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- Sysop Documentation for OS/2 Czarwars Game System 3.58
- (C) Copyright 1987-1989 Ray Yeargin. All rights reserved.
-
- OS/2 Adaptation, (C) Copyright 1989 Troy Carroll. All rights reserved.
-
-
- A. System Requirements:
- Minimum Configuration:
- IBM personal computer or compatible with 2MB RAM (4MB preferable)
- OS/2 1.1 SE or greater
- Hard disk drive with 1 megabyte of free space
- Hayes compatible modem usable through COM1 or COM2
-
- Recommended:
- Real-time, battery backed clock/calendar
- Good quality surge suppressor
-
-
- The following instructions in Item B are for a fast setup of the system
- using default settings. Once the quick setup is completed you will be
- able (at your option) to read the Configuration section of this manual
- and customize your board to your individual preferences. If you are not
- already familiar with Czarwars you should read the CZAR_HLP.TXT file
- prior to doing the quick setup. You should also make back up copies of
- the distribution disks.
-
- B. Quick Setup for standalone mode:
- NOTE: If you intend to run this software as a door under other software
- using command line parameters, read section G below before
- continuing here.
-
- Hardware:
-
- 1. Ensure that your modem is set to NOT auto answer the phone.
-
- Software:
-
- 1. Create a Czarwars directory on your hard disk and copy all the files
- on the distribution disks into the directory.
- All included files should be in the Czarwars directory for the
- system to operate properly except for the following:
-
- README
- HISTORY.TXT
- LICENSE.TXT
- CZAR_DOC.TXT
-
- 2. Run CZAR_UTL.
-
- The CZAR_UTL program will check for missing files in the Czarwars
- directory and will generate new copies of the data files and
- bulletins, if necessary.
-
- You will be asked a couple of questions concerning the location and
- speed of your modem. If you do not already have a map file
- (CZAR_MAP.DAT) in the Czarwars directory, you will also be asked
- questions about the size and type of galaxies to install in the map
- file that will be generated.
-
- You will then be asked for a name and password for the Sysop. You
- should enter your name or simply 'SYSOP' at the name prompt. Both
- the Sysop's name and password must be entered in UPPER CASE. This
- will be the name and password you enter when you log into Czarwars.
-
- When the automatic configuration of Czarwars is completed you will
- see the Czarwars utility program main menu on your screen. You may
- select option 1 (Configure the System Parameters) at this point to
- further customize your installation of Czarwars.
-
- Some items you may consider changing at this time are:
-
- a. Select item 15 (Enable programmatic upgrades to 'A')
- If you intend to ask for donations to help support your BBS then
- you will probably want to leave this set to '0'. If you don't
- plan to solicit donations, enter a '1' so players can upgrade
- their own ships to class 'A'. (a '0' here would enable you to
- give class 'A' ships to contributors only - or give them to no
- one, if you prefer)
-
- b. Select item 13 (Initialize the map). If you start with the
- advanced map file you may want to 'freshen' the inventory levels
- of the ports and planets. To do this enter a number from 1 to 10
- to set the initial inventory levels (2 to 4 recommended).
- NOTE: If you have the advanced map file and you do not run this
- routine, the inventory levels will be very high when the game
- first starts. As a result, the first few players to log on will
- encounter planets and ports with the maximum quantitys and prices,
- therefore gaining an early advantage.
-
- 3. You should now be able to run CZAR_PGM and move around on the board
- as a regular player. You can buy and sell things, leave signs, and
- even leave mail.
-
- You can now bring up the BBS by entering CZAR_PGM /M. Using the /M
- switch causes the program to look to the modem for incoming calls
- rather than going straight to the console as before. If your modem
- is on and attached to the COM: port that you selected during the
- automatic installation then you should see a 'waiting for a call'
- screen on your display (which can appear in any of 8 different spots
- on the screen).
-
- If the phone rings now, the system will answer it and attempt to
- detect a carrier tone.
-
- You're online! If you were actually bringing up the system you would
- now turn off your monitor to save electricity and to prevent burn-in.
- Of course, you also may press the escape key and bring down the
- system at any time.
