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Text File | 1992-02-10 | 33.8 KB | 1,148 lines |
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- - - - IMPERIUM - - -
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- THE WARGAME OF THE MILLENNIA
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- Door-Terminal Interface
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- Version 3.50
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- 8 February 1992
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- Copyright (C) 1988, 1992, Search IV. All rights Reserved
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Registration
-
-
- The software in this package is a shareware version of ImpTerm. The Door-
- Terminal Interface (DTI) is completely functional. No time bombs, warning
- sirens, or deleted files, if ImpTerm works well for you, saves you time, and
- provides a tool for developing your strategies, then please register it.
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- Registration is only $10 and it gets you the current version of ImpTerm;
- support and assistance (beyond basic installation help) is an additional
- $5/yr and gives you access to all updates and beta-codes as they become
- available, as well as access to the Imperium Support Conference on the Castle
- of the Four Winds BBS.
-
- If this sounds like a great deal to you, please fill out the attached order
- form (Appendix D) and make your check or money order (in US Funds only,
- please) payable to:
-
- Christopher King
- 2215-1 Dublin Lane
- Diamond Bar, Ca 91765
-
- It generally takes us about 2-3 weeks to process an order and get a disk
- out in the US Mail (Unless otherwise requested all disks mailed out will be
- 360k 5ΒΌ" media). You can, however, download your Imperium key file from the
- Castle of the Four Winds. We recommend that you call when you mail the
- registration and let us know to post your key file. Your key file will then
- be made available as soon as we receive the registration fee. If you have a
- VNet, FIDO, or RBBS Net address, please notify us of it and if you have no
- objections we'll file-send the key file to you directly.
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- Disclaimer
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- IMPTERM is distributed in an as-is condition. There are no warranties
- either expressed or implied. By setting up and running IMPTERM, you are
- acknowledging that any damage that may occur by the operation of this program
- (physical or monetary) does not make Search IV, Christopher King, Michael
- Bandoian, The Castle of the Four Winds, or The Archivist's Scroll liable for
- anything more than replacing the ImpTerm software.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Installation
-
- De-arc the IMPTERM archive into the sub-directory that you plan to have
- it run out of; the program does not require any special naming conventions
- with regard to drive or path names.
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- There are several hardware recommendations for running IMPTERM:
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- [*] 400k of memory...at a minimum. Depending on whether ImpTerm
- is run directly or shelled to from a com program this memory
- requirement will vary. At present ImpTerm will only use EMS
- to support it's overlay files.
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- [*] 500k - 5Mb of disk space. This factor depends on a number
- of things; such as the number of games that you participate
- in and how large the maps for those games are. A 100x100 game
- map will use up 30k of disk space, a 250x250 map will consume
- 187k, and a 650x650 map would use up over 1.2Meg. IMPTERM
- makes no checks for free disk space.
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- This would also seem to be the appropriate place to mention that ImpTerm
- will not (at present) make use of fossil communications drivers and must rely
- on it's own internal routines for communications support. The internal I/O
- routines should be fine for most baud rates of 9600 or less. ImpTerm does
- provide support for baud rates up to 115k baud but at present does not have
- flow control support.
-
- Getting back to the more pressing matters at hand, running IMPTERM.
- IMPTERM takes two command line parameters. The first is the baud rate to open
- the ComPort at and the second is the ComPort number. If no parameters are
- specified then IMPTERM comes up in "Local" mode. The general form for the
- command line is:
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- ImpTerm <Baud> <Port Number>
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- Where Baud is one of the following:
- 300, 1200, 2400, or 9600.
- Port Number is 1,2,3, or 4.
- ImpTerm's comport addresses & interupts are as follows:
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- Port Address Interrupt
- 1 03f8 IRQ4
- 2 02f8 IRQ3
- 3 03e8 IRQ5
- 4 02e8 IRQ2
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- For example:
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- C> IMPTERM 2400 1 <-- Open comport 1 at 2400 baud
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- The following is a copy of the batch file that we at the Castle of the
- Four Winds use to run IMPTERM as a download protocol from QModem:
- cd \ImpTerm
- ImpTerm %1 %2
- cd \comm
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Known Bugs & Anomalies
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- [*] The communication routines do not properly handle locked baud rates.
