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- ./" SCO SCCS ID: @(#) xconq2.ms 12.1 95/05/09
- .SH
- THE DISPLAY
- .PP
- .I
- All warfare is based on deception. -- SUN TZU
- .P
- .LP
- When a game is started up, it opens a
- number of windows, of which the most important is the area map (which
- therefore gets the largest window).
- Above the area map are several windows for status
- and notifications, and next to those is a turn counter and a list of all
- sides in the game.
- The middle right side has a list of all unit types, used for statistics
- display, while the lower right-hand corner has a map of the world
- (if the display is sufficiently large).
- .LP
- All of the \fIxconq\fP windows
- are actually subwindows of a main window with
- a patterned background you can see here and there. You can iconify and move
- the main window, and the subwindows will keep their relative positions.
- The largest of these is the map, which is a (typically) 30x30 section of the
- world in full detail. The view is scrolled around as necessary (remember
- that the world is cylindrical).
- .LP
- To the right and down, you see a map of the whole world. This view is like
- the close-in map, but units and units are rendered as solid blobs, since
- the world is too large to permit any detail. To assist in matching up the
- two different views, the world map includes an outline box indicating
- the position of the close-in view.
- .LP
- Three text displays are stacked at the top of the screen. The uppermost
- is about ten lines of notices about various occurrences, each prefixed
- by the number of the turn in which it was issued. The display scrolls.
- The next four lines are an information window that summarizes the status of
- the unit or unit at the current cursor position. It can display info about
- enemy things also, but of course the amount of information is less.
- Finally there is a one-line
- prompt window just above the map, in which all questions and prompts appear.
- .LP
- The list of sides playing appears in the upper right corner. Sides that have
- already lost appear with a line through them,
- while the currently moving side has a "*" next to it.
- Your own side name is highlighted or inverted.
- The name of the side, its host (if any), and the number of that side are
- shown. On color displays, the color of the number indicates the alignment
- of that side.
- .LP
- The X interface
- draws the area map as a number of hexagonal shapes with icons for
- units superimposed.
- Unknown territory is black.
- Your own possessions appear in black,
- neutral units in gray, and all enemies in red. If there is more than
- one enemy side, they are distinguished by the number of their side in
- the upper right corner of the icon. Not all enemy units
- will be visible; the chance of seeing one may be very low, or depend
- on viewing with the right type of unit.
- Monochrome screens display enemies and
- neutrals as inverted from your own appearance, and all enemy units/units
- have numbers, to distinguish them from the neutral units.
- .LP
- The curses interface displays each hex as two characters side-by-side.
- Terrain is a character representing the terrain, as are units. The second
- character in a hex is either the side number of an enemy, or an apostrophe
- for neutrals.
- .LP
- As mentioned previously, the view is a record of what has already been
- seen, but is not updated except in the immediate vicinity of your own
- units and units. In multi-human games, all screens will be kept
- up-to-date simultaneously, so that persons waiting for their turns
- can see enemy units moving around, units change hands, and so forth.
- .SH
- INPUT
- .LP
- Input may be supplied both from the mouse and the keyboard.
- Moving the mouse cursor to a screen position and clicking either button
- has the effect of issuing MoveTo orders to the current unit, which will
- be carried out until successful. There are two exceptions. The first is
- that if the mouse is on the unit itself, the unit sits where it is until
- the next turn (same as the ' ' command below). If the desired new
- position is adjacent, the unit will unconditionally move there - this is
- useful for attacking enemies. At present, there is no special meaning
- attached to particular mouse buttons.
- .LP
- As an alternative to using the mouse,
- the standard directions (h = West,
- l = East, y = NW, u = NE, b = SW, n = SE) can be used to specify movement.
- Uppercase versions of these makes the unit move forever in that direction.
- Letter directions are really only of use when the mouse fails, or for diehard
- Unix game players for whom the direction keys have been permanently wired
- in the brain! Note that in a hexagonal system, 'j' and 'k' are not
- meaningful.