-
- C. Configuring and Customizing Czarwars:
-
- The CZAR_UTL program option <1> (Configure the System Parameters) allows
- you to customize Czarwars into a unique game. When you select option
- <1> you will be presented with a menu of numbered options. Lets take
- them one by one in order.
-
- 1. Game Cycle in days = 8
- The 'Game Cycle' controls the maximum inventories of goods at the
- various ports and planets. For example, a port with a daily ore
- productivity level of 20 will produce 20 cargo holds of ore per day.
- If no one ports there to purchase ore for (say) several weeks then
- the inventory of ore would just keep growing indefinitely - if not
- for the limits imposed by the Game Cycle. If the Game Cycle is set
- to 10 then the port will accumulate no more than 10 times the daily
- production. 10 x 20 = 200. Therefore, if no one buys the ore to
- keep the levels of inventory down, production will stop when 200
- holds of ore accumulate there. When someone buys some ore thereby
- causing the inventory to drop below the limit of 200 then production
- of ore will resume at the 20 hold-per-day level. Commodities
- produced on planets and the quantities of goods that ports attempt to
- purchase are controlled in the same way.
- I recommend starting with this number in the range of 6 to 12.
-
- 2. Logon Delay in 5 minute periods = 30
- The Logon Delay is measured in 5 minute periods (5 minutes=1
- 'Starday') and controls how long a player must wait between LOGONS.
- Note that the duration of the session has no bearing on when a person
- is eligible to log on again.
-
- 3. Daily antimatter per player (grams) = 80000
- Antimatter is fuel. The more you issue, the more a player can move
- around, trade, and gamble. Class 'A' ships are given an additional
- bonus above the number you enter here if the second parameter from
- item #16 below is set above zero. This enables you to give (for
- example) class 'A' ships a 10-100%+ antimatter bonus. The reasoning
- here is that if you are soliciting donations, the extra antimatter is
- an additional incentive to give. 50000-100000 grams is a good range
- to stay in until you've had the board up for a while.
-
- 4. Start Holds in new ship = 25
- This controls how many cargo holds are included with a new ship.
-
- 5. Start Cash issued with new ship = 5000
- The number of credits ($) issued to a player getting a new ship.
-
- 6. Max Holds for A & B class ships = 125 75
- The maximum number of cargo holds that class 'A' and class 'B' ships
- can contain.
-
- 7. Price of a Star Base = 10000
- The amount of credits a player must pay to build a type 1 Starbase.
- For simplicity, this parameter is actually entered as a 'price per
- fighter strength'. Since a fighter costs 100 you can easily set the
- Starbase price to, say, half of the equivalent fighters price... in
- this case, 50 credits per 'fighter strength'.
-
- 8. Time limit parameter in minutes = 30
- This parameter is used along with antimatter quantity to determine
- the time limit for a session. A session time limit is based on 2
- things. First of all, each session automatically gets 5 minutes
- regardless of antimatter quantities and the setting of the time limit
- parameter. Second, in addition to the default 5 minutes, extra time
- is issued based on the quantity of antimatter the person possesses
- AND this parameter. For example, if a person has a full daily issue
- of antimatter and this parameter is set to 20 they would get the 5
- minute minimum and an additional 15 minutes (because of the full load
- of antimatter). If the they have 10% more than the daily issue of
- antimatter, then a setting of 25 would get them 27 minutes (5 + 1.1 *
- 20), etc. If, however, they have used half of today's issue of
- antimatter in an earlier call, then a setting of 35 would yield them
- only a 20 minute time limit (5 + 30/2). A setting of about 7 minutes
- per 10000 grams of antimatter usually gives plenty of time. If your
- system has mostly experienced players, use a smaller number.
-
- 9. Bell on time (don't ring before) = 9
- This controls the bell when a person uses the <!> summon the sysop
- function. Enter the hour that you want the bell enabled. For
- example, if you get up at 9 am, set the parameter to 9. (use 24 hour
-
- format). To disable the bell, set this and the 'Bell off time' to
- the same number.
