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- CIRCA 7000
- ARMIES OF ARMAGEDDON
- ⌐ 1995 Boku Strategy Games
-
- TABLE OF CONTENTS
-
- I. INTRODUCTION
- II. OVERVIEW
- III. STARTING THE GAME
- A. NEW AND SAVED GAMES
- B. E-MAIL GAMES
- C. FINISHED
- D. SPECIFYING GAME FILES
- 1. FURTHER EXPLANATION
- E. SETTING UP THE ARMIES
- IV. PLAYING THE GAME
- A. THE GAME SCREEN
- B. NEW RECRUITS AND VETERANS
- C. LOOKING AT THE BATTLEFIELD
- D. FACING DIRECTIONS
- E. BATTLEFIELD INFORMATION
- F. ENEMY INFORMATION
- G. YOUR ARMY'S INFORMATION
- H. THE BATTLEFIELD OBSCURED
- V. PHASE I: THE MOVEMENT PHASE
- A. FIELD OF VIEW
- B. VEHICLES VS NON-VEHICLES
- C. MOVEMENT POINTS
- D. TERRAIN MOVEMENT MODIFIERS
- E. MOVING YOUR FORCES
- F. NON-VEHICLE TURNING
- G. HOVERERS AND BOATS
- H. MOVEMENT ORDERS
- I. VEHICLE RULES
- 1. SPEED AND ACCELERATION
- 2. DECELERATION
- 3. DRIVING BACKWARDS
- 4. TURNING VEHICLES
- 5. COLLISIONS
- 6. COLLISION DAMAGE
- 7. COLLISION SPEED
- 8. JUMPING OUT OF THE WAY
- 9. RAMMERS
- 10. TRANSPORTS
- J. DANGEROUS TERRAIN
- K. ENDING THE MOVEMENT PHASE
- VI. PHASE II: TARGET PHASE
- A. CHOOSING AND TARGETING WEAPONS
- B. FIRING ARCS
- C. WEAPON RANGES
- D. FURTHER EXPLANATION
- E. FRIENDLY FIRE
- F. FIRING ORDERS
- G. SURVEY AND TARGET MODES
- H. BATTLE HONORS
- VII. PHASE III: FIRING THE WEAPONS
- A. FURTHER EXPLANATION
- B. E-MAIL GAMES AND ENDING THE TURN
- VIII. REPLAYS: THE UNOFFICIAL PHASE
- A. HIDDEN EVENTS
- IX. END OF THE GAME
- A. CAMPAIGNS AND RECOVERING CASUALTIES
- B. BATTLE REPORT
- C. BECOMING A VETERAN
- D. VIEWING ALL YOUR FORCES
- E. IF ONLY...
- X. MIST, SMOKE AND BUILDINGS - BATTLEFIELD ACCESSORIES
- A. MIST
- B. SMOKE
- C. BUILDINGS
- XI. DESTROYING TERRAIN
- XII. THE MENU BAR
- A. GAME
- 1. Save Game
- 2. Quit
- 3. Retreat
- B. ORDERS
- 1. No Orders
- 2. Wait
- 3. Remaining
- 4. End Phase
- C. REPORTS
- 1. Damage
- a. Vehicle Special Damage
- 2. Objective
- 3. Scenario
- 4. Weapons
- D. INFO(RMATION)
- 1. Wind
- 2. Map
- 3. Buildings
- 4. Sound On/Off
-
- I. INTRODUCTION
- Circa 7000 is a miniatures-based, strategy game with the emphasis on
- strategy. Through deceivingly simple game play, players must coordinate
- individual troops, machines and vehicles into a formidable assault while
- being wary of falling ceilings, rough terrain, leaving trails, surprise
- attacks and a barrage of weapons from the enemy.
-
- II. OVERVIEW
- Circa 7000 uses a Three Phase approach to war gaming. In Phase I, all
- your troops move, with separate rules for foot troops and vehicles.
- During Phase II, all your forces choose their targets. Phase III, they
- fire.
-
- III. STARTING THE GAME
- To start the game, type "C7". A7 opening sequence will appear. Press
- any key to cut it short and get to the first screen. Here, you are
- presented with three options for playing a battle - Play New Game, Play
- Saved Game and Play E-mail Game.
-
- A. NEW AND SAVED GAMES
- Playing a New Game or Saved Game is pretty straight forward. Click on
- the box to the left of the option. An "X" will appear in it and the
- selection will be highlighted. If you want the players to be controlled
- by the computer, click on COMPUTER by the appropriate player to
- highlight it. New Game files have an .SCN extension, Saved Games have
- an .GAM extension and E-mail Games have an .EML extension.
-
- B. E-MAIL GAMES
- E-mail games are handled a little differently. If you are starting an
- E-mail game, i.e. running from an .SCN file as opposed to an E-mail,
- then choose EMAIL GAME and below that START NEW GAME. If you are
- running from an E-mail, then choose TAKE NEXT TURN.
-
- NOTE!! When you save the turn file from E-mail, be sure you save it
- with a .EML extension so that C7 can recognize it as an E-mail file!
-
- NOTE!! When reading .EML files, the computer looks for the line "Begin
- decoding Circa7000 here:". It is extremely important that you do not
- modify this line or any of the information that follows it. However,
- it's perfectly acceptable to include any information you wish before
- this line. This means you can save your E-mails without any
- modifications.
-
- C. FINISHED
- When you have chosen the correct setup, click on the FINISHED bar at the
- bottom of the screen.
