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Majyk Empires 1.40
20 May 1994
The OnLine RIP Fantasy Conflict
(c)1994 CIOE Corp / by Neale Davidson
* INTRODUCTION
The lands are ravaged by warring empires. The world
suffers under the weight of destruction from powerful
majyk and mighty armies. Of these, only one empire can
survive. Will it be yours? Use your armies, both standard
and majykal, to defeat enemy forces and conquer their
cities.
* INSTALLING MAJYK EMPIRES
To begin installing Majyk Empires, make sure that all of
Majyk Empire's files are in the same directory. If the
door came to you as an archive, you will need to
decompress the files into the same directory. Usually,
decompression is performed with a command-line such as
the following:
PKUNZIP MAJYK140.ZIP C:\DOORS\MAJYK
* FILE MANIFEST
If any of these files are missing at startup, you will
need to contact InfOrder for a replacement diskette.
MAJYK.EXE - The Door Executable
MAJYK.OVR - The Door Overlay
GENWORLD.EXE - The World Generator
MAINTAIN.EXE - The Maintenance program
TEXT.STR - Text information
* RESETTING THE GAME
Majyk Empires comes with a utility called 'GENWORLD',
which will create a new world for your users to play in.
The game itself no longer does this automatically. As a
sysop,you will need to run this program at least once
before allowing game play.
When this program runs, it will overwrite any previous
games and create new datafiles. These datafiles are
listed below. Also, to reset a game in progress, simply
run this program and enter 'Y' when asked.
THEWORLD.DAT - The world map information
MESSAGES.DAT - Player and event messages
EMPEROR.DAT - Player information
* CREATING A CONFIGURATION
To inform Majyk Empires about your modem and BBS setup,
you will need to create a DOOR.CFG file with your
favorite editor. This file will have several lines, which
are explained below.
(Note: We have had reports that additional spaces on the
end of each line causes havoc with the game. If something
isn't being recognized properly, simply remove any
'whitespace.')
Line one tells the game which type of drop file should be
hunted for when the program loads up. Known drop files
are as follows:
GAP DOOR.SYS (recommended)
PCB PCBOARD.SYS
RBBS DORINFO1.DEF
WC CALLINFO.DAT
SF
TRIBBS
WWIV
Users of Wildcat BBS software of greater than version 3.0
should use GAP for their drop file.
The second line is the path to that door file. You need
to include the full path name on this line, but not the
name of the drop file itself.
The third line is the name of the BBS. This is where
Majyk Empires will look for the name of the BBS when
searching for registration information.
The forth line is for the name of the sysop to your BBS,
of for whoever is in charge of the doors.
If the sysop locks the baud rate on his modem, that rate
must be specified on line five. If the baud rate isn't
specified, then a '0' must be entered for the line.
(Note: If you are using a high-speed modem, you will
almost always want to specify the baud rate of the modem
as if it were locked. Connections problems result
otherwise.)
The sixth line tells Majyk Empires where to find the DSZ
program. Be sure to include both the path and program
name on the line. Majyk Empires uses DSZ for
auto-downloading of Icons, as well as sending the map and
events files. If you do not wish to use DSZ, or do not
have that program available, then leave this line blank.
Line seven of the CFG file is unused.
Line eight is an 'ON' / 'OFF' switch. If this is set to
off, no majyk units will be available within the game,
ever. If this is set to 'ON', Majyk units will be
enabled.
Line nine is another 'ON'/'OFF' switch which determines
if spells are available during the game. If 'OFF', all
spells are disabled. If 'ON', spells work normally.
Line ten tells Majyk Empires how high to start social
science for new players. This number should be between 0
and 2500.
Line eleven tells the door how high to start military
science for new players. This number should be between 0
and 2500. Most games should start below 50.
The last line tells the door how high to start majyk
science for new players. This number should be between 0
and 2500. It is recommended that this number start out no
higher than military science.
The following is a sample door configuration file for a
WildCat! 3.0 BBS using DSZ:
GAP
C:\WC30\GAMES\MAJYK
CIOE InfOrder
Joseph Drasin
19200
C:\WC30\DSZ.EXE
NULL
ON
ON
10
10
10
* RUNNING MAJYK EMPIRES
The door can usually be executed with the DOS command
'MAJYK.EXE DOOR.CFG'. This will usually be placed in a
batch file such as the following:
C:
CD C:\DOORS\MAJYK
MAJYK.EXE DOOR.CFG
CD C:\BBS
EXIT
Majyk Empires can also be locally outside of the BBS by
adding '/L' after the configuration file parameter in the
DOS command line ('MAJYK.EXE DOOR.CFG /L'). The local
user will then be prompted to enter his name.
