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Now That's What I Call Games 3 - Games & Goodies (1993)(Multi Media Machine)[!][CD32-CDTV].iso
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1994-01-10
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Iron Clads
==========
The Game Of Surface Naval Combat 1901-1945
------------------------------------------
By
T A Sear
Placed in the Public Domain 16.05.1992 All
rights reserved by the author.This Program
may be freely copied and distributed.
Programmed using HiSoft Basic and Extend
Copyright Hisoft and Sunsmile Software.
What you should have in this package to start
with
Two disks contents as follows-
Iron Clads:
Ironclads
iff/introscreen.iff
iff/abandon.sam
iff/cripple.sam
iff/sunk.sam
iff/torpedo.sam
iff/gunfire.sam
iff/background.sam
ppmore
Shipdata:
security
battles/riverplate
fleets/riverplate
shipdata/ab,ad,ah,al,au
bb,bd,bh,bl,bu
fb,fd,fh,fl,fu
gb,gd,gh,gl,gu
ib,id,ih,il,iu
jb,jd,jh,jl,ju
rb,rd,rh,rl,ru
Backup Both Disks Now As Shipdata: may be
written to during the game
For The Poke'N'Hope Brigade
---------------------------
One batle and one fleet have been included to
start you off both on disk 1 and named
RiverPlate.
General Information
*******************
Introduction
------------
The purpose of this game is to simulate
surface naval warfare in the early part of
the 20th century,ending with the conclusion
of World War II.
System Requirements
-------------------
The program requires 1Mb to run,a single disk
drive and any version of the Commodore Amiga
(TM).The game is for two players or may be
played solitaire. There is no computer
opponent.
Menus
-----
The game uses menus for selecting all actions,
1. Press the right mouse button and hold it down.
2. Move the mouse until the pointer is at the
top of the screen.
3. Keeping the pointer at the top of the
screen move the mouse left or right until the
desired menu appears.
4. Keeping the pointer on the now visible
menu-list move the pointer down until the
desired option is highlighted,by moving the
mouse and release the mouse button.
Some menus and some items are disabled until
other options have been selected for example
the gunnery and movement menus are disabled
until a battle has been started
Booting The Program
-------------------
The program autoboots and starts with a title
screen while various files are loaded.You
will then be asked to insert the data disk
which contains the files which you may
alter.This is required whenever you are using
any stored data,or storing data.Do NOT write
protect the data disk if you are to use Save
Fleet,Save Battle,or Create Ship Classes.
Method
------
The Game is split into 'turns' or 'bounds'
during which time the players may invoke a
variety of options,using some of which may
cause other options to be inappropriate or
invalid for the rest of that bound.
Game Size And Design
--------------------
The game will allow two opposing fleets to be
used ,each fleet is limited to 11 ships of
all types.The playing area has been designed
to be limitless, although only 50000x50000
yards are visible through the map window at
any time.All ships must start in this
grid,although they may subsequently sail out
of the currently selected visible area.Also
only 50 smoke shells may be in existance at
any time.(A smoke shell exists for 10
bounds),and only 50 torpedo tracks may
exist.(A torpedo track consists of any number
of torpedoes fired from the same ship,at the
same target simultaneously and lasts until
the torpedoes should have arrived at the
target.
Ship Design
-----------
The following notes are a rough guide to
designing your own ships for use in Iron
Clads program.A good naval reference book is
essential to do this although the information
required has been minimised.If you do not
have this type of book available I have
supplied about 10 ships of each class for
each nation covered by this program.
Centre-line gun batteries have a 280 degree
firing arc. Side mounted main/secondary
batteries have a 50 degree fore/aft firing
arc. Side mounted tertiary batteries have a
50 degree forward,and 15 degree aft firing
arc. Trainable torpedo mounts have an 80
degree firing arc. Fixed torpedo mounts are
restricted to a 40 degree firing arc. All
ships are fitted with searchlights. Any ship
with aircraft is fitted with only one
launching catapault. Port side guns obtain
ammunition from the forward magazine only.
Starboard side guns obtain ammunition from
the aft magazine only. RADAR may be fitted to
ships re-fitted after 1937 (depending on
nationality).
As can be seen there are very many
simplifications in ship design built into
these rules,and not knowing a great deal
about the subject I don't think they
substantially affect the game play or
accuracy.There is little cross-checking of
your ship design data performed by the
program.
Game Bound
----------
The game is split into bounds and it is for
the players to control the action within each
bound.The steps within the bound are as
follows:
1 Movement
2 Shipboard Systems Control
3 First Player Firing
4 Second Player Firing
At the end of each bound the first and second
player swap over the firing order.The game is
primarily menu and mouse driven,the menu
contents and action are outlined in the
following pages.
