The executables are located in the progs directory where all modules have their home. You can launch them via the Vicious Byte Menu created under Start/ Programs. There are two executables, called battleW.exe and battleX.exe. battleW is a windowed version and does need wing32.dll which should be installed in your systems directory by our setup program. battleX is the DirectX fullscreen version. You have to install DirectX to use this module. Double click on one of these versions to launch the battle module. Now you can choose between a 'Hotseat' or 'Network Game'. To play a network game you have to install a network card and the TCP/IP protocol for it. Please read the corresponding informations in Appendix B. For now you should select 'Hotseat Game' to play Titans of Steel on one computer only. The battle module does allow combat between up to 4 players/teams. The next selection is :
![]() | The three health bubbles are filled and will empty in proportion to
the damage the jock does suffer. Their color is corresponding to the negative skill modifiers the jock receives if wounded. |
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Above you can see a small titan icon which is surrounded by a green sphere if the shield is up and ready, a small red sphere if the shield is depleted and reloading and no sphere if there is no shield enabled. |
Enabled scanner and E.C.M are displayed green above this small titan, active jump is displayed below in green as well.
![]() | On the left border are 5 big LEDs which do display the threat level of
the selected titan. If a titan is locked by an enemy the threat level is increased by one. This information is dependant on the ability of the titan to detect threats ( jocks skill and E.C.M system ) and not always accurate. Each pink LED does stand for one threat level. |
On the right border are double rows of small LEDs. These show the status of all weapon and miscallenous systems for the selected titan. The top fifteen LEDs are reserved for the weapon systems. If there are few than 15 weapons installed the LED stay blue. The left LED shows the weapons damage level : green : ok yellow : damaged red : destroyed The right LED shows the weapons readiness : green : ready violett : reloading red : out of ammo The next four LEDs in the middle display the status of punch/kick. The ten lower LEDS display the status of the internal systems. Here the second LED is green if the system is toggable and on. The last LED displayes the status of the heat system. It does show the amount of heat produced and reduced in the last game second. Check this often to see wether your titans is producing to much heat which may result in a shutdown of all systems. You can left click the LEDs to get additional informations which pops up in a small window. It can be closed by left clicking into it. Additionally you can right click and drag the mouse to switch between all LEDs more quickly. If not powered by energy the weapons available ammunition is also displayed [ A: XX ] as well as the time to reload [ R: XX ]. The equipment name is diplayed in a colour corresponding to its damage level : light green : ok yellow : light damage lightred : medium damage red : heavy damage black : destroyed On the left side of the lower border is a small scanner circle which displays the locked target and its status. If the target is activly scanned the background will green (good) or lightgreen (better). If the targets torso locations are displayed yellow, it has less than 10 armor points left. If its red, it has no external armor left. If its black, the location is ripped off or disabled.Locked enemy titan To the left is a square which does display the same information for your own selected titan.
Own titan
Action Modes
You start the game either as an active or inactive player. The active player has control over either move or attack mode of one titan. The game internally manages a queue in which each titan is listed with his move and attack and the time in which the respective action will be finished. When no titans action is finished during a given second (starting at second 0) time is incremented till the next titan in the queue will be ready and becomes the active titan. The jocks reaction attribute will decide who is first if two or more titans are ready in the same second. Inactive players either have to wait and twiddle thumbs ( hotseat game ) or he/they can gather infos ( netgame only ). In wait mode (netgames) the inactive player can switch between his titans with keys '1-8' or by right clicking the respective hex on the map. If he is under attack he can also switch to the titan under attack with the '0' or SPACE key The selected titan is displayed on the map with a yellow/red hex boundary together with a green arrow arrow showing his heading and a blue arrow for his torso direction. The active player can perform certain actions in move or attack mode. Think of these two modes as the only things a jock can manage simultanously during combat. Buttons on the lower border of the screen relate to these actions. If the mouse is static for a second a small popup help text will be displayed.
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Attack Modes | Move Modes |
Wait Mode ( only available in network games ! )
1. Show Map
Same as the other Show Map buttons above.2. Show Status
Dito3. Break Move
If you don't like what you did last move mode you can cancel the move and be active in move mode soon.4. Break Attack
If you don't like what you did last attack mode you can cancel the attack and be active in attack mode soon.5. Exit Game
Just what its says, exit the battle module.The guts of combat
Heat
Overheating is one thing a jock fears the most (besides a critical hit into the cockpit). Heat is generated by weapons as well as movement and some miscellaneous effects like shield hits or explosions. Some weapons like napalm missiles and the flamer will cause heat on the target.