Nonstandard IRQs can be used with Majyk Empires by
specifying the IRQ after the configuration parameter in
the command line. ('MAJYK.EXE DOOR.CFG 2').
Majyk Empires will automatically initialize any datafiles
it needs when the door is first run.
* RIP SUPPORT
Majyk Empires will automatically detect if RipTerm or
Ansi is available, ignoring the values passed it by the
door drop file. This was done to allow the door to use
RIP even if the BBS system hosting it does not normally
have RIP available.
If, for some reason, Majyk Empires cannot detect either
Ansi or RipTerm, the user is prompted to force either
Ansi or RipTerm sequences. Users should only do this if
they do indeed have either Ansi or RipTerm, but did not
have their terminal options properly detected. Users must
have either Rip or Ansi available in order to play this
game.
RIP users need several icons in order to play the game.
These icons can be downloaded automatically (provided
that DSZ support is provided) when the game is started.
* MAINTENANCE PROGRAM
One thing that you will notice with this version of Majyk
Empires is the inclusion of a maintainance program. This
program will automatically update turn phases,
population, and construction. You will generally want
this program run once every night in your standard
maintainance batch file. On its command-line, you will
want to add at least Majyk Empire's door configuration
file. A example of the batch file follows.
C:
CD C:\BBS\DOORS\MAJYK
MAINTAIN.EXE DOOR.CFG
EXIT
In addition, you can also turn on several 'special'
features in nightly maintenance, such as adding
Barbarians and Disasters! seamlessly into the current
campaign. This can be done simply by adding the
appropriate flags after the door configuration file.
/B - Turns on the barbarians option
/D - Turns on the disasters option
Barbarians
Tired of the constant fighting in their lands, the
neutral citizens of the realms have taken up arms to
strike back against their oppressors. Enter the
barbarians!
Neutral cities build up armies and strike against any
neighboring empires with infantry, knights, calvary, and
wolfriders. Being a usurper in Majyk Empires has just
gotten more difficult.
When barbarians executes, it basically gives one turn to
the neutral armies and cities on the map. In barbarians,
however, only neutral armies are moved and built.
Population expansion will grow as a result of Majyk
Empires itself.
Barbarians will first randomly place up to six armies
somewhere on the map. These armies could be Settlers,
Infantry, Calvary, Knights, or Wolfriders.
Barbarians will then go through all neutral cities and
change their builds to either Settlers, Infantry,
Calvary, Knights, or Wolfriders. These are the only
builds that barbarians knows how to handle.
Next, barbarians will move its units around the map,
pillaging, conquering, or otherwise causing harm to the
empires.
Barbarian effects, such as combat or "spontaneous"
generation of armies, will be documented in the game
messages.
* Disasters
The constant fighting in the realms has envoked the wrath
of the gods! They send forth their fury in the forms of
volcanoes, hurricanes, floors, and other disasters
designed to make life in the realms more difficult.
Also, the mad mage Elistan seeks to gain power in the
realms by randomly striking against the empires. His
spells are powerful enough to bring even the mightiest of
kings to their knees.
Turning on the Disasters option in the MAINTAIN.EXE file
will randomly send a disaster on the world. As you can
see from the below list, there are several disasters
which can effect the land. Some of these events will be
relatively minor, but some could outright slay an army
with a bit of bad luck. Sysops should use care when
turning on this option.
Drain - The mad mage Elistan absorbs the world's majyk
pools for his own use, reducing everyone's MP to zero.
Famine - The world suffers from severe hunger. The
weakest bit of starvation will halve the population of
the world. The strongest will leave only one forth of the
world surviving!
Flood - Rains torrent a region, turning it into sea. This
kills everything in the flood zone, including armies and
cities, and creates a lake.
Forget - The gods revoke some of the scientific knowledge
of the world, dropping everyone's military, social, and
majyk sciences by half.
Hurricane - Sailers Beware! Three classes of hurricanes
exist to reduce naval fleets to timbers. Every ship on
the map must defend against a hurricane with an ATK
rating of 1,2, or 3.
Keep Attack - Elistan uses his majyk to destroy the
keeps of the world. Each keep has a twenty percent chance
of being destroyed by this attack.
Meteor Swarm - This presents a danger to all armies on
the map! Meteors fall from the sky at random. If an army
is in the same hex as the metero strike, there is a
chance that the army is slain.