Entering Data
-------------
When the program requests information it will
do so in one of two ways,either by using a
list of optional entries eg:
1 No
2 Yes
or requesting typed information eg:
Enter Year Of Last Refit (01-45)?
Option Lists
------------
The format of the list below will be used
throughout the program when information is
requested.
1 Option 1
2 Option 2
3 Option 3
etc
To select an option simply press the number
key indicated to the left of the option,there
is no need to press the 'RETURN' or 'ENTER'
key.
Typed Information
-----------------
The information is typed in at the keyboard
and then press the 'RETURN' or 'ENTER'
key.Your information will then be checked for
validity,if it fails the test you will be
given a message why and after pressing 'SPACE
BAR' have to repeat the process
The Menus
*********
Game Control
============
This is the main menu heading for items which
control the overall running of the game.
Start Game
----------
This option clears the decks for action and
sets up the menus for use.The item is
disabled until either a previously stored
battle has been loaded ('Load Battle'),a pair
of fleets has been set up ('Setup Fleet'),or
a previously stored pair of fleets has been
loaded ('Load Fleet').
Setup Fleet
-----------
This is used to create your opposing fleets
and includes the ability to design your own
ships,if you choose not to use one of the
previously designed ships. On first entering
this menu if no fleet has been loaded ('Load
Fleet' or 'Load Battle') you will be prompted
for the name of your two fleets,if however
the fleets have already been named then this
stage will be by-passed.You are now presented
with the fleet names or the option to quit
this routine.On deciding to continue and the
program will ask you for the ship name,which
must be unique within the fleet you are
entering,if your fleet is full (11 ships) you
will be told so.Assuming your fleet is not
full,you will now be asked if you wish to use
a pre-defined ship class,this enables you to
define up to 10 ships of any class
ie:Battleship for each of the navies
applicable to the game.If you opt for a
pre-defined class you will be prompted for
the nationality and ship class required (this
allows you to import ships made in other
countries), after the file is loaded only the
current course and speed need be entered. The
final stage is to position your ship within
the available 50000x50000 yard visible screen
by clicking on the desired position (move the
pointer to position and press then release
the left mouse button).If no pre-defined
ships exist,or the file is absent (wrong
disk,faulty copying?) the ship class will be
ignored and you will proceed as if no
pred-defined ship was required. If you elect
not to use a pre-defined class of ship then
you will be required to enter the following
information.
Naionality Country Of Origin
Class Type of ship eg:Light Cruiser
Ship Displacement Weight in tons
Ship Length Length at waterline in feet
Maximum Speed Absolute top speed
Morale Confidence rating for crew
Training Crew competency
Type Of Armour Armour plating material
eg:Mild Steel
Thickness of Armour Armour thickness in
inches either average or Superstructure /Deck
/Turret
Calibre of Guns Diameter of shells fired in
inches
Range Of Guns Maximum range in yards
Location of Guns Number and position of all
guns
Ammunition for Guns Number and position for
shells
Rate Of Fire Maximum rounds per minute fired
Calibre of Torpedoes Diameter of torpedoes
fired in inches
Range Of Torpedoes Maximum range in yards
Location of Tubes Number and position of all
launch tubes
Ammunition for Torpedoes Number and position
for torpedoes
Number of Anti-Aircraft Guns Number guns
available for AA use
Current Speed Speed
Current Course Course
RADAR Does ship have surface-search RADAR
Smoke Can ship make a chemical smoke screen
Year of Last Refit Year of last modification
to ships equipment
The final step in adding a ship to your fleet
is to place it within the 50000 square yard
visible map by clicking the left mouse button
over the desired position.After each ship is
entered you will be given the choice to exit
this section of the program,if you do exit
you may resume entering ships at a later
time.
Load Fleet
----------
If you already have a pair of fleets set up
you may load them into the program with this
option,by specifying the filename when
requested.The filename must not include the
drive or directory name as this is preset as
shipdata:fleets. The data will be read from
the shipdata: disk and automatically routed
via the /fleets directory which must already
exist.If no filename is specified the load is
aborted and no information loaded.If no file
is found the program will report this and you
may re-enter the filename or abort as
desired.The file consists of two fleets (0
and 1),each fleet consists of eleven ships (0
to 10) with 150 items of data (quite a
sizeable datafile).No information pertaining
to a battle is saved ie:no torpedoes fired
but not yet arrived at targets,no smoke
screens or shells.