- ImpTerm also does not presently fossil communications drivers.
- [*] ImpTerm can under various circumstances get "out-of-sync" with Imperium
- such that ImpTerm locks up on the local machine. If a ^C doesn't abort
- the program, reboot the machine, if carrier hasn't been lost then
- ImpTerm should be able to re-sync with Imperium just by rerunning it.
- [*] Moving units on Direction, Path, or Land function can be slow.
- [*] Some screen displays will appear messed up from 43/50 line mode.
- [*] Despite the appearance of a mouse cursor, ImpTerm doesn't use the mouse
- at present.
- [*] Alliance functions cannot be accessed from ImpTerm.
- [*] If Imperium is played both with and without ImpTerm, the map that
- ImpTerm has can become out-of-sync with the one that Imperium has. This
- can result in units disappearing or appearing to die for no reason. If
- this does happen, go into the Utility mode in ImpTerm and request a map
- update.
- [*] The "?" query function won't return 'stack' data for enemy units.
- [*] When playing on large map games, be patient when requesting map updates.
- Both Imperium and ImpTerm need to checksum the entire map to determine
- which blocks need to be updated. Depending on the disk speed this can
- take a little while.
- [*] Units boarding transports don't immediately disappear.
- [*] Incomplete Online documentation.
- [*] This is a very rough beta release. Here be Tygers....
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Credits
-
- The IMPTERM program was written in Turbo Pascal 6.0 by Christopher King and
- Mike Bandoian under the auspices of Search IV. The program has been alpha &
- beta tested on the Castle of the Four Winds BBS in Diamond Bar, Ca and all
- requests for support and registration of this program should be directed to:
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- Search IV
- attn: Christopher King
- 2215-1 Dublin Lane
- Diamond Bar, Ca 91765
-
- or electronic mail can be left on
-
- Castle of the Four Winds The Archivist's Scroll
- (714) 860-3213 (714) 996-0805
-
- 8:911/202 RBBS Net 8:911/203
- 1:103/315 Fido Net 1:103/338
- 45:512/102 V-Net 45:512/101
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- or on CompuServe to ID:
- 74017, 1665
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- Expect a 1-2 week delay on Compuserve Communications.
- The online costs have driven us down to about
- two to three times online a month.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Closing Kudos
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- Many thanks to the following people:
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- Mike Bandoian, for putting in half the thought, effort, and programming
- time to make this new code into a reality.
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- Tom Hazel, for allowing me to use his sorting algorithm to greatly improve
- the speed of the unit sorts.
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- Eric Hubbard, for saying that the graphics map display code was way to slow
- and then writing code to prove it.
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- Jonathan Roberson and Brendan King for the suffering through the pains of
- alpha testing all the horrible incarnations that ImpTerm went through. It
- wouldn't have made it without them.
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- Rob Teoh, Wayne Shaw, Shelby & Tracy Noonan, Scott Roth and Gary Bush for all
- the suggestions on ways to improve the game, the user interface, and just
- about everything else.
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- And most especially, extreme thanks are due to Sheila King for all
- the help, support, constructive criticisms, and Mountain Dew that it took to
- put this all together.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Appendix A
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- ImpTerm Modes & Commands
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- In most ways and shapes, playing Imperium via ImpTerm is the same as
- playing locally but a whole lot faster. There are, however, several
- additional features and commands that you need to be aware of. In this
- section the additional as well as the more recognizable commands will be
- documented.
- Command Modes
- ~~~~~~~~~~~~~
- Order - This is the mode that the player finds himself in immediately upon
- starting the Imperium game. This is the top level mode from which
- the player can view a summary of his empire; review all that's
- occurred since the last time on; communicate with the other
- empires; et al.