Tornado - Three strengths of tornadoes roam the
countryside, levelling armies, cities, mills, or keeps.
Volcano - A volcano erupts somewhere on the map, killing
everything around it. Armies and cities are utterly
destroyed as new land is formed around the volcano.
* GAME PLAY
The overal objective in Majyk Empires is to conquer the
world by being that last remaining army on the map. To
eliminate other players, you must conquer all their
cities and destroy all their armies. More information on
just how to do that is outlined below.
* THE INTERFACE SCREEN
Most of the player's interaction with the world will take
place in the interface screen. This screen is divided
into a few views: The upper menu bar, the map, and the
info board.
The Menu Bar is where most of the commands of the game
are stored. To access these commands, simply click on the
appropriate button.
Menu-Bar : Order - This menu presents a sub-menu which
gives the option to cast spells, move armies, change
builds, and to end the turn. The move armies and change
builds option will simply change what mode the rest of
the interface will take. End Turn wil end the turn and
return to the BBS. Cast Spell, in games where spells are
allowed, will present an additional menu for spell
casting.
Menu-Bar : Reports - The Messages report will display any
new messages relavent to the game. The sciences report
shows your current science levels and what it takes to
get to the next level. The production report tells you
how much of each army you're producing. And the status
report gives an overview of the game in progress.
Menu-Bar : Help - This menu hosts several single-page
popups. The Basic Rules give the overall premise to the
game. The Army Types popup shows the basic statistics for
each army type. The Spells popup shows the basic effects
of each spell, and the Info popup shows some trivial
information on the game itself.
Other menus are simple, one-option menus and will appear
on the right hand side of the screen.
The left part of the screen will either display armies or
cities (depending on how you're searching). Options for
moving armies and manipulating builds are given in the
right-hand side menus.
* SCIENCES
The main key to victory comes in the form of sciences.
Each of the three sciences will improve the quality of
your military units, and the lifestyles of your people.
Social science is the science of the people and their
environment. In the game, improved social science allows
the growth of cities, prevents plagues, and keeps the
population in line. Empires weak in social science will
start to notice their cities rebelling and their people
dying.
Social science ranges from Tyrant, the worst, to Avatar,
the best. The larger the city, the more social science is
needed to keep it in line.
At Missionary, moral guidance allows for faster and more
efficient production. This comes in the form of a
production bonus, increasing all military unit production
by fifty percent.
At Clergyman, a renaissance occurs, providing a Science
Bonus. All scientific production increases by fifty
percent.
At Priest, religion begins to dominate the majyk, and
keeps increase their output by fifty percent.
Lastly, at Bishop, the religious leaders begin to
influence the military, granting them bonuses in
conflict. This comes in the way of a +1 bonus on combat
rolls.
Social Allows Ability
Tyrant Settlement, Nothing
Village, Town
Follower Nothing Nothing
Missionary Nothing Production Bonus
Clergyman Castle Science Bonus
Priest Nothing Majyk Bonus
Bishop Nothing Combat Bonus
Archbishop Fortress Nothing
Papal Nothing Nothing
Avatar Citadel Nothing
Military science is the basic knowledge of warfare, and
is arguably the most important science in the game. The
higher your rank in this science, the more powerful types
of armies you may produce.
Military science begins at pacifist, which grants the
player use of only settlers and infantry units (see next
section). Emperor, the higest rank, has all standard
military units available.
Military Rank Allows
Pacifist Settlers, Infantry
Peasant Nothing
Soldier Calvary
Squire Knights
Knight Siege, Trieme
Lord Catapault
Warlord Archers, Ship
High Lord Ballista
Emperor Greek Fire, Galleon
Majyk science is the study of the arcana. Majyk itself
allows for two things, spellcasting and the creation of
majykal units, such as wolfriders or drakes. The
effectiveness of keeps is also increased with majykal
science.
The lowest rank of Majykal science is Majyk-Blind, which
allows nothing. Dabbler is the first rank in which
wolfriders and placate spells can be used. The Lord Maje
rank enables the player to cast any spell and to create
any majykal units.
Mayjk spells are explained in later detail in the Spells
section. In general, however, the higher rank the spell,
the more devastating the spell effect on your enemies.
Majyk Unit Spell
Majyk Blind Nothing Nothing
Dabbler Wolfriders Placate
Student Ogres Guardian
Acolyte Dire Wolves Enrage
Scholar Giants Wealth
Adept Paladins Disruption
Maje Griffs Raze
High Maje Wyverns Black Plague
Lord Maje Drakes Holocaust
Sciences are improved in cities by selecting the Develop
Sciences option when building a new settlement or in
changing production. Resources in that city will go into
the sciences instead of the creation of units.