![]() | At 150 degree celsius a titan is automatically shut down, leaving him helpless on the battlefield. At 300 degree celsius a titan will explode if the engine is not disabled. Heat is divided into categories which are possible triggers for 'wait on heat' actions and which do effect skill checks. The hotter the titan, the worse are the penalties, so you better monitor your temperature closely. |
Heat level | Temperature range | Effect |
Black | 0 - 50 C | None |
Green | 50 - 75 C | Small skill penaltiy |
Yellow | 75 - 100 C | Small skill penalty |
Red | 100 - 127 C | Medium skill penalty Possible Ammo explosion |
White | 127 - 150 C | Big skill penalty Possible Ammo explosion |
Shutdown | > 150 | All systems down ! |
Explosion | > 300 | Possible titan explosion |
Heat is reduced by a regulating system which is a closed circuit. This means that a heavy damage critical hit into the arm component does heavily damage the WHOLE system !Energy
The engine is generating power units which are used to maintain shields, scanners, movement or to reload energy weapons and jump ports. Devices are satisfied by the engine in the following order : Requirement Heat Regulators 1 PU Move Actuators 1-3 PU, depending on move mode Shield 1-4 PU, depending on shield type Scanner 1 PU E.C.M 1 PU Weapons See below Punch/Kick 1 PU for each arm/leg Jump Ports 1 PU for reloading Energy weapons need power units to recharge completly. (Exp : 20 PU for a Plasma Gun or 9 PU for a Medium Laser). There is a restriction on how much PUs a weapon can reload per second : more than 12 PU needed -> reload max 3 PU per second more than 5 PU needed -> reload max 2 PU per second more than 0 PU needed -> reload max 1 PU per second A Plasma Gun will reload in 11 seconds, recharging 3,3,3,2,2,2,1,1,1,1,1 PUs. A Medium Laser will reload in 7 seconds, recharging 2,2,1,1,1,1,1 PUs Close combat weapons do recharge at a constant rate of 1 PU per second. If the engine can not generate enough power to recharge each weapon, it will give priority to those which will be ready next. If you are low on energy it is possible that some systems are automatically put offline to supply those with a higher priority.Health
A jock starts a battle at full health, the amount can be read at one of the status screens. During battle there can be some events which will hurt him, resulting in loss of hit points. The more the jock is wounded, the worse are the modifiers for his skills checks. The life support system, build into a titan can heal a jock at a constant rate. The success does depend on the jocks medical skill, the amount on the life support.Fog of War
The main goal in combat is to wreck your opponents before they do the same to you. A titan is disabled if his engine is destroyed, his head is ripped off, he is shut down and his heat regulator is destroyed or the jock is killed. Sometimes it is enough to cripple him (destroy the gyro, rip off some legs) and to concentrate on the next enemy. To damage a titan you must first lock him with your battle computer. To lock him you must have him in direct sight or scanner range. The game makes great use of visibility and computes the visibilty for all titans to recreate fog of war. Hexes which can not be scanned are either black if never seen before or become shadowed if they once were within scan range. As the jocks memory of these hexes fades they are shadowed more and more. There are a total of 4 levels of display for any given hex :Typical battlefield normal : Current visible hexes. lightly shaded : Hexes which were visible recently. deeply shaded : Hexes which were visible some minutes ago (game time). black : Unknown hexes, either never scanned or a long time ago. Titans which once were scanned but left scanner range are displayed as shrinking dots (red for enemies, yellow for allies) as time goes by. Titans which are only scanned but are not in direct line of fire are either marked with a small 'X' or 'L' in the left top corner of their hex. They can be only affected by ballistic firing weapons (missiles) at a reduced 'to hit' probability. A jocks indirect fire skill will help reducing the penalty for doing so. 'L' is displayed if a target can only be scanned due to a scanner link.
