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- Path: uunet!seismo!rochester!cornell!uw-beaver!tektronix!tekgen!tekred!games-request
- From: games-request@tekred.TEK.COM
- Newsgroups: comp.sources.games
- Subject: v01i090: xconq - multiplayer strategy game for X-windows, Patch1
- Message-ID: <1396@tekred.TEK.COM>
- Date: 13 Jul 87 16:28:05 GMT
- Sender: billr@tekred.TEK.COM
- Lines: 340
- Approved: billr@tekred.TEK.COM
-
- Submitted by: "Stanley T. Shebs" <shebs%orion@cs.utah.edu>
- Comp.sources.games: Volume 1, Issue 90
- Archive-name: xconq/Patch1
-
- [I blew it and posted the old version of the xconq.nr file.
- Here is a diff for the corrections the author sent me. Just
- run this file thru patch(1) to get an updated doc file. -br]
-
-
- *** xconq.nr.orig Thu Jul 9 11:08:40 1987
- --- xconq.nr Mon Jul 13 09:06:06 1987
- ***************
- *** 138,167 ****
- .PP
- Xconq comes with some predefined maps covering particular areas or
- historical periods. To date, the following have been defined:
- ! .IP 8
- ! .B earth2
- The entire earth at about a 2 degree per square scale, going to 60 North
- and 60 South, thus it is 180x60. The cities are most of the important
- cities of the world, but some significant towns/bases are missing.
- ! .IP 8
- ! .B earth1
- The earth at a 1 degree scale, resulting in a huge 360x120 map with over
- 350 cities and towns. This one is great to look at, but very time-consuming.
- It is the basis for several scenarios.
- ! .IP 8
- ! .B europe
- Europe from Norway to North Africa at about a 1/2 degree scale (50 km squares).
- The towns are those of from about 1800.
- ! .IP 8
- ! .B rome
- The same map of Europe, but with Roman towns.
- ! .IP 8
- ! .B greece
- The whole Eastern Mediterranean world is included, as far as Rome in the
- west and Persia in the east. The town and cities are about correct for
- 300 B.C., in the middle of the Hellenic Age.
- ! .IP 8
- ! .B pacific
- The southern and western Pacific region, from India to Hawaii. At present,
- this one needs considerable editing (for instance to include Japan!).
- .SH
- --- 138,161 ----
- .PP
- Xconq comes with some predefined maps covering particular areas or
- historical periods. To date, the following have been defined:
- ! .IP earth2 8
- The entire earth at about a 2 degree per square scale, going to 60 North
- and 60 South, thus it is 180x60. The cities are most of the important
- cities of the world, but some significant towns/bases are missing.
- ! .IP earth1 8
- The earth at a 1 degree scale, resulting in a huge 360x120 map with over
- 350 cities and towns. This one is great to look at, but very time-consuming.
- It is the basis for several scenarios.
- ! .IP europe 8
- Europe from Norway to North Africa at about a 1/2 degree scale (50 km squares).
- The towns are those of from about 1800.
- ! .IP rome 8
- The same map of Europe, but with Roman towns.
- ! .IP greece 8
- The whole Eastern Mediterranean world is included, as far as Rome in the
- west and Persia in the east. The town and cities are about correct for
- 300 B.C., in the middle of the Hellenic Age.
- ! .IP pacific 8
- The southern and western Pacific region, from India to Hawaii. At present,
- this one needs considerable editing (for instance to include Japan!).
- .SH
- ***************
- *** 503,545 ****
- being prompted about.
- .br
- Commands to give units orders include:
- ! .IP 5
- ! .B s
- Sentry; unit "goes to sleep", only wakes up by explicit command or when enemy
- or transport passes by.
- ! .IP 5
- ! .B w
- Wake up; all units in the same square as the current unit have their orders
- canceled (whatever they were) and will ask about their next orders (not
- always immediately).
- ! .IP 5
- ! .B W
- Wake all; wake ALL units up.
- ! .IP 5
- ! .B R
- Random; unit moves randomly for awhile. It will wake up if conditions
- are crowded and it can't find a valid move.
- ! .IP 5
- ! .B d
- Disband; unit disbands and disappears from game.
- Morale loss if the unit was not in or next to a friendly city.
- ! .IP 5
- ! .B r
- Return; unit returns to nearest city or transport by shortest route.
- Most useful for fighters, but works with any unit.
- ! .IP 5
- ! .B c
- Construct; build a base. Unit will ignore enemies passing by, but will
- wake up if attacked(?). At end of construction time, unit will disappear
- (they are the new base's garrison) and base will appear, with a
- machine-synthesized name attached.