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- Move - This is the mode that allows the player to command the movement,
- activity, and function of each awake unit.
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- Edit - In this mode a player can move across the map; investigating the
- identity of enemy units; altering the production of his own
- cities; checking and setting the functions of his own units.
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- Util - This mode allows the user to select the screen size (24/43/50 line
- mode for Ega/Vga displays); view the map of the world in graphics
- mode; set the colors that the other players' units are to be
- displayed in; request map updates; et al.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Orders Mode Commands
- ~~~~~~~~~~~~~~~~~~~~
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- C - Communicate with other empires. The inter-empire communicator allows
- you to send and recieve messages from other empires whether they have
- been encountered in the game or not. Message length is currently
- limited to 15 lines.
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- D - Request a dump of as much of the world map as you knows. The map can be
- dumped out to a file or to a device (such as LPT1). The map width/page
- can be specified to between widths of 25 and 250 characters.
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- E - Puts ImpTerm into Editing Mode, where you can examine and/or change the
- functions associated with units and cities.
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- H - Display the Help screen. Contains a brief description of all the order
- mode commands.
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- M - Puts ImpTerm into Move Mode, where you can move, assign functions to,
- and fight with your units.
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- Q - Quit the game and return to DOS or your communication program.
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- R - Display the results that have occurred to you since the last time
- you purged them. New results are always displayed when ImpTerm is first
- activated. This command allows you to view the results in more detail.
- All results will be saved until you decide to purge them.
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- S - Display a summary report for your empire. This command will display a
- summary of all units and cities, including functions being performed
- and the next date a unit will be delivered. A list of all cities, their
- location, and production status is also given.
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- U - Put ImpTerm into Utility mode, where you can alter the screen size,
- graphically display maps, and affect other 'local' aspects of the game.
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- V - Display the version history of the game. All fixes and improvements are
- noted with this command.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
-
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- Movement Mode Commands
- ~~~~~~~~~~~~~~~~~~~~~~
- Moving a Unit is best accomplished by using the keypad. NumLock On or Off.
- The unit will move in the direction of the key pressed as follows:
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- 7 8 9
- \ | /
- 4 - * - 6
- / | \
- 1 2 3
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- Other Move Mode commmands...
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- A - Activate unit. Arm Missiles, Launch Satellites, activate Anti-Missile
- Systems, set Engineers to clearing ground or building a city, or start
- Dredging shallow water.
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- D - tell a unit to start moving in a direction until it runs into
- something or someone, whereupon the unit will wakeup.
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- E - Puts ImpTerm into Editing Mode, where you can examine and/or change
- the functions associated with units and cities.
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- F - Tell a transport (or carrier) type unit to go to sleep until it is
- filled with whatever it can carry, then wake it up. If the unit has
- taken damage, then it will wake up when it has all it can take. When
- looking at the 'load' value for a transport, the value refers to the
- number of "Hit-Points" that the unit can carry, NOT the number of
- individual units.
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- H - Display the Help screen. Contains a brief description of all the
- move mode commands.
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- L - Puts airborne units on a flight path to land at the closest carrier
- or city. Useful to return fighters to bases when half the fuel is
- left. Note if a carrier that has been targeted for landing moves, the
- airborne unit will follow it so long as it doesn't move out of range.
-
- O - return to Orders Mode. When all pieces have been moved the program
- will automatically return to orders mode.
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- P - Sets a unit moving towards a specific position. Units will avoid ele-
- mentary obstacles. To set the destination use the keypad to place cur-
- sor over destination for the current unit and press return.
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- R - Puts the current unit to moving completely at random. Units will stop
- and awaken when they run across something they can't move through, but
- will otherwise attack unfriendly units & cities while trekking about.
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- S - Puts the current unit on sentry duty. You will no longer be queried to
- move this unit until it is manually awakened or an enemy unit
- approaches it.
