Readme file for Grogsoft's HexWar HexWar V1.9 README file HexWar and all contents Copyright 1999, 2000 Greg Babineau For the latest information on HexWar go to: http://pweb.netcom.com/~babs/grogsoft.html New in 1.9 ----------------- This one represents a huge improvement in stability (over 1.7/1.72). First the bad news. The "map slider controls" has been canceled. I will not be releasing a version with slider controls. I implemented them fairly effectively yet they still lacked and took up too much screen real estate. Now the good news. This new version can be installed right over any previous version. While I'm not offering slider controls, I have substantially improved the previous interface. If anyone really wants the old interface I'll see what I can do but I don't know how much time I'm willing to spend allowing for both interfaces. Finally I would like to add that I remain excited about working on HexWar and do plan to continue improving and maintaining it. I'm open for suggestions on what I should tackle next on the "Future Plans" list (near the bottom of this readme file). I'm leaning towards blind backlines. What about limited color support? I believe that the strategic view offers a great chance to use color. New in 1.72 ----------------- We fixed a bug that caused the army counts to be wrong. Also if the new game menu shortcut was used, the distribution values ended up looking scrambled. This has also been fixed. New in 1.7 ----------------- The biggest new feature is the "Strategic View" form. This new form allows for a view of the big picture in games using bigger maps. It also allows the user to quickly go to a particular map location. The current map location is outlined. To move to a different location simply press the pen down in the location you want centered in the main view. To view the locations an opponent holds, simply select the opponents icon at the bottom of the form. The icon that is blinking indicates the current player. Also new to this release is a much-requested feature: transferring armies by selecting the destination hex directly. Previously the user was required to use the arrows at the bottom of the main form for the transferring of armies. Now it is possible to transfer simply by selecting the hex you want the armies to transfer to. Holding the pen down in a hex causes a repeat transfer. The speed of the repeat transfers is selectable in the System preferences form. Another setable option for the new transfer function is the ability to transfer one army as soon as a destination is selected. For example when distributing armies, it is optional to have one army transferred in as soon as a destination hex is selected. This option can be selected in the System preferences form. The menu layout has been modified, and the "Strategic View" option has been added. The nasty bug when the player is eliminated and the AI players continue on a never ending battle has been fixed. It is now possible to interrupt the AI players in their reverie. The database name has been changed from PalmWarDB to HexWarDB. Users of an older version should delete the PalmWarDB file on their device. New in 1.5 ----------------- Several minor bugs have been fixed. The preferences screen has been divided into two screens. The Game Preferences screen and the System Preferences screen. There is now a new terrain type : Mountains. When defending a mountainous location, there is a random bonus to the defenders dice rolls. The name has been changed from PalmWar to HexWar. New in 1.4 ----------------- It has been about two weeks since the release of 1.0. In that time we have been very busy fielding questions, and trying to bring the most needed updates to PalmWar. The biggest things that have changed are: (1) A vastly improved AI (much tougher to beat!) (2) A stats screen has been added (3) Bulk transfer capability (press in the large numbers to move all units) (4) Humans now have an equal chance of going first There were also several other fairly minor modifications. One bug that has become apparent is the distortion of the screen when a menu shortcut is used. The command identification that comes up (to indicate you can enter a menu shortcut) garbles the distribution values if new game is the shortcut selected. To get around this as a user, simply select one of your hexes and the numbers will clear up. Keep the comments coming and we will keep improving the game. One more note, Palm Creations owns the trademark for the name Palm and GrogSoft is not in a position to license the name, so starting with the next release, PalmWar will become HexWar. Registration ------------ You can register HexWar at http://www.pilotgear.com. Registration costs $10.00 (U.S.). Registered users gain access to both the stats screen, and the preferences screen. The Game -------- Thanks for trying out HexWar. HexWar(HW) is a simple game of strategy. The game is played on a hex grid of adjustable size. There can be up to five computer opponents. The layout of the map is random. A user adjustable percentage of hex locations are occupied by water. The water represents an impenetrable barrier. Currently there is only one way to win; occupy all non-water hex locations. For each location your armies occupy at the start of your turn, you receive an additional army to allocate as you wish. As a registered user, you have access to the preferences screen. Here you may set the number of opponents as well as other factors that affect the game. Details ------- When selecting a hex the user must select within the square icon that resides in the hex. At least one army must stay in each occupied hex location. There are three distinct stages to each turn. The first is distribution. You must distribute all of the armies you are given at the start of your turn. You may distribute them into multiple locations or simply dump them all into one. After you have distributed your new armies, you enter the attack phase. In the attack phase You first select the armies with which you will be attacking then you select the opponent. One of three results will occur. Either you will loose two armies or your opponent will loose two armies or you will each loose one army. If the defender only has one army, he will loose it. An attacker must have no less than two armies. You may make as many attacks as you wish (while your armies last!). When you are done with your attacks, you enter the third and final phase of you turn, the transfer phase. In the transfer phase you have the ability to transfer armies between neighboring locations. Remember that you must leave one army in each location. There is no limit to the number of transfers you may make. End Game -------- Please report bugs, suggestions, comments to babs@ix.netcom.com Special thanks go out to: Bruce Clements, David Bahi Future Plans: - different "personalities" for each AI player - Capture the Flag variation - No Man's Land variation (start with empty locations) - Percentage Win (capture a certain percentage to win) - Blind Backlines (only "see" what is neighboring your forces or only "see" where your forces have "explored") - Handle hex selection anywhere in hex - manual map setup - new game verification (preference setting) - undo feature after premature attack phase->transfer phase transition - during AI turns switch to strategic view to see all action - transfer directly through "chains" of owned territory - limited transfer (one per turn?) - limited new unit disbursement (each turn get one additional unit already dispersed into each controlled hex?) Revision History: Date Version Description -------- ------- ------------------------------------------------------- 02/25/99 01.00 Initial release 03/16/99 01.10 identify 1.0 build problem 03/22/99 01.15 sound preference now internal 03/22/99 01.20 add attack and defend markers revamp of AI 03/24/99 01.30 fix AI bug on dice rolls add block transfer capability 03/29/99 01.35 humans randomly go first added stats screen 04/05/99 01.40 fixed "watter" spelling 03/01/00 01.50 new terrain and name change 04/05/00 01.70 strategic view, transfer on hex selection 04/08/00 01.72 fixed shortcut bug and army count bug 07/20/00 01.80 fixed army count bug fixed "switching sides" bug improved map manipulation routines changed interface for map manipulation added database versioning (no need to delete DB) 09/18/00 01.90 release version (minor fixes)