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DOX.WAR
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1992-03-10
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WIZARD WARS (c) 1991 Version 2.1
"Imagery UnParalleled" from The Phantasm Brigade....
by Neal Bucknell AKA The Binary Beast
with special help from James Matzdorff AKA Master Skeeve
2.0 NEWNESS:
Version 2.0 is different from 1.0 in many ways. Instead of
describing all of this newness in the various appropriate places
in the docs and forcing veteran players to reread everything, I
will simply put all of the newness here.
The game now keeps track of your WWIV time limit. If you only
had 55 minutes when you ran WW then you will be kicked off after
55 minutes of play. When your time limit gets below five minutes
or so you will be informed.
For SYSOPs only, there is now a status bar at the top of the
screen that shows who is currently playing and how much time they
have left.
The new mountain range generator is very different than the old
one. Mountains are clumped together into ranges now. Because
these ranges can be very thick, you can never start out in a
mountainous region.
Casting the Spell of Reshaping now requires more Mana. The
same goes for the Apocalypse Spell. See the description of these
commands for more information.
Destroyed empires do not become mountainous no Mana regions
anymore. However, the region that housed the Hosttower does
become wasted.
Also, the R egion Information command is different now, too.
The 'T' option now displays all troops, whether they are mobile
or not. The 'M' option is the one that displays only mobile
troops now.
There are a few new commands as well:
P ower Ranking
This command ranks all empires in the game. The ranking is
done according to the empire's Mana level. Note that this
command is a very rough estimate of an empire's strength; it does
not take into account troop types or Artifacts that may be in the
possession of the enemy.
X port Hosttower (Cost 50 + 10 per region moved)
In your Darkest Hour, when hordes of enemy troops are camped at
your front door, a desperate Alliance may choose to perform the
Ritual of Transportation. This will move your Hosttower and all
troops in that region to any other region that you own.
& Elemental Summoning (Cost 24 per Summoning)
An Elemental Summoning is performed in your Hosttower. Air,
Earth, Fire, and Water Elementals may be summoned. Each type has
its own advantages and disadvantages. For more information read
up on these new troop types in the library. It is important to
note that these Beings are of such an Alien Nature that they
cannot be used to Construct Portals. Also, because of their
Elemental Nature they cannot pass through Portals either.
One Elemental Summoning will produce a small batch of
Elementals depending upon the type Summoned. It is more
economical to perform multiple Summonings at once. Because of
these new troops, the R egion Information display has been
changed. The changes are fairly self explanatory but they are
described under the R command below.
+ Normal/Enhanced Legend
This command toggles our special Super Font. If you have our
WIZARD WARS character font for your personal computer, you can
install it over your computer's normal font. Then when you play
the game you can engage Super Font mode and the map will come to
life. WWFONT.ZIP should hopefully be up for downloading on your
SYSOP's board. If not, ask, or call Mesopotamia: Mirage Works
(@9654) at 916-891-3546. All new users have instant access to
the entire board. This includes our Phantasm Brigade transfer
section and online games.
NEW TIME SAVING TECHNIQUES -- NEW PLAYERS SKIP THIS:
Because of a request or two and my own judgment, there are
several time saving techniques now available for entering
the coordinates of troops that you want to move. The
numeric keypad can be exclusively used for coordinate input
(unlike before because the comma was part of the main
keyboard). When separating your X and Y coordinate values,
you can use the ',' key if you like. This will ask you if
you want to move all troops in that region if there is more
than one troop there. However, if you separate X and Y with
the '/' or '-' keys you will not be asked if you want to
move all troops. Instead, if you used the '/' key, it is
assumed that you want to move all troops in that region. If
you used the '-' key, it is assumed that you do not want to
move all troops there and you are thrown into the procedure
that inputs the number of each type of troop that you wish
to move. It is easy to remember the difference between the
two keys if you just think of the minus key as meaning LESS
THAN all of the troops there. Also, typing 'H', 'G', or 'T'
at a coordinate prompt will default to either your
Hosttower, or the last graveyard or temple you messed with,
respectively. If you have only one graveyard or temple than
this one is always the default. If you have more than one
and you have not messed with one on your current log on, the
game will not accept the letter abbreviation. It is also
time saving to know that typing any of these letter
abbreviations in lower case defaults to choosing not to move
all troops there. Each letter in upper case defaults to
moving all troops there. This is also easy to remember.