-
- D. SPECIFYING GAME FILES
- A new screen will appear, this time asking for six files. Click on any
- of the boxes to change the file name. (These can't be changed if you're
- continuing an E-mail game.)
-
- The Game File should be entered first. Once this has been entered, the
- computer will read the file header and set the remaining five
- accordingly.
-
- (See The Customizer for information on how to build your own support
- files.)
-
- If your file names have changed or you want to use different support
- files, you can change the Terrain, Weapons, Forces, Color or Sound file
- names. Otherwise, they should be set properly.
-
- Once the files are declared, click on the button with the "X". (This is
- the equivalent to the FINISHED bar on screens without the free space.)
- To exit the game at this point, clear the Game File box and click on the
- "X" button.
-
- 1. FURTHER EXPLANATION: All files have a fixed extension. Scenarios
- have .SCN, saved games have .GAM, terrain files have .TRR, etc. Anytime
- you are asked to provide a file name, a box with an attached director
- appears. To specify a file you can type it in and press enter or double
- click on the file name within the directory. Likewise, you can click
- once on a file within the directory and then edit the name with the
- keyboard. If there are more than 30 files with the given extension,
- then you need to click on the MOREà in the bottom right hand side of the
- directory box to scroll to the next set of file names.
-
- E. SETTING UP THE ARMIES (CHOICES SCREEN)
- After specifying the Scenario name and clicking on the "X" button, a
- screen with a number of choices to specify will appear. For the first
- couple games, accept the default and go straight to the "X" button to
- start the game. The default allows you to play the battle exactly as
- defined with the armies already set up - no added mist and neither army
- familiar with the battlefield.
-
- Once you played a game or two, you can use this screen to set up the
- armies differently and add mist to the game. The choices for using
- armies are:
-
- 1.) Use the scenario's army. This is the army that was Picked and
- designed in The Game Maker by the author of the scenario.
- 2.) Load an army from disk. This allows you to specify an army file -
- perhaps an army from a previous battle - and use it in this scenario.
- When you exit this screen you will place the army on the field.
- 3.) Load Placement Army from disk. This is the equivalent of loading an
- army with all the placement information already included. The file will
- have a .PLA or .PLB extension. Use this option when you are setting up
- an Email game. Your opponent - making sure you both have the same
- files - can use the Game Maker to pick and place his army on the
- battlefield. Then he can Email you that .PL? file which you can
- incorporate directly. This way you never see your opponent's setup.
-
- Once the army is picked, there are three things you can do with it:
- 1.) Use scenario's setup. Used only with Use Scenario's Army, this
- option leaves the army's setup as the author of the scenario set it up.
- 2.) Set up in designated area. This allows you to set up the army in
- the area specified by the author of the scenario. Once you exit this
- screen, you will be prompted to place the army. If the author neglected
- to specify an area, the entire screen fill be fuzzed over. Simply
- grumble, press Escape and go back to the Choices Screen.
- 3.) Setup up anywhere on field. This is the same as 2.), but the forces
- can be placed anywhere on the field.
-
- Note that if you load the placement army from disk, these three choices
- are moot.
-
- On this Choices Screen, you can also define the amount of mist you want
- on the board, if any at all. The mist is randomly "grown" on the
- battlefield.
-
- Army Familiar with Battlefield. If these are "x"'d, the entire board
- will be visible for that army. This means that no areas will be fuzzed
- out. This would be a logical choice for an army defending it's home
- base - there's no need for an army to "discover" it's own area.
-
- You may also choose this for a completely different reason: To speed up
- the game. Between each turn and as each force moves, the forces do an
- entire sweep of the battlefield, filling in the parts of the field that
- haven't been seen yet (the fuzzed over parts) as they come into view.
- This can take a significant amount of time when large parts of the
- battlefield have to be redrawn.
-
- By making both sides familiar with the field, nothing has to be redrawn
- and the setup time will decrease significantly. Note that this only
- affects the army discovering the battlefield. Enemy forces will still
- not be visible unless a direct line of sight can be established.
-
- When the appropriate choices have been x'ed, click on the button with
- the "X" on it in the lower right hand corner. If you chose to place
- armies on the field, it will be done so now.
-
- To set up an army, see PLACING ARMIES in The Game Maker section. In
- addition to this basic information, there are a few more buttons.
-
- SCAN - When setting up in a designated area, only the designated area is
- shown the rest is fuzzed out. If you click on SCAN, the cursor will
- change to a pair of binoculars. Click anywhere within the designated
- area (the area within the red outline) and a visual sweep of the area
- will be done, revealing what can be seen from the battlefield. It's
- recommended that this is done from a number of spots to help you in
- deciding where to set up the enemy.
-
- PLACE - Highlight this to actually place the forces on the field.
-
- INFO - If this is highlighted, the left mouse button will give you
- information on the terrain instead of placing the forces.
-
- Also on this screen, find a menu button in the upper left hand corner of
- the screen. This contains two items: OBJECTIVES and SCENARIO. These
- are explained in detail below.
-
- When you are done, click on the FINISHED button. When all the choices
- have been taken care of, the scenario will load up and the game will
- begin...
-
- IV. PLAYING THE GAME
- The screen is split into three main areas. Across the top is the menu
- bar. To use these, simply click on them. A list of options will drop
- from which you can choose. A menu can only be chosen if it isn't
- dimmed.
-
- A. THE GAME SCREEN
- The left side of the screen holds all the information you're going to
- need. The active force - the one whose turn it is to act - will appear
- in a green box facing the same direction that the troop is facing on the
- battlefield. If you ever "lose" the active troop (recognized because it
- blinks), you can click on the green box and the troop will be centered
- on the battlefield screen.
