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- ========================
- C O N Q U E S T v 2.5
- ========================
- requires EGA and MS (compatible) mouse.
-
- Copyright (C) SPETER Software, 1989-1992.
-
- INTRODUCTION
- This game is a strategy war game played on a map.
-
- The objective of the game is to capture all the enemy cities.
-
- The game is written in Turbo Pascal.
-
- START
- When the game is begun, a number of help screens are displayed, explaining
- the principles of the game. After these help screens, the "New Game
- Information Screen" is displayed. In this screen the user defines the mix
- of human and computer players and the dimensions of the game map; or a
- previously saved game can be loaded (and continued).
-
- At the beginning of the game each player is given a number of positions
- (including some cities) and there are also "free" cities. The actual number
- of positions allocated to each player is read from the file CONQUEST.INI
- (which can be used to customise the game). The free cities are undefended
- and belong to no-one (until captured). Each player then distributes their
- armies and ship(s) among their positions (with a maximum of 2 armies per
- position). If you decide a position has no strategic value, you don't need
- to put any of your forces there!
-
- After each player has placed their forces at the start, the battles begin!
-
- MAXIMUM FORCES PER POSITION
- Each player can have up to 2 armies on each position (with some land); and
- each sea position can contain 1 ship. During attacks it is possible that
- there would be more than 2 attacking armies, but after the attack the excess
- armies must be moved off the position (see below).
-
- PLAY
- Players move one after the other; and each player's move has four parts:
- 1) At the beginning of each go (except the first) players receive 1 army or
- ship on each of their cities (assuming there is room at the city);
- 2) each army and ship can be moved once to an adjoining position
- (loading/unloading armies to/from a ship is taken as a move); then
- 3) if any of the armies or ships are in enemy occupied positions these
- attacks are resolved (see details below); and lastly
- 4) if any successful attacks result in more than 2 armies being in one
- position, then the excess armies must be moved to adjoining territory
- (belonging to that player) or loaded on a ship.
-
- MOVING ARMIES AND SHIPS
- To move an army (or ship) to an adjoining position: point to the figure (and
- press the left mouse button), then point to the adjoining position and press
- the left mouse button again.
-
- LOADING AN ARMY ON A SHIP
- To load an army on a ship (in the same position): firstly point to the army
- and press the left mouse button, then point to the ship and press the left
- mouse button again. After a ship has loaded (or unloaded) any armies it
- cannot move until the next go.
-
- UNLOADING AN ARMY FROM A SHIP
- To unload an army: point to the army (on the ship) and press the left
- mouse button, then point to the land (in the same position) and press the
- left mouse button.
-
- START ATTACKS
- Pressing the right mouse button, ESC or F1 (Function 1), signifies a player
- has finished moving, and the attacks should begin!
-
- ATTACKS
- There are two types of attacks (1) Land attacks and (2) Sea attacks:
-
- 1) Land attacks occur if a player moves one (or more) armies into a
- defended (enemy) position or a city. Each army (whether attacker or
- defender) gets one "dice" throw (out of 10). In addition, if a city is
- being attacked, then it also gets a dice throw. The attacking forces
- win if the total of all their dice throws is higher than that of the
- defender's.
-
- 2) Sea attacks occur when a player moves a ship into a position that
- already has an enemy ship. Each ship gets two dice throws (regardless
- of whether it is carrying any armies or not). The attacking ship wins
- if the total of its dice throws is higher than the defender's.
-
- REMOVING EXCESS ARMIES (after an attack)
- It is very common for more than two armies to attack a position. When this
- happens the excess armies must be moved off the position at the end of the
- player's go (assuming the attack was successful). If the extra armies can't
- move to a ship or an adjoining position ("owned" by the attacker) then the
- armies are lost!
-
- "DICE" THROWS
- Battle results are determined randomly by "dice". Each die is represented
- by a "rolling" random number between 0 and 10. The program will either roll
- the random numbers until a key is pressed or will automatically stop rolling
- after a random length of time (the user selects the method at the beginning
- of the game when deciding the number of players).
-
- STRATEGY - HINTS
- A short note on strategy; but first a comment on random numbers. AT the
- risk of explaining the obvious: if 6 armies attack 2 armies the potential
- ranges are 0-60 and 0-20, so most often the 6 armies will win - but not
- always!!! The point is that it is always important to stack the odds in
- your favour (as much as possible) whenever you are attacking AND plan a
- contingency in case your sure-thing looses...!