- .LP
- Any command may be prefixed by a single numeric argument (which may be
- positive or negative).
- Not all commands will
- use this number, while others need a number to know how often to repeat
- an order, or perhaps for some other reason.
- The "current unit" is the one
- being prompted about, while the "main unit" is the one occupying the
- hex itself (as opposed to its occupants).
- .LP
- Commands to give units orders typically default to a repetition of 100 turns
- (In some cases, this is meaningless, as in moving to a place):
- .IP s 6
- Sentry; the current unit "goes to sleep",
- only wakes up by explicit command or when an enemy pops into view
- (the enemy unit won't necessarily be adjacent, if the unit on sentry
- duty can see far-off hexes).
- .IP w 6
- Wake up; the unit's orders will be erased
- (whatever they were) and it will ask about its next order (not
- always immediately). This command interprets an argument as a radius for
- the effect of waking up; for instance, the default of 0 means to wake only
- the unit itself, 1 means to wake up adjacent units as well,
- 15 will wake up a screenful of units, and 999 will usually wake all units.
- .IP W 6
- Wake all; both the unit and all its occupants will be woken up, as
- well as all of their occupants, recursively.
- The command is otherwise identical to 'w'.
- .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 r 6
- Return; unit returns to nearest transport by shortest route.
- It will not return to transports with no room or no supplies.
- Most useful for aircraft, but works with any unit.
- .IP m 6
- Move to a position; this is equivalent to mouse clicking, but can be used
- with mouse-less interfaces or to move further than one screen width. You will
- be prompted to do movement commands (either mouse or keyboard), then can use
- the space bar to designate the final destination.
- .IP f 6
- Follow leader; follow another unit.
- The program will ask you to designate a unit to be followed, which must be
- one of your own. The interaction is identical with that for 'm'.
- Each turn the unit either attempts to move
- towards its given leader, and sits if it is within a couple hexes of
- the leader. Units will not follow themselves.
- .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.
- The command will prompt for a standard direction to decide how to start, then
- a contour-following algorithm will continually try to keep the unit adjacent
- to impassable terrain (thus armor might use this command to go around a
- mountain range or forest). Because the terrain is in discrete hexes,
- it is possible for the unit to get confused, but that's life.
- .IP Z 6
- Patrol; set the current unit to go back and forth between two points.
- One point is the unit's current position, and the other will be prompted
- for. The roundtrip will be repeated for the number of times designated
- by the command's argument.
- .LP
- Commands for modes. There are only two modes defined at present:
- move mode (the default) and survey mode.
- Most commands 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. The other commands are still
- available; for instance, you can
- give a unit new orders or to set unit production.
- .LP
- Commands for general manipulation of units:
- .IP d 6
- Delay move; unit's movement is delayed until all your other units have been
- moved, then it will be prompted for again. Useful in crowded situations.
- Delay can be used on any number of units any number of times during a turn.
- .IP P 6
- Set unit production; will ask for a type of unit (if a choice possible)
- and then schedule construction
- for a unit of that type.
- Any partial production will be discarded.
- .IP I 6
- Idle; cancel production for the given unit and leave it idle for a while
- Default is 100 turns, argument to command overrides.
- .IP C 6
- Call unit by name; prompts for a string by which current unit
- will be referred to.
- If string is empty, unit name will be removed.
- If this command is done when the cursor is on an empty hex, the string will
- become the new name of the whole side instead.
- .IP D 6
- Disband; unit disbands and disappears from game.
- Not all units can be disbanded; for instance, most periods will not allow
- the voluntary destruction of a city. If an occupant is disbanded, then its
- transport will get any available resources, both those held as supplies and
- any used in making the disbanded unit (possibly not all, depending on the
- period's "efficiency" parameter).
- .IP a 6
- Cycle through occupants; this can only be used in survey mode, and allows
- examination of each occupant and its suboccupants. The order of traversal
- is depth-first, and cycles through all units in the hex repeatedly.