-
- B. NEW RECRUITS AND VETERANS
- Forces will be listed as either New Recruits or Veterans with a number
- after it. New Recruit means they're in their first battle. The number
- after Veteran shows how many battles that Force has fought in.
-
- C. LOOKING AT THE BATTLEFIELD
- The largest area on the screen is the battlefield. To move around the
- battlefield, click on any part of it with your right mouse button. The
- square that the mouse was pointing at will be centered as best it can.
- If the mouse is pointing at a Force that still has to move or shoot that
- Phase, that force will become active. This allows you to move and shoot
- forces without being restricted to a specific order.
-
- You also can use the slide bars along the right and bottom of the
- battlefield screen to scroll the battlefield. Click on either slide bar
- with the left button to move the battlefield along to that position.
- Alternately, you can click on the arrows on either end of the slide bar
- to move the battlefield by five squares.
-
- All the forces on the battlefield are shown from a bird's eye view, that
- is, straight down from above. Therefore, foot troops will usually
- consist of head and shoulders with arms and guns sticking out. When you
- look at vehicles, you're looking down at the top of the vehicle.
-
- D. FACING DIRECTIONS
- Forces (your troops, machines and vehicles) can face 8 directions: up,
- down, left, right and to each corner. (The direction your Force is
- facing on the battlefield has a number of important implications which
- will become evident.) If you turn a troop around in a circle, he will
- face each of the eight directions.
-
- E. BATTLEFIELD INFORMATION
- To find information about anything on the board, click the left mouse
- button on it. This will cause a box to appear giving a picture of what
- you clicked on and some general information about it. It will also give
- a status of it's condition.
-
- F. ENEMY INFORMATION
- General information is given about enemy forces in a pop up box. This
- information is the best estimate your troops can give you under the
- circumstances and is relative to that particular type of enemy force.
-
- G. YOUR ARMY'S INFORMATION
- Exact and complete data is given about your troops.
-
- H. THE BATTLEFIELD OBSCURED
- Lastly, part of the battlefield may be obscured with static fuzz. The
- information box is right in telling you it's "Incomplete Data". If your
- army is unfamiliar with the battlefield, then the terrain only becomes
- known as your troops are able to draw a line of sight (LoS) to it. For
- example, you're in a building and the next room is all fuzz. Moving one
- of your forces into the doorway will cause the room terrain to appear
- because now one of your troops has an LoS to it. Once terrain appears,
- it doesn't fuzz over again.
-
- V. PHASE I: THE MOVEMENT PHASE
- A. FIELD OF VIEW
- In the information area on the left of the screen, an array of arrows is
- shown. These are the arrows that you use to move your forces. The
- highlighted arrows present your option for moving.
-
- Each of your forces has a field of view (FoV) that ranges from 45
- degrees to 360 degrees in increments of 45 degrees. A force cannot have
- an LoS on anything outside the FoV. Troops mostly have an FoV of 180
- degrees meaning they can see directly their left or right. If the
- troops want to see what's behind them, they have to physically turn
- around and let their FoV sweep the area. Scorch marks, trails and enemy
- forces won't be shown on the battlefield unless one of your forces has
- an LoS to it.
-
- B. VEHICLES VS NON-VEHICLES
- Forces divided into two distinct categories when it comes to moving:
- Vehicles and Non-vehicles. What is or isn't a vehicle can become cloudy
- as you start designing your own forces (the designer makes the
- decision), but here are some characteristics: Non-vehicles have a flat
- movement rate that they can move each turn, turning as they wish.
- Vehicles have to accelerate, make wider turns and declare their speed at
- the beginning of their turn. Vehicles can also mow over anything in
- their path.
-
- C. MOVEMENT POINTS
- In general, moving your forces one square forward costs one movement
- point and moving to a diagonal square cost 1.25 movement points. To
- move to a square, you must have at least half the movement points
- required to move to that square.
-
- D. TERRAIN MOVEMENT MODIFIERS
- To slow you down, different terrains, such as woods and water, have
- movement modifiers. These are x1, x2, x4 and impassable. If a terrain
- has a x2 movement modifier, then it takes twice as many movement points
- to move into that square. Impassable means just that - no part of a
- force can enter that square. One notable exception is boats and water.
- Boats can go over impassable water. Impassable here refers to land
- based forces. In general impassable terrain would cover such things as
- walls and boulders.
-
- E. MOVING YOUR FORCES
- In Circa 7000, troops can only move forwards, move backwards, turn left
- and turn right. (These last two are handled differently for vehicles
- and non-vehicles. See below). To move left, a force must turn left
- then walk forward. Forces cannot slide left or right. Each turn is 45
- degrees.
-
- For example, a troop (facing North) wants to move three squares to the
- right and then face North again. The sequence to do this is: turn
- right, turn right, forward, forward, forward, turn left, turn left.
- Once you get the hang of this, it's a snap.
-
- In addition to clicking on the arrows with the mouse, the keypad
- correlates to the arrows matrix: '8' forward, '9' turn right, '2' is
- backwards, etc.
-
- F. NON-VEHICLE TURNING
- Turning 45 degrees costs 0.25 movement points. The first two turns are
- free. So in the previous example, the troop would have used 3.50
- movement points (ignoring terrain modifiers). Terrain modifiers
- increase the movement points for turns the same as moving square to
- square.