-
- 10.Bell off time (don't ring after) = 20
- Like the 'bell on time', this controls the bell. Enter the hour in
- 24 hour format that you want the bell disabled. To have the bell
- disabled at 8 pm, set the parameter to 20.
-
- 11.Price of player strength calculations = 1000
- This is the price in credits that players will be charged to do "net
- worth calculations" on other players.
-
- 12.Operating through Com: port 1 or 2 = 1
- This switch tells the system which COM: port your modem is attached
- to. If your modem is attached to COM2: then set this switch to 2.
-
- 13.Start Fighters with new ship = 25
- This number controls the quantity of fighters issued to new players
- and to players getting a new ship after losing their old one.
-
- 14.Remote Validation Password = none
- This will be the secret password that you would use to validate
- someone at validation level 1 (class B) remotely. It can consist of
- upper case letters, numbers, and special characters. For example,
- to validate JOE BLOW (a new, registered but not yet validated player)
- you can call the board and enter JOE BLOW at the name prompt and then
- this secret code at the password prompt. Of course, if you are at
- your computer you can use CZAR_UTL to set a validation level to any
- valid setting.
- NOTE: Entering a password in lowercase here will disable this
- feature.
-
- 15.Enable programmatic upgrades to 'A' = 0
- This switch controls upgrades to class 'A' ships. If set to 1
- players will be able to purchase class 'A' ships (and raise their
- validation level to 2) at any class 4 port. If set to 0 they will
- not be able to upgrade - you will have to do any upgrading with
- CZAR_UTL. You might want to disable programmatic upgrades if you
- solicit donations to your system. As an additional incentive for
- your users to contribute you can then give Class 'A' ships only to
- those users that do.
-
- 16.Cost of class 'A' / Antimatter bonus = 100000, 25
- The first parameter (Cost of class 'A') represents the cost in
- credits of an upgrade to validation level 2 (class 'A'). This is the
- price a player would have to pay at a class 4 port to upgrade his
- ship. Of course, this parameter is meaningless unless programmatic
- upgrades (parameter #15) is enabled by setting it to 1.
-
- The second parameter (Antimatter bonus) has an effect regardless of
- the setting of parameter #15. It controls the awarding of extra
- antimatter to class 'A' ships. The number represents the percentage
- over the standard antimatter issue to be given to class 'A' ships.
- If it is set to '50' then class 'A' ships will be given 50 percent
- more antimatter than class 'B' ships. If you have programmatic
- upgrades enabled, keep this one small. If, however, you set
- programmatic upgrades to manual and charge your users for class 'A'
- ships, you can use this to make contributions much more attractive by
- setting it to give contributors an extra 10-100% (or more)
- antimatter.
-
- 17.Lock out 300 baud access = 0
- Setting this parameter to a '1' causes 300 baud callers to get this
- message; "300 baud in not supported". Setting it to 0 enables 300
- baud callers to connect. This parameter applies only in stand-alone
-
- BBS mode [CZAR_PGM/M].
-
- 18.Modem Setup & modem options = ATS12=20S10=99S7=40E0X1V1M0
- This is the setup string that is sent to initialize the modem each
- time the system goes to wait for a call. It is set up for a Hayes
- compatible modem but can be changed to any string up to 40 characters
- long.
-
- Other options here include :
-
- modem reset string
- modem answer string
- modem hangup string
-
- Each of these three options can be disabled by entering "NONE" (in
- uppercase as shown) rather than a modem string.
-
- In the case of the modem reset string, entering NONE will prevent
- resetting the modem prior to sending the setup string each time the
- program goes to wait on a caller.
-
- Disabling the modem answer string by entering NONE will prevent a
- string from being sent to the modem when the phone rings. If you do
- this you will have to set your modem to autoanswer either by a
- hardware switch or by putting S0=1 (or appropriate instruction) in
- the setup string.
-
- In the case of the hangup string, entering NONE will cause the system
- to hangup by the 'DTR drop' method. This will be faster than using a
- hangup string but may not work with all modems.
-
- 19.Modem type (1=300, 2=1200, 3=2400, 4=9600) = 2
- This parameter tells the software what speed modem you have. As
- indicated, enter a '1' for a 300 bps modem, '2' for 1200 bps, '3' for
- 2400 bps, and '4' for 9600 bps.