Just think of lower case as being smaller than upper case,
and hence, less troops will be moved. In addition to these
letter abbreviations, one can also type 'L' to default to the
last region that you moved troops from. If you have any other
time saving techniques you would like to see implemented,
just EMail me at the address provided below in the docs.
2.1 NEWNESS:
Several bugs and annoying quirks have been fixed. Chief
among these were the problems with nonexistent Elementals
destroying each other when you built a Portal and the annoying
habit that unruly Air Elementals had of all fleeing at the same
time.
A new mod now allows Skeletons to build Portals. However,
because they are mindless Undead they are only as effective as
Imps....
Setting:
Aeons after The Great War, Cryptic Alliances battle to
Reshape wasted Tarmara in their own image. With the
invoking of the Apocalypse by the Cryptic Alliance known as
The Gathering of Chaos, a terrible secret was revealed unto
the surviving Alliances. Each suspects how to invoke the
same Spell, and each suspects how to invoke another, similar
Spell, the Spell of Reshaping....
Purpose:
The purpose of Wizard Wars is to annihilate all other
Cryptic Alliances and establish your own as the absolute,
unchallenged ruler of Tarmara. This is accomplished through
the acquisition of Mana. Mana is the energy of Magic. It
comes from the earth. As your empire expands, the Mana you
get each day will increase. It is through the use of this
Mana that your Cryptic Alliance survives. Tarmara is still
too wasted and inhospitable for any Human to venture out
into for more than a few minutes. Any doing so soon die
from the Plague. The Hosttower protects the Cryptic
Alliance from these effects, but this makes the growing of
food difficult. Mana is used to create the food which
sustains the members of your Cryptic Alliance. It is also
used to create other things....
With Mana, armies immune to the Plague and capable of
withstanding the harsh environment of Tarmara's deserts can
be created. These armies consist of Magical Constructs made
of Ether and clay. The most common of these are Imps and
Golems. However, in The Great War, there were RUMORED TO BE
OTHER, MORE SINISTER FORCES used. There are a few accounts
of sitings of the walking dead, fearsome elementals, and
even darker rumors of ferocious, unidentifiable beasts. Of
those that fled from encounters with the latter, none were
sane enough to give further details.
Whatever troops are used, it is necessary to take
territory and add it to your empire. Any Alliance that does
not do so is surely doomed as this is the only known way of
increasing the Mana supply. The ultimate goal is to gain
enough Mana to Cast the Spell of Reshaping. Though this is
a purely theoretical Spell, it is believed that if enough
Mana is used to power it, it will Reshape Tarmara as if the
Casting Alliance were recreating the world. WARNING:
Casting this Spell without sufficient Mana has been proven
by history to be disastrous. Unfortunately it is not known
exactly how much Mana is sufficient....
The following is a brief summary of SOME of the commands
in WIZARD WARS. It is important to note that other commands
DO become available later in the game, but for the purpose
of suspense, they will not be described. This means that
when you do see a new command on one of your menus,
SOMETHING YOU SHOULD BE CONSTANTLY LOOKING FOR, you will
have to figure it out for yourself. (For ANSI users, new
commands will be in different colors than the normal text.)
I have confidence that anyone with the interest and skill to
get this far will have no trouble with any of these commands.
It is also important to note that the game can be paused
in SOME places by hitting the "p" key and the SPACE bar will
abort certain print outs.
Also, whenever you are asked to enter a region's
coordinates, typing "h" followed by a return will default
to your Hosttower's location.
In this game, ANSI users will have a slight advantage.
Their map will utilize the colored ANSI character set. The
meanings of such symbols and characters can be determined
with the L egend command.