-
- G. HOVERERS AND BOATS
- Exceptions to the movement point rules include Boats and Hoverers.
- Hoverers can be air-cushioned vehicles or troops with jet packs. The
- terrain modifiers have half the effect and trails aren't left behind.
- Hoverers still cannot enter impassable terrain. Boats on the other hand
- ignore ALL terrain modifiers. A boat on water isn't slowed down.
- Terrain modifiers are applied to land-based forces only. Boats and
- Hoverer can be vehicles or non-vehicles.
-
- H. MOVEMENT ORDERS
- Non-vehicles don't have to use their full movement rate. To end their
- move, choose NO ORDERS from the Orders menu, hit the space bar or press
- '0' (conveniently located under the thumb) on the keypad (see No Orders,
- below). If you want to move other troops first, choose WAIT from the
- Orders menu (or press 'w') and that particular force will wait until
- everyone else still needing to move has moved before becoming active
- again.
-
- I. VEHICLE RULES
- Vehicles have a few additional rules that make them more powerful, but
- also a little harder to control.
-
- 1. SPEED AND ACCELERATION
- At the beginning of the vehicle's turn, you must declare how fast the
- vehicle is going to move. The speed window is determined by the
- vehicle's acceleration rate (ACC) (this is listed in the information box
- when you click on one of your vehicles.) Each turn, your vehicle can
- accelerate over it's present speed by this amount. So if your
- dunebuggy's speed was 15 squares last turn and it has an ACC of 6
- squares, then it can go 21 squares this turn.
-
- 2. DECELERATION
- A vehicle can decelerate at twice its ACC. The dunebuggy can accelerate
- 6 squares and can, therefore, decelerate 12 squares. If it went 15
- squares last turn it can slow down to 3 squares this turn. At the
- beginning of the vehicle's turn, you will be shown the current speed of
- your vehicle, its ACC and the range of speed you can choose. Each
- vehicle has a top speed that it can't exceed.
-
- 3. DRIVING BACKWARDS
- A vehicle can also go backwards provided it has come to a stop first.
- To go backwards, enter a negative speed. (You can also enter partial
- speeds, such as 3.50 and 4.75.) The ACC is halved for going backwards.
-
- 4. TURNING VEHICLES
- While non-vehicles can pivot on the spot, vehicles move during turns.
- The faster it's moving, the wider the turn will be. This is determined
- by the vehicles Turn Rate. If a vehicle has a turn rate of 4, then it
- can make 4 evenly spaced turns. The space between turns is determined
- by the speed. If a vehicle has a speed of 20, then it must move (20/4)
- = 5 squares before it can turn again.
-
- When your vehicle turns, it moves forward one square in the turn, it
- doesn't simply rotate.
-
- Unlike non-vehicles, vehicles MUST move their full specified speed each
- turn. If you choose 20 squares for the dunebuggy, it must move 20
- squares before the Movement Phase will end. You can choose the WAIT
- option from the Orders menu if you need to move someone out of your
- vehicle's way, but you don't have the NO ORDERS option.
-
- 5. COLLISIONS
- This brings us to collisions. Collisions can be very detrimental a
- vehicle's health. At the same time, it can be very detrimental to your
- enemy's health. When you're about to collide, a warning box will come
- up. If you can actually do something to avoid the collision - and want
- to - click on CANCEL and change your vehicles direction. Otherwise,
- you're going to see your vehicle plow into something solid - impassable
- terrain, enemy forces or your forces.
-
- 6. COLLISION DAMAGE
- The amount of damage depends on several factors: the toughness and speed
- of the object you run into, the toughness of your vehicle and the speed
- you were traveling. If your toughness is higher than what you run into,
- chances are strong you're going to inflict more damage than you take.
-
- 7. COLLISION SPEED
- Non-vehicles and terrain are considered to be standing still. If you
- run into another vehicle, that vehicle's speed is taken into
- consideration. If you hit another vehicle head on, your speeds are
- added together to figure out damage. The higher the speed, the more
- damage spread around. If you hit someone from behind, that vehicle's
- speed is subtracted from yours, resulting in relatively low damage.
- When you hit a vehicle from the side only your speed is taken into
- consideration. Lastly, hitting vehicles at an angle is a compromise
- between a head-on (rear-end) and a side hit.
-
- 8. JUMPING OUT OF THE WAY
- Troops are agile enough to see someone is going to run over them and
- jump out of the way - hopefully. The slower a vehicle is moving, the
- better the chance of jumping out of the way, provided there is somewhere
- to jump. Once a vehicle attains a speed above 6, the chances of
- avoiding it are slim.
-
- When a vehicle does collide, most of the time it comes to a stop. The
- exception is when the vehicle destroys what it runs into. Depending on
- the strength differences of the colliders, how much damage a vehicle
- takes, the angle of collision and current speeds, your vehicle may still
- have movement left. Tanks won't be slowed down much after running down
- a few troops.
-
- 9. RAMMERS
- Of course, some Generals like running into the enemy as an offensive
- tactic. Entire squads have been obliterated by a rampaging war machine.
- These vehicles are a special subgroup called Rammers and are specially
- equipped with enemy munching apparati. When these vehicles collide with
- something, they inflict twice the damage of a normal vehicle.
-
- 10. TRANSPORTS
- No point in walking when you can ride! Troops - smallest (Size 1)
- forces, non-vehicle - are the only forces that can enter a transport. A
- transport, on the other hand, can be anything - vehicle, non-vehicle,
- any size, rammer or boat. There's no restriction.