-
- 20.Map size (1, 2, 4, or 8) = 4
- This parameter tells the program how much of the map to use. If you
- set this option to 1, then players will only be able to get to the
- first 500 sectors of the map. Using a 2 opens 1000 sectors and a 4
- opens up the entire map of 2000 sectors. You may want to start out
- with a 500 sector map and only raise it as you get additional users
- (to keep it lively). I recommend setting it at 500 until you get
- about 15 active players, then raising it to 1000 and raising it again
- when you add 15 more players.
-
- NOTE: Although all new maps are only 2000 sectors in size, you can
- now set this option to 8. A setting of 8 will cause the CZAR_UTL
- program to build a mirror image of the first 2000 sectors starting in
- sector 2001. The end result will be a 4000 sector universe with all
- the galaxies, planets, and ports duplicated - only reversed in
- position. For example, sector 1 would be duplicated in sector 4000,
- sector 2 in 3999, etc. Do not do this until your game has become
- quite active. I would suggest you leave it at 2000 sectors until you
- get about 40 active players.
-
- NOTE: If you do decide to expand the map, you can use option 17
- under the CZAR_UTL main menu to reorganize the galaxies in the upper
- 2000 sectors (using manual galaxy selection). Please note that you
- can not use this option to reorganize an area in an ongoing game that
- has previously been available to players - use it only on the upper
- 2000 BEFORE allowing players access to it.
-
- 21.Public mail fixed and char cost = 5000 10
- These parameters control the cost to post public mail. The first one
- (fixed cost) is a fee for posting a public message, regardless of
- length. The second number (character cost) is an additional charge
- for each character typed into the message. For example, a 100
- character message would cost 6000 credits using the above prices
- (5000 + 100 * 10).
-
- 22.Price of a sector sign = 3000
- This price controls three things:
-
- 1) the price to post a sector sign
- 2) the refund when you remove a sign of your own
- 3) the fee to remove someone else's sign
-
- If this parameter is set to 3000, then it would cost a player 3000
- credits to post a sector sign. He would then be given a refund of
- 90% of the original price when he removed it (2700). If, however, he
- attempted to remove someone else's sign, it would cost 50% above the
- sign cost (4500 credits).
-
- D. Routine system maintenance:
- In addition to configuring the system and validating users CZAR_UTL has
- 15 other assorted maintenance functions. They are explained below:
-
- <1> Configure the System Parameters
- (explained in section C above)
-
- <2> Validate/invalidate/change validation level
- The Sysop was entered initially during the automatic installation
- process with a validation level of '1'. There are other validation
- levels you will need to become familiar with since you will need to
- use this option to validate players.
-
- The validation levels have the following definitions:
-
- ' ' (a space) a new player, not yet validated
- '0' a player deliberately un-validated (has no access)
- '1' a player validated at class 'B' ship level
- '2' a player validated at class 'A' ship level.
-
- When you need to change someone's validation level (a new, recently
- verified player, for example) you can use this function. Simply
- enter 2 to select this routine and then enter the name of the person
- to be validated (or invalidated, as the cas may be). You will then
- be asked for a new validation level for the person. Select one of
- the above options and press return.
-
- <3> List players to video or printer
- This option will list all players' validation levels, names, phone
- numbers, Stardate of last logon, and player number. You will be
- prompted for whether you want the list to go to the video or to the
- printer. This is frequently used to list new players (blank
- validation level) along with their phone numbers for validation
- purposes. This routine also has an option to search by validation
- level. For example, if you wanted to list only those players with a
- validation of 0 then you would enter a 0 at the validation level
- prompt. Likewise, if you wanted only players with a space in the
- validation field (new players), then you would enter an "S" for
- Space. You can also use the "N" option and search through the player
- file for names or name fragments. For example, if you will looking
- for someone named "RAY" you would enter "RAY" as the text to search
- for. You would then get a list of all players whose name contains
- the fragment "RAY", regardless of where it occurs in the name.
