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- Cosmic Conquest Sysop Docs Page 1
-
-
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- Cosmic Conquest
- Sysop Documents: July 12, 1989
- (c) 1989 by Craig Fuqua and Scott Robertson, Stillwater, OK
-
- Many of Cosmic Conquest's (CC) features were designed for the
- sysop's convenience: file names that group together on your
- directory, allowance for up to 10 games running at the same
- time, a status line at the bottom of the screen (on most
- STs), on-line sysop functions and a GEM-based editor for the
- sysop to use.
-
- Because CC is designed to run on BBSs, you can copy it
- without problem to your hard disk; however, your program disk
- contains a registration file, CC_REGIS.DAT, that must be
- placed with the game in order for it to run. Make sure you
- don't change or delete this file. Remember Cosmic Conquest is
- a copyrighted game, which means you cannot make copies for
- use by other people. The authors spent a year planning and
- writing this game, including nearly a half-year of
- beta-testing on the late MASH BBS, so please don't spoil this
- sale by piracy. 'Nuff said.
-
- Definitions
-
- In the following text, "multiple games" means you've used the
- editor to create a CC.CNF file with at least one pathname.
- (In that case, one game constitutes "multiple games.")
-
- References to "the BBS directory" or "BBS folder" mean the
- pathname to which the system is set as it runs. This is
- important because the CC.CNF file (or all game files if you
- don't have a CC.CNF file) must be in the BBS directory. If
- you run the BBS from a directory named "BBS", then this is
- probably the BBS directory. However, if the BBS software
- changes the directory as it runs, the new directory becomes
- the BBS directory. For example, if you're running Express!
- the BBS directory might normally be "BBSEXPRS" but if you
- have a .HLP file with the command
- CD 'DOORS'
- or you execute that command from your sysop menu, then the
- game will look to \BBSXPRS\DOORS for the .CNF file (or game
- files as noted above).
-
- The Files
-
- On your disk, you will find these files:
- CC*89.TOS -- the game. Check the date in the
- filename to find out which version you
- have; for example, CC071189 is the
- version from July 11, 1989. Feel free to
- rename it COSMIC.TOS on your hard drive,
- but make sure you keep your original name
- someplace so you know what version you
-
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- Cosmic Conquest Sysop Docs Page 2
-
-
-
- have without having to run the game to
- check the date.
- CC_EDIT.PRG -- the editor
- CC_EDIT.RSC -- resource file for the editor
- CC_REGIS.DAT -- registration file
- CC.MAP -- a sample "playing field" (you can
- use the editor to make your own). The
- .MAP file contains planet, moon and
- player information
- CC.NEO -- a picture by Scott Robertson
- CC.DOC -- how to play the game
- CC_HELP.DOC -- a summary of commands with brief notes
- CC_SYSOP.DOC -- this!
-
- After the EDITOR documents below, we'll go through a sample
- session to set up the game on your BBS.
-
- ********** IMPORTANT NOTES **********
- Keep backups of your .MAP files before gameplay starts
- because the program changes them as it goes along, which
- means they're not reusable.
- See the notes on the function keys before thinking about
- hitting F10.
- *************************************
-
- The game creates CC_MAP.BAK, CC_CMD.DAT, CC_CMD.BAK,
- CC_MAIL.DAT, CC_MAIL.NDX, CC_MAIL.BAK and CC_NDX.BAK as it
- runs. You can create a CC.CNF file from the editor to point
- to the folders for multiple games and adjust the starting
- values of the computer-controlled "planet-slayers." If it
- exists, CC.CNF is the only file that must reside in the BBS
- directory.
-
- The game allows ASCII bulletin files, which you create and
- call CC_BULL#.DOC (CC_BULL1.DOC through CC_BULL9.DOC). A
- sample bulletin may be on your disk. Make sure each line ends
- with a carriage return or the game will lock. Also, if you
- get an ASCII file over the modem, make sure it doesn't have
- any padding at the end (such as Control-Zs). ARChiving before
- transmitting and de-ARChiving afterward solves this problem.