IMPORTANT NOTE: The very first screen that pops up when
you run the game displays the registration information. If
this version of WIZARD WARS is obviously not being run by
the real owner (ie: The game is registered to Mr. Bill of
The Midnight Express BBS when the game is really being run
by Ms. Piggy of The Footweary Firegiant or the phone number
displayed here for the BBS is not the one you dialed) then
please let me know. I can be reached at the following
address:
Neal Bucknell
1031 Arbutus
Chico, CA 95926
I can also be reached on Mesopotamia: Mirage Works
(#916-891-3546), 10 @ 9654. WIZARD WARS is protected by all
Federal Copyright Laws. Distribution of the REGISTERED
version is a felony. Please help by reporting pirates. If
we can't keep piracy down to a minimum and turn a little
profit, then we of The Phantasm Brigade will have to get real
jobs and will no longer be able to supply you with high quality
<SNICKER SNICKER> products. We also welcome any suggestions
or donations. Anyway, here's the docs....
Available Commands:
B uild Portal (Cost varies)
Mobility can be a serious problem for your armies. Imps
move so slowly that by the time they get to battle, the
enemy may have already moved. Golems are not much better.
There is a solution however. Portals are linked together by
powerful Spells of Spacial Binding. Any troops passing
through one Portal may exit from any other Portal that is
linked to the one which they entered without any mobility
cost. This can speed newly created troops, thousands of
leagues away, to battle instantaneously.
When Constructing a Portal, it is always wise to use as
many troops with as much mobility as possible. Only mobile,
bipedal troops with minds can assist. If no troops are
available, the Portal may still be built, but it will be
VERY expensive to Construct. The more troops that assist,
the lower the Mana cost will be.
If the Mana cost is acceptable you will then be asked to
enter a Stellar Alignment value for that Portal (any number
from 1 to 11,111). Choose this number carefully. Any other
Portal, even an Enemy's which has the same Stellar Alignment
as this Portal is linked to it. Once the Alignment has been
selected for a Portal, it can never be changed unless the
Portal is D estroyed. Also, the Portal's Stellar Alignment
will never be displayed again so write it down. And
remember, a single, unlinked Portal by itself is of no use;
there is no place for passers through to go.
C onstruct Magical Construct (Cost varies)
This command creates Imps or Golems in your Hosttower.
D estroy Site (Cost 10)
This command is used to destroy a site in a region such as
a Portal. There must be at least one troop in the target
region. This is not a command that most Alliances like to
use, but it is sometimes necessary.
G o to Library
Many library topics are available. You should research
them all thoroughly. NEW TOPICS MAY BE FOUND later in the
game; constantly visit your library, it can be a great aid.
H osttower Status
When you need to know the current status of your Hosttower
and your Cryptic Alliance, use this command.
L egend
When you see an unfamiliar marking on your map or in your
R egion Information Display use this command and it will
tell you what it is that puzzles you.
M ove Troops (Costs mobility)
This is the command used to move your troops from one
region to another. It is fairly self explanatory. As you
move into uncharted regions of Tarmara, your map of the
world gets bigger and the Mana you receive the next day will
be greater. You can always see one region around any region
you occupy, but the information may not always be accurate.
There may be unspotted enemy troops right next to you at
anytime. The best way to discover such things is by
scouting with troops or by S crying. Unfortunately,
movement costs mobility and most troops can only move a few
regions in a day. Mountains are a great obstacle also.
Record the speeds of your troops and soon you will learn
their strengths and weaknesses.
Q uit
This command will exit WIZARD WARS. The game asks for
confirmation.
R egion Information
This command will display pertinent information about your
occupied regions. The header looks something like this:
X,Y T S M I G A E F W
X,Y tells what region the information is referring to. The
X value is the region's horizontal value on the map, and the
Y value is the vertical value.
Terrain and Sites vary depending upon whether you are an
ANSI or non-ANSI user. Use the L egend command to discover
what the various symbols are for your map.
Mana is the Mana level of that region. The number in this
column represents approximately how much Mana this region
will bring in each day.
The remaining stand for the following:
I = Imps
G = Golems
A = Air Elementals
E = Earth Elementals
F = Fire Elementals
W = Water Elementals
These are simply listings of the amount of each type of troop in
that region. A slash after a number indicates the average
mobility of the troops. If under G there was "23/10" then that
means that there are 23 Golems there with an average of 10
mobility (the maximum mobility allowed). At the start of each
new day, mobility for all troops is renewed and set to 10.
Choosing to display only one region does exactly that.