-
- <4> Delete players by name, date, or 0 validation
- This option allows the SYSOP to purge old and inactive players from
- the user file to make room for new players. It also will purge any
- messages in the history file and the mail file that are addressed to
- a user being purged. Any signs left by a person being deleted are
- automatically removed from the map file as well. You will be
- prompted for whether you want to delete users based on date (period
- of inactivity), name (select a specific individual), or those with a
- validation level of 0 (people un-validated by the SYSOP).
- NOTE: When deleting an individual by name you MUST enter the
- COMPLETE name in UPPER CASE characters.
- NOTE: Deleting users by either date or validation 0 can be very
- time consuming if there are a lot of players affected. Therefore, an
- option has been added to terminate purging prior to completion.
- Pressing the [Esc] key during these multiple user deletes will cause
- the purge to terminate immediately after removing the current user.
- (there may be a delay of 10 or 20 seconds before it actually quits)
-
- <5> Edit a player record.
- Be careful with this one! It allows you to change a player's name,
- address, ship name, amount of fighters, amount of cash, etc.
-
- <6> Edit map file (change ports/planets/warps)
- Be very careful with this one! It lset you to change warps, add,
- change, and delete planets and ports, insert and delete signs etc.
- In general, it allows you to change any feature of any sector in the
- universe. With it you can redesign the entire map, change
- productivity of ports and planets, add and delete Pulsars and Black
- Holes (and their warning signs!), create additional government
- controlled sectors, and accidentally make areas with no exit!! So
- again, be careful.
-
- <7> Search map file for ships
- This option will search the entire map file and report all ships
- (along with the owners name) to the video. It will also report and,
- at the same time, purge any 'ghost ships' (with an audible 'beep') in
- the universe. A ghost ship is an image of a ship that appears in the
- wrong sector. It should only happen when a player moves from one
- sector to another and the power goes down between the times that the
- map file and the player file are updated - causing them to get out of
- sync. Though generally not serious, it does have two effects. One,
- a ghost ship (invisible to other players) appears in one or more
- sectors. And two, the persons ship disappears from the sector it is
- really in (meaning other players cannot see any evidence of the ship
- in ANY sector). The players ship will reappear as soon as the they
- get back on and play out the rest of their turn.
-
- <8> System Statistics
- This item will tell you how many players there are in the player
- file, how many messages in the mail file, and how many entries in the
- history file. In addition to those numbers, it will also tell you
- the percentage of each of the previous files that is filled - useful
- when determining if you need to purge some inactive players. It will
- also give you a login count. This count is the number of SUCCESSFUL
- connections received by all players CURRENTLY on the user file.
- Therefore, if you purge some players from the system, this number
- will decrease.
-
- <9> Scan the map for signs
- This routine will search the entire map file and list all signs in
- the entire universe to the screen. It also shows the user number of
- the player who posted each sign (signs with a user number of 0 are
- government signs). This option should be used now and then to make
- sure no obscene signs are being posted in remote sectors of the
- universe. If such a sign is found, you can use option <5> (Edit a
- Player Record) to determine who posted it and then take appropriate
- action. Also, you can easily remove any sign with option <6> (Edit
- map...). Don't forget to reset 'Sign Author' back to 0 if you remove
- a sign.
-
- <10> Scan the map for fighters
- This routine will search the entire map file and list all fleets of
- fighters (and Starbases) guarding sectors in the universe. It will
- also list the owner of each fleet of fighters.
-
- <11> Reset a player's last logon date
- This option allows you to reset a player's last 'logon time' so that
- they may be able to log on and (optionally) issued the daily amount
- of antimatter.
- NOTE: If you reset a player's time back past midnight, they will be
- issued the daily allowance of antimatter even if they have already
- played today!
-
- <12> Banish a player from the system for X days
- This option allows you to reset a player's last 'logon time' so that
- they will be locked out of the system for the number of days
- specified.
-
- <13> Initialize the map
- (explained in section B-2 above)
-
- <14> Initialize the game
- This option is used only if you run games with time limits or
- otherwise want to end a game and start a new one. The advantage that
- it offers over repeating the installation process are:
-
- 1) All parameters are left as previously set.
- 2) All players registration information remains intact.