- The bulletins are unique to each game if you're running
- multiple games, so you need to copy any bulletins you want
- displayed in all games to each game folder.
-
- In addition to the program, CC_REGIS.DAT and CC.MAP are
- needed to start a game; CC.CNF, CC.DOC and CC_HELP.DOC are
- recommended; CC_BULL#.DOC files are optional. If you're only
- running one game, make sure these files are in the BBS
- directory. If you're running multiple games, place CC.MAP in
- each folder (see the note about "multiple games" above). The
- game will create the mail and index files by itself.
- Individual CC.CNFs can also be placed in these folders; any
- pathnames inside them will be ignored.
-
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- Cosmic Conquest Sysop Docs Page 3
-
-
-
- If the game is having trouble finding CC.CNF (or the game
- files if there is no .CNF), then find out what your BBS
- directory is. If you run BBS.PRG from E:\BBSXPRS, then place
- the file(s) inside that directory unless you execute a CD
- (change directory) that makes the BBS point elsewhere.
-
- CC*89.TOS (the game program)
-
- See CC.DOC for play instructions. There are several things
- special to the local version, though, which we'll look at
- here.
-
- On most STs, the game will display a status line in inverse
- characters at the bottom of the screen. It shows the
- functions available from the function keys, the board and
- game names of the current player and occasional messages on
- the internal workings of the program. If the program crashes,
- make a note of any message on the screen as well as in the
- status line and let us know. If your machine doesn't show the
- status line, you will still have access to the function keys
- but won't see the messages.
-
- F1: Chat -- Announces the start of Chat mode and tells the
- sysop to hit ESCape to exit. It should lock out any attempt
- to Chat from inside Chat mode, but you shouldn't mess with
- it. Also, Chat is not available at points in the game that
- would be hard to return the user to, most notably when he's
- entering a message. The main menu is the most convenient
- place for a Chat.
-
- F4: Kill -- Tells the user to wait a moment, then shows the
- sysop several menus. After each action, it prints a "." to
- the player to let him know the game isn't locked up. Don't
- rush through this, but don't dilly-dally either because you
- may cause the player to time out. This function allows you to
- select a player to delete, then calls the Purge routine used
- during daily maintenance. You cannot kill the computer
- players or the current player -- if you could, who would he
- be when you returned the game to him? When the purged player
- calls back, he will be treated as a new player. Use the
- blacklisting feature from the editor to keep someone from
- playing.
-
- F8: Log -- This is a toggle. If your printer is on, this will
- copy all output to it. Pressing it again turns the log off.
- We've found no way to detect when a printer is off-line,
- which means that if you hit F8 then take your printer
- off-line, the game will lock up. If your printer has a habit
- of going off-line, don't use F8 and then walk away. We only
- left this function in because the sysop must be present to
- hit F8 (unless he has a cat who tends to walk on the keyboard
- -- but that's his problem). The game checks to see if the
- printer is on before attempting to output to it, but you may
- have problems if you turn it off in the middle of a line.
-
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- Cosmic Conquest Sysop Docs Page 4
-
-
-
- Simply hit F8 again to toggle the log off.
-
- F10: End -- Quits the game without saving the map, which
- erases some (not all) of the player's activities, such as
- taking over planets or moons with 0-day flights. This should
- be used only in an emergency, like when your drive is on fire
- or you must have the board back immediately. THE GAME ASSUMES
- THERE'S AN URGENT NEED TO END AND DOES NOT CONFIRM IT WITH
- YOU. You hit the key, the game ends. If you have 5 seconds,
- it is much better to type "QY" at the main prompt -- you
- don't have to be the player signed on to the game to issue
- commands.
-
- Miscellaneous notes on COSMIC.TOS:
- When a planet slayer selects a new target during daily
- maintenance, it displays this target to the sysop. If you
- don't want this advantage, then don't watch during
- maintenance.