Save Fleet
----------
As may be expected this is the reverse of the
above and saves a pair of fleetsto disk.This
routine operates under the same criteria as
the 'Load Fleet' item,however the item is
only valid when these additional restrictions
have been met either-
'Setup Fleets' has been successfully used
'Load Fleets' has been successfully used
'Load Battle' has been successfully used
Load Battle
-----------
This routine performs and operates
identically to 'Load Fleet' but includes
smoke shell,smoke screen and torpedo
records,the weather factors are NOT saved.If
sucessfully completed this routine
automatically performs a 'Start Game'
option.The battle datafile is even larger
than the fleets data and resides in the
/battle directory on the shipdata: disk.
Save Battle
-----------
As may be expected this is the reverse of the
above and saves a battle to disk.This routine
operates under the same criteria as the 'Load
Battle' item,however the item is only valid
when these additional restrictions have been
met-
'Load Battle' has been successfully used
followed by a 'Start Game'.
Delete Ship
-----------
To allow the user to amend or update the
fleets or pre-defined ships it may be
desirable to delete a ship,to allow this to
be done a routine has been included.To
permanantly delete a ship supply the fleet
and ship name using this option.Once a ship
is deleted it may be replaced and the name
re-used.
Create Ship Classes
-------------------
This option allows a user to update the
supplied pre-defined ships,it operates along
similar lines to the 'Setup Fleet' option and
saves automatically on completion to the
shipdata: disk and the /shipdata directory.
Weather
-------
Certain weather conditions may affect your
ship at times.Weather factors may be altered
using this option,the affect is immediate.The
weather for any chosen scenario is NOT saved.
Next Bound
----------
The last item in the 'Game Control' list is
used solely to proceed to the next turn after
each bound.Once this option is selected
certain bound dependant functions are
interpreted eg:decay of a smoke screen.A
brief report on each ship is provided showing
shipboard system losses.
Intelligence
============
The routines in this section are all relevant
to handling the map and data
gathering/reconnaisance.Information provided
here is very much more detailed than that
provided between bounds.
Centre Map On Point
-------------------
As the playing area within the program is
limitless a method is required for moving the
visible area of 50000 sq yards around at your
discretion,there are two routines providing
this facility and this is the first to be
discussed. On selecting the option you will
be required to click the mouse over the new
point around which the map is to be
centered.The title bar of the map shows the
current map centre point.Off map movement
continues as would be expected.
Centre Map On Ship
------------------
The second of the map movement routines
allows the user to place a chosen ship at the
centre of the viewing area.On selecting this
option you will be prompted for the fleet,the
program will supply the available shipnames
and after your choice is made the map will be
re-displayed centered on the selected ship.
Inter-visibility
----------------
The map displays a 50000 yard square but this
does not mean all ships visible on the map
can actually see or detect each other.This
menu item will calculate whether a ship can
see any other selected ship on
RADAR,visually,or not.Upon entering the
option you simply click on the ship that is
looking,then on the ship being looked for.If
the ship is detected the range and bearing
will be output,along with the ship class.If
conditions permit,normally within 60% of
maximum visual detection range the ship name
will also be reported.If the searching ship
has RADAR on and operative then the program
will report on RADAR contacts.
Ship Details
------------
This is the primary data-gathering
routine,and should only be used on friendly
ships as the information provided is of such
a nature it will only be known by the ships
captain and crew.Simply click on the ship
once the routine is entered and you will be
provided with-
Speed
Course
Armament
Ammunition
Damage
Fires
Searchlight Status
RADAR Status
Aircraft Status
Gunnery Targets (Negative=No target)
Turns Guns Assigned To Current Target
Morale
plus all the information you may need to
decide on your strategy.
Ship Control
============
The primary shipboard systems are accessed
from this menu.
Searchlights
------------
All ships are fitted with searchlights which
improve accuracy of guns after dark.This menu
item simply switches the searchlights on or
off and acts as a conventiaonal toggle
switch,as with all systems searchlights are
liable to battle damage.
Launch Aircraft
---------------
When a ship is created it may be designed to
have aircraft,if so it will be provided with
a launch catapault.The launch catapault is
prone to failure when being used,it may also
suffer battle damage.If the catapault is
unservicable then aircraft cannot be
launched.A ship will be designed to have a
certain number of aircraft which take 10
turns each to be readied for launch and can
only stay aloft for 8 moves (less if shot
down by enemy AA fire).Only 1 aircraft from
each ship can be aloft at any time whereupon
the gunnery accuracy of that ship will
improve.Aircraft cannot be launched while you
are firing any weapon from the launching ship
but are unnaffected by smoke as they can fly
around or above any shell or screen.To launch
an aircraft select this option and click the
mouse on the launching ship.