- ! .IP 5
- ! .B f
- Follow leader; follow another unit. Each turn the unit attempts to move
- towards its given leader, and wakes up if it actually tries to move onto
- the leader.
- ! .IP 5
- ! .B F
- Follow coast; follow a coast line. This can be applied to any unit, although
- the unit will immediately wake up again if it is not next to some sort of
- terrain that it cannot move into.
- --- 497,530 ----
- being prompted about.
- .br
- Commands to give units orders include:
- ! .IP s 6
- Sentry; unit "goes to sleep", only wakes up by explicit command or when enemy
- or transport passes by.
- ! .IP w 6
- Wake up; all units in the same square as the current unit have their orders
- canceled (whatever they were) and will ask about their next orders (not
- always immediately).
- ! .IP W 6
- Wake all; wake ALL units up.
- ! .IP R 6
- Random; unit moves randomly for awhile. It will wake up if conditions
- are crowded and it can't find a valid move.
- ! .IP d 6
- Disband; unit disbands and disappears from game.
- Morale loss if the unit was not in or next to a friendly city.
- ! .IP r 6
- Return; unit returns to nearest city or transport by shortest route.
- Most useful for fighters, but works with any unit.
- ! .IP c 6
- Construct; build a base. Unit will ignore enemies passing by, but will
- wake up if attacked(?). At end of construction time, unit will disappear
- (they are the new base's garrison) and base will appear, with a
- machine-synthesized name attached.
- ! .IP f 6
- Follow leader; follow another unit. Each turn the unit attempts to move
- towards its given leader, and wakes up if it actually tries to move onto
- the leader.
- ! .IP F 6
- Follow coast; follow a coast line. This can be applied to any unit, although
- the unit will immediately wake up again if it is not next to some sort of
- terrain that it cannot move into.
- ***************
- *** 548,559 ****
- to impassable terrain (thus armor might use this command to go around a
- mountain range or forest). Because the terrain is in discrete squares,
- it is possible for the unit to get confused and end up going in a circle.
- ! .IP 5
- ! .B Space
- Sit; unit goes on sentry duty for exactly one turn, and will ask for
- a move in the next turn. Useful for waiting one or two turns.
- ! .IP 5
- ! .B e
- Embark; put a unit in a city onto a random transport in the same city.
- This is useful
- when you don't want to move transport or unit out of the city just for the
- --- 533,542 ----
- to impassable terrain (thus armor might use this command to go around a
- mountain range or forest). Because the terrain is in discrete squares,
- it is possible for the unit to get confused and end up going in a circle.
- ! .IP Space 6
- Sit; unit goes on sentry duty for exactly one turn, and will ask for
- a move in the next turn. Useful for waiting one or two turns.
- ! .IP e 6
- Embark; put a unit in a city onto a random transport in the same city.
- This is useful
- when you don't want to move transport or unit out of the city just for the
- ***************
- *** 561,577 ****
- .LP
- Commands for cities must be given when the unit cursor is over the city
- of interest. This can be done in any mode.
- ! .IP 5
- ! .B P
- Set city production; will ask for a type of unit and then set city to
- produce that unit. Any partial production will be discarded. If the
- new type is the same as the old type, nothing happens.
- ! .IP 5
- ! .B I
- Idle; cancel production for the given city and leave it idle for as long
- as the prefix says (default 100).
- ! .IP 5
- ! .B O
- Set standing orders; will ask for type of unit, type of orders, any
- necessary parameters (depends on type of order), and a repetition which
- defaults to the usual value. When any unit of the appropriate type is
- --- 544,557 ----
- .LP
- Commands for cities must be given when the unit cursor is over the city
- of interest. This can be done in any mode.
- ! .IP P 6
- Set city production; will ask for a type of unit and then set city to
- produce that unit. Any partial production will be discarded. If the
- new type is the same as the old type, nothing happens.
- ! .IP I 6
- Idle; cancel production for the given city and leave it idle for as long
- as the prefix says (default 100).
- ! .IP O 6
- Set standing orders; will ask for type of unit, type of orders, any
- necessary parameters (depends on type of order), and a repetition which
- defaults to the usual value. When any unit of the appropriate type is
- ***************
- *** 582,596 ****
- Commands for modes. There are only two defined at present: move mode (the
- default) and survey mode. Most commands other than movement work the same
- in both modes.
- ! .IP 5
- ! .B z
- Survey mode; toggle into/out of survey mode. In survey mode, movement pushes a
- cursor and allows you to look at things. Also, most commands are available,
- for instance, to give a unit new orders or to set city production.
- .LP
- Commands for game control.