- The mail base limits itself to a maximum of 100 letters
- and does not pre-allocate disk storage to do this. The
- maximum size should be about 150K (four header lines and 15
- max. message lines per), so make sure your drive can handle
- this. Purging of the first 25 letters and any deleted mail
- takes place when the message index is nearly full when a
- player logs on.
- Cosmic Conquest has an error-handling routine that simply
- catches an error, prints a message to the screen and modem
- and exits without saving. If your BBS was written in GFA
- BASIC, the computer may still lock up during an error because
- both programs will be trying to use the same error-handling
- system.
-
- Restoring Backup Files
-
- While the game has undergone extensive beta-testing, we
- can't claim with 100 percent certainty an error won't occur
- that requires the restoration of back-up files.
- Restoring the play files:
- 1). Make copies of CC.MAP, CC_MAP.BAK, CC_CMD.DAT,
- CC_CMD.BAK and CC_RPT.DAT onto a floppy. We may need these
- files in the case of a serious bug and these files will allow
- us to re-create the error, so keep these copies safe.
- 2). From the game directory, delete CC.MAP and
- CC_CMD.DAT.
- 3). Rename CC_MAP.BAK as CC.MAP, and CC_CMD.BAK as
- CC_CMD.DAT. This puts everything back to the way it was
- before maintenance ran.
- 4). Run the game to see if the error recurs, make notes
- if it does. If the error doesn't happen again, sacrifice a
- RAM to the computer god and write us a postcard at the
- address below noting the conditions of the original error.
- Include your BBS phone number in case we want to check things
- out. If the error occurs each time the game is run, take the
- game down and send us your notes immediately.
-
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- Cosmic Conquest Sysop Docs Page 5
-
-
-
- 5). Write a note to your users explaining the situation.
- If the game is still up, leave an Etherspace message saying
- the game is a day behind and that they will receive reports
- from the first run of maintenance that are incorrect --
- attacks will appear to have happened twice. If the game is
- down, put a note in the BBS saying the game is disabled. Try
- not to include abusive discriptions of the implementors.
- Restoring mail files:
- In more than a year's worth of play in Space Colony and
- Cosmic Conquest, there has been no problem with the mail
- files, so we think the software is fairly safe. But there
- always remains the threat of an egregious hardware glitch
- that screws up the data or index. In most games, there won't
- be mail backup files because they're only backed-up when the
- base reaches letter 90 or so and a purge of deleted mail is
- carried out. In this case, just delete the CC_MAIL.DAT and
- CC_MAIL.NDX files and apologize to the players, remembering
- to send us a note if you think the problem was
- software-generated. If the .BAK files exist, kill the old
- mail .DAT and .NDX files then rename the appropriate backups
- -- you MUST kill and rename BOTH sets of files or face
- another crash. Pray the error doesn't happen again, and be
- ready with pen and paper if it does.
- If you delete the mail files, add a bulletin to the game
- explaining the players' last-message-read pointers will be in
- error.
-
- CC_EDIT.PRG
-
- CC_EDIT.PRG runs in bother medium and high resolution and
- requires the CC_EDIT.RSC file be present in the same folder
- -- unless you run it from the BBS, in which case it must be
- in the BBS folder. If it the editor can't find its .RSC, you
- will still be able to edit a map but configuration and player
- editing functions will be disabled.
-
- Notes:
- CC_EDIT uses the fileselector box for saving and loading
- files. It's compatible with the TOS and Universal Item
- Selector II selectors, but may not work with other alternate
- selectors. UIS II is nice because it retains the default file
- name as you move through directories.
- Atari's TOS fileselector has a bug that makes things a
- little difficult: if you point it to a pathname longer than
- 30 characters, it will only show the last few characters of
- that path until you reset the computer! When placing files
- deep into your hard drive, you may need to keep track of
- where you are by memory.
- While we've made every effort to anticipate mistakes, we
- still advise you to read the instructions carefully and not
- test the limits of the program by giving it bad data, messing
- with the files and so on.