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- U - Put ImpTerm into Utility mode, where you can alter the screen size,
- graphically display maps, and affect other 'local' aspects of the
- game.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Movement Mode Commands (continued)
- ~~~~~~~~~~~~~~~~~~~~~~
- W - Wakes up unit. If unit is a transport or carrier, you will be asked
- whether or not to wake up all onboard units. If the unit is an
- engineer or dredge in the midst of some construction, you will also be
- asked to confirm wakeup...all construction work will be lost if
- engineers or dredges are awakened before completing their tasks.
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- ^W - Master Wakeup. All forces performing some function (sentry/sleeping/
- path following/random) wake up. Warning: This will wake up units on
- transports and carriers, as well as all engineers and dredges.
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- ? - Display information about the current unit. Shows the function, hits
- left, range, number of armies or fighters aboard, and armed status as
- applicable.
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- 5 - Fire Artillery. If there are artillery type units in the game, this
- command will put the unit into 'Targetting' mode; use the cursor keys
- to target the artillery; hit [Return] to Fire.
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- + - This command applies to only two unit types: Cruise Missiles and Subs.
- For missiles it means DETONATE right here...right now. For submarines
- it means come up to the surface. See also '-' command.
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- - - Submerge. If the unit is a submarine then it submerges, otherwise
- ignored.
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- [RET]- Move Later. Pressing this key moves a unit to the bottom of the
- movement stack, in other words it's skipped for now.
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- [SPC]- Skip Unit. Pressing this key causes a unit to be skipped completely.
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- Combat is engaged by moving your unit onto the square of the enemy unit
- you you wish to attack. Hits are traded off at with a sysop defined
- probability of a hit landing on one or the other units until one unit is
- TOTALLY destroyed. There is only 1 possible winner. Note that the
- probabilities of successfully attacking a free city, an enemy city, or
- another unit can be and most likely will be different.
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- Movement rate is also governed not just by the type of unit but also the
- terrain that it moves through, Sysops can configure this to vary wildly
- but expect that armies will move through forests/jungles/swamps slower
- than through clear terrain.
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- There is also the possibility now for units to take damage moving through
- certain terrains (i.e. ships in shallow water, armies on the desert, etc)
- Make certain to check the help menus for each game to see the movement
- rates. Terrains listed with negative rates have an X*10% chance of
- damaging units...cumulatively. So a terrain with a -2 has a 20% chance of
- causing 1 point of damage, a 4% chance of causing 2 points, etc.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Edit Mode Commands
- ~~~~~~~~~~~~~~~~~~
- Moving the cursor is done by using the keypad. Numlock on or off.
- The cursor will move in the direction of the key pressed as follows:
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- 7 8 9
- \ | /
- 4 - * - 6
- / | \
- 1 2 3
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- Other Edit Mode commmands...
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- C - change the name of the city. Hitting return alone leaves the name
- unchanged.
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- D - change the map sector being displayed. The map is divided into numeric
- sectors vertically (1,2,3...), and alphabetic sectors horizontally
- (A,B,C...) as is diagrammed in the online help section on the map.
- Enter return alone to leave the map display unchanged.
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- H - Display the Help screen. Contains a brief description of all the
- edit mode commands.
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- J - Tries to put ImpTerm into Move mode. If all units have been moved,
- this won't do anything.
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- O - Puts ImpTerm into Orders mode.
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- P - Change what a city is producing. There is a 20% penalty for changing
- the production, the time necessary to retool the factories. Press
- return to leave the production unchanged (and unpenaltied).
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- R - Starts the unit(s) under the cursor to moving completely at random.
- Units will stop and awaken when they run across something they can't
- move through, but will otherwise attack unfriendly units & cities
- while trekking about.
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- S - Puts all units under the cursor on sentry duty.
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- U - Put ImpTerm into Utility mode, where you can alter the screen size,
- graphically display maps, and affect other 'local' aspects of the
- game.
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- W - Wakeup a unit. If there are a number of units co-occupying a given
- space, then all units in that stack wake up.