- .IP x 6
- Mark a unit; used with embarkation, below. Only one unit is ever marked at
- any one time.
- .IP e 6
- Embark; put the current unit onto a random transport in the same hex.
- This is useful
- when you don't want to move transport or unit out just for the
- purpose of boarding.
- If the marked unit is in the same hex,
- it will be used as the transport.
- .IP g 6
- Give supplies; transfer all types of supplies from the current unit to its
- transport, if there is one. The default is to try to fill up the transport
- if possible. If an argument is supplied, it means to transfer exactly that
- quantity of each resource type. If the current unit is low on some type,
- then it will transfer half of what was requested. (Repeating the command
- transfers half again, and so forth.)
- .IP t 6
- Take supplies; transfer all types of supplies to the current unit from its
- transport, if there is one. The default is to try to fill up the current
- unit, or to interpret the argument as the quantity to take. If the transport
- is low, then it will only transfer half of what was requested.
- .IP O 6
- Set standing orders; will ask for type of unit to which standing orders
- will apply, then goes into a "teach mode"; the next input will saved as
- an order rather than being applied to some unit.
- When any unit of the appropriate type enters the unit with the standing order,
- it will be given those
- orders and carry them out. There is no way to cancel standing orders
- at present, but occupants can be set to wake up during entry.
- .IP G 6
- Give unit; give the current unit to the side specified by the argument.
- If the side is invalid, then the unit is made neutral. Not all unit types
- can be given away.
- .LP
- Commands for side manipulation:
- .IP c 6
- Center; the list of units is sorted so that the one at the current cursor
- will move first, and others move in concentric circles outward. This is
- useful for concentrating on one particular area and reducing the amount of
- map redrawing.
- .IP M 6
- Message; send a message to another side. The side is specified by giving its
- number as a prefix to the command; if the number is not the number of a side,
- then your message will be broadcast to all sides (including yourself).
- You may type in a message up to the
- length of the prompt window. Backspacing is available.
- When a newline is entered, the message is sent immediately to
- the destination.
- Specially recognized messages must be typed exactly, with no other words
- or characters in the message:
- .IP war 12
- Declare war. Only one side need do this. This involves all allies on both
- sides immediately.
- .IP neutral 12
- Declare neutrality. Both sides must send this message to each other.
- .IP alliance 12
- If two sides send this message to each other, they become formal allies.
- The display changes to reflect this, as do things like wakeups, etc.
- All sides in the game will hear about the alliance.
- .IP briefing 12
- Sends the view of all of your units to the other side. Useful for allies,
- as well as to convince a victim that further resistance is hopeless.
- Of course, the victim's position might not be so hopeless after all, in
- which case you've given away all your secrets!
- .LP
- Commands for game control.
- .IP X 6
- Resign; resign from the game, (asks for confirmation first).
- The effect is the same as losing.
- .IP Q 6
- Quit; terminate the game for everybody (asks for confirmation first).
- 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 the game state into a file and exit
- (asks for confirmation first).
- The saved game is ASCII and unprotected,
- so it's possible to "checkpoint" games and engage in other kinds of cheating.
- The game exits once it has been saved. To restart, start up the program
- without any command line arguments, and in the directory where the save
- file is located. If players are specified on the command line, then they
- override the saved player data. This is one way to switch sides; for instance,
- saving from "xconq" and restarting with "xconq -r -e 1 $DISPLAY" has the
- effect of you switching sides with the machine.
- .IP A 6
- Add player; add a new player to the game (not implemented yet).
- .IP o 6
- Options; set various options. Each option is a single character.
- Options at present include:
- .IP g 12
- Graph; toggle between text and bar graph displays about the current unit's
- supplies, hit points, etc.
- .IP d 12
- Display mode; cycle between four different color display techniques.
- The curses interface also has two display modes (one or two terrain chars
- per hex), but you still have to cycle between four modes.
- .IP i 12
- Invert; invert foreground and background colors everywhere (monochrome
- only).