- As shown on the editor, the map is scrunched horizontally
- to speed up the scrolling process. From inside the game, the
-
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- Cosmic Conquest Sysop Docs Page 6
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- map will be expanded to twice its width to make it appear
- more square to the players. When expanded in the game, the
- map also numbers the planets.
- Use the menu to select a function, de-select with the
- right mouse button. The menus won't pull down while a
- function is selected. Also, the Scroll and Page buttons at
- the lower right can't be accessed.
- CC.NEO is displayed (if present) while the editor loads
- in CC_EDIT.RSC.
-
- "Functions" Menu:
- New Sun -- This is used to create new suns on the map and
- to re-select a sun previously created. When starting a new
- solar system, click on this function then point to the spot
- on the map for the new sun. It becomes the "current sun," as
- noted on the right side of the screen. When re-selecting an
- existing sun as the current sun, click this then the sun's
- letter.
- New Planet -- Creates new planets. Because of the
- horizontal scrunch, the planets are identified with the same
- letter as the sun but in the game, they're shown with their
- numbers. When you create a planet, the editor shows you its
- orbit. Each dot represents one day's travel for the planet. A
- planet's orbit can overlap the orbit of a planet in another
- system. The only limit to the radius of an orbit is the edge
- of the map. The planets are numbered from inside out, so
- don't worry about the order in which you create them.
- Move Sun -- Relocate a solar system. Select the sun to
- move through the New Sun function, make sure the new spot has
- room for the system, click on Move Sun and then point to the
- target location. If you move it to the same location as
- another sun, one of them will be hidden. If any of the
- planets align, the ones on bottom will be hidden, also.
- Hmmm... (We haven't tested this, so we don't know what will
- happen during gameplay.)
- Delete Sun -- Removes an entire solar system, re-letters
- the rest then redraws the map.
- Delete Planet -- If you don't like the looks of a planet,
- nuke it. If its orbit overlapped another, the map will look
- like it wiped out the overlapping parts, but don't worry. Use
- the Move Sun function to redraw the affected solar systems in
- place if you can't stand looking at the holes. It's not
- necessary, because the dots aren't saved.
- Edit Planet -- Choose this, then a planet. A box will
- show you the information about the planet, and then about its
- moons. Use the mouse to select the field you want to edit. If
- you use the moon editing functions to add moons, they'll
- start with random values unless you edit them.
- Clear Map -- Erases the map in memory.
- Re-set Map -- Re-randomizes all planet and moon
- productions, sets ownership to Player 0 and eliminates all
- stockpiles. This should only be used on a game that is no
- longer in progress.
- View Map -- A graphic representation of the entire map,
-
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- Cosmic Conquest Sysop Docs Page 7
-
-
-
- exited at the touch of a key when it's finished drawing. You
- can't edit the map from this screen.
- Load Map -- Can you say self-explanatory? Sure you can!
- Save Map -- If you're using multiple games, make sure you
- save the map in the proper folder. Also, be sure you have a
- map in memory or you will wipe out any existing map. Save a
- backup of a newly-created in another folder or on a floppy
- because the game will overwrite the map as the game
- continues. Note that you must use the name CC.MAP if you
- intend for the game to access this file. The GEM fileselector
- has a habit of "losing" the default filename when you change
- directories, so remember to re-type it if that happens.
- Player Editor -- The first screen shows the board and
- game names of 10 players at a time including the
- computer-controlled players, which can't be edited here. The
- planet-slayers can be configured elsewhere. Use the Page +/-
- buttons if you have more than 10 users. Select a user by
- clicking on his board name and then the "Edit" button, or by
- double-clicking on his board name. The next screen shows the
- player information you can edit. The Blacklist buttons let
- you give normal access, cut the per-session time in half or
- prevent a user from playing the game. Cancel leaves the data
- unchanged.
