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1992-10-11
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CAMPAIGN
Version 6.1
October, 1992
Dwain Goforth
Milestone Software
1260 Sunset Avenue
Arcata, California
USA 95521
(707) 822-1291
USER MANUAL
Welcome to CAMPAIGN, a strategy game for one or two players.
CAMPAIGN requires an IBM-compatible microcomputer with a high-resolution
VGA color graphics board and monitor. A Microsoft compatible mouse is also
required.
CAMPAIGN was formerly known as ARMY and CIVIL WAR. It is now thoroughly
rewritten and updated with many new features.
The following files are required to run CAMPAIGN and must be together on the
default directory:
CAMP6 .EXE - the main program
LAND .EXE - landscape board design program
CPPIECES .VGX - misc. graphics
xxxxxxxx .BRD - board pieces and raft data files
xxxxxxxx .LND - landscape data files
xxxxxxxx .VGX - image files
Also included is PCX2VGX.EXE which will allow you to use your own paint
program with CAMPAIGN landscape boards (see below and about special
contest.)
PLAYING THE GAME:
Upon startup CAMPAIGN will display the opening screen and then present you
with the Main Menu. At the menu you may choose a board and play the game,
create a new board piece setup configuration, edit a setup, delete a board
file, run the LANDSCAPE program or quit back to DOS. The menu screen also
displays the available boards to choose from (if there aren't any, you
started CAMPAIGN from the wrong directory! Choose <Q>uit and change your
default directory to the one with CAMPAIGN.EXE and the *.BRD files.)
To play the game, hit the "1" key and then user the cursor arrow keys to
select a board startup configuration file. Hit <ENTER> to start the game or
<ESC> to return to the Main Menu.
After selecting a board file you will be presented with the "OPTIONS MENU"
where you may modify the features of the board before play and/or save any
new configuration to file.
OPTIONS MENU:
At the options menu, you have a number of features and toggles you can set
for game play. Most are self-explanatory but here are a few miscellaneous
notes:
"Toggle Computer Player" allows you to play against the computer.
You may have one computer player, no computer players (i.e., two
humans) or BOTH players can be computer (interesting to watch and
see the computer player's strategy.)
"Toggle Random Rafts" will either start the game with exactly where the
rafts were located when the board was saved (if DISABLED) or place them
randomly (if ENABLED.)
"Save Options to Disk" will write the current options configuration to the
board file. You may want to do this after saving a game during play and
wishing to use the file as a regular starting configuration (see
"Saved-Game" status, below.)
Please note that if you enable "grave markers", the markers do not change
the game play in any way (you can fight or move across one or even stand on
one if you're a big enough cad.) Grave markers are not saved between games.
"Enable Wall/Bridge Effects" will allow cannons to blow up bridges and walls
by "fighting" with a 6-die. Captains can build bridges and repair walls,
also only with a 6-die. Note that blown-up walls and bridges are NOT
saved between games.
If you enable "reinforcements" you may occasionally receive reinforcements
at the edge of the board closest to your Captain.
- - - - - - -
CAMPAIGN has two opposing armies, the West (blue) Army and the East
(red/grey) Army. When the dice are presented on the left side of the screen
it is West's (blue) turn, when the dice are on the right side of the screen
it is East's (red) turn.
Each player begins with playing pieces consisting of infantry, cavalry and
cannons commanded by one or more Captains on a board of over 1000 locations
containing forests, roads, rivers, walls, bridges and lakes. A few mines may
be placed randomly on the field. If you are lucky, you may receive
reinforcements during the game.
The object of the game is to defeat the opposing Captain in battle while
protecting your Captain from attack. If you lose your last Captain, you
lose the game.
Each kind of playing piece has its own movement power, fighting power and
fighting range. For example, cannons are powerful but slow, can shoot over
blocking pieces, break walls and blow up bridges, but can't go in the water
(though they can ride the rafts.)
