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Inter-Stellar Annihilation v0.992 Players manual
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Background History:
~~~~~~~~~~~~~~~~~~
The year was 3843, and the great war raged on. Many empires
struggled to survive. After 3 years of brutal fighting a peace
treaty was signed and the war ended.
Now it is 3876 - exactly 50 years after the great peace treaty
was signed. Empires have been rebuilt and are now even stronger then
before. Each empire is eager to gain control of the universe. This
time you are the high command of your empire, and you will have to do
battle with not only the empire's in your galaxy but also in far-away
galaxies (Using the games' Multi-BBS feature) So be prepared to make
the right decision's cause even ONE wrong move could be your last!
How to Play:
~~~~~~~~~~~
The game itself is quite simple to play: you are in COMPLETE
command of your empire. Managing it is not difficult, though, as you
have an intelligent computer to assist you. When the computer
prompts you for a decision you simply answer the question and the
computer takes care of the rest! Hints and Examples of what
decisions you are expected to deal with, as well as more detail on
the information you will be presented is explained in this document.
Your Stats:
~~~~~~~~~~
1) % Empire that is peaceful: This is the percentage of your empire
which is not engaged in war. It is important to keep this number
as close to 100 as possible because it helps determine:
(a) How many people leave you empire,
(b) How much money you make on your tourist planets,
(c) and how willing your spies are to defect.
2) % Army Efficiency: This is the percentage efficiency with which
your army will fight. It is important to keep this number as
high as possible because your army will defend and attack more
effectively.
3) Tax Rate: This determines how much money you will generate from
taxing your people. The higher the % the more money you will
make; however, if the number gets too high people will start to
leave your empire as a result.
4) Draft Rate: This number determines how many people will be
conscripted into your army. (NOTE: You must also have Army Boot
Camps planets to train them in). The higher this number, the more
greater the amount of people will join your army; however, as with
the tax rate, if you set this percentage too high, people will
leave your empire.
Military Weapons:
~~~~~~~~~~~~~~~~
Troops:
------
Knife Troops: These Troops are the cheapest to buy and easiest to
train. They do not need ammo, but do not fight as strongly as the
either Machine Gun or Laser Troops.
Machine Gun Troops: These Troops are easier to train the Laser
troops but harder to train then Knife Troops, they DO require
ammunition in order to fight, but fight better then knife
troops. You can produce ammo by setting your industrial
percentages below 100%. The remainder will go to the production
of ammo.
Laser Troops: These are the strongest type of Troop since they do
not require ammo. However, they are not much stronger then Machine
Gun Troops and are harder to train.
Aircraft:
--------
Fighters: Fighters are used mainly for Air-to-Air attacks and as
such they are not very efficient at attacking ground troops, fighters
also make for poor defensive weapons as their design is primarily for
attacks.
Bombers: Bombers are used for taking out ground troops and
artillery. They are more effective then Fighters against
anti-aircraft fire and more effective at taking out ground
troops.
Anti-Aircraft:
-------------
Anti-Air Machine Guns: These are used to destroy attacking
aircraft. They are purely defensive and DO require ammo. You
can produce ammo by setting your industrial percentages below
100%. The remainder will go to the production of ammo.
Anti-Air Lasers: These serve the same purpose as Anti-Air
Machine Guns but they do NOT require Ammunition and are a bit
more effective.
Building an Army:
~~~~~~~~~~~~~~~~
Forces may be accumulated by purchasing them at the government
spending menu, or by producing them with industrial planets.
Troops may be trained on Army Boot Camp planets.
Ammo is produced only on industrial planets. If you set your
industrial percentages to a total of less then 100, the
remaining percent will be used to produce ammo.
Spies:
~~~~~
You many also use covert government agents to weaken the
opposing empires. Once you have bought a spy, a menu with the
various options will appear. I'll let you find out what each
one does. <big EVIL grin>
If the game you are playing is setup to take advantage of ISA's
multi-BBS features then you will also have the option to send
different types of spies to other BBS's. There are several spy
options available to local spies that are not to remote spies.
Planets:
~~~~~~~
Urban:
-----
Urban planets are used to house your population and to attract
people to come to your empire. A large number of Urban planets
will make your empire solid and less likely to collapse. As well
by attracting more people to your empire you will make more money
from taxes.
Food:
----
Food planets will produce food to feed your people and troops.