-
- At the beginning of the game it is often very difficult to know the best
- distribution of armies (you usually don't know where your opponent(s) will
- place their forces). The main advise I can give is to attempt to capture
- one (or more) of the three "free" cities and to keep away from positions
- that are in the "middle", that is, positions that have (or will have)
- enemies on two (or more) sides. That kind of position is very difficult to
- defend because the enemy forces will converge on it and keep attacking till
- it is taken. The problem here is simply a lack of "breathing space/time",
- which is vitally important for building up defending forces. A city always
- under attack can't be getting new armies because that would require you to
- move one army off the city, leaving the city under-defended when the other
- players are attacking. If you find yourself in this circumstance try to
- "immobilise" some of the attacking cities (by sitting two armies next to the
- city).
-
- Land based attacks:
- The broadest hint I can give for land-based strategy is to attack with
- four (or more) armies wherever possible (and if necessary, be prepared to
- forfeit the two extra armies).
-
- If possible have two of your nearby cities feeding your attack forces -
- the new army from one joins the army from other. This will provide you
- with a steady stream of (pairs of) armies.
-
- When attacking, always maintain sufficient defensive forces; for example,
- when a city of yours has more than one (enemy) city nearby (and you want
- to capture them!): first immobilise the cities (by placing two armies
- beside them) and then (if possible) attack each city in turn. For example
- if a city of yours has two enemy cities nearby and you have four armies
- around each enemy city, if you attack both enemy cities at the same time
- AND THEN LOOSE you might not have sufficient backup forces to stop those
- cities from mounting an attack on your city.
-
- Sea based attacks:
- When attacking a city from across a sea, blockade the enemy (coastal)
- cities before you start moving your armies across the sea to establish a
- foot-hold. This should ensure that most of your armies arrive at the
- destination! It is often best to land the armies away from the target
- (and hopefully away from most of the defending armies). Having gained a
- foot-hold distribute your armies (if possible) so you can attack the
- defending armies with a numerical advantage; at the same time, continue
- to unload armies from your ships, and extend your foot-hold towards the
- target cities.
-
- If you are being attacked by forces being transported by ships, then (if
- you have a coastal city) start producing ships and then move the ships
- into unoccupied sea positions (in the path of the enemy ships). Sea
- attacks are always 1:1 so both ships have about the same chance of winning!
- Hopefully, after a few goes your ships should start to defeat the enemy
- ships before they reach your territory.
-
- It takes just one go to produce a ship, but it takes 3 goes (or 3 cities 1
- go) to produce a ship and two armies and one further go is needed to load
- the armies on the ship! So if you don't load armies, you can quickly
- produce a number of ships which will have an even chance of defeating the
- attacking ships (which take longer to produce - if they carry armies);
- the end result is that, if you can get you defending ships into the path
- of the attacking ships, you can usually stop their attack!
-
-
- ==============================================================================
- REGISTRATION
- If you would like to receive a registered copy of this program, send $45 to
- the address below (please specify your preferred Disk formats).
-
- Registered users will receive the latest copy of the program PLUS a copy of
- MAP-ED (a "drawing" program that can be used to edit the "tiles" that make
- up the maps).
-
-
- TURBO PASCAL UNITS
- To obtain a copy of the Mouse support unit, send $35 to the address below.
- This includes the compiled code (not source), sample programs and notes
- which explain how the unit can be used to give mouse support in your own
- (Turbo Pascal) programs.
-
-
- Registered users can also obtain a copy of the map generation and display
- unit by sending $50 to the address below. As above, this includes the TPU
- files (not the source), sample programs and notes which explain how the units
- could be incorporated into your own (EGA graphics) Turbo Pascal programs.
-
-
- PAYMENT
- Please make all payments in Bank cheques or Money Orders please,
-
- ==============================================================================
- please address any comments to:
-
- SPETER SOFTWARE AARNET:
- PO BOX 643 steve@cad0.arch.unsw.oz.au
- LANE COVE
- N.S.W. 2066 this address will change in Feb.'92 to:
- AUSTRALIA steve@cad0.arch.unsw.edu.au
- ==============================================================================
-