Each turn consists in the play of four dice. For each die, a piece can
either move or fight. Movement value is determined by the die value, the
movement power of the piece, and the terrain that the piece is on when it
begins movement. Fight outcome is determined by the die value and the
fighting power of the attacker versus the defender's die value and fight
power.
It's pretty much that simple, either MOVE or FIGHT for four pieces per turn,
so the novice can play instantly. You will find out right away, however,
that defeating an intelligent opponent is no easy matter!
The following is a list of the of the pieces, and kinds of terrain:
----- GAME PIECES -----
CAPTAINS - Your captain must protected at all costs. It is handicapped
by slow movement (he has to pitch his tent and polish his boots at each
stop.) It has a fighting power of 1.83333 times the die making it the
strongest piece. The captain can fight with impunity against any other
piece except the other captain; that is all fights INITIATED by a captain
end in victory for the captain or a draw. The captain's attack range is 2
spaces but unlike all the other pieces can only be attacked from an
adjoining space. Because of this, your captain is completely protected if
it is surrounded by your men, water or walls (but see Cannon and walls).
Captains cannot cross water either to move or fight (they don't want to get
their boots muddy) but they can use the bridges or ride the rafts.
Captains can repair bridges (destroyed by cannons) by "fighting" the blown
up bridge section with a SIX die. Captains can also place new wall sections
by "fighting" a piece of ground (not water) with a SIX die. Note that blown
up bridges and new walls are NOT saved if you exit a game.
Captains are the slowest pieces, being able to move only .51 times the
value of the die.
CANNONS - The cannons are second in fighting power (1.5 times the die)
and can attack from within 3 spaces except against a Captain for which they
have to be on an adjoining square. Cannons have the unique ability to
destroy walls by using a six die to fight against a wall (only a six will
work). After the wall is destroyed the pieces are free to move or fight
through it. Cannons can also blow up bridges by "fighting" a bridge with a
six die.
While powerful, cannons are slow, having a move ability of only .751 of the
die value. They cannot cross water (they would rust) but can use the
bridges and rafts. They can, however, fight across water (cannonballs fly
through the air, right?)
CAVALRY - The horsemen have a move ability of 1.251 times the die
value so they are the fastest pieces. They can cross water (if the far
shore is within range) but the water will slow them down to just reaching
the far shore no matter if the die value is greater. Their fighting power
is 1.16667 times the die and they can attack within three spaces. Fighting
across water will reduce their fight power by one (actually the value of the
die will be decreased by one.) If they are defeated in battle by a net
score of less than 1.5, a Cavalry will turn into an Infantry (i.e., only the
horse got killed. This is also true for cannons.)
INFANTRY - The foot soldiers take the brunt of the fighting and are
often called on for suicide missions (just like real life.) They have a
fight power of one and a move ability of one times the die. They only have
an attack range of one so they cannot fight across water but can move across
water with the same restrictions as cavalry.
QUICK TABLE
PIECE MOVE POWER FIGHT POWER FIGHT DIST RELATIVE POWER
Captain .51 * die 1.8333 * die 2 11
Cannon .751 * die 1.5 * die 3 9
Cavalry 1.251 * die 1.1667 * die 3 7
Infantry 1.0 * die 1.0 * die 1 6
----- TERRAIN -----
ROADS - Roads allow moves at the regular one times the move value.
Roads are fast paths through the forest. Do be aware of the subtle turns in
the roads as you may not find out you landed in forest until it is too late.
BRIDGES - Moving from a bridge has .75 times normal move value.
FOREST - Rate of movement in the forest areas is 1/2 times normal, but
only when you STARTED on forest. That means crossing forest from a start on
a road still gives the move ability of roads.
WATER - The rivers and lake on the board are barriers to captains and
Cannon (except for bridges and rafts). No piece can land on water but
Cavalry and infantry may be able to cross it. Water slows down travel and
weakens the fighting power of Cavalry. There may also be mines in water.
WALLS - Walls are barriers to all pieces, but can be broken down by
Cannon fighting them with a six die. No piece can fight across a wall,
including Cannons, no matter the normal range.