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- ? - Displays information about the units, city, or land formation at the
- cursor location. Shows the function, hits left, range and number of
- armies or fighters aboard for friendly units and the name of the
- owning empire if they are enemy units.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Utility Mode Commands
- ~~~~~~~~~~~~~~~~~~~~~
- C - Change the colors that the other empires' units are displayed in. A
- color matrix will be displayed across the top of the screen, the
- name of the empire to be colored will be on the bottom. Use the cursor
- keys to select the color, press enter to finalize the choice. Page Up
- and Page Down will allow you to scroll through the empires.
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- E - Puts ImpTerm into Editing Mode, where you can examine and/or change
- the functions associated with units and cities.
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- H - Display the Help screen. Contains a brief description of all the
- utility mode commands.
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- M - Tries to put ImpTerm into Move mode. If all units have been moved,
- this won't do anything.
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- O - Puts ImpTerm into Orders mode.
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- P - Change the password for this game. Since ImpTerm allows you to access
- your game information and conduct communications whether you are
- online or not it was felt that for competing players sharing the use
- of ImpTerm the ability to 'protect' your game from unauthorized
- viewing was in order. Passwords will only be checked when ImpTerm is
- run in local mode. If no password is defined then none will be
- queried for.
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- S - Screen Size. If you are running on an EGA or VGA display this command
- allows you to switch into 43/50 line mode and see a whole lot more of
- the map on one screen than before.
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- V - View Map. This allows you to graphically view your world map in one of
- four different ways. 'Master' view which shows you all the terrain and
- cities that you know about; 'Forces' view whichs shows you where all
- your units are; 'Production' view which colors all your cities
- according to what they produce; and 'ABM' view which displays your
- ABM Coverage regions.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Appendix B
-
- On Cruise Missiles
- ~~~~~~~~~~~~~~~~~~
- Each cruise missile can be configured with one of four types of warheads;
- these warheads are of eight possible classes that are configured for
- strength and lethality by the sysop when the game is started. The eight
- warhead classes are:
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- Class Description
- ~~~~~ ~~~~~~~~~~~
- Conventional Cities and terrain are unaffected, units are
- damaged/destroyed according to the strength of
- the cruise missile unit. Only units at the impact
- location are affected.
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- Neutron Bomb Cities revert to unowned. Terrain is unchanged.
- All units within the radius are destroyed.
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- Nerve Gas Cities revert to unowned. Terrain is contaminated.
- All units in area are killed. Units entering the
- area are damaged.
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- Simple Bio Cities revert to unowned. Terrain is contaminated.
- All units in area die. Units entering the area are
- damaged, units that leave the area spread the
- contamination.
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- Clean Fission Cities are destroyed. Territory remains unchanged.
- All units in area annihilated.
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- Toxic Waste Cities are destroyed. Territory is more heavily
- contaminated. Units in area are are destroyed.
- Units entering area are damaged.
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- Complex Bio Cities are destroyed. Territory is contaminated.
- All units in area die. Units entering the area
- are damaged, units that leave the area spread the
- contamination.
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- Dirty Fission Cities are destroyed. Territory is laid to waste.
- All units in area die. Units entering area die.
- The effects are permanent.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- More on Cruise Missiles
- ~~~~~~~~~~~~~~~~~~~~~~~
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- For the gas & bio warhead classes another field comes into play, the
- Expansion/Dissipation rate. This value which can range from 0 to 100 will
- control how quickly gas clouds will dissipate and how quickly plagues will
- spread. Generally, a value of 0 will cause the secondary effects to clear
- up by the next day, while a value of 100 would cause the effects to either
- not dissipate at all or expand very rapidly. The following list will give
- a feel for how various rates will work:
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- Rate Gas Warhead Bio Warhead
- ~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~
- 0 Dissipates completely Dissipates completely
- by next day. within two days.
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- 25 Dissipates at about 2 Dissipates at about 1
- radii units per day. radius unit per day.
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- 50 Dissipates at about 1 Doesn't dissipate or
- radius unit per day. grow at all.