- .IP w 12
- Width; set the width of the map display to be the value of the argument.
- This is measured in hexes.
- .IP h 12
- Height; set the height of the map display to be the value of the argument.
- This is measured in hexes.
- .IP n 12
- Notices; set the number of notice lines at the top of the screen.
- .IP r 12
- Robot; convert yourself into a machine player. This asks for confirmation,
- and is not reversible! However, if there are no other human players,
- ^C is re-enabled, so at least you can terminate the program.
- .IP m 12
- Monochrome; This has the bizarre behavior
- of converting a color display into its monochrome equivalent.
- Actually intended for debugging, but pretty flashy if you're bored.
- .LP
- Information commands.
- .IP ? 6
- General help; show a sequence of help screens, starting with a list
- of commands, then a display of icons, then any news, then general
- info about the period, then the characteristics
- of each unit (as for '=' below). You may page back and forth through the
- screens.
- This general help is available in both move and survey modes.
- Some specialized prompts (such as for unit type) will
- also recognize '?', but will only supply more details about possible answers
- to the prompt.
- .IP / 6
- Identify; display a short phrase indicating what is being seen
- in the hex 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 'p'.
- .IP p 6
- Print; dump 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.
- It will include designer's notes about the period which cannot otherwise
- be obtained.
- Also print the current view, and a list of the commands.
- .IP v 6
- View current unit; display a flash that should be bright enough to
- catch the eye and make it easier to see where the current unit is.
- .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 \fIxconq\fP is a single program, despite opening multiple
- screens, and attempts to redraw may be ignored for awhile.
- .LP
- Additional commands are available for building scenarios, and are described
- in the customization document.
- .SH
- PERIOD HELP
- .LP
- The help screens describing unit characteristics include an enormous amount
- of information. In fact, a period that utilized the full range of capabilities
- would be too complicated to play, even as a computer game.
- As a result, the help screen are rather compact and cryptic.
- For any single unit, there are three tables, summarizing the unit's
- relationships with resource, terrain, and other unit types.
- The numbers in parentheses are default values that fill in
- any blank entries.
- .LP
- Resources:
- .IP ToBui 8
- Amount of resource needed to build the unit.
- .IP Prod 8
- Amount produced each turn under best conditions.
- .IP Store 8
- Amount that can be carried around.
- .IP Eats 8
- Minimum amount consumed during a turn.
- .IP ToMov 8
- Amount consumed by moving one hex.
- .IP Hits 8
- Amount needed to hit another unit.
- .IP HitBy 8
- Amount needed to be hit by another unit.
- .LP
- Terrain:
- .IP Slowed 8
- Move penalty for entering hex with the given terrain type.
- Default is negative, which prevents movement entirely.
- 0 means can move in at maximum speed.
- .IP Rand% 8
- Chance (in hundredths of a percent) to move randomly in
- the terrain.
- .IP Hide% 8
- Increased difficulty for others to see unit in this terrain.
- .IP Defn% 8
- Increased difficulty for others to hit unit in this terrain.
- .IP Prod% 8
- Productivity of this terrain for resource production.
- .IP Attr% 8
- Chance (in hundredths of a percent) for attition to occur.
- .IP Acdn% 8
- Chance (in hundredths of a percent) for an accident to occur.
- .LP
- Other units:
- .IP Hit% 8
- Chance to hit a unit of that type.
- .IP Damg 8
- Number of hit points of damage done when hit successful.
- .IP Cap% 8
- Chance to capture unit.
- .IP Guard 8
- 1 if capturing unit converted into garrison.
- .IP Pro% 8
- Percentage of hit that is prevented from hitting the
- unit type that occupies, or decrease in chance of hit
- on unit type transporting this unit.
- .IP Holds 8
- Number of units that can be carried.
- .IP Enter 8
- Extra moves consumed by entering the transport type.
- .IP Leave 8
- Extra moves consumed by leaving the transport type.
- .IP Mob% 8
- Transport mobility when carrying unit type.