Skill Checks
Whenever you have to pass a skill check manually, please press the right mouse button. There are several modifiers which are calculated for a final chance of success. Weapon skill checks 1. Jocks combat skill with the respective weapon. 2. Add the weapons basic modifier if applicable. 2. Modify this by the jocks damage status as well as the weapons. 3. Add the battle computers to hit modifier, taking into account its damage status. 4. Subtract the titans heat modifier. 5. Calculate the titans and targets move modifier. 5. Calculate the targets defensive hex modifier as well as the firing titans offensive hex modifier. 6. Add the targets size and speed modifier. 7. Calculate range modifiers. 8. Check for indirect fire. 9. Subtract defensive modifiers for shield, E.C.M and flares if applicable. Move skill checks 1. Jocks piloting skill 2. Actuator or gyro damage mods 3. Movement mode mods 4. Terrain modifier 5. Heat modifier 6. Jock status mods ( wounded, dizzy ... ) 7. Handling class of titan 8. More I forgot to list ...Damage
If damage occurs the game engine checks for the body part which is affected checking line of fire and other aspects. Damage ranges from 1 to 25 for one hit and is normally substracted from the armor of the respective body part. If the armor is reduced to zero the damage is applied to the internal structure and critical equipment damage is likely to happen. Equipment can be damaged light, medium, heavy or it can be destroyed. Light damage caused by heavy shells is also possible even if the armor is not yet penetrated due to disruption. Some weapons ( meson guns ) can cause interior equipment damage even if the armor is still intact. Damage control systems ( D.C.S ) do help against this effect. They can automatically reduce or even negate interior equipment damage. When the internal structure is gone, the body part and its equipment is either disabled (torso) or ripped off (arms, legs, head).
Appendix A : Keys
The cursor keys are for scrolling the map if the size of the map exceeds the game screen.
'F1' | Display all available Keys ! |
'Q' | Quit game, thats Shift-q ! |
'm' | Toggle intro music off, toggle ingame music on/off |
'a' | Toggle arc of fire display on/off for selected titan |
'w' | Toggle weapon range circles on/off |
'c' | Center map on selected titan |
't' | Center map on locked target if available |
's' | Save game |
'l' | Load Game |
'L' | Load autosave game [saved every 10 game seconds] |
'O' | Set Titan Options [Toggle AI, Break Moves and/or Attacks] |
'G' | Set Speed Options [Animation, Sprite and Message Speed] |
'T' | Display status screen for your team. |
'A' | Toggle AI control for active titan on/off |
'M' | Create new map in hotseat game |
'P' | Print screen dump as battle.pcx file in the data directory. |
'1-8' | Select titan as inactive player in netgame |
'SPACE' | Select titan under attack as inactive player in netgame. |
The following keys are for emergency situations only : 'R' : Recover queue if game is out of sync ! 'D' : Dump queue into a file called error.log into the data directory.
Appendix B : Network Games
The battle module does use TCP/IP for network games. Due to a nasty bug we were NOT able to find up to now, only the windowed version battleW.exe will work for network games, the DirectX version will crash ! Therefore we have disabled the network option in battleX.exe. Setting up a network game : battleW does read a small init file called binit.dat which is located in the data directory. For a 4 player/computer game it should look like this for player 1: # Begin # First entry is the team number for the team played on the local # computer. Can be either 1, 2, 3 or 4. # TEAM NUMBER : 1 # Second entry is the total number of teams/computers in one session. # Can be either 2, 3 or 4. # Total NUMBER : 4 # End Lines beginnig with a # are for comments only. The first entry is the local players team number. It has to be different for each player ! A two player game must use 1 and 2. A three player game must use 1, 2 and 3. A four player game must use 1, 2, 3 and 4. You can NOT skip a number. The second entry is the total number of players and will be the same for all players. Example : In a two player game the binit.dat for player 1 will look : # Begin # First entry is the team number for the team played on the local # computer. Can be either 1, 2, 3 or 4. 1 # Second entry is the total number of teams/computers in this session. # Can be either 2, 3 or 4. 2 # End Player 2 has the following binit.dat # Begin # First entry is the team number for the team played on the local # computer. Can be either 1, 2, 3 or 4. # TEAM NUMBER : 2 # Second entry is the total number of teams/computers in this session. # Can be either 2, 3 or 4. # Total NUMBER : 2 # End You have to configure your TCP/IP stack for your network card. Choose a different IP address for each player windows network properties setup like this : 196.0.0.1 for player 1 196.0.0.2 for player 2 196.0.0.3 for player 3 196.0.0.4 for player 4 Choose the netmask 255.255.255.0 Technical note : The game will use UDP broadcasts and should not be used in your companies LAN without contacting your system administrator. It will put some load on the network. Starting a network game : One of the players will host the game. He has to select 'Network Game' -> 'Create Game' whereas all other players have to select 'Network Game' -> 'Join Game'. Those who join are called the clients and have to wait for the host to setup the game and send them some data. Note that you have to select 'Join Game' on all clients before the host does do a 'Start Game' ! If you are playing with pre made teams all team data files have to be copied to the hosts data directory. The file must be named corresponding the the players team number in binit.dat. Player 1 with TEAM NUMBER 1 in binit.dat will use the teamfile team1. If player 2 wants to use its own team he has to copy it to the hosts data directory and name it team2.