-
- "Set Params" (Parameters) Menu:
- This contains two pairs of functions with a check-mark
- indicating which method of creating planet and moon data is
- in effect. It defaults to random generation, and you will
- probably want to leave it that way. Some people may want to
- get into detailed map-creation, with productions equal in
- each quadrant to help prevent bad starting areas for new
- players, or they may want to make all planets equal in
- value.
-
- "Config." Menu:
- These are editors for other aspects of the game: the
- players, planet-slayers and multiple games.
- Slayer Config. -- This allows changes to the names of the
- computer-controlled players and the start-up values of the
- planet-slayers. The planet-slayers are identified on the map
- by <>s around their initials, which means you can't give them
- the same first initial. If you try, the editor will leave one
- of them unchanged. We recommend leaving their names with
- upper- and lower-case letters so they're easily identified by
- the players. To save the changes to the names, you have to
- save CC.MAP (make sure the proper map is on-screen -- if you
- don't have a map in memory and you use Save Map, it will wipe
- out the existing map!). The other fields are the stockpile
- and production information the planet-slayers start the game
- with. CHANGES TO THIS INFORMATION IN MID-GAME WON'T AFFECT
- THE SLAYERS. You may want to tailor the strengths of the
- slayers to games in separate folders, like putting weak
- slayers in a "beginning" level game.
- Multiple Games -- You're limited to 10 games, and this
-
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- Cosmic Conquest Sysop Docs Page 8
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-
-
- screen shows you the right-most 30 characters of the
- pathnames to them. Use the Add button to add one, use the
- Edit button (or double-click) to change an existing one. You
- can start all your games at once, but we recommend adding a
- new one every so often for players who just joined your BBS
- or got killed out of another game. To delete a path (and,
- thus, a game), select it then hit the "Delete" button. In the
- deletion process, you can ask the editor to kill any existing
- game files -- except for DOC files -- which you would want to
- do when the game is over. The fields at the right show the
- names you call the different galaxies. These will be
- displayed with the galaxy numbers when the user is asked to
- select which game to play.
- Load Config. -- See note on Load Map above.
- Save Config. -- CC.CNF contains the pathnames and the
- slayer start-up information. Place a CC.CNF file into the
- same folder as the game. If it has pathnames in it, you can
- optionally place .CNF files in the other games to make the
- slayers different strengths, otherwise the game will use the
- slayer data from the first .CNF. You can delete the paths
- from the .CNFs in the other folders.
-
- Setting Up
-
- Make a back-up floppy of your original game disk for your
- protection.
-
- Decide how many games you want to start with, which we'll
- assume is one in this example session. We recommend you go to
- the GEM desktop and create a folder for each game, but you
- can use existing folders if you'd rather. The game files must
- reside on the same drive as the BBS. In any case, pick out
- the directory that will store Galaxy No. 1.
-
- Copy CC.MAP, CC.DOC, CC_HELP.DOC, CC_BULL1.DOC and
- CC_REGIS.DAT from your floppy to this directory. Copy
- CC*89.TOS to your doors directory or to this one. Make a note
- of its full pathname so you can tell the BBS where to find
- it. Feel free to rename this copy as COSMIC.TOS or CC.TOS if
- this will be easier to use.
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- Cosmic Conquest Sysop Docs Page 9
-
-
-
- Directory listings for games in progress might look like
- this:
-
- \BBS \BBS\DOORS \BBS\DOORS\CC1 \BBS\DOORS\CC2
- *DOORS *CC1 CC_REGIS.DAT CC.MAP
- BBS.PRG *CC2 CC_BULL1.DOC CC_MAP.BAK
- CC.CNF COSMIC.TOS CC_BULL2.DOC CC.CNF
- CC_EDIT.PRG CC.DOC CC_CMD.DAT
- CC_EDIT.RSC CC.MAP CC_CMD.BAK
- CC.NEO CC_MAP.BAK CC_RPT.DAT
- CC.CNF CC_MAIL.DAT
- CC_CMD.DAT CC_MAIL.BAK
- CC_CMD.BAK CC_MAIL.NDX
- CC_RPT.DAT CC_MAIL.BAK
- CC_MAIL.DAT
- CC_MAIL.BAK
- CC_MAIL.NDX
- CC_NDX.BAK
- CC_LESSN.DOC
- CC_HELP.DOC
-
- The CC.CNF inside the \BBS directory would contain these
- paths in its multiple games configuration: \BBS\DOORS\CC1 and
- \BBS\DOORS\CC2. CC.CNF could be inside DOORS if the BBS
- program changes the working directory to it.