RAFTS - The two rafts provide quick transport across lakes or up and
down rivers. All you have to do is move to them and you will be on your
merry way. Note that the raft will stay on the other side until you get off
and you or your opponent again moves back on to them. Moving from a raft is
.75 times normal. IMPORTANT NOTE - When designing landscape boards using
LAND.EXE you should not have wide areas of water on the edge of the board,
or a raft may stop on the edge of a board but too far from any land to get
off.
MINES - If you have enabled the random mines from the Options Menu
there will be between 5 and 15 randomly placed mines on the board. If a mine
is within your movement range you will hear a small beep and see a warning
message. If you land on one or cross over one say goodbye to that piece
(including your Captain!) It is possible to deduce where the mines are and
try to lure an enemy over one. Mines may also show up on the water. If you
cross a mine while on a raft you will lose your piece, but the raft will
continue on its journey. Please note that when you play against the
computer, the computer knows where the mines are (if on land) and will NOT
land on them! However, since rafts move semi-randomly, the computer as
opponent may still land on water mines.
------- GENERAL RULES ---------
When you fight, the computer will role the opponents defense die, announce
the winner and display the score. A little practice with the scoring will
give you a feel for fighting ability.
No piece can move past an enemy piece if the path (determined by the
computer, of course) would land on the location of the enemy piece. You will
see a "blocked by enemy" message.
Also, Captains and Cavalry cannot fight a piece if the path to that piece is
blocked by an enemy piece. This is not true for Cannon because cannonballs
fly through the air, remember? And Infantry can fight only one square away,
anyway.
You are given the option to back out of a move or fight by hitting any
key (space bar is convenient). You may also put a die back and choose
another by choosing "BACKUP" when a die is waiting for a move or fight
choice.
Occasionally, a Cavalry or Cannon piece will be defeated, but instead of
being completely destroyed, it is changed into an Infantry piece. This is
because the difference in the attacker's and defender's score is less than
1.6666. In other words, you have only knocked the man off his horse or
disabled the cannon, not the cannoneer. (1.6666 is the magic number because
of the mathematical relationship of the dice.)
You may also be priviledged occasionally to roll four-of-a-kind, in which
case you will receive a FREE TURN!
SAVING THE GAME - If the players wish to end the game before a captain is
defeated they may quit via the <ESC> key when CAMPAIGN is waiting for input.
You will be asked to confirm your choice and then be allowed to save the
game in its present configuration (all dice, pieces, rafts, but NOT
destroyed or new walls and NOT blown up bridges.) The default filename for
the saved game is LASTGAME.BRD. (You may skip saving the game by hitting the
<ESC> key again which will take you back to the Main Menu.) Please note
that resuming the game later will start with the same player who's turn it
was when the game was saved. In this case will be saved in the "SAVED-GAME"
status, which means when you again load the game you will be presented with
the option of either returning to the exact place in the game (even in the
middle of a turn), or to "turn off" the saved-game status and use the
regular Options Menu.
-----------------------
EDITING PLAYING BOARDS:
Choosing Edit Playing Board from the Main Menu will display the playing
board and place the rafts in a default position. The other pieces are
arranged on the side of the board, ready for you to place them. To add a
piece to the board, move the cursor to it, click the left mouse button (or
hit <ENTER> if playing with keyboard.) Then move the cursor to the desired
location and hit the right button (or <ENTER>) to place it. You may repeat
this until the board is to your liking. You are limited to 100 total pieces
on the board.
You can add walls to the board by doing the same process with the wall piece
which is off the board to the right. You can place up to 100 wall sections
on the playing board.
You may remove a piece from the board by clicking it with the RIGHT mouse
button.
You can also move the rafts to new locations by first choosing them with the
left button and then dropping them with the right button.
When satisfied, hit <ESC> and enter a filename for the board.
The .BRD extension will be added automatically so do not add an extension
(or use the period or illegal filename characters (\,/:*?) in the name.)
You may then modify the remaining options for the board at the Options Menu
when you load the board.