Showing all your regions gives information on all the
regions that your Cryptic Alliance currently claims as part
of its territory. The "M" option displays only those
regions that are claimed AND that possess troops that can
still move at least one region in at least one direction.
This option is very helpful for players with large empires.
Simply capture this listing in your buffer and print it out
to your printer. Then you have the listing of exactly which
troops you need to move. This ensures that you use each
troop to its full exploring potential. If you ever lose track of
your troops, the "T" option will list all of your troops, even if
they are not mobile.
S cry (Cost 1)
This is the safest, most reliable means of mapping out
Tarmara there is. All information about the target region
will be displayed with 100% accuracy. It is advised to use
this command before going into battle.
V iew Map
This displays Tarmara in all its wasted splendor. Only
occupied regions and their adjacent regions or regions that
have been scryed upon will be displayed. The X values are
printed across the top and bottom of the map and the Y values
are printed along the sides for coordinate purposes. Here
is where ANSI users have an advantage. Not only does the
map look more realistic, possessing multiple colors and
graphics symbols, but occupied regions, regions contributing
to the empire's Mana level, will glow dark blue and regions
that possess mobile troops will glow green.
W rite a Message
This command Constructs a small carrier pigeon designed to
carry a small message (75 characters) to a particular
region. In order for the message to be received, there must
be troops or a Hosttower there. The recipient will not know
who wrote the message unless you say so.
^ Normal/Enhanced Map
This command toggles the ANSI option. ANSI users may want
to use it to capture the map in their scroll back buffer for
a printer dump. Non-ANSI users may want to use it to
dream....
# Invoke Apocalypse (Cost unknown)
This is the last ditch, selfish act of a desperate empire.
Those that subscribe to the philosophy, "If you're gonna
die, you might as well take everyone with you," may like
this alternative to defeat. You still have to be fairly
tough to succeed here; usually only the second place empire
will be strong enough to do this.
It is unknown exactly how The Gathering of Chaos Invoked
the Apocalypse and stalemated The Great War. The best
theory suggests that because most of their territory had
been taken over by The Fellowship of Steel, they couldn't
have possessed any great supply of Mana (most estimate
roughly 350). This would seem to indicate that the
Invocation did not require much to Power it. Indeed, Time
has proven many times that compared to the difficulty of
Creating, Destroying is easy. However, The Gathering of
Chaos did possess 2 temples and some believe that these were
the key to their Apocalypse.
Whatever the case may be, it is not advised to experiment
with this Spell. Neither failure nor success would promise
a bright future. The latter is proven by History to be
devastating and the former is theorized to be fatal to the
Casting Alliance. Don't mess with this until your Darkest
Hour is upon you....
! Reshape Tarmara (Cost unknown)
This will attempt to Invoke the Spell of Reshaping. All
of your Mana will automatically be used in the attempt. If
you are successful, you will win the game and everyone will
know it. But if you fail, be prepared for the worst. The
Cryptic Alliance known as The Talon, a faction of The
Gathering of Chaos during The Great War, completely
disappeared in a fiery explosion. It is rumored that they
attempted to perform this ritual, an offshoot of the
Apocalypse, but failed. The Gathering of Chaos claims that
The Talon used over 600 Mana in the Casting....
? Help
This command gives a little help.
--Have fun and watch out for enemy troops,
The Binary Beast AKA N. P. Bucknell
REMEMBER: Piracy is a crime. Help prevent it and you'll
see more products from us in the future.
If you would like to obtain WIZARD WARS for yourself, ask your
SYSOP to put an unregistered copy up for downloading or call
Mesopotamia: Mirage Works. The phone number is 916-891-3546.
I can be reached on that board or through the EMail net as user
10 @ 9654. Please feel free to share the unregistered version
with others; the more customers we get, the more products you
will see from us in the future.
IMPORTANT NOTE: Certain unregistered versions of this
game have misled customers into making their checks out to
The Phantasm Brigade. Since we are not a real company,
these checks cannot be cashed. If you are considering
registering an unregistered version, make your check
payable to Neal Bucknell.
This game is being constantly upgraded. To obtain the most
recent version, just call our board up (shown above) and check
out The Phantasm Brigade file transfer section. All new users
have full access to the whole BBS.