- 3) All players are notified that a new game has started.
-
- This routine will delete everyone's ship, remove all fighters and
- signs from the universe, and automatically do a map initialization
- (option 13). The starting of a new game is an excellent time to
- change a few parameters to better suit your boards desired
- 'personality'.
-
- <15> List the map file to printer or video
- This option allows you to list out sections of the map. It will
- prompt you for beginning and ending sector numbers, ask whether you
- want to list the map to the video or to your printer, and then
- proceed to list out the section of the map you are interested in
- seeing. It shows ports, warps, planets and signs.
-
- <16> List/Purge the message file
- This selection will allow you to browse through the message file,
- reading and purging messages. It skips over blank messages and
- prints an "*".
-
- <17> Generate sector warps (use to reorganize galaxies in map file)
- This routine is used to modify warp connections within the existing
- map file. When you first bring up Czarwars this routine will be
- automatically executed if needed. Therefore, it won't be necessary
- to select it unless you specifically want to change around the
- galaxies in the map.
- NOTE: Use this only when starting a new game - it will delete
- players' signs and Starbases!
-
- ===== A note to Sysops with a copy of the advanced map file =====
- If you have a copy of the advanced map you may still want to re-
- organize part of the map with this routine (for your first game or
- two, anyway). Since this option can generate very simple maps
- including easily navigated 'toroidal' galaxies, new users may find it
- much simpler to move around and trade. However, it will also be less
- interesting than the advanced map which has dead ends, one-way warps,
- easily defended areas, and mazes. If you want a map that is half
- simple and half complex you can use this routine to re-organize the
- bottom 1000 sectors of the advanced map into simpler galaxies. You
- may also use this routine to convert the dreaded one-way maze in
- sectors 1001-1350 to simpler galaxies since it is by far the most
- difficult area to navigate.
-
- [99] Exit to OS/2
- This option (the default) exits from CZAR_UTL and returns to OS/2.
-
- E. Information on running the system:
-
- 1. Using the logfile (CZAR_LOG.TXT):
- If you invoke CZAR_PGM.EXE with the /L switch, Czarwars will keep a
- log of all calls. Contained in this log is information such as the
- time and date that the phone was answered, the baud rate of any
- successful connection, the name of the player who logged on, records
- of any errors (such as i/o errors), and other information. The
- logfile also can contain messages to the SYSOP by non-validated
- users. Whenever a new user registers on the system for the first
- time, a special entry is made in the logfile. It will include the
- players phone number, name, any message that he might have left, as
- well as some eye-catching characters to make it stand out from the
- rest of the routine log entries. You need to look at this file often
- (every day or two) so you will know when you need to validate new
- users, etc. (If you run in stand-alone mode without the /L switch,
- you will need to list players in the CZAR_UTL program who have a
- space in their validation field). It is also useful for determining
- when players are using "clone" ships - extra pseudonyms to gain an
- advantage. If several players call every day, one after the other,
- using the same baud rate, for example, you might look carefully to
- ensure that they aren't just one player who had some friends register
- and give him their passwords.
-
- 2. Terminating a user's session:
- If you have need to hang up on a player, just press the [Esc] key
- once. The system will then hang waiting on confirmation from you
- (Really hang up on this user? [N]). If you then press "Y" and
- <enter> the system will hang up and go on to wait for another call.
-
- 3. Chatting with a user:
- Press the F10 function key to toggle chat mode on at any prompt.
- Press F10 again to turn off chat mode.
-
- 4. Backing up the system:
- Periodically (preferably every day) you need to make back up copies
- of the Czarwars data files on a floppy disk. There are, of course,
- many things that can happen to files on a hard disk - most of them
- bad. With a day-old set of backup files you could simply reload the
- game and notify your users of what had happened - not a major
- inconvenience for anyone. Without backups you would be forced to
- start a brand new game - which some users will no doubt find very
- annoying. The only files that must be backed up are those that end
- with an extension of .DAT. They are:
-
- CZAR_PLR.DAT (the player file)
- CZAR_MAP.DAT (the map of the universe)
- CZAR_HST.DAT (the history file - events happening to fleets)
- CZAR_MAL.DAT (the mail or message file)
- CZAR_PRM.DAT (the parameter file)
- CZAR_NEW.DAT (the news file)
-
- I suggest that you compress these files with an archive program and
- then freshen the archive daily. The archive file will be a small
- fraction of the size of the full-blown data files and is easily
- backed up. My backup archive is usually under 130K.