- ! .IP 5
- ! .B M
- Message; send a message to another side. The side is specified by giving its
- number as a prefix to the command. You may type in a message up to the
- length of the prompt window. Backspace is available, but no text cursor will
- --- 562,574 ----
- Commands for modes. There are only two defined at present: move mode (the
- default) and survey mode. Most commands other than movement work the same
- in both modes.
- ! .IP z 6
- Survey mode; toggle into/out of survey mode. In survey mode, movement pushes a
- cursor and allows you to look at things. Also, most commands are available,
- for instance, to give a unit new orders or to set city production.
- .LP
- Commands for game control.
- ! .IP M 6
- Message; send a message to another side. The side is specified by giving its
- number as a prefix to the command. You may type in a message up to the
- length of the prompt window. Backspace is available, but no text cursor will
- ***************
- *** 597,613 ****
- be visible. When a newline is entered, the message is sent immediately to
- the destination (of course, no reply will be possible until the other side's
- turn).
- ! .IP 5
- ! .B X
- Resign; resign from the game. The effect is the same as losing, except that
- the system messages are ruder.
- ! .IP 5
- ! .B Q
- Quit; terminate the game for everybody. This one asks for confirmation.
- Note that although this can be used even in multi-human games, applying it
- without prior consent of the other players is definitely anti-social!
- ! .IP 5
- ! .B S
- Save game; record most of the state into a file. Some things are missing,
- such as the current statistics. The saved game is ASCII and unprotected,
- so it's possible to "checkpoint" games and engage in other kinds of cheating.
- --- 575,588 ----
- be visible. When a newline is entered, the message is sent immediately to
- the destination (of course, no reply will be possible until the other side's
- turn).
- ! .IP X 6
- Resign; resign from the game. The effect is the same as losing, except that
- the system messages are ruder.
- ! .IP Q 6
- Quit; terminate the game for everybody. This one asks for confirmation.
- Note that although this can be used even in multi-human games, applying it
- without prior consent of the other players is definitely anti-social!
- ! .IP S 6
- Save game; record most of the state into a file. Some things are missing,
- such as the current statistics. The saved game is ASCII and unprotected,
- so it's possible to "checkpoint" games and engage in other kinds of cheating.
- ***************
- *** 619,626 ****
- effect of you switching sides with the machine.
- .LP
- Information commands.
- ! .IP 5
- ! .B ?
- General help; show a summary of commands. This list is generated directly
- from the command table, so it shows exactly the commands available.
- Help is available in either mode and at any time when a unit is being
- --- 594,600 ----
- effect of you switching sides with the machine.
- .LP
- Information commands.
- ! .IP ? 6
- General help; show a summary of commands. This list is generated directly
- from the command table, so it shows exactly the commands available.
- Help is available in either mode and at any time when a unit is being
- ***************
- *** 627,652 ****
- prompted to move. Some specialized prompts (such as for unit type) will
- also recognize '?', and will supply more details about possible answers
- to the prompt.
- ! .IP 5
- ! .B /
- Identify; display a short phrase indicating what is being seen
- in the square at the current cursor position. This works in all modes,
- and is useful for deciphering unusual colors or icons.
- ! .IP 5
- ! .B =
- List the characteristics of a type of unit. It will prompt for the type,
- then format all the period-specific details into a semi-readable summary.
- To get a hardcopy of this, use '+'.
- ! .IP 5
- ! .B +
- Write all the characteristics of all unit types into a file "parms.xconq".
- This file may be printed, and is very useful for learning about a period.
- ! .IP 5
- ! .B V
- Version; display the current version and other useless information.
- Be sure to include the version number when reporting bugs.
- ! .IP 5
- ! .B ^R, ^L
- Redraw the screen. Redrawing happens automatically most of the time.
- Keep in mind that xconq is a single program, despite opening multiple
- screens, and attempts to redraw will be ignored until your turn comes
- --- 601,621 ----
- prompted to move. Some specialized prompts (such as for unit type) will
- also recognize '?', and will supply more details about possible answers
- to the prompt.
- ! .IP / 6
- Identify; display a short phrase indicating what is being seen
- in the square at the current cursor position. This works in all modes,
- and is useful for deciphering unusual colors or icons.
- ! .IP = 6
- List the characteristics of a type of unit. It will prompt for the type,
- then format all the period-specific details into a semi-readable summary.
- To get a hardcopy of this, use '+'.
- ! .IP + 6
- Write all the characteristics of all unit types into a file "parms.xconq".
- This file may be printed, and is very useful for learning about a period.
- ! .IP V 6
- Version; display the current version and other useless information.
- Be sure to include the version number when reporting bugs.
- ! .IP "^R, ^L" 6
- Redraw the screen. Redrawing happens automatically most of the time.
- Keep in mind that xconq is a single program, despite opening multiple
- screens, and attempts to redraw will be ignored until your turn comes
-