- .IP Bridg 8
- 1 if can attack unit type across impassable terrain.
- .IP Build 8
- Basic construction time for the unit type.
- .IP Fix 8
- Time to repair one hit point of damage to the unit type.
- .LP
- The customization document has additional explanation for
- some of these (rather obscure) parameters.
- .SH
- HINTS
- .PP
- .I
- Generally in war the best policy is to take a state intact; to ruin it
- is inferior to this. -- SUN TZU
- .PP
- .I
- Attack where he is unprepared;
- sally out when he does not expect you. -- SUN TZU
- .PP
- .I
- There has never been a protracted war from which a country has
- benefited. -- SUN TZU
- .P
- .LP
- The works of Sun Tzu and Clausewitz say nearly all there is to
- be said on strategy in general.
- \fIXconq\fP strategy is fairly close to real strategy.
- .LP
- The most important consideration is to conceal your own
- forces and movements as much as possible. Decoys and feints are worthwhile
- if they don't draw critcial strength away.
- .LP
- Secondly, don't rush to attack with weak forces. Especially over long
- distances, the defender has the advantage. Wait until you have assembled
- enough to take and hold a piece of territory, then allow some extra, just
- in case.
- .LP
- Make a plan, and have some contingency plans ready as well.
- .LP
- Be ready to take advantage of opportunities.
- .SH
- PERIODS
- .LP
- \fIXconq\fP starts with one period compiled into it. It can also read
- and interpret other periods. Typically the installer will have built
- in the period called "standard", for which the description is included
- below.
- Other periods include Napoleonic times, Ancient Greece, a somewhat silly
- futuristic period, an even sillier "Star Wars" period, whose sole reason
- for existence is to watch death stars blast cities, a "flattop" period
- featuring carriers, some simulations of board games, and more.
- .LP
- The standard period
- represents units of about 1945, from infantry to atomic bombs. This is
- the most familiar, which makes it easier to play, but also more controversial,
- since historians have many conflicting theories about which kinds of
- units were most effective. This set has been most influenced by other
- empire games (thus the greater variety of ships),
- and the numbers have been honed by extensive playing experience at Utah.
- .IP
- Infantry. The infantry division is the slowest of units, but it can go almost
- anywhere. It is also quick to produce. Infantry is the staple of
- campaigns - a little boring perhaps, but essential to success.
- .IP
- Armor. The armor division is highly mobile and hits hard. Unfortunately,
- it is limited to operating in open terrain - plains and desert. It also
- takes longer to produce. Armor can last twice as long in the
- desert as infantry. Both armor and infantry can
- assault and capture units; they are the only units that can do so.
- .IP
- Fighters. A fighter is a squadron or wing of high-speed armed aircraft.
- Their fuel supply can be gotten only at units, towns, and bases, so they
- must continually be taking off and landing. Fighters are not too effective
- against ground units or ships, but they eat bombers for lunch. Fighters
- are very good for reconnaisance - important in a game where you can't always
- see the enemy moving!
- .IP
- Bomber groups. Bombers are very powerful, being capable of destroying any
- unit. Attrition rate in such activities is high,
- so they're not a shortcut to victory! Bomber performance against
- other units is less impressive, and of course fighters love to munch on them.
- Bomber range is greater, but they are slower, taking several turns before they
- must land. They are also a last-ditch method to escape from a continent
- if no seaports are available.
- .IP
- Destroyers. Destroyers are fast small ships for both exploration and
- anti-submarine activities.
- .IP
- Submarines. The favorite food of submarines is of course merchant shipping
- and troopships, and they can sink troop transports with one blow.
- Subs can't be seen by the other side, although their
- presence might be suspected. Subs are always highly vulnerable to attack
- by bombers or even fighters.
- .IP
- Troop transports.
- This is how ground units get across the sea. They can defend
- themselves against ships and aircraft, but are basically vulnerable.
- They're not very fast either.