* UNITS
Name Mv At Df Pop Res Mp
Settlers 1 1 2 25 10 0
Infantry 1 1 1 5 5 0
Calvary 2 1 2 5 8 0
Knights 2 2 2 5 15 0
Siege 3 0 1 2 20 0
Catapault 3 1 1 2 25 0
Archers 2 1 1 5 15 0
Ballista 3 1 2 2 35 0
Greek Fire 4 2 1 5 50 0
Trieme 1 1 1 10 15 0
Ship 2 1 2 15 35 0
Galleon 3 2 3 25 50 0
Wolfrider 2 1 3 5 8 3
Ogre 3 3 1 5 10 5
Dire Wolves 3 2 3 10 8 6
Giants 3 3 1 5 15 7
Paladins 3 2 2 5 17 9
Griffs 2 2 2 5 20 12
Wyvern 2 2 2 5 20 15
Drake 2 2 4 1 50 20
Each unit has the same basic statistics. Combat wise, the
two most important are the ATK and DEF statistics.
The ATK (Attack) statistic tells how strong a unit is
when attacking. The higher the number here, the more
powerful its attacks can be.
The DEF (Defense) statistic tells how formidable the
unit's defenses are. The higher the number here, the more
difficult an attack will have to be to destroy the unit.
The MOV (Movement) statistic is how many spaces per turn
the unit can move. The higher the MOV, the quicker the
unit. Most units MOV at a one or two. The Drake, the
fastest and most powerful unit, has a MOV of four.
The POP, RES, and MP statistics explain how difficult the
unit is to build. The POP (Population) statistic is
simply how many people in a city must leave to join the
new unit.
The RES (Resource) statistic is how many resource points
in the city are taken up to create the unit. The higher
the RES, the longer the unit will take to create.
The MP (Majyk Pool) statistic is the drain on the
player's MP for the creation of the unit. There must
always be enough MP available for the unit to be created.
You only need to worry about this for creating majykal
units.
Certain units also have special abilities which make them
more formidable or more useful. Settlers can build onto
areas, creating or enlarging cities, creating mills, or
building keeps (See next section for more on settler
builds).
Catapaults, archers, ballista, greek fire, and drakes all
use a ranged attack. These units can send their blows at
a great distance, instead of having to engage in direct
fighting.
Triemes, ships, and galleons can each do two things. All
these units are sailing ships, which travel on water
instead of land. They can also load and unload units,
transporting them from landmass to landmass across the
oceans.
Griffs, wyverns and drakes can fly. This ability enables
them to travel over land and sea with equal speed.
Ogres have a tendancy to rebel and disband, removing them
from the combat arena.
Paladins not only have bonuses to combat, but also
possess the ability to occaisionally convert enemy units
to your cause.
Drakes and Dire Wolves possess a fear aura, which can
sometimes cause all enemy units next to them to
surrender, effectively removing them from combat.
Each unit is created in cities. Unit creation is selected
when a new city is built or when orders are given to
change builds. Available units will be displayed, and the
player will have the option of which unit he wishes to
create in the city.
* BUILDS
When settlers move into an area, they usually have the
option to build. This means, they can improve the area to
benefit the player.
In open terrain, settlers can build three things,
settlements, keeps and mills. In already populated areas,
they can only add to the existing population.
Settlements are new cities, ripe to produce new troops or
study sciences. Settlements will grow over time,
increasing their resources. Mills and water will increase
the population of a settlement per turn. Some settlements
will become large enough that they will sprawl over into
surrounding area, making "suburban" areas. Cities are
very important in the game. If a player no longer
possesses any cities or units, he is out of the game.
Mills will add to the production and population of
neighbouring towns. They are useful in areas where
production and city growth seems slow. Mills do not,
however, increase in population, nor do they keep any
resources of their own.
Keeps directly contribute to a player's majyk pool. How
much the keep contributes is determined by his Majykal
science. Dabblers get five MP per keep, while Lord Majes
get twenty MP per. Keeps, like mills, do not increase in
population or in resources.
* ATTACKING AND COMBAT
An attack is made when one unit moves into a space
occupied by the enemy. Cubes are rolled to determine the
victory of the attack.
The attacker will his ATK rating, which determines how
many cubes he may roll for his attack. This roll must be
greater than the defender's roll for the attack to be
successful.
The defender uses his DEF rating which also determines
how many cubes he may roll for his attack. This roll must
be equal to or greater than the attack for a successful
defense. Defender wins all ties.