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- 75 Dissipates at about 1 Grows at about 1
- radius unit per 2 days. radius unit per 2 days
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- 100 Doesn't dissipate at Grows at about 1
- all. radius unit per day.
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Appendix C
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- Error Log File (and what the numbers mean):
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- Error No. Error
- ~~~~~~~~~ ~~~~~
- 1 - 99 Turbo Pascal DOS Error. Please report error & address.
- 100 - 149 Turbo Pascal I/O Error. Please report error & address.
- 150 - 199 Turbo Pascal Critical Error. Please report...
- 200 - 255 Turbo Pascal Fatal Error. Please report...
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- 700 - 799 ImpTerm Communication Errors/Aborts
- 700 - No carrier 750 - No carrier (fossil)
- 701 - Unable to open port 751 - Unable to init (fossil)
- 702 - Invalid port no. 752 - Invalid port # (fossil)
- 703 - Invalid baud rate 753 - Invalid baud (fossil)
- 704 - Invalid parity 754 - Invalid parity (fossil)
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- 800 - 899 ImpTerm File Errors
- 800 - No Key file 850 - No Extern map (init)
- 801 - No Sys file 851 - Insuff cities on map
- 802 - No Player file 899 - Incompatible data file
- 803 - No Master map versions. Run Update.
- 804 - No PCBoard.Sys file
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- 900 - 999 ImpTerm General Aborts
- 999 - Leave without entering game
- 998 - Game full
- 997 - Sysop eject
- 996 - KB timeout
- 995 - Max Time exceeded
- 994 - Player suicide
- 993 - Illegally modified key file
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- ImpTerm v3.50 8 February 1992 User Documentation
- _____________ __________________________
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- Appendix D
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- ImpTerm Order Form
- __________________
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- Name:_____________________________________________________________________
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- Mailing Address
- Street :___________________________________________________________
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- City :___________________________________________________________
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- State/Zip Code:___________________________________________________________
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- Country :___________________________________________________________
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- Voice Number (optional):__________________________________________________
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- (If you are a Sysop, please include the following info)
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- BBS Name:_________________________________________________________________
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- BBS Number (optional):____________________________________________________
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- Are you a member of a BBS Network (FIDO,Hyperlink,Internet,etc)?__________
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- If so, what network and what is your BBS Address:_________________________
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- __________________________________________________________________________
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- System Info: (this is to aid us in supporting you, should problems arise)
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- CPU Type (XT/286/386/486):______________________________________________
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- System Speed (12Mhz,etc) :______________________________________________
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- Total System RAM :______________________________________________
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- RAM available for Doors :______________________________________________
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- Max Baud Rate (2400,etc) :______________________________________________
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- Do you "Lock" the baud rate higher?________ (if so, at what?)___________
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- Hard Disk Size (20MB,40MB) :____________________________________________
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- Monitor Type (Mono,CGA,etc):____________________________________________
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- Imperium Door-Terminal Interface ($10.00 US) $________
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- One year full support & beta test privileges: ($5.00 US) $________
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- Total: $________
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- ImpTerm v3.50 8 February 1992 User Documentation
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- ImpTerm v3.50 8 February 1992 Documentation Index
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- Combat 10
- Command Modes 7
- Edit Mode 11
- Movement Mode 9
- Orders Mode 8
- Utility Mode 12
- Credits 5
- Cruise Missiles 13
- Disclaimer 2
- Distribution media 2
- EMail Addresses
- CompuServe 5
- Fido Net 5
- RBBS Net 5
- V-Net 5
- Error Log File (ImpTerm.Err) 15
- Fossils 3
- Installation 3
- Hardware Requirements 3
- Known Bugs & Anomalies 4
- Kudos 6
- Modes 7
- Order Form 16
- Registration 2
- Key File
- Downloading 2
- File Request/Send 2
- US Mail 2
- Running ImpTerm
- Batch File 3
- Baud Rates 3
- Command Line Parameters 3
- ComPort Interrupts 3
- Local Mode 3
- Support 2
- Updates 2
- Warranties 2
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