- .IP
- Aircraft carriers. Compensates for the fighter's limited range by providing
- a portable airport. Carriers themselves are sitting ducks, particularly
- with respect to aircraft. Fighter patrols are mandatory.
- .IP
- Battleships. The aptly named "Dread Naught" has little to fear from other
- units of this period. Subs may sink them with enough effort, and a group
- of bombers and fighters are also deadly, but with eight hit points to start,
- a battleship can usually survive long enough to escape.
- Battleships are very effective against units and armies, at least the
- ones on the coast.
- .IP
- Atomic bombs. The Final Solution; but they are not easy to use. A bomb
- takes a long time to produce, moves very slowly by itself, is easily
- destroyed by other units, and reduces the range of bombers that
- carry it.
- The plus side is instant destruction for any unit of any size!
- .IP
- Bases. To simplify matters, this can serve as a camp, airbase, and port.
- Bases cannot build units, although they can repair some damage.
- .IP
- Towns. Towns are the staple of territory. They produce units at the
- same rate as cities, but are easier to capture.
- .IP
- Cities. Cities are very large, powerful, and well defended. They are
- basically capital cities, or something in a comparable range. (New York
- and San Francisco are cities, Salt Lake City and San Antonio are towns.)
- A city is worth five towns, territory-wise.
- .LP
- Current thinking about optimal strategy for this period differs. In general,
- blitzkrieg works, and can win the game in a hurry. The problem is to
- muster enough force before striking. One full troop transport is not
- enough; the invasion will melt away like ice cream on a hot sidewalk, unless
- reinforcements (either air or land) show up quickly. Air cover is very
- important. While building up an invasion force, airborne assaults using
- bombers and infantry can provide useful diversions, although it can be
- wasteful of bombers. Human vs human games on the default map generally
- last about 100 turns, usually not enough time or units to build atomic
- bombs or battleships, and not a big enough map to really need carriers
- (although bases for staging are quite useful.)
- .SH
- CHANGES FROM VERSION 1
- .LP
- Aside from the significant changes (hexes, simultaneity, period descriptions),
- there are a number of smaller changes that will affect experienced players:
- .IP
- The command to construct a base is now the same as the general build
- command \fB'P'\fP (since bases are units like any other).
- .IP
- The random movement command is gone.
- .IP
- The disband command is now \fB'D'\fP instead of \fB'd'\fP.
- .LP
- There are probably others I have forgotten about.
- .SH
- ACKNOWLEDGMENTS
- .LP
- Special thanks must go to Eric Muehle, now at Martin-Marietta, who has been
- a tireless source of ideas, advice, and playtesting.
- Mohammad Pourheidari, Bob Kessler, Kevin Deford, Spencer Thomas, Dan Reading,
- Mark Bradakis, Grant Weiler, Jed Krohnfeldt, Sandra Loosemore, Jimmy
- Miklavcic, Tim Moore, and others
- at Utah have also endured
- initial playtesting, with the apparently endless bugs and
- misfeatures. Thanks also to Leigh Stoller, who suggested using X,
- and to Harold Carr, who suggested the postfix language for period
- descriptions.
- .LP
- Since the first release, many many \fIxconq\fP
- players around the net have sent
- in literally hundreds of suggestions, fixes, and improvements.
- Significant contributors include Jim Anderson at CMU; Jay Scott at Swarthmore,
- who designed the "future" period; John Tonry at MIT, who supplied a great
- map derived from JPL data; Kurt Hoyt at SEI, who did an X11 port; Julian
- Onions at Nottingham; Ravi Subrahmanyam at MCNC; and Joel Rives at Georgia
- Tech, who is working on a large period.
- Chris Peterson at MIT and Tim Moore at Utah have been essential
- to the construction and debugging of the X11 interface to version 5.
- In addition, A.G. Hirai, Jeff Kelley, John Shovic, Dave Pare, Michael
- Lounsbery, Josh Siegel, Fred Douglis, Cimarron Taylor,
- and Rick Ledoux have shared
- a number of good ideas, although not all of them made it into this version.
-