Whichever army rolls highest survives and holds the
space. Lastly, attacking a unit exhausts all of the
attacker's moves.
Example Attack:
Red's Drake has moved into a square occupied by Blue's
Wolfrider. This is an attack and is handled as follows:
RED DRAKE - ATK 2d6
The Red Drake rolls a two and a three, getting a five
total for his two cubes.
BLUE WOLFRIDER - DEF 1d6
The Blue Wolfrider only rolls one die, getting a six.
Since the wolfrider rolled higher than the drake, the
wolfrider wins and the drake dies.
* RANGED ATTACK
Ranged attacks are similar to normal attacks, only the
attacker can attack an enemy unit a few squares away. To
accomplish this, the attacker, when asked to move,
selects the ranged attack option from the menu.
The computer will then ask the attacker for a target
square. The attacker then selects his target by moving
the highlighter and then accepting the space.
A ranged attack is only worth a 1d6 ATK rating,
regardless of the unit attacking, and counts as one MOV.
* SPELLS
There are eight spells in Mayk Empires, each with varying
effects and varying amounts of power.
The Placate spell is the most basic of spells. The spell
generally improves the social condition of your people.
This spell's power is dependant of the Social Science.
The higher the science, the more effective the spell.
The Guardian spell is effective for quickly rallying
troops to defend your territory. The spell will create
infantry units in any open city you own. Higher levels of
military science will provide calvary or knights as
guardians.
In many ways, the Enrage spell is the opposite of the
Placate spell. Enrage causes all of your enemies' people
to become discontent, lowering their social science. The
higher your social science, the harder the enemies are
hurt by this spell.
The Wealth spell simply creates resources in each of your
cities. The wealth gained is generally enough to create
ballista in each city for one turn.
Disruption is a particularly nasty spell. All enemy
majykal units must defend against a 2d6 attack or die.
This spell is useful for removing large groups of enemies
from your borders.
Raze reduces all of your enemies' resources to zero, as
well as has a chance of destroying your enemies' mills.
This spell is useful for obliterating powerful production
centers.
The Black Plague is a direct assault on everyone else's
population. Up to 50 percent of everyone in each enemy
city will die from this spell.
Lastly, the Holocaust spell is used to utterly obliterate
an enemy. This one spell has the combined effect of the
Raze, Enrage, Disrupt, and Black Plague spells. In
addition, all enemy units must defend against a 2d6
attack or die, not just majykal ones.
Each spell drains a certain amount of MP. The placate
spell, being the weakest, drains only 50 MP. The
Holocaust spell drains a massive 5000 MP.
Spell Majyk Pool Drain
Placate 50
Guardian 100
Enrage 250
Wealth 500
Disrupt 1000
Raze 1500
Black Plague 2500
Holocaust 5000
* GAME MAP FILE
At the end of every turn, a text-version world map is
produced, which reveals all armies and cities. This file
can be provided for download by the Sysop, or can be
downloaded by RIP users directly by using DSZ support.
* VERSION HISTORY
1.40 - 20 May 1994
A massive rewrite of the game engine. Overlay file
support, EMS support, and smaller records keeping. An
incredible increase in the interface. Autodownloading of
icons, and many many other options.
Majyk Empires datafiles are now designed to allow
multi-node play.
1.30 - 28 November 1993
Documentation vastly improved from earlier versions.
Installation is now gone through step-by-step. Sysop
configuration has been greatly expanded. The sysop now
has the power to dictate many of the options in the game
from within the DOOR.CFG file.
1.26 - 1 November 1993
Some bug fixes. End-of-turn options given even to players
who are completely out of turns.
1.25 - 27 October 1993
Massive update with many new options. DSZ support has
been added. If the DSZ option has been set, players can
download icons, instructions, the events bulletin, and
the current world map.
1.20 - 18 September 1993
Cosmetics changed, addition of some majykal units. Majyk
limitation in unregistered versions disabled.
1.01 - 1 September 1993
Some minor bug fixes.
1.00 - 29 August 1993
Registered version release. Includes ranged attacks,
majykal spells and units, and statistical views of
armies currently playing.
0.90 Beta - 20 August 1993
First version release.
* TECHINICAL SUPPORT
If you have any questions about Majyk Empires or any
other CIOE products, you can reach us by mail, voice, or
by our network system.
CIOE InfOrder
207 North Street, Suite 102
West Lafayette IN 47906
Voice: (317)743-3487
BBS: (317)743-4487 14.4K N81