-
- To enter a transport, simply walk your guy into the transport force.
- You'll be asked if you're entering the transport. Leaving the transport
- requires a little more effort. Type 'u' or choose UNLOAD from the
- ORDERS Menu. In the left information area, a depressed area will appear
- with all the riders in it. In addition, one raised area will appear
- with a troop in it right above the depressed area. This is the
- unloading square. The troop in here is the next to be unloaded. To
- switch the unloading guy, click on any of the troops in the depressed
- area with the left mouse button, and that troop will appear in the
- unloading area.
-
- To actually unload the troop onto the battlefield, click on a square
- adjacent to the transport. The troop will lose half its movement points
- and appear on the field facing away from the transport (be sure not to
- step on a mine!)
-
- Once you're finished unloading troops, click on the FINISHED box next to
- the depressed area. There are a few restrictions for jumping out of
- transports: you must be able to enter the area, the transport can't be
- moving twice the troops movement rate and the troop must have sufficient
- movement points left to make the move. Once a troop leaves a transport,
- it may move normally.
-
- J. DANGEROUS TERRAIN
- As if enemy fire and rammers weren't enough to think about, stepping on
- and walking through certain terrains can be deadly, as well. Some may
- be obvious: mines that blow up when walked on. Others can be more
- subtle: troops disappearing without a trace in the swamps.
-
- The chance of taking damage from terrain is dependent on the size of the
- force entering it. Terrain can blow 100% of the time for troops, but
- not be set off at all by other sized forces. See the terrain
- description for the lethality of a particular terrain. Once terrain is
- set off or destroyed, it is no longer considered Dangerous.
-
- K. ENDING THE MOVEMENT PHASE
- Normally, Phase I will end without any notification or fanfare. The
- exception is when you still have troops inside transports. In this
- case, an END PHASE button will appear. If you want to leave your troops
- inside the transport, just click on this button and move on to Phase II.
- However, if you want to unload the troops, you need to click on the
- transport with the right mouse button, in which case you'll be asked if
- you want to unload the troops.
-
- It is done this way because the transport has finished its movement and
- can no longer be activated. Note that this procedure can be used
- throughout the Phase. Again, once the troops leave the transport the
- Phase will continue on normally.
-
- VI. PHASE II: TARGET PHASE
- The active force and all its weapons are shown on the info bar at the
- left of the screen.
-
- A. CHOOSING AND TARGETING WEAPONS
- Forces can have up to three weapons that can be categorized as either
- primary or secondary weapons. You can shoot either the primary OR the
- secondary weapons for each force each turn, but not weapons from both
- groups in the same turn. For example, troops usually carry a gun
- (primary) and grenades (secondary). The force can then shoot the gun or
- throw the grenade.
-
- Each weapon is shown on the bottom of the information bar on the left of
- the screen. Primary weapons will be displayed on green buttons and
- secondary weapons on gray buttons. To specify which weapon you want to
- shoot, click on in with the left button. The weapon will appear on a
- lightly-shaded button to show it's active. If you fire a primary
- weapon, the secondary weapons are no longer present as a choice.
-
- Other than that, targeting is very straight forward. The active force
- will blink, the weapon that is firing will be highlighted on the info
- bar on the left of the screen and all you have to do is point your
- cross-hair, mouse cursor at what you want to shoot and click the left
- button. A small red dot will appear and then fade.
-
- B. FIRING ARCS
- Each weapon has a firing arc that defines the sweep the weapon can
- cover. The force is drawn above the weapon buttons and will have a
- number of colored arcs surrounding it. These arcs show the firing arc
- of each weapon. The color of the arc matches the color of the button
- face surrounding the picture of the weapon.
-
- When targeting a weapon, you will not be shown what is and isn't within
- the weapon's firing arc. Trying to shoot outside the firing arc is
- representative of an over-ambitious gunner! Instead of not firing at
- all, the shot will follow the boundary of the firing arc.
-
- C. WEAPON RANGES
- Another consideration is the range of the weapon. They can't cover the
- entire field and some have quite a short range, such as the flame
- thrower. When you're declaring all your targets in Phase II, these
- factors aren't represented anywhere on the board. You can find the
- weapon range by clicking the right mouse button on the weapon picture.
- Use the range - in squares - to estimate the distance of your shot on
- the board.
-
- If you fire outside your range, the weapon will go as far as it can,
- then hit where ever the range falls. So if you pick up a real rookie in
- your army who tried firing directly behind him all the way across the
- field, the actual place the weapon hits will be at the maximum range
- along the weapon's firing arc boundary.
-
- Lastly, in addition to the enemy, you can also target terrain. This
- allows you to knock down walls or place an area effect weapon in a
- better position.
-
- D. FURTHER EXPLANATION: The way targeting works is useful to know. The
- chance of your force actually hitting what it aims at is quite slim.
- Instead, when targeting, you're declaring a general area that your force
- is firing at. This general area grows in size the further away you aim
- your weapon. (If your force is right up close to where it's aiming,
- then the "general area" will be the one square you aimed at.) If your
- shot is inaccurate, then it will pick one of the forces (in either army)
- - or an empty square - within the general area and hit it.
-
- This mimics the general feel of spraying an area with fire as opposed to
- picking out one piece in the middle of the battle and firing only at it.
- It also keeps the enemy from picking out your strong pieces and winking
- them out in the midst of weaker guys, allowing you to set up screens.
- Of course, if your guy is standing all by himself, then he's the only
- target.
