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Aminet AMIGA CDROM (1994)(Walnut Creek)[Feb 1994][W.O. 44790-1].iso
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conquest.lha
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instructions.txt
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1992-12-20
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Conquest
--------
Amiga Version 2.3, based on the version from Fish #24.
Amiga Conquest 2.3 is (PD) 1992 by Jürgen Weinelt.
I did a quick and dirty job here. Play at your own risk.
Changes over the version from Fish #24:
* 3 different levels: easy, medium, hard
* 5 different types of galaxies:
- tiny (planets are few and small)
- small
- medium
- large
- giant (lotsa large planets)
* enemy should be somewhat more intelligent
* game lasts upto 200 turns (instead of just 100)
* will try to adapt to your WB size
* minor changes almost everywhere
* converted from C to Modula-2
* fixed some minor bugs
* probably introduced several new bugs (happy hunting :-)
Feel free to EMail me with bug reports and/or suggestions for new
features. I'm currently relatively satisfied with the program, but
if I get enough feedback, I might decide to continue developement
on it. There's only one feature that I'd really like to put in:
there should be a way to save and reload a game. Unfortunately
this is probably the most difficult thing to add...
My EMail address is...
o _ 1) jow@sun.rz.uni-wuerzburg.de (preferred)
| (_) \/\/ 2) jow@hcast.adsp.sub.org
' 3) jow@hcast.franken.de
And now for something completely different... the rest of this file
contains the original documentation for Conquest. Most of it is
still valid.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Conquest instructions V 1.0
1.0 Introduction
In this game, you control an interstellar empire. You will decide
which star systems to explore, which planets to colonize, whether to spend
resources on technology, industrial development, or more combat ships.
The relative sucess of your empire depends upon your decisions. The
computer will be directing its own empire and will be competing with you
for the best planets. Whichever of you has the greatest population at the
end of the game, will be the winner.
At any prompt, an 'H' command will list all possibilities for that
context.
2.0 Starting out
You will be asked to select a starting star system.
You start out with 30 transports (full of population) and 35 industrial
units (IU's) to spend. You initially can only buy ships or invest in
technology.
2.1 Ships
There are 4 types of ships within this game. They are listed below
along with their cost in IU's :
Name Cost Special characteristics
----------------------------------------------------------------
Battlestar 75 Weapon factor 40
Cruiser 16 Weapon factor 7
Scout 6 Has unlimited range.
Transport 1 Transport 1 unit of population.
2.2 Technology
You can also invest in improving your technology. There are three
different area which can be improved :
Name Description
-----------------------------------------------------------------
Velocity This determines the number of units any ship can move
in a turn.
Range This determines the number of units a ship may traverse
without stopping at a star system.
Weapon This determines the effectiveness of weapons on ships or
missile bases. The total weapon factor of a taskforce or
planetary defense system is added up and multiplied by
the this level.
The amount of IU's necessary to advance to the next level varies and is
displayed in the research summary.
3.0 Game turn
The game is divided into 100 turns (maximum). Each turn, several things
happen. These are as follows.
3.1 Movement
Any task forces which have a destination are moved toward it by an
amount determined by the level of velocity technology.
3.2 Exploration
If any task forces arrive at a star system not previously explored by
the player, it must be explored. Exploration involves some risk. Some
ships may be destroyed during the exploration. The chance of this
happening depends on the type of ships in the task force. The "best"
ship will determine the exploration risk. (i.e. a task force with a
crusier and transports is at lower risk than a task force with just
transports).
3.3 Combat
If any task force arrive at a star system where the computer has a task
force, the forces fight till one or the other withdraws or is destroyed.
The relative chances of each task force is determined by adding the weapons
factor of all ships in the task force multiplied by the current level of
weapons research.
If any task force arrives at a star system where the computer has a
colony, the task force may elect to try to conquer the colony. If the
planet attacked has missile bases, the battle will be resolved in the same
manner as task force combat.
3.4 Orders
The commands possible at this point are as follows:
3.4.1 Blasting planets
If a planet is in your control (either uninhabited, captured, or
colonized) you may have the warships in the taskforce fire at the planet.
This will eliminate some or all of the population of the planet and
permanently reduce the population the planet can support.
3.4.2 Colony summary
This will display a summary of the colonies currently under your control.
The display has the following format.
Example Description
G4:60(46,/49) 1amb Star system G, planet 4, population limit
60, current population 46, current
industrial production 49, one advanced
missile base present.
3.4.3 Taskforce destination
This will target the specified taskforce on a particular star. The star
must be within the range limitation specified by the range research level.
3.4.4 Go on
This will end this turn. All orders issued will take effect.
3.4.5 Join taskforces
This command allows two or more taskforces to be combined into one.
3.4.6 Land transports
If a taskforce contains any transports, and if it is in a star system
with a planet which can support more population, the player can land
transports on the planet and establish or enlarge a colony there.
3.4.7 Redraw maps
This command causes the screen to be redrawn.
3.4.8 New taskforce
This command allows a taskforce to be split in two.
3.4.9 Quit
This command will terminate the game.
3.4.10 Research summary
This command will update and display the current research levels.
3.4.11 Star summary
This command will display a summary for the requested star systems. The
display has the following format :
Example Comments
----- star N ----- Star system designator
TFa 1c Task force a - 1 crusier
1:10 No colony Planet 1 - no colony
4:60(46/49) 1amb Planet 4
60 population limit
46 population units
49 industrial units
1 advanced missile base
3.4.12 Taskforce summary
This command will display a summary of the requested taskforces. This
display has the following format.
Example
TFa:N( 1, 4) 1c
TFb: ( 1, 5) 1s R7
TFc: ( 2, 4) 1s M1
Line# Description
1 Task force a, location star system N, coordinate (1, 4),
contains one crusier.
2 Task force b, coordinate (1, 5), contains one scout,
destination star system R, arrives in 7 turns.
3 Task force c, coordinate (2, 4), contains one scout,
destination star system M, arrives in 1 turn.
4.0 Production turn
Every four game turns, each planet delivers its industrial production.
This production can be spent on a number of different things. The command
line for this mode has the following format.
Example Description
63? 63 IU's remain to be spent for this planet
G4:60(60,/63) 1amb Star system G, planet 4, population limit 60,
current population 60, industrial production
63, one advanced missile base present.
As you spend IU's, the amount remaining will be reduced. If you buy
missile bases or invest in industrial production, the colony line will
reflect the change. If you purchase ships, a task force will be created
and displayed below the colony line. If you spend IU's on research, those
research categories will be updated.
5.0 Ending the game
There are 3 different ways to end the game.
5.1 Quitting
You can quit at any orders prompt. If you do, the current total
populations will be displayed and the computer will declare itself the
winner no matter which of you is ahead. (after all, it didn't quit).
5.2 Overwhelm an opponent
If at any point during the game, you or the computer has greater than
eight times the population that the other has, the game is ended and the
larger population is declared as the winner.
5.3 100 turns
At the end of 100 game turns, the larger population is declared the
winner.
6.0 Credits
Amiga port by Bob Shimbo, orginal author unknown.
This game started life on a UNIX system at Bell Labs. It was ported to
CP/M 80 by a Scott Kamin. The manual was thrown together in an
afternoon. (Typos and corrections welcome).
You can reach me through Compuserve (UID 70260,231) or TBBS of colorado
(303)-693-4735.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Remember that Bob has nothing to do with this version of Conquest. He did
the version from Fish #24. If you have any comments on the current
version 2.3, please EMail me (JOW). You can find my address at the top of
this document.
Enjoy.