- The logfile (CZAR_LOG.TXT) may be backed up as well, if desired. It
- is possible to continue a game if you have only the player and map
- files - but you will have to re-enter the configuration parameters
- and players will lose their mail and history information. So, at an
- absolute minimum, back up the player and map files - they are
- necessary to continue the current game.
-
- 5. The Bulletin, Pre-Logon Bulletin, and Information/Rules files:
- These three files are necessary for the system to run.
- The bulletin file (CZAR_BUL.TXT) is an ordinary text file and can be
- modified by most any word processor (in non-document mode) as well as
- ASCII editors such as the OS/2 System Editor. Here is where you make
- announcements and post bulletins. You should keep this one SHORT since
- it lists for everyone who logs on.
- The Pre-logon file (CZAR_PRE.TXT), too, is an ordinary text file. It
- is displayed PRIOR to a person being prompted to log in. As a
- result, it is an excellent place to identify your system, list your
- hours, and possibly tell new users to use their real names. You
- should also keep this one as short as possible.
- The Information/Rules file (CZAR_NFO.TXT) is where you would put your
- system rules and any other information about your system (such as:
- Send $5 and you will be issued a class 'A' ship (more hold capacity
- and 50% more antimatter)).
-
- 6. The Help file:
- The help or 'instructions' file (CZAR_HLP.TXT) is required for the
- system to function. It ordinarily doesn't require any modification.
-
- 7. Connection information:
- Czarwars only supports 8 data bits, no parity, and 1 stop bit. 7
- data bits is NOT supported. People who connect at 7 data bits will
- get strange results.
-
- 8. Maps:
- Paper copies of the advanced map are not available.
-
- 9. SYSOP mode:
- This option is only available to the sysop (player #1). It enables
- the sysop to move directly to any sector in the universe without
- being attacked by fighters left on guard. It also permits the sysop
- to send public mail and do player strenth calculations without
- paying. In addition, it permits the sysop to list (and delete) the
- log file while logged in the game. To activate it go to the
- <U>tilities menu and type SYSOP. It will respond with "sysop mode
- on.". To disable this mode repeat the process used to enable it. It
- will respond with "sysop mode off." when disabled.
-
- F. Performance considerations:
- The following information is for OPTIONAL speed/performance improvements
- to the system.
-
- To speed disk access to the system, load all Czarwars files together
- (in adjacent spots) on the disk (especially the map file and the player
- file - the ones used most). Also, try to load them unfragmented. Once
- loaded, they will not move around or become fragmented on their own -
- they will stay in the exact spots where you put them. A program that
- reorganizes disk files and unfragments them will make this task simple
- (as well as improving the disk performance of other programs). Another
- way to both improve disk performance while simplifying backups is to put
- the entire Czarwars system in its own 2 or 3 megabyte disk partition.
- Of course, optimizing the partition with a program like the one
- mentioned above will further improve performance. With a very fast hard
- disk drive, these changes will make only a modest improvement. However,
- if you have a slow 'average access time' drive, following these
- recommendations will make it seem VERY fast since the drive heads will
- have only a very short distance to travel in even the worst
- circumstances.
-
- G. Doors / Running under BBSs:
- There are several things to consider in addition to the advice given
- above if you intend to run Czarwars as a DOOR under another BBS.