-
- E. FRIENDLY FIRE
- It's in here. Be careful when trying to shoot through your own army.
- Common sense works pretty well here...
-
- F. FIRING ORDERS
- Normally, you can just aim all your weapons as they are presented. In a
- few instances you may want to not fire some. To not fire a weapon,
- choose NO ORDERS in the Orders menu (or press the spacebar). To cycle
- one of your forces to the end, choose the WAIT command in Orders menu
- (or press 'w').
-
- G. SURVEY AND TARGET MODES
- Finally, if you want information about the board, click on the box with
- SURVEY MODE written in it at the bottom of the information bar. This
- will give you an arrow to use on the screen. The left button will now
- give information instead of targeting an area. Click on TARGET MODE to
- return to targeting. In both modes, the right mouse button will move
- you around the battlefield.
-
- H. BATTLE HONORS
- Battle Honors are awarded to individual forces as the battle rages on
- and casualties accumulate. Battle Honors are given for enemy casualties
- inflicted and taken away for friendly casualties. The number awarded is
- based on the size of the enemy casualty - three for large forces, two
- for medium and one for small.
-
- The number of Battle Honors accumulated is displayed in several places:
- when the force is active, in the information box and again at the end of
- the game. Battle Honors are shown using a series of bars and diamonds
- that have the following values:
-
- Gray Bar 1 Battle Honor
- Gold Bar 5 Battle Honors
- Gray Diamond 10 Battle Honors
- Gold Diamond 25 Battle Honors
-
- During the battle, honors are only shown for known casualties. For
- instance, if you're firing blindly into the woods and cause casualties,
- the Battle Honors won't show up until the end of the game. If you crash
- into a transport full of troops and blow it up, you'll see the Battle
- Honors for the transport during the game, but the honors for the troops
- inside will show up at the end.
-
- VII. PHASE III: FIRING THE WEAPONS
- At this point, everything has moved and aimed its weapons, leaving you
- with very little control through the rest of the turn. The information
- bar is the same as Phase II: the active force along with its weapons is
- shown. The active weapon is highlighted. However, the mode buttons
- have been replaced with a firing button. When you're ready to watch the
- highlighted weapon fire, press that button.
-
- The only input other than FIRE you can give is to choose which weapon
- will fire next. You can choose your force as always, by activating it
- with a right mouse button click. You can choose which weapon to fire
- next by clicking it with the left mouse button. Beyond that, you can
- choose WAIT in the ORDERS menu.
-
- A. FURTHER EXPLANATION: A target square isn't chosen until the weapon
- fires. Then the deviation, if any, is worked out and a line of sight is
- traced from the weapon square to the target square. If anything or
- anyone gets in the way, then that becomes the new target square, except
- in the case of weapons that ignore terrain. So one may consider firing
- repeating weapons well past a squad (in order to spread out the area it
- can deviate) and allow the enemy to "get in the way" of the shots.
-
- One last consideration: Forces bigger than troops have weapons that
- shoot from different parts of their body. Run the forces through the
- Customizer to see the details, but this can make a big difference when
- your mech is half behind a building and decides to shoot both guns.
-
- B. E-MAIL GAMES AND ENDING THE TURN
- After completing Phase III you can look around the battlefield and check
- out the latest stats in the REPORTS and ORDERS menus. When you are
- finished, click on the END TURN button at the bottom of the information
- area.
-
- If you are playing an E-mail game, you will be prompted for a filename.
- The program will then switch to a text screen while the file is being
- compressed and text encoded. This file is made up strictly of text and
- can be mailed to your opponent just like any other letter you would
- send. You can also add your own message to the beginning of the file,
- if you wish, without damaging the data.
-
- VIII. REPLAYS: THE UNOFFICIAL PHASE
- At the beginning of the movement phase (except the first), you are given
- the option of watching your opponent's previous turn. This is the only
- time that you'll be given the chance and you'll only get to see it once.
-
- You can move around the battlefield before the Replay if you wish,
- looking at information on everything. This shows the field as it
- currently is. Once you acknowledge that you want to see the Replay, the
- forces of both sides are put back to where they were before the enemy's
- turn started. After you finish looking around the board again, click on
- START. The forces on the board will begin moving and shooting,
- replaying your opponent's moves.
-
- A. HIDDEN EVENTS
- If your opponent is hidden in the undiscovered fuzz, then none of his
- movements will be shown. The same goes for shooting. However, when
- weapons are fired - even if you cannot see them - the screen will shift
- to that general area and you will hear the shot. This gives an inkling
- to where the enemy is as your troops hear the shots being fired.
-
- Clicking on the PAUSE button will freeze the Replay. You may need to
- hold down the left mouse button briefly in order to get the Replay to
- pause. Pressing CONTINUE will start it up again. While it's paused,
- you can scroll around the battlefield.
-
- The Replay will continue until it's complete. Then your turn will start
- at Phase I.
-
- IX. END OF THE GAME
- Once the objectives of the battle have been met (See Objectives in the
- Menu section), the battle comes to an end. A screen appears at the end
- of the turn declaring who won and how. When you're finished with this,
- click on BATTLE REPORT.
-
- A. CAMPAIGNS AND RECOVERING CASUALTIES
- An interesting feature of Circa 7000, is that it can be used to play
- campaigns. Just because your forces are knocked out of action, doesn't
- mean they're gone for good. The winner - assumed to have control of the
- battlefield - gets 75% (on average) of his forces back. This is due to
- medical supplies, friendly hands, etc. The losing army gets 25% of his
- casualties back - mainly due to escapees. Everyone lost in the losing
- army is simply listed as Missing in Action.