You can also abort the process by hitting <ESC> at the filename prompt.
NOTES ON PLAYING BOARDS:
Remember that if you save a board during play, using the board again will
always start with the player who's turn it was when the game was saved in
the "Saved-Game" status which you can use to restart the game at the exact
position and dice as when you left it. If you want to permanently change a
"saved-game" board to a regular starting board just disable the saved-game
status and re-save the board at the Options Menu.
--------------------------
CREATING and EDITING LANDSCAPE BOARDS:
The LAND.EXE program allows you to design your own landscapes. Each
landscape board you create will have one .LND data file and one .VGX image
file. Using these, you can create multiple startup .BRD file configurations
in CAMPAIGN.
When designing landscape boards you choose a terrain styles and place pieces
using the LEFT mouse button. The right mouse button is always preset to
place forest.
The large terrain pieces on the left side of the screen allow diagonal roads
and bridges that are more pleasant to view. Please note that rafts require
fairly wide rivers to move very far.
When finished, hit escape and give your landscape board a filename. A .LND
and .VGX file will be created. ALSO, a blank .BRD file will be created which
you can use as a template for making your own .BRD files.
HOW TO MAKE YOUR OWN CUSTOM LANDSCAPES (and contest announcement!)
You will need your own paint program to have the ability to "capture"
graphic images with a TSR capture program (such as Delux Paint's CAMERA) and
also the ability to save files in 640x480 pixel, 16-color PCX format.
First, you load your capture TSR. Then you prepare your landscape board in
LAND.EXE and create a .LND and .VGX file. While LAND is running, capture
the board to a file type that your paint program will use. Next, exit LAND
and make a backup copy of your .VGX file.
Now edit the captured image in your paint program. First, erase any
extraneous information that is not part of the board. You can modify in any
way but DO NOT actually recreate water or forest or land in NEW places, just
use the existing locations of the kinds of terrain (remember that it is the
.LND file that tells CAMPAIGN where the water, forest, bridges and roads
are.) Also, remember that if you change the color palette in the image you
will be changing it also for all the pieces and and the rest of the CAMPAIGN
game. When satisfied, save your modified file as a 640x480 16-color PCX
file.
Lastly, run the PCX2VGX.EXE conversion program supplied with CAMPAIGN on
your PCX file. Example: If your original .LND and .VGX files were TEST.LND
and TEST.VGX and you created a TEST.PCX file you would type "PCX2VGX TEST"
at the DOS prompt (it will overwrite any TEST.VGX that already exists so be
sure to make a backup of your original .VGX.) Remember that the .LND and
final .VGX files must have the same root name.
If the conversion is successful you will have created your own hand-drawn
custom CAMPAIGN landscape board! So now for the contest! If you make any
especially nice landscape boards for CAMPAIGN I would like to see them. If I
decide to include them in a future release of CAMPAIGN I will give you a
free copy of the game and include your name in the credits! You will need
to send me both the .LND and .VGX files.
---------------
Well that's about it. Don't forget that the <ESC> key is the quit key
during regular game play. And don't forget that you must be right next to a
captain to fight it.
---------------
* LEGAL STUFF *
CAMPAIGN is Copyright, 1989-1992 by Dwain Goforth. All Rights Reserved.
This game is Shareware. Distribution by any means for any monetary
consideration other than the simple cost of duplication or transmission is
prohibited.
Dwain Goforth
Milestone Software
1260 Sunset Ave.
Arcata, CA 95521 USA
(707) 822-1291
You are obligated to register with the author if you intend to use CAMPAIGN
past a trial period. Your registration of $15 to $25 US (depending on your
enjoyment/poverty coefficient) will 1) make me feel good, 2) make you feel
good, and 3) keep this game going to Version 7 or beyond. I also welcome
comments, criticisms and bug reports.
* DISCLAIMER *
This game was written by an almost-pacifist. Any references to real armies,
fighting, killing or politics is purely coincidental to the goal of
producing a fun game. This game is for humans. Respect your opponent.
And then blow them up.