As well, any excess food may be sold to the Inter-Galactic
food market for profit. If you have a shortage of food, it
may also be purchased from the Market, IF there is any in the
Market!
Army Boot Camps:
---------------
These planets are used to train soldiers which will join your
army. The more planets you have, the more troops will be
trained. The type of troops that are trained by these planets
is determined by your Military Training Percentages (these can
be changed at the 'Other Government Options' menu ['G' from the
government spending menu]).
Industrial Planets:
------------------
These planets are very similar to army boot camps; however, they
produce Fighters, Bombers, and Anti-Aircraft guns. The percentages
may also be changed from the 'Other Government Options' menu.
REMEMBER: Left over percentages are used to make needed Ammo!!
Tourist Planets:
---------------
These planets are used to make money for your empire in times
of peace they will make more then mines however your income
from them will decline if your empire is not peaceful.
Mines:
------
These planets will produce a steady income for your empire. Also
some times if you are lucky a rare substance will be found in
your mines, which will increase your mining income significantly.
Attacking:
~~~~~~~~~
You may attack any other empire playing as long as they are not
under "Protection". The inter-galactic police provide new empires
with a certain amount of protection from older empires (the number
of turns of protection is configured by your SysOp).
There are two types of attacks:
1- Regular attacks, these are normal attacks and will allow you to
capture planets.
2- Devastation attacks, these attacks are purely used to destroy
your enemy forces and will not capture planets.
Multi-BBS Attacking:
~~~~~~~~~~~~~~~~~~~
Providing your SysOp has this option configured you may also attack
users on other BBS's (these BBS's must be configured by both
SysOps). These attacks may take a little longer then attacks on
people playing on the same BBS as you because some files must get
sent back and forth to the BBS you are attacking. Other then this
it works in the same way local attacks work.
Treaties:
~~~~~~~~~
If you wish to make alliances with other members of the game you
may select the peace treaty option from the government options menu.
This will allow you to choose what type of treaty you would like to
send. Either No Attack, No Spies, or No Attacks or Spies. The
person you send this offer to will then have the option of accepting
or rejecting it. If it is accepted your treaty will be enforced by
the galactic police.
Blackmailing:
~~~~~~~~~~~~
If your looking for a way to make money, you can offer other empires
peace for a certain amount of days of a price, of course. This will
be enforced by the galactic police so if you make a deal with
someone make sure you can live up to your end of the bargain.
NOTE: The empire you blackmail can still attack you. When you
blackmail you guarantee the other empire you will not attack
them, provided they give you the funds that you asked for.
Messaging:
~~~~~~~~~
The current messaging system allows for only 3 lines of text to be
sent. This is to reduce the time it takes for remote messages to be
sent. You may send messages to people playing on the same BBS as you
are and (if your SysOp has it configured) you may also send to the
other BBS's connected to yours.
Random Events/Hidden Features:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are many random events that can happen while you are playing
ISA. Some of these events are purely random, others are not so
random, but are based on this that you do. There are both good and
bad events that can happen to you so make sure you always have some
money in reserve in case something unexpected happens to you. =)
As well ISA also has several hidden options, most of them will help
you in various ways, but there are tricks to them as well.
Registered Features:
~~~~~~~~~~~~~~~~~~~
If your SysOp has been kind enough to register this door you will
have some special options:
1- The use of the galactic bank, which will allow you deposit money,
this will make interest at a rate set by your SysOp. You can
also access this money to pay off people when you are blackmailed
or when you do not have enough money to pay for your people,
planets or military.
2- You will have the use of the galactic casino where you can bet on
things such as: Blackjack, Coin Flip, Roulette and The Horses.
3- The ISA Bar and Bartender. This is more for fun then anything
else however you can get some very useful information from the
bartender such as several hidden elements in ISA.
Hot-Keys:
~~~~~~~~
Note: Most menus are hot-keyed, that is you may select an option
from the menu before the menu has finished displaying, this will
abort the text display and carry out which ever option you have
selected.
As well, most other text display maybe aborted with, 'S',
<Return> or <Space>.
For Support please call:
The Shadow Lands BBS
(604)261-6144
2400 bps N,8,1
Vancouver, BC, Canada
FidoNet: 1:153/769
SIGnet : 25:4604/171
DoorNet: 75:7604/202