-
- B. BATTLE REPORT
- The Battle Report at the end shows the final status of all your forces.
- In addition to simply surviving, another benefit of seeing the end of a
- battle is that your forces have a chance of improving. Any benefits
- will be listed in this report. Skill Increase means +5% on the Shooting
- Skill. Bigger, Tougher is an increase of hit points. Better Armour is
- +1 to Toughness. Don't expect anyone to become huge.
-
- C. BECOMING A VETERAN
- Another interesting (but useless) feature is that your New Recruits
- become Veterans. Each battle that your guys survive is tallied and
- noted in the ()'s after "Veteran" wherever you see the description.
-
- D. VIEWING ALL YOUR FORCES
- To scroll through the pages of your army, click on the "+" at the bottom
- right of the Battle Report. To go to the previous page, click on the "-
- ". When you're finished, click on the "X". At this point, the armies
- are saved to disk. You can add New Recruits using the Game Maker to
- bring your army up to strength and ready it for the next battle.
-
- E. IF ONLY...
- Some people (wrong most of the time) think that if they just had "one
- more turn" they could have polished off the winner. For that reason, at
- the end of the battle you're given the chance to play until one side is
- completely wiped out. Just for the fun of it. The armies aren't saved
- at the end and no score is kept. It's just there as a chance to put to
- rest any "if only" questions.
-
- X. MIST, SMOKE AND BUILDINGS - BATTLEFIELD ACCESSORIES
- A. MIST
- Mist, fog, call it what you will. It's tough to see very far through.
- In Circa 7000, there are two visual impairments outside of terrain. The
- first, mist, can be brought on randomly at the beginning of the battle
- when choosing your army set up. It can also be manually put on the
- battlefield when designing the scenario in the Game Maker. (See below).
-
- Each square of mist blocks visibility by 30%. So at the most, you can
- see through four squares of mist.
-
- B. SMOKE
- Smoke is the second and much thicker visual impairment. Each square of
- smoke blocks visibility by 50% giving you a visibility range of two
- squares at the most. Smoke is not manually put on the field, but rather
- a result of weaponry. Usually, it's a byproduct of explosions, but can
- also be put to good use offensively through the use of smoke grenades.
- Laying down a wall of smoke is great for concealing your movements from
- the enemy.
-
- C. BUILDINGS
- Inside The Game Maker, when designing battlefields, buildings are
- defined. A building - loosely defined - is an area with a ceiling.
- Buildings are defined separately because of the 2D nature of the
- battlefield.
-
- In terms of fighting the battle, buildings make a difference in only a
- one instance.
- This instance is centered around weapons that ignore terrain. Weapons
- that ignore terrain include grenade launchers and artillery when shells
- are lobbed over the terrain. If these shots land on a building, the
- shots are assumed to hit the roof instead of the forces inside.
- Therefore, you may see a very powerful shot cover several wimpy troops,
- all of which survive. That's the roof acting as protection.
-
- However, the roof is bound to collapse, breaking down the building and
- opening the troops inside to attack from these indirect weapons. When
- ceilings collapse, they add significantly to the strength of the weapons
- attack - troops are therefore almost guaranteed to take heavy damages.
-
- Note that if these weapons are shot from INSIDE the building, they will
- land INSIDE the building as normal. They can also shoot outside as
- normal. This allows, for example, bunkers to be built - underground
- structures housing artillery.
-
- XI. DESTROYING TERRAIN
- Each type of terrain either has a set number of hit points or is defined
- as indestructible. Once a terrain hits zero points, it is considered
- "destroyed" for the purpose of Game Ending objectives.
-
- Most terrain, when destroyed, doesn't change. However, some, most
- notably building terrain, changes when destroyed to another type of
- terrain. For example, consider the ceiling in a building. It appears
- as a floor with perhaps computer equipment on it or chairs. When this
- square is destroyed, it's actually the roof collapsing, so the terrain
- may change to rubble. The terrain, from there on out, then has all the
- stats of rubble. If a wall collapses to rubble, the visibility will
- increase from 0% to that of the rubble - the same with the movement
- penalties. Terrain can only be destroyed once.
-
- XII. THE MENU BAR
- A. GAME
- 1. Save Game
- You can save the game during Phases I and II. Enter the name of the
- file when prompted. Saved games have a .GAM extension. In case you
- don't think of it, there is an Autosave feature that saves your game at
- the end of the first and second Phases in a file named "7000bkup.gam".
- This feature is always activated.
-
- 2. Quit
- To leave the game completely and return to DOS, use this button on the
- menu.
-
- 3. Retreat
- When the battle is hopeless, you can use this option to save a little
- face and a few forces. This is treated the same as losing a battle.
- Casualties are worked out and armies are saved.
-
- B. ORDERS
- 1. No Orders
- This is an option during Phases I and II. Use it when you're finished
- moving a force or you don't want a weapon to fire. The following hot
- keys can be used: Spacebar (Phase I & II) or '0' (Phase I).
-
- 2. Wait
- This is available at all times. It puts the current force at the end of
- the rotation. You can also press 'w' on the keyboard.
-
- 3. Remaining
- During any Phase, choose this option (or press 'r') to see which Forces
- still have to move (or shoot). The Force will be marked with a red flag
- of some design. You can move around the board as normal, but using the
- left mouse button on the field will cause the flags to disappear.