-
- First, to run Czarwars in doors mode you must invoke it as follows:
-
- CZAR_PGM !<port handle> <baud> <timelimit> <first name> <last name>
-
- As you can see, a ! is used followed immediately by a decimal number
- designating the handle of the communications port that Czar Wars is
- to use. This is followed by a space and then a FOUR DIGIT baud
- rate. Valid baud rates are 0300 1200 2400 4800 9600 1920 and
- LOCA for connections at the console. If LOCA is specified, the port
- handle is ignored. The baudrate is followed by a space and then the
- the user's time limit in minutes. This is followed by a space and the
- user's name. This name should usually consist of first and last name
- separated by 1 space. It can be up to 20 characters in length. Below
- is an example of what a command line might look like:
-
- CZAR_PGM !5 9600 60 JOHN SMITH
-
- NOTE: Any other switches that you may want to use must be placed BEFORE
- the ! on the command line as follows:
-
- CZAR_PGM /L !0 LOCA 60 SYSOP
-
- Second, do NOT allow the parent BBS to monitor carrier.
- Czarwars will terminate on its own if the user drops carrier. However,
- if the BBS terminates Czarwars immediately after carrier drop (and prior to
- Czarwars closing its files and terminating) some of the Czarwars files
- may not be updated.
-
- Third, since Czarwars doesn't support 7 data bits, you may want prevent
- connection at 7 data bits in your BBS.
-
-
- H. Common (and some uncommon) errors codes that you may see:
- The most frequent error you will encounter is 'I/O error (57)'. These
- will be common when there is noise on the phone line. In addition, you
- will occasionally get one for no obvious reason. Another common error
- is 'error code 24' (see next paragraph for more on error 24). You will
- get this error whenever a user hangs up abnormally or otherwise drops
- carrier. A much less likely (though still fairly common) error is
- 'error code 69'. This one occurs when there is a buffer overflow -
- usually caused by someone uploading a message at a rate faster than the
- BBS can accept it. In some circumstances, it can be caused simply by
- holding the <Enter> key depressed continuously. This error will be
- slightly more common with slower computers and when running the BBS in
- a multi-tasked environment.
-
- Other error codes:
-
- 64* Possibly means you have configured the BBS to use a com port that
- doesn't exist. This error is sometimes followed by error 52*.
- Also, error code 68* indicate possible problems with the
- communications port.
-
- 53* Possibly caused by the absence of one of the required BBS files or
- by too small a number of FILES declared in the config.sys file.
-
- 61* Probable cause: The disk drive containing the logfile is full.
-
- 6 Overflow/underflow. A number was used that exceeded the limits of a
- variable - this usually is a response to an invalid input by a
- player.
-
- * The preceding errors flagged with an asterisk are serious and will
- generally bring down the BBS. Other listed errors (57, 69, 6) should
- cause no problem unless 12 or more are detected in a single session.
- In that case, the system will recycle, therefore bumping off the
- player who incurred the multiple errors.
-
- Most other errors can be found in a GW-BASIC or BASICA manual.
-
- I. Support: Registered users of OS/2 Czarwars are provided support via
- "The Parkway BBS" system. The latest OS/2 version of Czarwars is
- available for examination through a door there. You must be registered
- on the system before you can enter the Czarwars door, however. This
- system is online 24 hours a day at 9600 Hayes/2400/1200/300 BPS at 8 data
- bits, no parity, and 1 stop bit.
-
- The Parkway BBS: (904) 576-7453 or
- (904) 576-4352
-
- On your first call, leave any questions or remarks in a message to the
- Sysop. Please read LICENSE.TXT for further information on registering
- your copy of Czarwars.
-
- J. Upgrades: Any registered OS/2 Czarwars Sysop can upgrade to the
- latest version of OS/2 Czarwars at any time. This can be done in
- one of two ways.
-
- It is possible to remove the 'UNREGISTERED Copy!' line from new, publicly
- distributed copies of Czarwars. Registered copies of Czarwars include
- a file named REGISTER.COD which will include a code and instructions for
- putting registration information into all future releases.
-
- If you do not wish to download updates of Czarwars, you may also upgrade
- by mail for a $10 handling fee.
-
- Send any upgrade requests and written correspondence to:
-
- Troy Carroll
- Rt. 16 Box 9022
- Tallahassee, FL. 32310-9710
-
- K. Running Czarwars in stand-alone mode from a batch file: Czarwars will
- automatically recycle when used in the /M mode. If you want to have it
- exit to OS/2 after each call (and subsequently be invoked again by a
- batch file) use the /1 switch:
-
- CZAR_PGM /M /1