum Colonists before taxing, were only integer variable, that's why it only worked for c1, c2, c3 but not above UPS: version v2.f2 were only based on old improved version v.2e6 v2.f2: BUG-fix: Max MC to collect from natives now also takes in account the special ability of the insectoids to gain double cash. So now You can take the full money, and the taxes for insectoids will be right to not exceed the maximum MC-limit. Checked again: - mmc Max MC to collect from natives works right - nt% also is accurate v2.f: added "?" as Wildmark in save friendly codes; new "cco" option added for ClimateLimitsPopulation=OFF new try to correct the overtaxing option (only 69 happiness (:-(; repaired a "divide by zero" bug if You had a low nativepopulation
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