-
- 4. End Phase
- This can be used during Phases I and II and is equivalent to a group No
- Orders. You can also press 'f' as a hotkey.
-
- C. REPORTS
- 1. Damage
- The Damage Report lists all your forces and gives general health and
- status for them. At the top of the list is your casualty percent
- showing the percent of your forces left in the battle. Below that is a
- strength rating. This doesn't count towards anything, but shows what
- percent of the army is left based on the points they cost. 'F1' is the
- hotkey.
-
- On the other side of the page is your opponent's army. This gives
- general descriptions of their health and status. The only forces shown
- are those your army is aware of. If one of your opponent's forces is
- knocked out of action before you ever draw a LoS on it, then it will
- never appear in this list. Casualty and Strength ratings are only given
- for yourself.
-
- To move from page to page, click on the '-' and '+' buttons at the
- bottom right of the screen. When you're finished, click on the 'X'.
-
- a. Vehicle Special Damage
- If a vehicle takes a beating during a turn, chances are things will go
- wrong with it: lose a weapon, steering failure, cracked hulls, loss of
- power, etc. This is represented by Special Vehicle Damage.
-
- It can occur in turns where you take more than six hit points of damage.
- The more damage absorbed, the higher the chance of taking this extra
- damage. To see if your vehicle has any, click on any of your vehicle
- profiles in this report and hold the button down. A small report will
- be shown.
-
- 2. Objective
- The Objective Report tells you the information needed to end the battle.
- The battle can be won in one of three ways. The first is casualties -
- once the percent of casualties exceeds that army's tolerance level, the
- army loses. The second and third entail destroying or occupying a
- certain area on the board. Casualties, though, is always a fall back
- ending to a battle. If the objective is occupying an area or destroying
- an area, this report will tell you what percent must be
- occupied/destroyed and what percent is currently. It also tells you the
- casualty level tolerances. 'F2' is the hotkey.
-
- Once you are finished reading this, click a button. If the objective is
- to occupy or destroy an area, that area is now lit up with a red pattern
- (providing you can see that part of the field.) You can move around the
- area with the right mouse button as usual. The left button will return
- the field to normal and allow you to continue with the game.
-
- It may be that the scenario is set up so that both armies have
- objectives. For instance, Army A may have to occupy 75% of a small
- building before Army B destroys 25% of it. In scenarios such as these,
- the battle is over when only ONE army has accomplished its objective,
- with casualties always being the fall back game-ender.
-
- So in the same battle, if Army A occupied 80% of it AND the building was
- destroyed by 50% already, the battle would end when 1) Army A's
- occupation percent fell below 75% (due to casualties, etc.) or Army B
- lost so many casualties that it quit. (This is also defined in the
- scenario.)
-
- 3. Scenario
- The scenario is the story that goes along with the battle. A good
- scenario story should say who is fighting and why, along with a little
- background. A good story makes the battle that much more interesting.
- 'F3' is the hotkey.
-
- When you're finished reading it, click the mouse button.
-
- 4. Weapons
- All the weapons used are shown here. Click on the NEXT and PREV buttons
- to cycle through them. All information relevant to the battle is in
- here. For more details, see The Customizer. When you're finished,
- click outside the description box. 'F4' is the hotkey.
-
- D. INFO(RMATION)
- A few miscellaneous odds and ends reside in this menu.
-
- 1. Wind
- This shows a direction arrow pointing the direction the wind is blowing.
- It also contains a strength indicator to show how hard it's blowing.
- The wind doesn't affect shooting, but does make the mist and smoke blow
- around. Smoke is much more volatile than mist and readily dissipates in
- a heavy gust. Click the mouse button to exit. 'F5' is the hotkey.
-
- 2. Map
- This shows a blimp-eye view of the battlefield, displaying the entire
- field in ╝ scale. Forces show up as blue and red blips, sized according
- to the actual force. You can view this map at any point, even when
- viewing objectives and such. The additional graphics on the actual
- battlefield will appear here also.
-
- In addition to getting your bearings straight, you can also use the map
- to traverse the battlefield. Click on the battlefield with your left
- button to center the actual battlefield around that point. In addition
- to putting a box around what is visible on the screen, the field itself
- is updated behind the map.
-
- To exit, click anywhere off the battlefield. 'F6' is the hotkey to
- reach the Map.
-
- 3. Buildings
- This allows you to see all the defined buildings by putting red "roofs"
- on them. You can move around the field as normal with the right mouse
- button and also by using the Map. If you get a "No Building on
- Battlefield" message, it only applies to what you can see. Click the
- left mouse button on the battlefield to exit this mode. 'F7' is the
- hotkey.
-
- 4. Sound On/Off
- Provided you have a Sound Blaster compatible sound card, you can use
- this option to toggle the sound off and on. If you don't, this option
- will not appear. 'F8' is the hotkey.
-
- That's Circa 7000! After playing a few scenarios, you'll most likely
- want to start designing your own - drawing the battlefield, setting up
- the objective and picking the armies. For that there's the Game Maker.
-
- As always, we're interested in what you have to say about Circa 7000!!
- We've worked hard to produce a game that puts the power and creativity
- in the hands of the users! Please send all your comments, complaints,
- and questions to cooney@ix.netcom.com or through the mail to:
-
- Boku Strategy Games
- PO Box 2181
- El Segundo, CA 90245-1281
-
- And, of course, if you're using some one else's copy of Circa 7000,
- there's no need to share because we have plenty more copies here for
- you! Please see ORDER.TXT and help Boku stay in the business of
- bringing you quality games!!
-
-