-
- CC_EDIT.PRG and CC_EDIT.RSC are shown in the DOORS folder,
- but they could actually be anywhere as long as they're
- together.
-
-
-
- At this point, you should run the EDIT program so we can set
- up the multiple games and get familiar with the features of
- the editor.
-
- From the editor, select Load Map from the Functions menu. Use
- the fileselector box to find your game folder, point to
- CC.MAP and hit OK to load it. The screen will clear and
- messages will keep you posted on the loading and
- uncompressing process. Next the editor will "plot" the map,
- which means it's building the display you'll see when the
- main screen returns.
-
- Use the Scroll and Page buttons at the lower right to move
- through the map. If you'd like to see the full map on one
- screen, select View Map from the Functions menu. It's
- finished drawing when the "hit a key" prompt appears at the
- side.
-
- Pull down the Config. menu again and select Multiple Games.
- Push the Add button and use the fileselector to point to your
- game folder (it should still be in this folder from when you
- loaded the map) and hit OK when done. You'll be returned to
-
-
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- Cosmic Conquest Sysop Docs Page 10
-
-
-
- the Multiple Games screen, where you'll see the pathname is
- in the top slot. You'll notice the GEM cursor is positioned
- on the top line at the right. Type a name for the new galaxy,
- such as Foundation or Primus or Joe's Galaxy. If you plan to
- start with more than one game, repeat the process starting
- with Add.
-
- Got to the Config. menu again and select Slayer Config. An
- alert box will ask if you'd like to load a .CNF file or
- create a new one, and you should select the create box. Next
- you'll see a box showing the names of the three computer
- players and the startup values of the planet slayers, players
- 1-2. Player 0 represents the original "occupants" of all
- planets. If you'd like, you can change these names and
- values. Please keep the computer player names with lower-case
- letters so your players can recognize them in the list. If
- you enter values outside the ranges listed, the editor will
- correct them to the nearest one. Hitting ESCape at each of
- the prompts below the names will set these fields to the
- lowest values.
-
- Now pull the Config. menu down again and select Save Config.
- PUT THE CC.CNF FILE IN THE BBS DIRECTORY, which we defined
- above. This file contains the number of games, the pathnames
- to them, and the startup values for the planet slayers.
-
- Next, go back to the Functions menu and choose Save Map. Use
- this to overwrite the CC.MAP file we loaded earlier from the
- game directory. This file contains the planet, sun and moon
- information and player names -- such as the player 0-3 names
- you may have changed a minute ago.
-
- If you've designated more than one game, go back through the
- processes for configuring the slayers then save CC.CNF and
- CC.MAP files in the folders for those games. We recommend
- making the slayers have different strengths in different
- games. If you like, you can go to the Multiple Games editor
- and delete the pathnames for the .CNFs you give to the
- individual games -- as long as you make sure you don't save
- this CC.CNF file on the BBS directory and tell it not to
- delete the data files. It doesn't affect anything to leave
- the paths in the game folders, so if you're unsure, don't
- bother.
-
- When done, pull down the Functions menu and Quit. Your next
- step is to follow your BBS's directions on setting up a doors
- program.
-
- Specific BBSs
-
- Now let's look at some BBS software-specific matters. Owners
- of FoReM and Express! BBSs will be happy to know the game
- successfully pulls the player's name from the system. Owners
- of other BBSs that allow doors have other options: setting up
-
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- Cosmic Conquest Sysop Docs Page 11
-
-
-
- a special file, passing the name in a special format on the
- TOS command line -- or sitting back and relying on the game
- to ask the user for his name each time he plays.
