home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
rtsi.com
/
2014.01.www.rtsi.com.tar
/
www.rtsi.com
/
OS9
/
OS9000
/
GWINDOWS
/
cyberwar.lzh
/
cyberwar.doc
< prev
next >
Wrap
Text File
|
1984-12-24
|
7KB
|
162 lines
CyberWar for G-Windows
Mechanized Warfare in the 21st Century
Copyright 1994 by Stephen Carville
*********************************************************************
Begging Portion of the Documentation.
This program is being released as shareware. There is no charge for
receiving it and there is no charge for distributing copies via electronic
medium provided all files listed in the readme are included intact. There
is no restriction on the number copies you may make for your own use. You
may not charge anything except reasonable copying fees to distribute this
program nor may you distribute it without this message.
A program like this doesn't just happen but requires hundreds of hours of
work so, if you would like to support my efforts, and help me bring you more
and better software for G-Windows, OS9 and OS9000, you may send a small
donation to:
Stephen Carville
c/o
High G Software
P.O. Box 822
Glendora, CA 91740 United States
*********************************************************************
Starting the Game:
To start the game, type the name "CyberWar" from the command line or double
click on the program icon. After the copyright notice is displayed you are
presented with two windows. The larger of these is a grid of hexagonal
spaces (called hexes) 20 hexes wide by 16 hexes high. The smaller window
has the icons for the playing pieces and a running tally of the armor and
infantry points remaining.
Initialization:
To pick up a playing piece click in the framed buttons in the "Unit
Selection" window. If you decide you do not wish to place the selected
piece, just click anywhere in the smaller window to return the piece or on
another icon to replace it. Clicking on a hex in the "Game Setup" window
will put the piece on the board. Playing pices can be put anywhere on the
board subject to the following restrictions:
No piece can be placed on the leftmost seven hexes in each row.
No piece may be placd on a crater
Armored units may not be placed on an occupied hex
Infantry units my be stacked up to three per hex.
Once a piece has been placed on the game board, it may not be returned but
may be repositioned later.
Each piece placed decrements the number of armor pointd (AP) or infantry
points (IP) remaining to you. The Command Unit is a special case costing
nothing since there must be exactly one of these in the game.
From left-to-right the pieces represented and their cost is:
Type Unit Attack Defend Range Movement Cost
--------------- ------ ------ ----- -------- ----
Command Unit 0 1 0 2 none
Rocket Launcher 6 1 8 0 2 AP
Tank 4 3 2 3 1 AP
Missile Carrier 3 2 4 3 1 AP
GEV 2 2 2 4/3 1 AP
Infantry 1 1 1 2/2 1 IP
Note that two pieces, the GEV and Infantry, have two movement values. These
pieces have an additional movement allowed after firing as explained below.
A brief descriptions of each piece is available using the help function when
the small icon window is active.
Repositioning pieces.
Once all the pieces, including the Command Unit, have been placed, the "Unit
Selection" window disappears and you may reposition any piece by clicking on
it and moving it to a new legal position. This phase ends when the "Start
Game" option is selected from the menu.
Player Movement Phase.
Here you move your pieces to attack the Reaper and protect the Command
Unit. Each piece that can move is highlighed and clickng on it will cause
all the hexes available to the unit to be highlighted. Clicking on a
highlighted hex will move to piece to it's new position.
Armored pieces can move onto the same hex as the Reaper. This is known as
"ramming" and will cause one point of damage to the Reapers's treads but
destroy your unit. Infantry units cannot move onto the same hex as the
Reaper and may cross but never stop on a cratered hex.
This phase ends when all the pieces have been moved or the "Select Targets"
menu option is selected.
Player Targeting Phase.
Now you select targets on the Reaper for any units that are close enough to
hit it. Stacked Infantry units fire as a group.
All units in range are highlighted and clicking on one of these selected
units brings up a window indicating the targets available. For the
missiles, artillery or AP guns the number listed is the cumulative
probability of a hit if the current unit is included. For the treads, the
number is the total allocated points.
Attacks againt the missiles, artillery and AP guns are resolved by comparing
the cumulative probablity of success from all the attacks againt 100. If
the attack is successful the targeted weapons are
decremented by one point. Attacks on the Reapers's treads are resolved on a
point by point basis, each point having a 50/50 chance of being a successful
hit. All succesful hits are subtracted from the treads.
This phase ends when all attacks have been allocated and resolved.
Runaway Phase.
This is the "run" phase of a Ground Effect Vehicle's (GEV) or Infantry hit-
and-run attack. Each unit that can be moved is highlighted. This phase
ends when all the units have made their "runaway" move or the menu option
"End Player Move" is selected.
Reaper Movement Phase.
The Reaper now moves, ramming any pieces that get in it's way, selects it's
targets and fires on them. Destroyed units are removed from the board and
the cycle begins again with the Player Movement Phase.
Victory Conditions.
If your Command Unit is destroyed by the Reaper you have lost the game. If
you render the Reaper immobile by decreasing it's movement value to zero you
have won.
Online Help.
At most times during the game, the help function can be called from the menu
with information about the current phase and helpful information about the
playing pieces. The file "cyberhelp.data" must be in your current data
directory for this function to work.
Known Bugs
Occasionally, a small part of a hex may be clipped and not redrawn. This is
caused by the way I implemented the screen refresh to improve it's speed.
It has no effect the game play and you probably would never notice it if I
hadn't told you about it.
Report any suggestions, kudos, bugs or offers of fame and fortune to:
Stephen Carville pagan@delphi.com
or:
High G Software
P.O. Box 822
Glendora, CA 91740 United States
*********************************************************************