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Questo 1: Top Shareware
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proga04
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1995-10-04
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8KB
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202 lines
Battles in Time
The earth is facing imminent attack from an alien race. In order
to defeat the alien forces the people of the earth need to find
the greatest commander of all time. To qualify you will be sent
through time to take command and to fight the worlds greatest
battles. If you are successful your experience with these weapons
and tactics through time will be used to exterminate the alien
threat.
The game uses SVGA which is not an accepted standard between
video card makers. Some video cards may not work directly upon
loading the game. If you are experiencing problems with your video
try the folowing until the game displays properly.
1. BIT <enter>
2. BIT V <enter>
3. BIT N <enter>
4. BIT V N <enter>
5. load a vesa driver for your card
6. BIT <enter>
7. BIT V <enter>
8. Contact QQP
This game requires the following minimum configuration to run.
1. 386 processor or greater
2. 570K+ available conventional memory
3. 2 meg+ expanded or extended memory. The game will work with
extended memory but its highly suggested you use expanded. With
extended memory you may need up to 600k+ conventional memory and the
video in the game will run 2-20 times slower.
4. Mouse
5. Sound card recommended
6. 9 meg available hardrive space.
Instructions:
1. The game is made up of two maps a large strategic map and a
detailed tactical map. The strategic map is used to show the
location of cities, waterways, and land areas. You also move
all armies across the strategic map in order to meet the goals
of the game. The tactical map is used to resolve combat of
armies that move into the same hex on strategic map
2. The game can be played by up to 4 players and all rules are
the same regardless of the numbers of players.
3. Army Units
a. Each side can have up to 50 Army units on the board at one time.
b. There are 4 types of units to choose from
Armies
SDU (Static Defence Unit)
Recon
Camouflage
Headquarters
c. Each unit except Recon can hold up to 12 pieces.
4. Movement
Armies
size 1-4 moves 12 on roads
size 5-8 moves 8 on roads
size 9-12 moves 4 on roads
SDU
moves 2 on roads 1 on all other terrain
Camouflage
moves 8 on roads
Recon
moves 14 on roads
HQ
moves 8 on roads
Terrains have specific costs that effect movement:
roads cost 1
plains and cities cost 2
hills and forest cost 4
rivers cost 6
mountains cost 8
5. Unit characteristics
a. All units move same in water as roads but units entering water
can not enter a land hex until next turn.
b. Entering a hex with an enemy unit ends that units movement for
that turn.
c. Units can not move directly from water into a city.
d. A maximum of two units can be moved into a hex each turn on
the strategic map.
e. Unit types
1. Armies
a. Gets a basic sight 2 hexes away.
2. SDU's
a. Gets a basic sight 1 hex away.
b. Always sighted as a Army.
c. Can not be replenished
3. Camouflage
a. Gets a basic sight 2 hexes away.
b. Will be sighted as a army unit by all units.
c. Can only be discovered through attack.
4. Recon
a.Gets a basic sight 4 hexes away and a detailed sight 2 hexes
away.
5. HQ's
a.Gets a basic sight 4 hexes away and a detailed sight 2 hexes
away.
b. Cities within rnage of 4 get a plus two on building every turn.
c. Units attacking within range of HQ can't miss during Tactical.
f. Sighting
1. Basic sight will give you the largest piece of the army unit
plus the number of pieces
2. Detailed sight will give you an exact description of the sighted
unit.
5. Tactical Pieces
a. All pieces have 3 hit points
b. When firing at another piece a red flag means you hit for 3,
yellow=2 and green=1. A slash through the flag means that there
is a chance that the piece will miss due to long range.
c. An arrow underneath an enemy piece means that unit can fire on
you. Red=3 hits, yellow=2, green =1.
d. You can right click on the movement arrows to get firing
information from that point on the map. This feature allows
you to get complete firing information without having to count
hexes.
e. You can right click on a piece to get firing ranges on that piece.
f. When artillery type pieces can move you will get an arrow and a
crosshair in each hex. If you click on the crosshair the unit will
fire at that location. If you click on the arrow the unit will move
as other units.
6. Strategic map
a. The Game is played starting with player 1 though the #players
and then repeats until number of turns for game is completed.
b. All cities start with a set value. Cities contain a 2 hex region
around the city, that must be controlled in order for the city
to thrive. Cities owned by a player will increase 1 in size each
turn as long as the region is controlled. If an enemy Unit
is within the region boundaries then the city will decrease 1 in
size each turn.
c. Each player will start with 1 to several cities on the strategic
map.
d. Each player will recieve buy points to purchase Units and pieces.
All Units will start in the players friendly area (3 hexes around
each city).
e. Each player phase does the following:
1. Buy and Place Units in owned supply cities (cities with a white
square around it)
2. Get sighting report of any Units in range of your pieces
3. Move Units.
a. If a Army unit moves into a enemy controlled hex then movement
is complete for that turn.
4. Resolve any combat on tactical map.
5. Add up points by the following formula. All casualties you
killed this turn plus value of all cities you own and add that to
points from previous turns.
6. Mark control of a new city if you have a Army unit in that city
hex.
a. some cities will take up to 3 turns to control if your army
size isn't large enough.
b. you have to sit in a city hex for 3 turns with any type of unit
to change it to a supply city.
7. (starting on the second turn) Count up the city points available.
8. increment/decrement city size based on control of the cities'
region.
9. Proceed to next player.
7. Tactical map
a. Each player recieves all pieces that are in that hex during
that turn to be placed on the tactical map.
b. Attacking player will place pieces behind the shading
representing 1/4 of the area of the map.
c. Defending player will place pieces behind the shading
representing 1/2 of the area of the map.
d. during placement defending player will have the option to DIG IN
this feature allows the unit to avoid damage from secondary
artillery shots. The down side is the piece can only move one and
then losses its digin status.
e. The battle will last a nuber of turns based on the following:
1. <33 pieces-> 1 phase
2. >=33 pieces-> 2 phase
f. Before the first phase a mini phase is done that consist of the
attacking player and defending players swapping shots without
movement.
g. Each phase does the following
1. attacking player moves and fires.
2. defending player returns fire.
3. defending player moves and fires.
4. attacking player returns fire.
5. Repeat until all phases have been completed.
h. Winner of the battle is determined by the player who has lost
the least percentage of his pieces.
i. The winner will determine the retreat path of the loser.
The loser can not be retreated into a neutral city or into
another enemy controlled hex. If there is no retreat path the
losers' Army units and pieces are removed.
8.
a. If you left click at the top of the panel you will get a pulldown
menu where you can save game and adjust certain items through out the
game.
9. Please enjoy this demo of Battles in Time.