-
- The first file the system looks for when trying to pick up a
- name is CC_PLAYR.DAT, which your BBS must create each time
- the game runs. (Note there's no "E" in "PLAYR".) It should
- contain the user's board name followed by a return character
- (ASCII 13).
-
- If your BBS has some sort of programming language, you should
- be able to create the file to pass along the user's name.
- Code for this might look like:
-
- IF FEXIST("CC_PLAYR.DAT")
- KILL "CC_PLAYR.DAT"
- END IF
- OPEN "O",#1,"CC_PLAYR.DAT"
- PRINT #1;NAME$
- CLOSE #1
-
- If you don't know what the TOS command line is and your BBS
- documents don't mention it, skip these next two paragraphs.
-
- If the game doesn't find this file, it will then look on the
- TOS command line for an Express! format name: the person's
- board name followed by a space; if the name contains a space,
- it must be converted to an ASCII 160 -- don't ask us why. If
- the game finds other characters in the name with an ASCII
- value greater than 126, it will assume there's garbage on the
- command line and disregard it.
-
- To be safe, the game will ask the user to confirm the name
- pulled from the command line if it doesn't find that name in
- its user list.
-
- If you don't have Express!, FoReM or a BBS with a script
- language, then don't worry. The game will ask the user for
- his board name each time he plays. We suggest that you use
- the editor frequently to make sure someone isn't giving false
- board names. You can blacklist them via the editor or delete
- them from inside the game. See the appropriate sections
- below.
-
- Your Express! DOORS.HLP file should contain a line like this
- to run Cosmic Conquest:
-
- TOS 'E:\BBSXPRS\DOORS\CC.TOS'
-
- An example FoReM FDOORS.DAT file would look like this:
-
- Cosmic Conquest
- 10
- C:\FOREM\DOORS\CC_WELCOM.TXT
-
-
-
-
-
-
-
-
- Cosmic Conquest Sysop Docs Page 12
-
-
-
- C:\FOREM\DOORS\CC\CC070789.TOS
- C:\FOREM\DOORS\CC\CC070789.TOS
- C:\FOREM\DOORS\CC_EXIT.TXT
-
- Notice we didn't use the AUX: or LOCAL parameters in lines 4
- and 5; this is because the game handles remote and local I/O.
- Also remember lines 3 and 6 point to optional text files to
- be displayed before and after the game runs. You can replace
- those lines with carriage returns.
-
- If you a BBS system that doesn't pass the user name, the game
- will ask for the user's name each time it runs.
-
- ------------------------------------------------
-
- Report errors or suggestions to:
- Craig Fuqua
- 653-D W. Bennett Dr.
- Stillwater, OK 74075
- In an emergency, call me at (405) 743-3649.
-
- If you hear of an update to the program, mail your original
- disk to that address with $1.
-
- Credit Department:
- Our inspiration for this game came from Chuck Turman's
- version of Planet Busters, called Planet Bashers, that runs
- on BBS Pequod here in Stillwater (405-377-6375 while his hard
- drive lasts). Chuck, Dave "Hawkeye Pierce" Davis and Todd
- "Thrasher System" Hagen patiently endured and participated in
- a few of our brain-storming sessions and provided the
- encouragement we needed to continue writing when we got to
- the boring parts of the code. Now, Charles Onstott III is
- preparing Symposium BBS in Stillwater and continuing the
- beta-testing of Cosmic Conquest, while Craig "Sherlock
- Holmes" Young is running the game on Baker Street BBS in
- Kent, Wash., and has been a great help with his objective
- observations on the game. Thank him for getting us to write a
- section on how to set up the game. Big thanks to all the
- folks involved, but especially to Hawkeye for risking his BBS
- on us. And we only locked it up three times in six months!
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