Stack Smoke
-----------
The least effective of the smoke systems,all
ships are capable of emitting smoke from the
engines via the funnel.Smoke is an effective
method of reducing damage during escape or
tactical moves.The visual effect of stack
smoke lasts for 5 moves but is continually
produced until turned off.This menu item acts
as a toggle switching smoke on or off.
Chemical Smoke
---------------
A more effective smoke system than stack
smoke,only ships properly equiped during
design are capable of emitting smoke from the
special dispensers.Smoke is an effective
method of reducing damage during escape or
tactical moves.The visual effect of smoke
lasts for 5 moves but is continually produced
until turned off.This menu item acts as a
toggle switching smoke on or off.As a special
system chemical smoke dispensers may suffer
battle damage.
Smoke Shells
------------
The most controlable smoke system only ships
capable of gunfire are capable of using smoke
shells.Smoke is an effective method of
reducing damage during escape or tactical
moves.The visual effect of smoke shells lasts
for 10 moves, during 5 of which the area
covered is growing followed by 5 moves of
decay. This menu item requires a gun battery
to be nominated,and a spot for the shell to
fall.
RADAR
-----
Ships refitted in 1938 or later may be fitted
with RADAR,if the owning nation has the
technology.The affect of RADAR is to increase
gunnery accuracy and detection range.The
range of RADAR is dependant upon nationality
of ship.This item acts as a toggle switching
RADAR on or off.As a special system RADAR may
suffer battle damage.
Movement
--------
To use this item click mouse on the ship to
affect,then input the new course and
speed.Ships take time to accelerate
decelerate or turn depending on size and
weight.
Evasive Manoeuvre
-----------------
To make a more difficult target ships capable
of over 15 knots speed may elect to use this
option,it reduces effective speed by 25% and
the ship executes random course changes
around the base course set in normal movement
section. Eratic movement affects hostile and
your own gunfire.This menu switches EM on or
off.
Combat
======
All target acquisition,and gunnery control is
performed by this menu.
Open Fire
---------
To open fire on a ship use this item,you will
be prompted to click on both the firing and
target ship.Once the ships are identified the
range and bearing are calculated as for the
inter-visibility menu and you are required to
acknowledge this information.At this stage
you select the armamament to fire or quit,and
if you select quit the gunfire is
aborted.Providing the gun battery causes the
program to calculate ammunition
expenditure,guns able to bear,gunnery
affect,hit probability,location of
hits,defensive affect of armour,damage
inflicted,major system damage,fires
started-as you can see a great deal of
information is handled so it is a little bit
slow at times. Affect of fire is
instantaneous,and as minor damage is
inflicted major systems will start to fail on
the damaged ship.Accuracy is increased by
using aircraft for spotting and for the
length of time the target has been held in
your sights,see next item.
Target Gun Director
-------------------
Your gun directors are the 'sights' over
which you fire,the directors are of varying
quality depending upon nationality,year,and
type.The lowest accuracy is from optical
sights (a man standing by the gun and
sighting it like a rifle).An improvement over
optical is the local director where a simple
calculation is done in the gun position or a
nearby location.The best affects are achieved
by the main director where a dedicated
armoured room is purpose equiped to control
all the guns.Torpedoes have a different main
director called a TDC (Tracking Deviation
Computer).
Sound Effects
-------------
The last menu controls the sound-you may want
to scream if this is on all the time.
Background Music
----------------
The short background instrumental may be
toggled on or off with this item.
Sound Effects
-------------
Within the program several short sound
effects come into operation at odd
times,these may be toggled on or off with
this item.
Round Up
********
I hope you enjoy this program,if you have any
comments please take the time to write to
me-it is only by you writing that I can get
inspiration for the several months of
programming a project like this takes.If you
have a program related problem and require a
reply please enclose a stamped address
envelope and be patient I WILL REPLY,it may
just take a few days.I strongly believe in
the concept of PD and intend to try and make
any PD program I write of commercial
quality,yet keep it PD.Support me in my
beliefs,this program took me 6 months to
write and you got for the price of a disk (or
therabouts)
SPARE THE TIME AND STAMP TO WRITE! AND LET ME
KNOW WHAT YOU THINK OF IT- CONSTRUCTIVE
COMMENTS WILL BE INCORPORATED INTO FUTURE
VERSIONS (my Napoleonic program is currently
on version 6!)
This program has been play-tested by several
people over a period of three months.Although
the testers reported no problems,some bugs
may still be present,if you let me know I
will try to fix them.
I am....
Ashley Sear
26 Denham Road
Canvey Island
Essex
SS8 9HB
ENGLAND
You may be interested to know I have also
written a Napoleonic land battles program
which will be available via the PD library
where you bought this one.
Ashley Sear
16.05.92